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My thread that is relevant to this thread.
Pacafista attacks with a SoL attack, but it takes time to charge, and then they attack in a straight line, not to mention how, when they have started charging, they don't re-aim, allowing for quite easy aim dodging.
So in this case, as well as many of the other pasafista calcs, the character sees the attack charging and where it's aiming while charging up.
Do I even need to say why this should not be scaled for combat speed? I personally think that is straight-up aim dodging.
The new definition of reaction speed
The definition of reaction speed should make it clearer when the feat can actually be used to scale to combat speed.
(My proposal)
The clearup for Aim dodging
Now here is where I have most things to say. Aim dodging seems to be a frequent action that gets mixed up with reaction speed, and in turn, combat speed. So we need a stricter explanation of I propose a stricter definition of what Aim dodging means. If a character knows an attack is coming and knows where it's aiming, it should be considered aim-dodging. Also, if an attack is stationary and takes time to charge, it should also be considered aim-dodging and not an actual Reaction speed feat.
(My Proposal)
Fully agree.Our "Reaction Speed" standards are terrible. Like they are actually worse than our old cloud calculation issues. They suck ass.
My thread that is relevant to this thread.
I think this is a bit weird to use this example for the following reasons.This was triggered from this thread here, where people have dodging feats with the capabilities of jumping out of the way of attacks, doing entire crouching motions to dodge attacks, and it's being stuck as "reaction speed". Then acting as if it's impossible to scale them to combat speeds.
This is based on the statement on our speed page.
Most calculations on this wiki regarding speeds include people dodging attacks. The vast majority of them. Most verses on this wiki that doesn't get their speed from a stated value is probably getting their scaling from dodging something. Bullets, sound, lightning, light, etc. But from what I see in the thread, unless you are dodging like you're in the matrix, it's "reaction speed" and can't be scaled to combat speed, which is honestly bs.Reaction speed is the speed at which a character can react to an event or action. This usually only grants a short movement upon reaction, whereas several movements at the same speed switch it to combat speed.
The calculation initially in that thread was this where a laser was fired and characters stared at it then jumped away. Like leaped away. This is now being considered as "reaction speeds" as it was 1 "movement", JUMPING, and it's effectively trying to block off every feat in the verse where people dodge things.
And people scaling? "He scales to his combat speed not his reactions" for landing a hit they couldn't dodge? Because it wasn't matrix dodging?
A better wider known example.
Pacafista attacks with a SoL attack, but it takes time to charge, and then they attack in a straight line, not to mention how, when they have started charging, they don't re-aim, allowing for quite easy aim dodging.
So in this case, as well as many of the other pasafista calcs, the character sees the attack charging and where it's aiming while charging up.
Do I even need to say why this should not be scaled for combat speed? I personally think that is straight-up aim dodging.
The new definition of reaction speed
The definition of reaction speed should make it clearer when the feat can actually be used to scale to combat speed.
(My proposal)
Reaction speed is the speed someone can move after noticing an incomming attack. Dodging singlular attacks automaticly qualify it as Reaction speed, unless it's an aim dodge feat or counter attacking. A swift movement to dodge an attack dosen't necesary indicate you can fight at the same speed. However, if the attack is deflected or blocked, this likely indicate they can fight on the same level
The clearup for Aim dodging
Now here is where I have most things to say. Aim dodging seems to be a frequent action that gets mixed up with reaction speed, and in turn, combat speed. So we need a stricter explanation of I propose a stricter definition of what Aim dodging means. If a character knows an attack is coming and knows where it's aiming, it should be considered aim-dodging. Also, if an attack is stationary and takes time to charge, it should also be considered aim-dodging and not an actual Reaction speed feat.
(My Proposal)
Aim Dodging is when a User dosen't necesary dodge the attack based on perciving it, but rather on where the attack is coming from. This means that If a character can dodge an attack based on reading where it's aiming, and dodge based on that, it would be aim dodging not reaction speed, the same can be said for doding stationary or charging attacks, If they can start to dodge before the attack is even shoot, or while charging. This is almost only possible for attacks that go in a line, or if the user has some form of limited precog.


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