Freeze and Paralyze are different, you can usually mash out of Paralyze or have a chance to act, while in Freeze you can't act at all, may even be considered dead if all other party members go down, and are likely vulnerable to Shatter.
i once was plugging in a power cord to something but it was hard to reach all the way under my desk cause a divider thing was in the way and I had my fingers on the metal as I plugged it in and I got shocked and had trouble letting go of it as it was happening, I was very stunned
Because using both to create a Damage Over Time build should be a valid strategy.
God, I love DOT builds. Getting the setup just perfect and then watching them die is satisfying like nothing else.
Poison damage gets stronger the more time passes. Fire damage is higher on short term.
Because using both to create a Damage Over Time build should be a valid strategy.
God, I love DOT builds. Getting the setup just perfect and then watching them die is satisfying like nothing else.
paralysis or high critical hit chance
i always felt that poison damage should also debilitate attack and/or defense values on top of DoT to differentiate it from fire damage
Poison's DoT can scale with a character stat while Burn DoT is a fixed % of HP per tick.
Poison does less damage, lasts longer, and can stack. Best used with fast weapons
Fire doesn't last as long, and the damage scales based on the attack you used. Best used with strong magic, or heavy weapons.
>Fire have frickhuge multipliers and everything stack atop of each other. >Soon as you step out of normal everything and their mother have resistance out of wazoo.
It kinda irks me because even mods follow this pattern, lighting have least amount of resistance around.
Fire: very minor DoT and mental stat and DEX debuff, enemy can also be set completely aflame forcing panic and/or drop and roll with high DoT.
Cold: moderate or relatively high DEX and mental stat debuff and very minor stamina sap, can make environment slippery, can be used to encase body or maybe body parts in ice to hinder mobility or attacks.
Electric: short paralysis followed by slow which can be resisted and instead suffer moderate DEX penalty with moderate mental stat penalties, chance of instant death and no effect resist possible with more powerful spells.
Electricity is OP and would be balanced by high mana consumption or working only under certain conditions.
>Gravity damage >Deals a set percentage of damage based on the enemies current health >Anything with a health pool that would make it worth using is immune to gravity damage
It's all so tiresome.
If you're coming to this equipped with fricking demi instead of a foul concoction of counter and cover materia or a primed KOTR, you're a braver (lol) man than me.
Lightning disables
You are unable to use special actions because at best your muscles are trying to recover from the surge of electrical impulses that just went through your body, and at worst that jolt just cooked you from the inside
I'm a big status effect guy, but I've never liked status effects that only serve to make other status effects more effective, especially in games where you can already stack things making it dubiously useful at best.
>Fire
Red >Ice
Light Blue >Lightning
Yellow >Earth
Brown >Wind
Grey >Water
Dark Blue >Holy
White >Dark
Black >Poison
Purple >Gravity
Not a real element
>fire
dot and makes ppl panic and run around >ice
slows or makes ppl frozen in place but hitting them breaks them out of the stun >lightning
stuns people and hitting them doesn’t change their stun status
Lightning should be able to interrupt, knock down, weaken, or penetrate armor. I like how original Guild Wars 1 handled it. An Air Elementalist was a proper threat to Warriors back in the day, but could not crowd control like water, or AOE or DPS like Fire, but rather than facing resistances and sucking against armor, lightning neutralized armor. It was a good counter and none of the default PVP loadouts worked for it so only advanced PVE players that capped air elites could really pull it off.
Regardless, magic damage should always work on two levels. >Like OP said, magic has qualitative effects >Magic also has numerical strengths/weaknesses to other magics
This may sound like a no-brainer, but so few games synthesize these that it bears uttering.
Shock that increases damage taken
*Picture of a smiling bald man*
Damnit Chris. Stop haunting me.
Stuns after you land enough hits or chains to other enemies. This is basic shit.
lightning doesnt stun
ever see someone get electrocuted and they look like they are stiff?
blue already stuns
No, it slows.
Freeze and Paralyze are different, you can usually mash out of Paralyze or have a chance to act, while in Freeze you can't act at all, may even be considered dead if all other party members go down, and are likely vulnerable to Shatter.
slow =/= stun
moron
Yes it does. Just like when you electrocute your balls. Same thing happens in video games.
Ever seen someone that touches a live wire you moron? All your muscles get stuck.
have a nice day you out of touch chimp.
if thats actually happening, we should be concerned.
>What is a taser
>is literally called a stun gun
>locks up your muscles
It doesn't stun brooooooo xD
i once was plugging in a power cord to something but it was hard to reach all the way under my desk cause a divider thing was in the way and I had my fingers on the metal as I plugged it in and I got shocked and had trouble letting go of it as it was happening, I was very stunned
I take it you've never been electricuted
>chinese workers getting deep fried.webm
what's the point of poison damge if it does the same thing as fire?
Poison damage gets stronger the more time passes. Fire damage is higher on short term.
Because using both to create a Damage Over Time build should be a valid strategy.
God, I love DOT builds. Getting the setup just perfect and then watching them die is satisfying like nothing else.
Fire is AOE DOT while poison is single target DOT
pretty sure they had aoe poison damage in auschwitz
Poison's DoT can scale with a character stat while Burn DoT is a fixed % of HP per tick.
Fire can be extinguished to end the dot early. It could also spread to other players
Poison does less damage, lasts longer, and can stack. Best used with fast weapons
Fire doesn't last as long, and the damage scales based on the attack you used. Best used with strong magic, or heavy weapons.
Poison self-stacks while fire doesn't, but has high base damage.
%chance for an action to fail when you use it
>poison damage = poison that does damage over time
i always felt that poison damage should also debilitate attack and/or defense values on top of DoT to differentiate it from fire damage
pokemon does give the burn status effect a attack down debuff in addition to the damage.
And that's why poison is broken in Magicka. It does fire's and cold's jobs.
paralysis or high critical hit chance
>bosses immune to effects
>reg enemy mobs are so easy to kill that effects are worthless.
in reality life lighting fries the shit out of you plasma is hotter than fire
I forgot what game did this but on contact with another unit, shock deals a single hit of damage and passes the debuff to the unit that touched it.
Turns you into a skeleton.
That closed casket special is no joke
I like the Diablo way of handling it where it's a huge random range between like 1-500 damage.
>Fire have frickhuge multipliers and everything stack atop of each other.
>Soon as you step out of normal everything and their mother have resistance out of wazoo.
It kinda irks me because even mods follow this pattern, lighting have least amount of resistance around.
>lightning damage
removes shields, stuns organics and synthetics, primes for tech bursts
>Fire damage = burn that does damage over time
>cold damage = freeze that does damage over time
>lightning damage= shock that does damage over time
Magnetize the target, causing projectiles to be attracted to it.
Frick you Tager
Cardiac arrest
>Burn damage
>Freeze damage
>Shock damage
>Poison damage
What else?
>psychic damage
>nuclear damage
>eldritch damage
>divine damage
>psychic damage
Mental damage seems more familiar
>nuclear damage
Ion/Radiation damage
>eldritch damage
Cosmic damage
>divine damage
Spiritual damage
emotional damage
Finally a use for shouts.
Acid
Radiation
Necrotic
Disease
Instant damage on a random scale from 1 to 999.
Fire: very minor DoT and mental stat and DEX debuff, enemy can also be set completely aflame forcing panic and/or drop and roll with high DoT.
Cold: moderate or relatively high DEX and mental stat debuff and very minor stamina sap, can make environment slippery, can be used to encase body or maybe body parts in ice to hinder mobility or attacks.
Electric: short paralysis followed by slow which can be resisted and instead suffer moderate DEX penalty with moderate mental stat penalties, chance of instant death and no effect resist possible with more powerful spells.
Electricity is OP and would be balanced by high mana consumption or working only under certain conditions.
>Gravity damage
>Deals a set percentage of damage based on the enemies current health
>Anything with a health pool that would make it worth using is immune to gravity damage
It's all so tiresome.
>Anything with a health pool that would make it worth using is immune to gravity damage
Sometimes there are notable exceptions.
If you're coming to this equipped with fricking demi instead of a foul concoction of counter and cover materia or a primed KOTR, you're a braver (lol) man than me.
Lightning disables
You are unable to use special actions because at best your muscles are trying to recover from the surge of electrical impulses that just went through your body, and at worst that jolt just cooked you from the inside
>fire damage = grill my steak
>cold damage = chill my beer
>lightning damage = charging my controller
Yep. It's gaming time.
Yellow lightning = stun
Blue lighting = strikes for 2x damage of attack
And what about red and purple?
>Paralyzes the target on proc and every so often for its duration. Also deals damage to target and anyone too close.
paralyzed for a short time or several mini stuns over the debuff duration
>Dark and Light
>only highly effect and resist eachother and are either broken everywhere else or garbage
damage = ???
Causes cooldowns on random abilities.
>Wind damage = high critical hit
>Earth damage = can never miss against enemies on the ground
>Water damage = ????
Makes enemies wet. Then they take more damage from cold and lightning
I'm a big status effect guy, but I've never liked status effects that only serve to make other status effects more effective, especially in games where you can already stack things making it dubiously useful at best.
Ministun. It's obvious.
Here's the real question: What color should these elements be represented by?
Fire
Ice
Lightning
Earth
Wind
Water
Holy
Dark
Poison
Gravity
>Fire
Red
>Ice
Light Blue
>Lightning
Yellow
>Earth
Brown
>Wind
Grey
>Water
Dark Blue
>Holy
White
>Dark
Black
>Poison
Purple
>Gravity
Not a real element
>Gravity
>Not a real element
>Gravity damage = slows enemy
>Electromagnetic damage = ?
>Strong nuclear damage = ??
>Weak nuclear damage = ???
>Fire
red
>Ice
dark blue
>Lightning
darkyellow
>Earth
brown
>Wind
grey
>Water
light blue
>Holy
light yellow
>Dark
black
>Poison
green
>Gravity
magenta
Yes, it's called having lightning fricking damage your nerves
>love damage
>hate damage
why is there no game where I can deal damage by the sheer force of my hate or love rape doesn't count
Lightning damage = Paralysis or Critical damage, usually.
Fire is higher base damage or lower base plus damage over time.
Ice freezes and/or slows down.
Lighting occasionally stuns.
effect jumps to a nearby enemy
>fire
dot and makes ppl panic and run around
>ice
slows or makes ppl frozen in place but hitting them breaks them out of the stun
>lightning
stuns people and hitting them doesn’t change their stun status
😀
makes you teleport behind the enemy and give you cool phrases like
nuthing personel kid
Lightning should be able to interrupt, knock down, weaken, or penetrate armor. I like how original Guild Wars 1 handled it. An Air Elementalist was a proper threat to Warriors back in the day, but could not crowd control like water, or AOE or DPS like Fire, but rather than facing resistances and sucking against armor, lightning neutralized armor. It was a good counter and none of the default PVP loadouts worked for it so only advanced PVE players that capped air elites could really pull it off.
Regardless, magic damage should always work on two levels.
>Like OP said, magic has qualitative effects
>Magic also has numerical strengths/weaknesses to other magics
This may sound like a no-brainer, but so few games synthesize these that it bears uttering.
>Magic system revolves around mixing different basic elements into bigger spells
Which game did this best?
magicka obviously
Ever wonder why Shock Damage in TES games drains Magicka