09-18-2012, 12:52 AM
see the thing about RPG's and combat is the miss factor is ostensibly the way of keeping the game relatively balanced.
you have to remember; JRPG's and even western RPG's commonly use dungeons and dragons based mechanics to form the basis of their gameplay
in dungeons and dragons, attacks missed because the game was simulating combat. the "miss rating" was what happened when your attack was calculated against the score of an enemy. the logical reason for this is so enemies had the same chance to auto-dodge as players do.
this works wonderfully for balance reasons because it means encounters last for longer and it means there's still a chance for the game to stifle the players power so they can't entirely steamroll an area/encounter. even as game mechanics developed and mutated through the years from using tabletop games as a complete basis, the idea is still the same.
you have to remember; JRPG's and even western RPG's commonly use dungeons and dragons based mechanics to form the basis of their gameplay
in dungeons and dragons, attacks missed because the game was simulating combat. the "miss rating" was what happened when your attack was calculated against the score of an enemy. the logical reason for this is so enemies had the same chance to auto-dodge as players do.
this works wonderfully for balance reasons because it means encounters last for longer and it means there's still a chance for the game to stifle the players power so they can't entirely steamroll an area/encounter. even as game mechanics developed and mutated through the years from using tabletop games as a complete basis, the idea is still the same.