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Improvements to the projectile dodge blog, as there's a common misconception that a character's ability to avoid projectiles is limited to reaction speed! It's hilarious that someone said that, so I'll address it. Although it's generally known that when avoiding a projectile, the calculation results in speed proportional to movement, including reaction:
— Projectile dodge is a character's ability to avoid a projectile with a specific movement ≈ essentially avoiding a projectile. A common misconception is:
'It's only the character's reaction speed to avoid the projectile!!'
^ Dodge or avoidance involves character movement. If a character's movement can avoid a projectile ≈ for example, a projectile with ftl speed, then the character's movement is also ftl (this is just an example). If the character's movement is ftl >, it can certainly be comparable to combat movement, travel. As for reaction? Of course, it's also comparable, because it's impossible for a character to avoid a projectile without first reacting.
— In conclusion: The speed formula resulting from the projectile dodge calculation can be compared to combat and travel ~ including reaction.
It is also necessary to differentiate: projectile dodge and aim dodge are 2 different things, don't misunderstand and equate the 2 things!!
(I'm still a novice in English, I rely on translation, so please forgive me if there are any misinterpretations)
— Projectile dodge is a character's ability to avoid a projectile with a specific movement ≈ essentially avoiding a projectile. A common misconception is:
'It's only the character's reaction speed to avoid the projectile!!'
^ Dodge or avoidance involves character movement. If a character's movement can avoid a projectile ≈ for example, a projectile with ftl speed, then the character's movement is also ftl (this is just an example). If the character's movement is ftl >, it can certainly be comparable to combat movement, travel. As for reaction? Of course, it's also comparable, because it's impossible for a character to avoid a projectile without first reacting.
— In conclusion: The speed formula resulting from the projectile dodge calculation can be compared to combat and travel ~ including reaction.
It is also necessary to differentiate: projectile dodge and aim dodge are 2 different things, don't misunderstand and equate the 2 things!!
(I'm still a novice in English, I rely on translation, so please forgive me if there are any misinterpretations)