Tbh, knowing how this type of game has been working, I had a feeling the "hit/miss" is actually calculated at the start of the turn to make it less heavy for when the attack has to be carried out and also prevent save scumming to begin with. Some games take it further where if they have Fire-emblem like leveling, the random stat is handed as well for that turn so if you want to abuse it, you have to save scum a turn ahead.

It actually has more positive side than negative.

THe only real flaw it has is why sometime, combat doesn't work properly in town where you have like, 20 neutral targets you can hit around and the game has to calculate the chance of hitting everyone in that area ahead of time and save it, which causes some of the skill effect to not work and shoot anything because the game is busy.

Preventing save scumming to guarantee 100% hit rate is actually a good thing and if it is coded the way I used to see, then it should not affect what happens the turn after so if the players still want to save scum the combat, they can, but it's a lot more painful to do so because they have to do it a turn ahead.

Last edited by Ellezard; 08/12/16 06:29 PM.