Copy-Pasted from the
Element States Ideas thread (so I don't have to retype it lol)
Element State Effects (more elements WIP... ~66.67% done)
My Burn state is actually divided into 2 parts:
Burning &
Burnt.
Burning causes DoT based on the caster's MAT and lasts 3 turns, but reapplications will add on to the turns remaining instead of resetting the turn count. When this state runs out of turns, the target is applied w/ the
Burnt state, reducing healing received by 50% for 1 turn. In addition,
Burning &
Burnt reduces
Frost dmg taken by 30% & 10% respectively. The Pyromancy tree also has Fire spells that take advantage of a
Burning target. For example, Incinerate will consume a target's existing
Burning state and add the DoT's damage to the spell. In addition, there are a few passives, which does the following:
- Cauterization: (Passive) Reduces healing Burning and Burnt targets receive by 25% and 50% respectively.
- Flammable: (Passive) Burning targets will also inflict Burning onto adjacent targets.
- Overheat: (Passive) Increases the duration of your Burn effects by 1 turn.
- Combustion: (Passive) Increases Fire damage targets take by 5% per turn of the Burning left.
- (so if Burning has 3 turns left, the target will take +15% Fire dmg)
- Pyromaniac: (Passive) Target is inflicted with Fear as long as there are at least 3 turns of Burning on the target.
My
Paralysis state works kind of like Pokemon where the target has a 33% chance to be unable to act that turn. The
Paralysis state lasts 3 turns. It also reduced Dodge(EVA) & Speed(LUK) by 25%. Critical Hits w/ Lightning spells on a target w/
Paralysis will also trigger the stun effect. There are a couple of skills/passives that help Lightning spells Crit.
My
Chill effects are broken up into stages. Pretty much all Ice spells will inflict a Chill effect. If the target doesn't already have a chill effect then
Chilled is applied. If that is already on the target,
Frosty is applied instead. If that is already on the target,
Frigid is applied instead. Finally, if that is already on the target, then the
Frozen state is applied. Here's what they do:
- Chilled: -25% Speed(LUK), -10% Fire dmg taken, lasts 4 turns
- Frosty: -50% Speed(LUK), -20% Fire dmg taken, lasts 3 turns
- Frigid: -75% Speed(LUK), -30% Fire dmg taken, lasts 2 turns
- Frozen: -100% Speed(LUK), -40% Fire dmg taken, lasts 1 turn, cannot act
There are also a plethora of passives to pick up in the Cryomancy tree which will buff those 4
Chill states w/ various effects, such as...
Btw, Speed is a very valuable stat in my game. It not only dictates turn order, but also how far you can move as well as the amount of TP you start w/ at the beginning of battle. It also increases EVA.
Edit: Oh right, there's also the
Damp state if a target which can be inflicted by using
Water spells or melting
Frozen targets w/
Fire. Damp increases
Frost &
Shock damage by 30% but also increases the effectiveness of Water-based healing spells by 30%.
There's other effects/states of the other elements too, but I'm tired of typing now lol...