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Dusk Tactics

2D Isometric Turn Based Strategy RPG

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Development Log #049

Development Log #049

Balancing Hits vs Misses – March 15th 2022

I’ve been playing Triangle Strategy and of course anytime I play something new in this genre, I tend to take notes on what it does that I like and ways I can improve Dusk Tactics. This experience in particular got me thinking about hits & misses once again.

Dusk Tactics has a ‘Graze’ system that adjusts accuracy to allow for a middle ground of misses that still do some damage, but misses still happen pretty often.

Fire Emblem 6+ all use the ‘True Hit’ method, which basically uses 2 RND values and averages them. This favors very high accuracy hitting almost 100% and very low accuracy missing a lot more. Data gathered here: https://serenesforest.net/general/true-hit/

I mention this because for some reason I remembered the 2 RND system differently, thinking it simply rolled again if you missed. Basically giving you an extra chance to hit. It essentially decreases overall misses. Maybe combining this with the Graze system could work out?


Note: Remember, some of the images and gameplay depicted here may be outdated and does not represent the current state of the game!

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