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Hi everyone!!


In one of my projects, I am using very small DMG algorithms for skills. I was just curious what you all would suggest in terms of effects of skills if you had to summarize an "element" entirely into 4 skills that could fully express the range of that element while avoiding the standard "increase DMG (Fire1, Fire2, Fire 3)" scenario. Please feel free to throw some ideas on here.


For example:


Element: Fire


Skill 1: Burn; Targets 1 Foe, causes 0 Dmg, Applies "Burn" State for DMG over time


Skill 2: Fire; Targets 1 Foe, causes 10 Dmg


Skill 3: Flame; Targets All Foes, Causes 15 DMG


Skill 4: Flare; Targets 1 Foe, Causes 25 Dmg, Applies "Burn" State for DMG over time.


I'd be interested to hear all your feedback, including where buffs/debuffs could come into play.


Happy Game Makering!!

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