History Main / EvolvingAttack

27th Mar '16 2:09:29 AM MarqFJA
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24th Feb '16 5:49:17 PM MegaMarioMan
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* In the ''Franchise/RatchetAndClank'' series, starting with ''[[VideoGame/RatchetAndClankGoingCommando Going Commando]]'', each weapon had an experience meter; when it was filled, the weapon would evolve into a better version of itself. ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]'' added a five-level system, wherein levels 2-4 resulted in incremental increase in ammo capacity, range, and damage, with the fifth level being a radical change in appearance, area effect, and even name, adding a [[InfinityPlusOneSword mass-destruction effect]] to almost all weapons. ''[[RatchetDeadlocked Deadlocked]]'', however, went crazy, with up to ten levels available on the first playthrough. All but the tenth consisted of a modest damage upgrade, and an additional mod slot with a free exchangeable weapon mod to go with it. In the NewGamePlus, weapon levels went all the way up to 99, each just increasing power.

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* In the ''Franchise/RatchetAndClank'' series, starting with ''[[VideoGame/RatchetAndClankGoingCommando Going Commando]]'', each weapon had an experience meter; when it was filled, the weapon would evolve into a better version of itself. ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]'' added a five-level system, wherein levels 2-4 resulted in incremental increase in ammo capacity, range, and damage, with the fifth level being a radical change in appearance, area effect, and even name, adding a [[InfinityPlusOneSword mass-destruction effect]] to almost all weapons. ''[[RatchetDeadlocked ''[[VideoGame/RatchetDeadlocked Deadlocked]]'', however, went crazy, with up to ten levels available on the first playthrough. All but the tenth consisted of a modest damage upgrade, and an additional mod slot with a free exchangeable weapon mod to go with it. In the NewGamePlus, weapon levels went all the way up to 99, each just increasing power.
24th Feb '16 2:13:04 PM Adept
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** Spells and special attacks in ''LaPucelleTactics'' can be levelled up in the same way.
** Ditto with ''PhantomBrave''--since items technically count as separate units (they count towards how many units you're allowed on the field at once), they level up too. You can unlock stronger attacks for them by earning and then spending experience points gained by using them.
* ''FinalFantasyTacticsA2'' as a few of this. The most famous is the couple evolving equipments: the sword Sequencer and the armor Peytral, whose stats grow during the course of the game as you perform opportunity commands, being up to 99 higher than the based Attack/Defense. There is also an [[LimitBreak Esper]] who cause more damage the more his caster has killed enemies, and [[SecretCharacter Vaan]] has a skill that does more damage the more he successfully used the "Steal" move.

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** Spells and special attacks in ''LaPucelleTactics'' ''VideoGame/LaPucelle Tactics'' can be levelled up in the same way.
** Ditto with ''PhantomBrave''--since ''VideoGame/PhantomBrave''--since items technically count as separate units (they count towards how many units you're allowed on the field at once), they level up too. You can unlock stronger attacks for them by earning and then spending experience points gained by using them.
* ''FinalFantasyTacticsA2'' ''VideoGame/FinalFantasyTacticsA2'' as a few of this. The most famous is the couple evolving equipments: the sword Sequencer and the armor Peytral, whose stats grow during the course of the game as you perform opportunity commands, being up to 99 higher than the based Attack/Defense. There is also an [[LimitBreak Esper]] who cause more damage the more his caster has killed enemies, and [[SecretCharacter Vaan]] has a skill that does more damage the more he successfully used the "Steal" move.
15th Jan '16 10:02:14 PM Kuruni
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* ''HybridHeaven'' by Konami is probably the king of complex Evolving Attacks. The character first learned a move (by having it used against him) and then gained levels in it by using it over and over again. However, each use also increased the Attack power of the specific body part used in the process, so a left punch would increase the Left Arm's attack, and so on. Defense was increased in each body part by taking hits in the part. Finally, for reasons this editor never determined, HP increased over the course of the game as well, depending perhaps on the number of fights encountered.

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* ''HybridHeaven'' by Konami is probably the king of complex Evolving Attacks. The character first learned a move (by having it used against him) and then gained levels in it by using it over and over again. However, each use also increased the Attack power of the specific body part used in the process, so a left punch would increase the Left Arm's attack, and so on. Defense was increased in each body part by taking hits in the part. Finally, for reasons this editor never determined, HP increased over the course of the game as well, depending perhaps on the number of fights encountered.
19th Dec '15 5:55:37 PM nombretomado
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* In ''{{Shenmue}}'' for the Dreamcast, the main character's attacks all start out as borderline competent and somewhat sloppy, leaving no doubt as to why he was no match for [[BigBad Lan Di]]. The more he uses his attacks, whether in actual combat, in training sessions with his friend or solo practice, the higher his proficiency with using any move becomes. The higher the proficiency, the more graceful each attack or counter-attack manoeuvre gets, leaving fewer openings, having shorter recovery times and striking with more power and precision. This is practically mandatory if he is to defeat [[HopelessBossFight Chai]] in the arcade ambush.

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* In ''{{Shenmue}}'' ''VideoGame/{{Shenmue}}'' for the Dreamcast, the main character's attacks all start out as borderline competent and somewhat sloppy, leaving no doubt as to why he was no match for [[BigBad Lan Di]]. The more he uses his attacks, whether in actual combat, in training sessions with his friend or solo practice, the higher his proficiency with using any move becomes. The higher the proficiency, the more graceful each attack or counter-attack manoeuvre gets, leaving fewer openings, having shorter recovery times and striking with more power and precision. This is practically mandatory if he is to defeat [[HopelessBossFight Chai]] in the arcade ambush.
1st Nov '15 9:10:55 PM nombretomado
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* In the ''RatchetAndClank'' series, starting with ''[[RatchetAndClankGoingCommando Going Commando]]'', each weapon had an experience meter; when it was filled, the weapon would evolve into a better version of itself. ''[[RatchetAndClankUpYourArsenal Up Your Arsenal]]'' added a five-level system, wherein levels 2-4 resulted in incremental increase in ammo capacity, range, and damage, with the fifth level being a radical change in appearance, area effect, and even name, adding a [[InfinityPlusOneSword mass-destruction effect]] to almost all weapons. ''[[RatchetDeadlocked Deadlocked]]'', however, went crazy, with up to ten levels available on the first playthrough. All but the tenth consisted of a modest damage upgrade, and an additional mod slot with a free exchangeable weapon mod to go with it. In the NewGamePlus, weapon levels went all the way up to 99, each just increasing power.

to:

* In the ''RatchetAndClank'' ''Franchise/RatchetAndClank'' series, starting with ''[[RatchetAndClankGoingCommando ''[[VideoGame/RatchetAndClankGoingCommando Going Commando]]'', each weapon had an experience meter; when it was filled, the weapon would evolve into a better version of itself. ''[[RatchetAndClankUpYourArsenal ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]'' added a five-level system, wherein levels 2-4 resulted in incremental increase in ammo capacity, range, and damage, with the fifth level being a radical change in appearance, area effect, and even name, adding a [[InfinityPlusOneSword mass-destruction effect]] to almost all weapons. ''[[RatchetDeadlocked Deadlocked]]'', however, went crazy, with up to ten levels available on the first playthrough. All but the tenth consisted of a modest damage upgrade, and an additional mod slot with a free exchangeable weapon mod to go with it. In the NewGamePlus, weapon levels went all the way up to 99, each just increasing power.
14th Jul '15 10:18:11 AM nombretomado
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* In ''{{MARDEK}}'', powers come attached to items, but if you use a power enough it becomes "mastered" and you can then keep the power [[strike:if]] when you remove the item.

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* In ''{{MARDEK}}'', ''Videogame/{{MARDEK}}'', powers come attached to items, but if you use a power enough it becomes "mastered" and you can then keep the power [[strike:if]] when you remove the item.
15th May '15 6:32:33 PM nombretomado
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* ''[[DotHackGUGames .hack//GU Redemption]]'' introduces advanced Arts that the player unlocks after leveling their weapon skill enough. This gives them a nifty new attack which improves in power and cost-effectiveness for each subsequent level in that weapon skill they raise.

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* ''[[DotHackGUGames .''[[VideoGame/DotHackGUGames .hack//GU Redemption]]'' introduces advanced Arts that the player unlocks after leveling their weapon skill enough. This gives them a nifty new attack which improves in power and cost-effectiveness for each subsequent level in that weapon skill they raise.
7th May '15 3:18:22 PM AnotherGamer
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** ''VideoGame/CastlevaniaOrderOfEcclesia'' has attribute points for each attack type/element. They can be increased by either killing enemies using the corresponding type of attack, using "Drops" that come in several colours, each one raising the attribute points of a different attack type or absorbing glyphs which increases each attribute by 1. Every 328 or so attribute points equals an extra point of attack power when using glyphs of that type.

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** ''VideoGame/CastlevaniaOrderOfEcclesia'' has attribute points for each attack type/element. They can be increased by either killing enemies using the corresponding type of attack, using "Drops" that come in several colours, each one raising the attribute points of a different attack type or absorbing glyphs which increases each attribute by 1. Every 328 or so attribute points equals an extra point of attack power when using glyphs of that type.type, totalling 300% attack strength for that element at the maximum [[PowersOfTwoMinusOne 65535]] points.
1st Apr '15 8:53:08 PM nombretomado
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* Similarly, leveling up a character's weapon in the ''DynastyWarriors'' games unlocks longer combos and more powerful Charge Attacks.

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* Similarly, leveling up a character's weapon in the ''DynastyWarriors'' ''VideoGame/DynastyWarriors'' games unlocks longer combos and more powerful Charge Attacks.
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