Elemental Effects

TroyZ

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almost all rpgs consist of elemental thingy in it, so do mine. i have 8 elementals in my game with the concept like this, the elemental itself have two skill inflicting states, one for ally, one for enemy. the states applied itself are listed below :

- Fire
to enemy : burn effect (damage over time), reduce fire resistance
to ally : physical damage x 2, increase fire resistance

- Ice
to enemy : freeze effect, reduce ice resistance
to ally : HP regen, increase ice resistance

- Thunder
to enemy : paralyze effect, reduce thunder resistance
to ally : critical damage chance increased, increase thunder resistance

- Water
to enemy : silent effect (can't use magic), reduce water resistance
to ally: magical damage x 2, MP regen, increase water resistance

- Earth
to enemy : stun effect, reduce physical armor, reduce earth resistance
to ally : increase physical armor, increase earth resistance

- Wind
to enemy : slow effect (lower the speed), reduce wind resistance
to ally : speed x 2, increase wind resistance

- Light
to enemy : accuracy / 2, reduce light resistance
to ally : accuracy x 2, increase light resistance

- Dark
to enemy : curse effect, reduce dark resistance
to ally : damage absorber, increase dark resistance

i tend to get confused of earth elemental effects to ally and dark elemental effects to ally, i also doubt whether they're at the right effects or not. any suggestion everyone? corrections and ideas are welcome :)
 

TheRiotInside

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They sounds pretty good to me. The only thing that stood out was that water's ally effect seems like it's a bit of a cut above the rest, giving you double elemental damage as well as MP regen, while fire only double physical damage and ice only gives HP regen, you know? Unless your game is heavily dependent on accuracy, the light buff maybe could be swapped for MP regen, leaving water with just the still-very-potent 2x magic damage?

I like the idea of standard "procs" almost for the different elements.
 

TroyZ

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yeah after i looked again at water's ally effect it seems to be too powerful >_>

for the light elemental itself, the only actor who will use it is the shooter class actor, so double accuracy will worth more for shooter :)

both earth effects (for enemy and for ally), seems rather silly for me :D
 

Kes

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both earth effects (for enemy and for ally), seems rather silly for me :D
Yet to me they seem fine.  I can think of characters where having increased Physical armour would be a welcome boost, and the reverse for some enemies.  As long as there are characters/enemies for whom these states would have some real significance, I don't think it matters.  It's having states available which don't really affect anyone that irritates me.
 

kerbonklin

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Seems pretty fine, even though it's very stereotypical norm. As long as you can balance the effects with the mana costs and usage-efficiency.
 

BlissAuthority

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This is a good start.  May I ask why it works this way in the story?  Because this would be a Known Thing in universe.

I know, I know; it's for good gameplay.  But it always helps for it to make sense to the characters.
 

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