I know there have been several status effect topics before, but this one is somewhat specific: How best should a developer go about implementing different types of status effects that are basically variations on "poison"? Let me explain. In my game I wanted to have a corrosive damage type, which acts as a poison and is very effective against armored enemies or machines. I realize realistically, corrosive damage is also very effective against flesh, but I want to avoid having damage types that just work against everything, y'know? But then I also thought about having a burn damage, which would probably also be slip damage in nature.. but it doesn't have to be. And I suppose I could just have some enemies susceptible to burn rather than corrosive damage. Lastly, I thought of having a Bleed effect, which again would be slip damage but would only work against fleshy enemies. I suppose this also makes sense, and it could potentially work to have different types of "poison" (that is, slip damage effects) that work only against certain types of enemies, but I still feel rather lacking in creativity on the subject. Any ideas? How would you implement these types of effects?