Post by SG on Jan 5, 2020 0:16:54 GMT

Tentative Battle System Update
Hi there! It's been a while since we've had a proper on-site announcement, but this one is gonna require a bit of explanation that makes it ill-suited to Discord. So hold on, because here we go!
The System As-Is
Currently, the battle system involves two mechanics which members have found frustrating or concerning. First, the accuracy system involves both players rolling a die, in which the attacking player must roll higher than the defending player to hit. This has made dodging very common and made battles drag. Second, increases to speed give bonus attacks, which currently hasn't been a big issue due to the low accuracy problem, but some have worried may be too easy to abuse in the future.
Proposed Changes
The new system we are looking to implement would change both of those aspects.
First, accuracy would change to a single roll instead of two opposing rolls. The target amount is the move's in-game accuracy minus 10. (For example, a move with 100% accuracy would have 90% on LR.) Never-miss moves such as Swift and Aura Sphere would have 100% base accuracy, but still be affected by the foe's evasion.
Second, speed would no longer grant bonus attacks, but instead deal with both accuracy and evasion. Each positive point to speed would grant +2 accuracy and +5 evasion; each negative point to speed would still be -5 evasion, and have no penalty to accuracy.
The attacker's accuracy roll would factor in their own accuracy as well as the foe's evasion. So say, for instance, a Sceptile and Weavile are battling. This particular Weavile has +4 Speed. This gives it +8 accuracy and +20 evasion. Meanwhile, let's say the Sceptile has +2 speed, giving it +4 accuracy and +10 evasion.
Now, Weavile uses Ice Punch. In-game, Ice Punch has 100% accuracy, so on LR it has 90%. Add Sceptile's 10 evasion, and it's now 80%, while Weavile's 8 accuracy brings it back up to 88%. This means the Weavile's player must roll higher than a 12 to hit.
Next, let's say Sceptile retaliates with Focus Blast. In-game, it has 75% accuracy, bringing it to 65% on LR. Weavile's 20 evasion and Sceptile's 4 accuracy bring it to 49%, so Sceptile's player must roll higher than 51 to hit.
Make sense?
"Tentative" Update? What's That Mean?
The System As-Is
Currently, the battle system involves two mechanics which members have found frustrating or concerning. First, the accuracy system involves both players rolling a die, in which the attacking player must roll higher than the defending player to hit. This has made dodging very common and made battles drag. Second, increases to speed give bonus attacks, which currently hasn't been a big issue due to the low accuracy problem, but some have worried may be too easy to abuse in the future.
Proposed Changes
The new system we are looking to implement would change both of those aspects.
First, accuracy would change to a single roll instead of two opposing rolls. The target amount is the move's in-game accuracy minus 10. (For example, a move with 100% accuracy would have 90% on LR.) Never-miss moves such as Swift and Aura Sphere would have 100% base accuracy, but still be affected by the foe's evasion.
Second, speed would no longer grant bonus attacks, but instead deal with both accuracy and evasion. Each positive point to speed would grant +2 accuracy and +5 evasion; each negative point to speed would still be -5 evasion, and have no penalty to accuracy.
The attacker's accuracy roll would factor in their own accuracy as well as the foe's evasion. So say, for instance, a Sceptile and Weavile are battling. This particular Weavile has +4 Speed. This gives it +8 accuracy and +20 evasion. Meanwhile, let's say the Sceptile has +2 speed, giving it +4 accuracy and +10 evasion.
Now, Weavile uses Ice Punch. In-game, Ice Punch has 100% accuracy, so on LR it has 90%. Add Sceptile's 10 evasion, and it's now 80%, while Weavile's 8 accuracy brings it back up to 88%. This means the Weavile's player must roll higher than a 12 to hit.
Next, let's say Sceptile retaliates with Focus Blast. In-game, it has 75% accuracy, bringing it to 65% on LR. Weavile's 20 evasion and Sceptile's 4 accuracy bring it to 49%, so Sceptile's player must roll higher than 51 to hit.
Make sense?
"Tentative" Update? What's That Mean?
That's right! What we'd like you guys to do is give us feedback on what you think of the new system compared to the old one before we officially update the guidebook. Any current official battles can use either the old system still or immediately (or at any time) switch to the new one. We'd like to ask a few of you guys to try to test the new system in general, as well, and let us know if/when you do and how it goes!
If you have any alternative ideas, we'd also like to hear them!
Thanks so much for your support and help in making LR better!
If you have any alternative ideas, we'd also like to hear them!
Thanks so much for your support and help in making LR better!