Dodge (Slave Pits): Difference between revisions
More actions
Slave Pits: drop the version from the notice |
No edit summary |
||
| Line 3: | Line 3: | ||
'''Dodge''' · [[Slave Pits/Glossary|Glossary]] · ''[[Slave Pits|Slave Pits]]'' | '''Dodge''' · [[Slave Pits/Glossary|Glossary]] · ''[[Slave Pits|Slave Pits]]'' | ||
Dodge is one of the defensive actions available for a character when his opponent is attacking him. It's displayed during combat by showing the dodge buttons, depicting | Dodge is one of the defensive actions available for a character when his opponent is attacking him. It's displayed during combat by showing the dodge buttons, depicting a running person towards the different dodge directions, left and right. | ||
If a character chooses to dodge, the system verifies if he has enough stamina and balance to perform the action; if not, the button visually shakes and nothing more happens; if the fighter has enough stamina and balance, they are spent and the dodge animation begins. | If a character chooses to dodge, the system verifies if he has enough stamina and balance to perform the action; if not, the button visually shakes and nothing more happens; if the fighter has enough stamina and balance, they are spent and the dodge animation begins. | ||
The default balance cost to perform a dodge action is | The default balance cost to perform a dodge action is 6000 balance: the character can not try to dodge if he does not have that amount of balance (except if he possesses talents like Armored Confidence). The final balance cost of the dodge action depends on its deviation, the character and opponent talents, etc... | ||
The dodge option appears for a variable amount of time usually referred to as 'dodge time', that depends on the attack time of the opponent, the character talents, the pressure, etc... A strike must be dodged in the opposite attack animation direction that is being performed: so if the opponent character animation is moving to the left, the defender must dodge away to the right direction. | The dodge option appears for a variable amount of time usually referred to as 'dodge time', that depends on the attack time of the opponent, the character talents, the pressure, etc... A strike must be dodged in the opposite attack animation direction that is being performed: so if the opponent character animation is moving to the left, the defender must dodge away to the right direction. | ||
Like any other combat action, the closer the action button is pressed to the | Like any other combat action, the closer the action button is pressed to the shining center of the animation, the less deviation the action will have and several bonuses will apply to it: less balance final cost, more risposte time and less stamina spent in the risposte attack. | ||
== Stats == | == Stats == | ||
Revision as of 04:17, 29 October 2026
Dodge · Glossary · Slave Pits
Dodge is one of the defensive actions available for a character when his opponent is attacking him. It's displayed during combat by showing the dodge buttons, depicting a running person towards the different dodge directions, left and right.
If a character chooses to dodge, the system verifies if he has enough stamina and balance to perform the action; if not, the button visually shakes and nothing more happens; if the fighter has enough stamina and balance, they are spent and the dodge animation begins.
The default balance cost to perform a dodge action is 6000 balance: the character can not try to dodge if he does not have that amount of balance (except if he possesses talents like Armored Confidence). The final balance cost of the dodge action depends on its deviation, the character and opponent talents, etc...
The dodge option appears for a variable amount of time usually referred to as 'dodge time', that depends on the attack time of the opponent, the character talents, the pressure, etc... A strike must be dodged in the opposite attack animation direction that is being performed: so if the opponent character animation is moving to the left, the defender must dodge away to the right direction.
Like any other combat action, the closer the action button is pressed to the shining center of the animation, the less deviation the action will have and several bonuses will apply to it: less balance final cost, more risposte time and less stamina spent in the risposte attack.
Stats
| Category | Combat |
|---|