Re: [空想ドロップス] 氷晶の迷宮
Personal knowledge so far. Mostly, this applies to both sides of the battles.
First/Second action position in a fight depends roughly on the damage dealt that turn; the side who does more overall damage attains first move for the next turn and vice versa. If no damage is dealt or taken, the turn order remains the same. Healing seems to count against damage taken too, and can thus manipulate turn order.
The Attack command does damage depending on STR and increases CON bonus, but the defender can potentially stop the attack dead and Counter for full damage depending on the ratio of CON between attacker and defender. Holding down the button (up to 2 extra levels) increases damage dealt, CON bonus and all-around effectiveness, but Counters will hurt that much more.
When second, the command for Attack turns into Counter. If the attacker does not choose Attack, Counter will automatically perform an Attack (guaranteed to hit, unless Avoid) roughly at the power of a normal Attack. Failed Counters make the defender take full damage with no harm to the attacker.
Some enemies like Kobolds and Goblins scare easily and an All-Out Attack (max charge) is guaranteed to prompt an Avoid.
The Magic command does damage depending on INT(!) and decreases CON bonus, but it will always hit (unless Avoid) regardless of current CON. As stated, best used by the player when the enemy has a sliver of health remaining such that the loss of CON will be irrelevant anyway. Can be held up to 1 extra level for greater power and CON loss. Enemies who focus on Magic basically turn the fight into a damage race.
The Guard command reduces damage taken based on VIT and increases CON bonus. Damage can be reduced to 0 this way, but Guarders can't dodge or counterattack.
The Avoid command is guaranteed to dodge an incoming attack, but decreases CON bonus. Holding down the button allows fleeing, but the player probably needs an overly high amount of CON to successfully run away from opponents worth running away from.
DEX adds a flat amount of CON each turn.
AGI reduces the CON penalty for choosing Magic or Avoid, apparently.
If at any time the stacking penalties cause a combatant's CON roll to go below 0, further bonuses/penalties are ignored and the combatant is stunned for the turn.
I still haven't tried out the Active Skills that can be bought somewhat later in the game. They seem to require a particular order of command inputs...