All this changes are still in the brainstorming phase. ToA:RoW is still all while away, but we're trying to reuse the framework from PS2, which means that I really need to think a bit ahead.
So this time you get the changes to stagger and a new concept called Boost that is closely related to it.
Boost
Most actions have a normal and a boost state. Under certain condition, which depend on the action, it can be executed in it's boosted form. The difference can be almost anything: strength, delay, area, cost or a status effect. Targeting a staggered foe is one of the most common and cheapest ways to boost your attack. Attacks that required a specific status effect in Loren will now be boosted if the target has the effect instead. There are a few more concepts that allow you to boost an action, but we'll save them for later. Status effects also have a boosted state. For some it's just a stronger effect, others gain a completely new additional effect.
This is merely an evolution and combination of the already existing advanced action mechanic in Loren 1. With this change you can still use your shiny new skill even without a fitting target, it just gets even shinier under the correct conditions. An additional change is that this will also expand to benign skills. For an easy example consider a heal skill spell that can revive in it's boosted state. Boost is one of the core concepts the new combat system will revolve around. Getting your own actions boosted and denying enemies boosts will certainly be a core part of the game.
Stagger
This was already announced some time ago but stagger changed from being hard to apply but lasting several turns to being easy to apply and only lasting a short time.
Instead of using the damage value to calculate stagger we'll now have a dedicated stagger attribute. When an attacks stagger value exceeds the targets poise value (A rename for the old Stagger Threshold.) the target will be staggered for an amount of ticks according to the difference between stagger and poise. During that time that target can not act. Should it's next turn occur during that time it's delayed until the stagger wears off. This includes reactions like guarding a character. Since stagger will not last that long most of the time you'll need to coordinate your attacks closely.
With this change stagger should be more dynamic. It happens much earlier and more frequently but only creates a brief window of opportunity. Although with a pretty nice pay off if exploited correctly. In addition it puts more emphasis on the turn order. A nice side benefit is that this will work much better against speedy opponents since they'll have lower poise and a higher chance to have their next turn come up during the stagger.
