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Any attack with an absolute, guaranteed 100% chance-to-hit when used in battle (or alternatively, any technique/skill that grants this status to another attack). This can be a valuable tool against certain targets who are otherwise difficult to actually land a strike against (due to [[Fragile Speedster|speed]] or [[Mini-Mook|size]]), but will usually involve a tradeoff of lower-than-average damage output compared to other attacks.
Note that the fact that this attack will always ''hit'' the target doesn't mean it will necessarily ''damage''
See also [[Improbable Aiming Skills]] and [[No Saving Throw]]. May be [[Boring but Practical]] due to its reliability that it will hit the target.
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{{examples}}
== [[Anime]] and [[Manga]] ==
* ''[[
* Vander Decken in ''[[
* Fiamma of the Right from ''[[
* In [http://en.wikipedia.org/wiki/Lunch_Money_(game) Lunch Money] you can "grab" someone, which by itself does nothing. If they play an "avoid" card, they get out of it, but if they don't have it (or for whatever other reason decide not to play that) your next attack is unblockable.▼
== [[Comic Books]] ==
* One of the stated properties of [[Darkseid]]'s Omega Beams is that they track their targets unerringly across space and time, and always eventually hit what Darkseid intends to hit. [[Depending
* The Saint of Killers in ''[[Preacher (Comic Book)]]'' wields supernatural six-guns that never miss and always inflict a lethal wound. They were forged from the sword of the Angel of Death, explaining their unusual properties.
== [[Film]] ==
* Parodied in ''[[Grindhouse]]'' ''[[Planet Terror]]''; the hero guy never misses. As he lies dying, his girl is sobbing over him begging him not to leave her alone. He pats her belly and says [[Someone to Remember Him By|she won't be]]; he ''never misses''.
* The unnamed protagonist in ''[[Hero (
* Zorg demonstrated a variant in ''[[The Fifth Element]]'' with his special ZF-1 gun: After shooting a target once, a "replay" feature can cause every subsequent bullet to strike the same target, regardless of the direction in which it was fired.
* The Huntsman in ''[[The Tenth Kingdom]]'' has a crossbow that, when fired, will always pierce someone's heart. The [[God Save Us From the Queen|queen]] gave it to him in a
== [[Literature]] ==
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== [[Tabletop Games]] ==
* ''[[Dungeons
** 1st Edition ''Deities and Demigods Cyclopedia''.
*** Celtic Mythos: Goibhnie, the god of blacksmithing, makes weapons that never miss. Morrigan has two spears that never miss.
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** 3.X Edition ''Deities and Demigods'': greater deities are treated as always rolling the maximum possible value on attack rolls: i.e. natural twenties every time. In D&D, if you get a natural twenty on an attack roll, you automatically hit, regardless of what your total attack roll actually is. In other words: greater deities always hit. Now throw in the fact that the "maximum roll" rule also applies to damage rolls...
** Some spells simply always hit (Magic Missile is the poster child for this in all editions including the 4th post-errata), and many others will still have at least a ''reduced'' effect on the target even on a nominal miss (successful saving throw in 3.x and earlier).
* [[Fire
* In ''[[Warhammer Fantasy Battle]]'', the Blade of Darting Steel causes all attacks made with it to hit automatically. Of course, this is not the same as every attack [[Only a Flesh Wound|wounding]] or penetrating the enemy's armor or magical defenses.
* Possible but very expensive in ''[[GURPS]]''. "No Roll Required" causes the attack succeeds automatically (so long as doing so is logically possible) and "No Active Defense" causes any success to hit automatically. With "Ignores DR" you can just erase the
▲* In the card game ''[[
== [[Video Games]] ==
* Believe it or not, this isn't limited to RPGs. Some head-to-head fighting games like ''Backyard Wrestling'' feature this thanks to shoddy programming that makes projectiles impossible to dodge; they will actively steer themselves in midair toward characters.
** ''Smackdown vs. Raw 2008'' did something very similar: Dirty wrestlers have the ability to shove the referee into their opponent, and while it is possible to dodge this, the ref will indeed run in the same direction as the opponent, as though he wants to smack into them.
* ''[[
** "Lock-On" and "Mind Reader" ensure the next attack will hit, even if the target uses Fly or Dig, though the target can still defend itself.
** The move "Vital Throw" is always accurate with the trade-off of having [[Action Initiative|decreased priority]], executing slower than the opponent.
** The "No Guard" ability grants this status to any move its user performs ... [[Hoist
* ''[[Fire Emblem:
* In some ''[[Final Fantasy]]'' games, magic would always be successful on targets with "Invisible"
** Rosa in ''[[
*** On the subject of 5, the Rapid Fire command. It's 4 attacks per weapon on random targets for half damage, and it [[Armor-Piercing Attack|ignores the target's defense]]. The ranger class gives aim and rapid fire at different class levels.
* In ''[[
* ''[[
** ''[[
** ''[[Final Fantasy Tactics
* In ''[[
* The default magical attack with mage staves in ''[[Dragon Age]]: Origins'' always hits the target, regardless of the defenses. The defenses do, however, affect how much damage is soaked. And the staves cannot score critical hits.
* In ''[[Breath of Fire IV]]'', Scias's "Shining Blade" is a critical hit that never misses (but can be parried), while the "Target" skill is a half-powered strike that cannot be parried (or miss).
* In some RPG settings, magic ignores accuracy/evade calculations altogether, thus spells will always hit the target.
* In ''[[
* ''[[Super Robot Wars]]'': the "Strike" buff ensures 100% accuracy for the unit that uses it for the next attack or the rest of the turn, depending on the game. "Attune" does the same thing except one unit casts it on another. Though "Alert" can allow you to dodge anyway.
* In many ''[[Roguelike
* In ''[[World of Warcraft]]'', the Glyph of Divine Accuracy increases the chance to hit with Smite by 18%, high enough for it to always hit under normal circumstances. Discipline priests attack with Smite to grant themselves the Evangelism and Archangel bonuses and Smiting an enemy will heal an ally for the same amount, but they can still be primary healers. Consequently they don't care about hitting with any other spell, and don't want to waste a lot of gear on improving their hit rating for one spell.
* One of the SOS Cards in ''[[Toontown Online]]'' will make all of the other gags used in the same round as it hit. There's also an inversion, another SOS card which causes all of the Cogs' attacks for that round to miss.
* ''[[Battle for Wesnoth]]'' has attacks with the Marksmanship or Magical properties. Such attacks will always have a certain accuracy rating no matter what the target's evasion value is. Very useful for enemies entrenched in terrain favorable to them (like Elves in forest tiles).
* In ''[[Thunder Force]] V'' and ''VI'', there is the [[Game Breaker|Free Range]]. What it does is that it makes a [https://web.archive.org/web/20130527121937/http://darkdiamond.net/wp-content/uploads/2008/07/image-thumb9.png green, wireframe conical shaped area from the character] (that can be aimed), and if ''anything'' steps into the green area, they are fried by an instant-hit laser that never misses. (Even better if your have three [[Attack Drone
* [[Sonic the Hedgehog|Sonic]]'s homing attack that he has had in all of the 3D games and some of the more recent 2D games.
* [[Mega Man]]
** ''[[Rock Man 4 Minus Infinity]]'' has the [[Final Fantasy VIII
* ''[[Disgaea 2 Cursed Memories (Video Game)|Disgaea 2 Cursed Memories]]'' turned this trope into a character class, the Rifle Demon, commonly called the Baciel. Their attacks always hit, even against characters with high speed or critical HP Ninja (who get insane dodge rates when under 25% HP). ''[[Disgaea 3]]'' possibly broke this wide open by turning this trope into an equippable item, the Naive Glasses (due to the fixed "Heat Seeker" specialist inside of it). ▼
** Dust Chute from ''[[Rockman 6: Unique Harassment]]'' is a generic screen clearing attack with 10 uses. For each enemy damaged by this attack, Mega Man heals 1 HP.
▲* ''[[Disgaea 2
* ''[[Soul Nomad and The World Eaters]]'' had this as a room, but, like the Pokemon example up top, it came with the massive drawback of being unable to dodge enemy attacks.
* While virtually all spells in ''[[Kingdom of Loathing]]'' are guaranteed to hit, regular attacks and skills which amplify attacks can miss if the enemy has enough defence. The exceptions to this rule are the skill Shieldbutt, which makes your attack unblockable and Lunging Thrust-Smack which will always hit if a 2-handed club is equipped.
* In the classic ''[[Doom]]'' series, the Arch-Vile's flame attack will always hit you if it mantains line of sight to you for the duration of the attack sequence. You can only avoid it by breaking line of sight before the explosion with you in the middle of it or killing the Arch-Vile first.
* ''[[Heavy Weapon]]'' has your [[Smart Bomb|Nukes]], which hit everything on the screen. However the enemy also has one: [[Demonic Spiders|Atomic Bombers]] drop A-bombs that, if not destroyed before they hit the ground, are a [[One-Hit Kill]] on you regardless of where you are on the screen!
* For a game that heavily relies on countering enemy attacks and avoiding damage, there is a boss in ''[[Mario
* Gae Bolg in ''[[Fate/stay
** The thrown version, meanwhile, is more powerful but also lacks the reversed cause and effect: It cannot be dodged because it's a seeking missile, but it can be blocked. {{spoiler|Archer employs a shield proof against all missiles against it, which fails to block it completely but allows him to survive it.}}
* ''[[
** On a general note, the Mystic Artes throughout the ''[[Tales
* "Certain-hit" attacks in ''[[Monster Girl Quest Paradox]]'' cannot be evaded or reflected. These include all Holy and Dark skills.
* ''[[Master of Magic]]'' has [[Damage Typing|Doom damage]], which skips the steps where the attacker rolls to-Hit for each damage point, then defender rolls to-Block for each Defense point. There are, however, variants. Doom Bolt and Magic Vortex (on direct hit) spells can be stopped by Magic Immunity (as unit ability or from Righteousness spell). Doom Gaze attack hits anything the unit engages ignoring all immunities, but as a gaze it's delivered only in a melee engagement (after any Breath or Thrown attacks, but before Melee and Touch attacks). "Chaos" item power makes a weapon's attack (including Thrown for axes, Ranged Missile for bows and Ranged Magical for wands/staves) automatically hit anything it may target, ignoring all immunities (most of which normally add 50 Defense vs. specific [[Damage Typing|types]]), but also halves attack strength. An unit under Black Sleep spell (which Death wizards spam like there's no tomorrow) adds Doom to all incoming normal damage and direct-damage spells, so that wimpy attackers hit at full strength, victims with Missile Immunity can be hit by archers, and victims with Fire Immunity can be hit by fire bolts! Of course, the spell ''itself'' is just a Death realm curse, so Magic Immunity/Righteousness, Death Immunity and Charmed (or simply high enough Resistance value) protect an unit from being affected in the first place, as usual.
{{reflist}}
[[Category:Videogame Effects and Spells]]
[[Category:Death in All Directions]]
[[Category:
▲[[Category:Trope]]
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