Yes, I could use this too. For those who don't know what the Shin Megami Tensei games' battle system is like, here it is:
DDS uses the Press Turn system seen initially in Nocturne. In short, players are given a number of turns based on the number of characters that are alive at the time. When a player uses an attack that an enemy is neither weak nor strong against, a single press turn is consumed. An attack that the enemy is weak to will only consume half of a press turn, and additionally, the other half can be used for a standard attack. On the occasion that an enemy resists an attack, two turns are taken. On the off chance that the player uses an attack that the enemy reflects or absorbs the attack, all remaining press turns are removed. This same system affects the enemies as well, so it can be extremely useful to learn absorption abilities.
For an image reference, the top right little circles are the press turns.
http://hg101.classicgaming.gamespy.com/ ... atar-5.jpg[/img]
http://www.swankworld.net/Games/PS2/dds/images/4.jpg[/img]
http://www.swankworld.net/Games/PS2/dds/images/1.jpg[/img]
If you exploit an enemy's weakness (or if you get a critical on your attack) then that press turn counts as two. But it stops at two. If you exploit the second half of that press turn, then it just goes onto the next turn instead of giving you another free one. And if you miss an attack, then you lose a turn. All of this goes the same for enemy's attacks as they do yours.
For a video reference to the battle system, here:
http://www.youtube.com/watch?v=TCMYcEcu7vo
It really is one of the best RPG battle systems ever made.
In Nocturne you equip one accessory-like item, and with that item comes elemental strength and weaknesses. So one that you equip might make you strong to fire but weak to ice, or one of the later ones may make you immune to physical attacks. Some make you weak or immune to magic altogether, and some make you weak or strong to different categories of state spells. It's all integrated into the press turn battles. Depending on the side effects of the accessory that's equipped (Strong, weak, void, absorb, reflect), the character or enemy might be weak or strong to something, make it do no damage at all, absorb the damage for health, or reflect the attack back onto the attacker. I don't think the attacker loses a turn if they attack someone strong to an element, I think it just does less damage. But they do with void, absorb, and reflect most definitely. I believe you only get to equip 8 skills at any time.
Some of the skills are passive, which means they're not attacks. They just affect your character and are always in effect. A passive skill may make you strong to an element, or void one, or absorb one, or reflect one. A passive skill may also make you stronger, have more HP or MP, be better at magic attacks etc.
Instead of choosing an action for each team member and then they all act in order afterwards, in the press turn system when you select an attack or magic to cast, that character immediately executes the action and one press turn is used (unless you exploit someone's weakness, then only half is used, or if you miss or that element is void to the enemy then you lose another press turn on top of the one used for the attack). After that character is done attacking, then it goes onto the next ally, and so on until you run out of press turns.
Here are the strengths and weaknesses, and how many turns they take or give:
Weak: When a weakness is exploited, the attacker only uses half the turn, and gives the other half to the next character. If an attacker exploits a weakness with a half turn, it just uses up the half turn and you don't get an extra turn. Exploiting a weakness causes greater damage than normal.
Strong: If the person attacked is strong to the element the attacker uses against him, it does less damage than it would do normally. It doesn't give or take any turns from anyone.
Void: Does no damage to the person attacked if they are void to the element the attacker uses against them. Takes away the turn used for the attack, and another (altogether, it takes two turns away from the attacker). If the attack hits multiple people, the attacker loses a turn for every person who is void to the element.
Absorb: The person attacked, if he absorbs the element that the attacker uses against him, gets healed for how much damage the attack would have done. The attacker loses all his party's turns.
Reflect: The person attacked, if he reflects the element that the attacker uses against him, bounces the attack back onto the enemy and no damage is done to the person attacked. The attacker loses all his party's turns.
Miss: If the attacker misses an attack against a single enemy, he loses two turns (one for the attack used, and one for the miss). If the attacker misses with an attack that would have hit multiple targets, he loses a turn for every person missed (and one for the attack itself).
Critical: If your attack does a critical, you only use half the turn. It does more damage than usual.
Please, someone, please make this battle system.