"If the weak point is hit, evasiveness will increase X%." This pops up whenever Ian triggers his Weak Point Capturing skill. I've asked this somewhere before but was not enlightened. So does anyone why-tf does evasiveness of anything increase at all from hitting a weakpoint?
Like when you hit your funny bone. You jump and scream "What the fuck!" as adrenaline floods your system and you prepare to fight or die.
Just think about you getting goosed... you would jump around for a few seconds making it harder for others to hit for the next few seconds.... maybe?
Cos...It's a game? There are games where if you use a skill on the opponent and if it works, your defence/critical hits increase. Same concept. Don't try using logic too much. If you apply logic to games or novels, you'll overheat. And in this case...It's both a novel and a game. So the Absurdity stat gets a +1000
yup. when ian gets hit- his evasiveness increases. not- when ian hits an opponent, his (or their) evasiveness increases. probably a language thing on your part.
Typical "Danger" state game mechanic. Lots of games have abilities that come out in crisis or disadvantageous scenarios to allow a turnabout, if used skillfully. Be it an adrenaline-increased state, anger driven, "Latent Potential" brought out by instinct, whatever excuse is used it's just a turnabout mechanic. Because a losing fight can be fun so long as you have a chance to win. I'd wager it's included in the novel because it allows for dramatic comebacks. That or because it's a game setting; I honestly don't know since I don't read the novel in question.
considering how they move and attack in game, it's rather odd that they have an evasion stat to begin with... you don't just run a guy through, and he laughs and says you missed. maybe if it was his agility or reaction stat...
I guess this makes the most sense, Here's an exerpt: ‘Weak Point Capturing’ skill has been invoked. The weak point of the target will be indicated with the accuracy rate rising 20% and the chance to critical hit increasing 25%. If the weak point is hit, evasiveness will increase 110%. The skill clearly talks about buffing attacks on a target's WP, up until the ambiguious bit on further buffing the skill user or target with evasiveness upon hitting said WP. It's not logical for any implication in this paragraph to suggest the skill user gains evasion upon being hit himself while in this state (because that has nothing to do with the target's WP), presuming the translator didn't screw up. I'm glad u understood what I brought up the first time, but it felt like u had an oversight on language on ur part .-,
actually now that i see the actual excerpt, i'd have to disagree on the clarity of the description. it is very ambiguous. the third sentence can have 3 interpretations 1. if the target's weak point is hit- attacker's evasiveness increases 2. if the target's weak point is hit- target's evasiveness increases 3. if the attacker's weak point is hit- attacker's evasiveness increases now logically, only 2 and 3 are possible. assuming the skill is a dual effect skill, adding both attack and defense buff- then it makes option 3 the most logical. i thought it was a language thing- apparently it was a logic thing.
What it sound like to me is that if you hit the enemies weak point, you get a boost to your evasion. I mean it's pretty easy to dodge a guy you just kicked in the balls. At least for a bit anyway.
Consdering the skill is meant to attack, and the one finding and hitting the weak point is the attacker *(Ian), the 3 option is not possible, I think. Besides that, I think 1 makes more sense. Since the target get the weak point hit, the damage will be critical, and so the consequences will be more severe, turning the target sluggish or stiff, because of the pain. So the attacker will get a bonus to evade the mob's weak attacks. I mean, I think works this way: if I attack your weak point, your counterattack will be harder to hit me, because of the pain and consequences os the attack.
I believe it's = 2. if the target's weak point is hit- target's evasiveness increases This sounds like a streak-breaker mechanic. That is, to prevent something like a "chained stun" situation where the target can't get an opportunity to fight back.