Speed: Turn Order and Escapes

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meth962
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Speed: Turn Order and Escapes

Post by meth962 » Tue Jul 08, 2014 3:43 am

So the speed stat has some interesting mechanics, like block (coming soon). Everyone knows turn order is somewhat random, but dependent on speed. And so is escaping but there are some weird notes with that as well.

Turn Order - Speed + rng is calculated each turn to see who goes first.

value = speed + (rng[1..speed/2])

Basically, your speed gets a random number added on to it from 1 to half of your speed. A maximum of 50% in other words.

Escaping - pits the sum of your party's speed against the sum of the monsters' speed. But oddly enough, you and the monsters' health come into the equation.

The formula is confusing but here are some key points:

1. Damaged players/enemies add more value to the speed roll. The bigger the difference between your current hp and max, the better.
2. Full life players/enemies will not add any more than their speed stat.
3. Dead enemies actually contribute (and a lot because of being at 0 hp) to the speed roll. This means it's harder to run away from a fight with two killed enemies!
4. Chicken Heart adds 50% to your runaway odds and Chicken King guarantees your escape unless fighting a boss or otherwise marked event battle.
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Nightshade
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Re: Speed: Turn Order and Escapes

Post by Nightshade » Tue Jul 08, 2014 11:52 am

How does enemy escape work?
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GoldenPower89
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Re: Speed: Turn Order and Escapes

Post by GoldenPower89 » Tue Jul 08, 2014 12:38 pm

Probably the same as player escape.
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xTrance
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Re: Speed: Turn Order and Escapes

Post by xTrance » Tue Jul 08, 2014 1:40 pm

I wouldn't think so, considering enemies do not appear to fail to escape.

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Re: Speed: Turn Order and Escapes

Post by Nightshade » Tue Jul 08, 2014 2:52 pm

Well, enemies tend to escape when they are the last member of their party, and they are particularly weak. However, the fact that they never seem to fail to escape is one of those minor annoyances that really ticks me off about this game sometimes.
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Re: Speed: Turn Order and Escapes

Post by meth962 » Tue Jul 08, 2014 5:01 pm

Hrm, I tried for about 20 minutes, and I can' get this 野菜 Gobu Gobu to run away...
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Re: Speed: Turn Order and Escapes

Post by meth962 » Tue Jul 08, 2014 5:02 pm

Ha, wow, I literally try one more time after posting and guess what. He ran off with my magic leaf. So! It turns out that the enemy gets a free escape. It doesn't even look at his speed rating at all!
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Nightshade
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Re: Speed: Turn Order and Escapes

Post by Nightshade » Tue Jul 08, 2014 5:28 pm

What happens with the Chicken Safe, which supposedly stops enemies from escaping?

Does it actually make enemy escapes fail, or just make enemies not try to escape?
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GoldenPower89
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Re: Speed: Turn Order and Escapes

Post by GoldenPower89 » Tue Jul 08, 2014 6:01 pm

meth962 wrote:It turns out that the enemy gets a free escape. It doesn't even look at his speed rating at all!
That is so unfair...
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Re: Speed: Turn Order and Escapes

Post by meth962 » Wed Jul 09, 2014 8:33 am

Hrm, I'll have to try ChickenSafe but it will be difficult to capture.

The game has a flag value for each person which is used for accessories like ChickenSafe. Unfortunately, the game checks this flag constantly in battle. If I could find an enemy that is likely to run away maybe it would be doable.
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