reactions -- miss, dodge, parry, block, crit, and hit each swing Every attack tick rolls one outcome before damage math runs. This is not a single hitroll check -- several weights compete, and ordinary hits always keep a reserved share so nobody is untouchable. How you play 1. Read your build on score -- FOC to land, FIN to slip or parry, RES to hold 2. help foc / help fin / help res for each primary's combat job 3. help momentum for the spend gauge (separate from landing hits) Precision on score combat is NOT hit chance score combat shows Precision (from Focus + gear) on a 0-98 stat scale. It feeds the miss contest and pairs with their Evasion -- it is not "you hit 98% of the time." Crit, dodge, parry, and block are separate weights in the same roll. consider <name> and your first swing at a new foe give an atmospheric connect read (slippery / contested / sure) without showing percentages. The six outcomes miss you whiff -- 0 damage dodge they slip the swing (footwork) -- 0 damage parry they turn it with steel (Finesse) -- 0 damage; unarmed Martial Arts deflects instead block they catch it on guard (Resonance) -- may chip, or hold at nothing critical a haymaker connects -- crit damage multiplier hit a clean connect -- full damage Parry only fires at close or reach with a melee weapon, or unarmed Martial Arts (that reads as a deflect). Firearms and bows cannot parry or block -- they dodge, unless a shield is raised. Far shots and telekinetic / magic signatures cannot be parried. Bare fists without Martial Arts dodge or block instead. Finesse feeds parry directly: a clumsy armed fighter still mostly dodges; high FIN turns the blade. Dodge and parry split the same speed pool so FIN does not win twice. Riposte / counter (same beat -- extra attack when that is your loadout's opening) When you turn a melee blow, you answer. Tag [RIPOSTE] (steel/shield) or [COUNTER] (Martial Arts dodge). The answer is a guaranteed connect (they already overcommitted) at reduced damage. A successful bonus beat also banks a little extra Momentum (help counter | help momentum). * Shield raised -- [RIPOSTE] bash beat on BLOCK (your extra attack, like dual wield's offhand) * One-hand or two-hand, no offhand -- [RIPOSTE] beat on PARRY * Dual wield -- small chip on PARRY (you already throw [OFFHAND] on your swing) * Unarmed Martial Arts -- [COUNTER] beat on DODGE; chip on BLOCK or PARRY (you already throw [FLURRY]) Far / cross-room shots and ultimates skip this. Perfect Guard already has its own riposte swing. What feeds the roll Focus (FOC) raises Precision -- more connect pressure, less miss Finesse (FIN) raises evasion -- more dodge, and a larger parry share if armed / Martial Arts Power (POW) raises crit chance Resonance (RES) raises block chance -- a blocked hit may still chip Focus vs Finesse is the main contest: high FOC shrinks miss; high FIN raises dodge (and parry). A Focus edge also softens their dodge a notch (tell-read). What does NOT change to-hit Momentum spends on press / guard / unleash -- not accuracy (help momentum) Tier / Growth damage scaling -- separate from the reaction lottery Exceptions (player agency, not the base roll) guard paid Momentum spend -- strong chance you BLOCK the next blow that hits you unleash guaranteed connect on your signature ultimate defensive stance -- you soak more and dodge/block more; you do not nerf your own punches into blocks aggressive stance -- you hit harder and take more