Element-related states

S.Court

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Hi, I had an idea and I want to relate certain states to a battle element, for example, Fire elmement would cause the burn state (obviously, I guess) and well, I work the classic elements in my game: Fire, Ice, Thunder, Water, Wind, Earth, Light and Darkness, and I have the general idea for most of them:

Fire = Burn

Ice = Freeze

Thunder = Paralyzis

Wind = Confuse

Earth = Blind

Light = Unfocus (the magical attacks are more likely to fail)

Darkness = Fear (It's probable the target can't move during the turn it should make an action, and its stats will be sligthy debuffed)

There is one I have no idea what to do, the water element, I have no idea which state to add (well, I have one called soak, it'll add a weakness to thunder, but I didn't like the idea at all) so... Does someone has an idea what state could I make? Thanks for the possible help
 

bgillisp

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Water: Wet. Target takes extra damage from Thunder attacks while affected by this state.

Or, if you don't like that, you could also do no state applied and in return it does the most damage of all of the elements.
 

S.Court

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Water: Wet. Target takes extra damage from Thunder attacks while affected by this state.

Or, if you don't like that, you could also do no state applied and in return it does the most damage of all of the elements.
I want to treat those elements as equal, so I'm not sure about the second, and as I said, I considered the wet state, but I didn't like the idea at all
 

bgillisp

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Hmmm....Wizardry considers water the element of disease and paralysis. Maybe you could add one of those? I see you already have paralysis with Thunder though, so you would have to come up with a new one for Thunder.
 

captainproton

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You could make your poison spells water-based. Or, perhaps even sleep.

Maybe the Wet state is more of a general debuff state.
 

optimum45

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Soaked = Slow

When wet, your clothes become heavy and basic actions become more difficult.  Such an effect could alter hit rates, damage outputs, or just speed in general.

Edit:  As an interesting side note, sweating or being wet inside of chain mail or plate armor was said to be a "very uncomfortable" experience.  You could also add a "poison" effect and call it chaffing or something like that.
 
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S.Court

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Soaked = Slow

When wet, your clothes become heavy and basic actions become more difficult.  Such an effect could alter hit rates, damage outputs, or just speed in general.

Edit:  As an interesting side note, sweating or being wet inside of chain mail or plate armor was said to be a "very uncomfortable" experience.  You could also add a "poison" effect and call it chaffing or something like that.
This idea is starting to like me, but how being wet would alter the damage output?
 

optimum45

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Just by being heavier.  Swings would be slower and less powerful because of the added weight of your apparel.  Your movements would suffer also.  If you wanted a "realistic" effect, it would start off severe and reduce by about a third or quarter every round as you "dried off".
 

Mushinronja

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If you're going for a logical progression, it would only make sense to me that water would cause a wet status effect, and that that would only really make it so you'd be more vulnerable to lightning and ice while possibly being slowed down based on what you were wearing.

However since earth causes blindness and wind causes confusion (I guess the possible explanation for those could be sand and being spun around by a tornado respectively), you seem to be able to get a little loose with it.

So, maybe something called "Erosion" that makes you more vulnerable to all types of damage? "Stagnation" making you more vulnerable to poisons? Idk
 

S.Court

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Soaked = Slow

When wet, your clothes become heavy and basic actions become more difficult.  Such an effect could alter hit rates, damage outputs, or just speed in general.

Edit:  As an interesting side note, sweating or being wet inside of chain mail or plate armor was said to be a "very uncomfortable" experience.  You could also add a "poison" effect and call it chaffing or something like that.
Just by being heavier.  Swings would be slower and less powerful because of the added weight of your apparel.  Your movements would suffer also.  If you wanted a "realistic" effect, it would start off severe and reduce by about a third or quarter every round as you "dried off".
If you're going for a logical progression, it would only make sense to me that water would cause a wet status effect, and that that would only really make it so you'd be more vulnerable to lightning and ice while possibly being slowed down based on what you were wearing.

However since earth causes blindness and wind causes confusion (I guess the possible explanation for those could be sand and being spun around by a tornado respectively), you seem to be able to get a little loose with it.

So, maybe something called "Erosion" that makes you more vulnerable to all types of damage? "Stagnation" making you more vulnerable to poisons? Idk
Ok, let's mix a bit all this: Soak will drop the speed in a 25% of its original value, it'll decrease the damage of physical attacks, and the target will receive more damage from attacks

Maybe it's something... Stilted, maybe, but valid... I guess
 

Wavelength

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Keep it simple and have it do one thing, or two at most.  Here are a few suggestions; hopefully there's one you like:

  • "Soaked": Lowers your AGI by 90% (or less if AGI does something in your game besides affect turn order and escape rates) - much like optimum45 suggested
  • "Chilled": Doubles your susceptibility to all other status elements (use State Rate * 200% for all negative statuses)
  • "Undertow": Makes it impossible to evade physical attacks (EVA * 0%), and maybe also magical attacks (MEV * 0%)
  • "Waterlogged": Lowers your ATK by X% and your MAG by Y% (figure out good numbers based on your game; ideally I'd say you want to reduce the total damage output by about 30%)
 

S.Court

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Keep it simple and have it do one thing, or two at most.  Here are a few suggestions; hopefully there's one you like:

  • "Soaked": Lowers your AGI by 90% (or less if AGI does something in your game besides affect turn order and escape rates) - much like optimum45 suggested
  • "Chilled": Doubles your susceptibility to all other status elements (use State Rate * 200% for all negative statuses)
  • "Undertow": Makes it impossible to evade physical attacks (EVA * 0%), and maybe also magical attacks (MEV * 0%)
  • "Waterlogged": Lowers your ATK by X% and your MAG by Y% (figure out good numbers based on your game; ideally I'd say you want to reduce the total damage output by about 30%)
The thing with most of the states people is telling is they're just stats drops, and idk, I'm not convinced about that

Looking a little from other games, I found Waterja from Final Fantasy 12 can add Silence... Interesting, but I don't find a logic to that lol
 

Wavelength

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The thing with most of the states people is telling is they're just stats drops, and idk, I'm not convinced about that
Very high stat drops essentially act as disables.

Reducing EVA and MEV to 0% will disable any evasion you can pull.  It's a "snare".

Reducing AGI by 90-100% essentially adds a restriction "you move last while affected by this ability".  The player can understand very clearly what that means, unlike a small drop in a random stat.

Reducing DEF/MDF by a huge amount can make a character "insta-killable" by a physical or magical attack.
 

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