Quick

**Quick** refers to an ability that responds to an action or a change in the game state, either before or after the event in question. All of these abilities start on cooldown initially, but are able to consume other abilities to be used regardless of their own cooldown, multiple times.

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Using an ability **quickly** in this manner are not "free", they still consume **time points**, affecting the unit's next opportunity to act.

## Mechanics

### Variant

Some abilities take up 1 slot, but when pressed, reveals a list of **variant** abilities that the player can choose from.

### Items

"Item abilities" can be assigned to ability slots, in replace of abilities. These item abilities are actually variants with groups of items of the same category. Instead of consuming cooldown from other abilities to be Quick, they consume an item from storage. Status-restoring items for example, will be Quick the moment an ally is inflicted with a status, and allows the user to instantly restore it. Health restoring items are Quick if the damage taken is too high. Damaging items are Quick as a "bonus" for many events in the game. The battle-inventory is limited in how many items are brought in per battle, for balancing purposes.

An alternative is to allow all characters to always be able to use items, but this leads to less interesting setups; giving a Tank items makes them more versatile if the healer is incapacitated.

### Cooldown consumption on normal abilities

Some abilities can use cooldown consumption without being Quick. In games with elemental systems, such abilities are often able to do so, in order to find the enemy's weakness easier.

### Momentary WEAKness

As an ability is activated, the user often receives a WEAKness during that ability only. Because it only lasts during the ability, the player cannot capitalize on it if a chain is not created, and the ability resolves.

There are Quicks that are able to respond to change in WEAKnesses if applicable, however. And other Quicks that are able to respond are applicable as well, of course.

For this reason, not all Quicks can consume cooldown.

* Example:
	+ Fire Breath. The use inhales, then exhales a breath of fire. During the inhale, the user is WEAK against piercing.
	+ Puncture. Quick if a WEAKness changes to piercing.

### Ability properties

* Abilities can either respond to changes in the game state, or not. These changes must be specifically listed.
	+ Abilities that can respond can either do so before an action has taken place, during the wind-up, or after it has resolved.
	+ Abilities that can respond can either activate outside of responses as well, or not.
	+ Abilities that can respond can either require the cooldown to charge doubly so, to be able to use the ability in response without having to consume cooldown, or is able to use the normal cooldown charge in response as well.
* Abilities can either consume the cooldown of other abilities to reset their own, or not.

## In combat systems

### Turn-based

Combat systems that use Quick abilities are always turn-based, but often in the implementation that characters act individually, and can get multiple actions before the opponent if the conditions are right.

### Classes

**Rogue** classes are more efficient when Aggro of the team is high. This means that they are best paired with a Knight or two to absorb the Aggro.

## Special Cases

### Quick when nearby in Time

* The Knight has a Block ability.
* If the Knight is next in line to Act (which is always shown with an icon), this ability becomes Quick.
* It allows the player to redirect an attack to themselves, and mitigate damage.

### Multi-Weapon

* Most characters have just 1 basic attack.
* The protagonist, however, is able to swap out his basic attack by holding the center button.
* Each different weapon type has a different damage formula attached to them.
* Some ignore resistances for example.

## If other games used the Quick combat system

### *Final Fantasy IX*

* + The party faces a "Garuda".
	+ Vivi casts "Fire", a variant to "Element".
	+ Not very effective...
	+ ...
	+ Vivi attempts to cast "Aero", another variant of "Element".
	+ "Element" is on cooldown however; by consuming "Osmosis", "Element" is replenished and casted.
* + Vivi activates "Fire".
	+ Enemy A intends to activate "Bite".
		- Garnet quickly activates "Protect".

### *Bravely Second*

* Split the Wizard job into separate characters, for each of the Spellcrafts?

* The character usually first selects the Spellcraft ability, then the ability to be "converted".

* `X` Mist
	+ Create a lingering, repeating "casting" of `X` at the end of each turn, for ? turns.
	+ Mist is selected first, then the player selects another ability to be converted.
	+ Raise Mist
		- At the end of each turn, revive all party members.

## Other

### ATB Charges instead of MP

* Charges that charge when attacking and defending, as well as waiting.
* A singular unit should be able to be spent.
* Some mechanics, such as items, can use deplete charges below 0, so that they can always be used; i.e. put the meter in red to be unusable by normal abilities.

### HP or MP limited restores between checkpoints

* If healing is used frequently or always mandatory; MP is restored.
* If healing via abilities is rare; HP is restored.

* The amount of uses is fixed.
* Each time a checkpoint is interacted with, all uses are replenished.

* The difference is that the player needs to take the restorative timing into account during battles.

## Other combat systems

### *Lightning Returns `X` Final Fantasy VII Remake*

* The system of *LR* but ATB charges are only used for "abilities".
* Basic attacks don't use charges.
* The player can switch between melee and ranged attacks at any point.
* The player is non-elemental by default; elemental attacks come by imbuing themselves.
* Holding the button before release allows the use of Blitz/Ruinga.