Elemental weapon and armor
#1
Posted 05 July 2016 - 12:12 AM
Elemetal weapon
•there has a Percentage % effect to Debuff and additional dmg to Damage Per sec??? to against and strong elements
•What will be the damage of skills elements to against element and to strong elements???
•What will be the giving damage of Ammo items for against element and strong elements?
•The Ammo has effect to skills or dmg or debuff or damage per sec?
Elemental Armor
•it has elemental defence rate to the strong elements and against elemental??
•The strong protective elemental can dodge with the percentage?
•the debuff of enemy can decreasing by the strong elements??
• And the same elements of weapon against to armor could break?
I dont know if its existing on the game, im just brainstorming
#2
Posted 05 July 2016 - 04:58 AM
Ok, here's the best way I can explain it, and hopefully reverse translations will help with non-English primary members.
Weapon Element will increase or decrease damage to target.
Increase if target has element weak to your weapon.
Decrease if target has element strong to your weapon.
The same for Skill, and Ammo Element.
You can look at scroll description to see which Element is good against other Elements.
Hopefully that reads well in English, and translations for Dutch, Filipino, French and all the other languages people speak and read here.
#3
Posted 05 July 2016 - 06:41 AM
I dont see why this would need translating, so many people have already said it's like pokemon...
Just use some common sense
Perhaps this will help:
Weapon Element
Neutral (No Element)
Weak against: Sorcery, Holy, Poison, Ghost
Sorcery
Strong against: Neutral, Poison, Ghost
Weak against: Holy
Fire
Strong against: Earth
Weak against: Water, Ghost
Water
Strong against: Fire
Weak against: Wind, Ghost
Earth
Strong against: Wind
Weak against: Fire, Ghost
Wind
Strong against: Water
Weak against: Earth, Ghost
Holy
Strong against: Sorcery, Poison, Ghost
Weak against: Holy
Poison
Strong against: Neutral
Weak against: Sorcery, Holy, Ghost
Ghost
Strong against: Sorcery, Ghost
Weak against: Holy, Poison
Armor Element
Neutral (No Element)
Weak defending against: Sorcery, Poison
Sorcery
Strong defending against: Neutral, Poison
Weak defending against: Holy, Ghost
Fire
Strong defending against: Earth
Weak defending against: Water
Water
Strong defending against: Fire
Weak defending against: Wind
Earth
Strong defending against: Wind
Weak defending against: Fire
Wind
Strong defending against: Water
Weak defending against: Earth
Holy
Strong defending against: Neutral, Sorcery, Holy, Poison, Ghost
Poison
Strong defending against: Neutral, Ghost
Weak defending against: Sorcery, Holy
Ghost
Strong defending against: Neutral, Fire, Water, Earth, Wind, Poison
Weak defending against: Sorcery, Holy, Ghost
SOURCE: https://forums.warpp...-element-types/
Edited by Cortiz, 05 July 2016 - 06:43 AM.
#4
Posted 05 July 2016 - 10:37 AM
I see, so the elements u imbue in your weapon doesn't have to be the same as your main skills, for exemple poison weapon won't boost ur poison damages... if you ask me that s kinda stupid. This system will push everyone to hunt for the same element, forcing high demand and high price inflation... instead of giving the possibility to each and everyone to specialize their char a bit more in a choosen path.
That's stupid, I wouldn't have done it this way.
Thx a lot for the infos tho.
#5
Posted 05 July 2016 - 11:11 PM
Not really, because if you can reliably say the majority of people are using 1 specific element, people will start switching to different elements to do more damage to the common choice. Essentially, the elements will ebb and flow based on popularity, until the swaying ceases [like a pendulum stopping] and the elements will become completely random, as they should be.
#6
Posted 06 July 2016 - 07:35 AM
well, as I see it, one gotta use Holy element on armor, and fire/water/earth or wind on weapon, But time will tell, as you said, it will evolve depending on trend and availability, I just find it to be a missed oportunity to encourage players into spezialising their skill builds -> bringing diversity.
#7
Posted 06 July 2016 - 08:36 AM
To be honest, I use Water on my chest, because Burns hurt and there's more burns than any other DoT or Element in the class skills.
Once I finally get a Ghost Defensive element, I'll switch to that, not Holy. Holy is nice for receiving normalized damage, but I'd rather take reduced damage from class skills instead.
Offensively, I'll go with an Element I cannot get with Ammo or Skills, so I have a nice spread of damages that will normalized my damage output over time on multiple enemys without needing to change gear too frequently.
So, not sure why you came to your conclusion, but I'm willing to bet everyone has their own opinions, which means the system worked.
#9
Posted 06 July 2016 - 08:59 PM
Ranged Classes can switch ammo in combat freely to adjust to their target. Some ammo has no Element assigned at all [like bomber shells for cannon types] which when used with a skill that also has no Element means that the weapon's element is used.
It allows for a large flexibility with ranged classes as typically they have very lack-luster defenses [Mages and Bow scouts excluded]. Essentially, giving them the ability or option to deal more damage before their target closes the gap and starts wailing on them.
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