Element: Difference between revisions

made changes to bring the page up to date with the new Weapons, most importantly to the Additional Effect section
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(made changes to bring the page up to date with the new Weapons, most importantly to the Additional Effect section)
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In Soul's Remnant, there are currently 7 element types in the game: Normal, <span style="color:orange"> Fire</span>, <span style="color:cyan"> Ice</span>, <span style="color:purple"> Ghost</span>,  
In Soul's Remnant, there are currently 7 element types in the game: Normal, <span style="color:orange"> Fire</span>, <span style="color:cyan"> Ice</span>, <span style="color:purple"> Ghost</span>,  
<span style="color:gray"> Metal</span>, <span style="color:#dcdc52"> Lightning</span>, <span style="color:#5268dc"> Water</span>. Elemental damage plays a significant role in Soul's Remnant Online, reducing damage taken and increasing damage dealt under the correct conditions.  
<span style="color:gray"> Metal</span>, <span style="color:#dcdc52"> Lightning</span>, <span style="color:#5268dc"> Water</span>. Element typing plays a significant role in Soul's Remnant, not only reducing and increasing damage dealt, but for the player it also adds a chance to trigger an additional effect when landing a skill.  


We have an unofficial element, <span style="color:green"> Healing</span>, for the sake of organization on this wiki.
We have an unofficial element, <span style="color:green"> Healing</span>, for the sake of organization on this wiki.


==Normal-Element Attacks==
==Changing Your Element==
The player by default has no type and takes neutral damage from all elements. However, when the player has an Elemental Charge [[skills]] active, both your element and your Normal element skills change to the charge's element for the skill's duration. While a charge is active, the player will also be surrounded by its particle effect, and attacks that have had their element changed will apply a special hit effect. This applies to basic attacks, which are considered Normal element. However, skills that have a type by default (such as the ice type [[Frost]] skill) do not change their element changed by Elemental Charge [[skills]].
The player by default will deal Normal type damage, and referring to the table below will show you that you deal less damage to Ghost and Metal type enemies. This can be changed by equipping a weapon. Every weapon you find has a randomized Element type to it, and when equipping a weapon your skills take on that weapon's Element type.  


Projectile attacks leave a trail of particle effects behind them as well.
Visually, beyond just changing the elemental effectiveness of your attacks, taking on a different element will also change the appearance of your skill. Some skills will have only their color change to match its current element, while other skills will have their sprite change as well. Every element also has an additional hit effect that will show when triggering its effect. Ghost, for example, will show an impish face:


[[File:Ghostproc.png]]
==Type Chart==
==Type Chart==
Attacking Element (→) Defending Element (↓)
{|class="wikitable" style="median:left; text-align:center;"
{|class="wikitable" style="median:left; text-align:center;"
!          !! Normal !! Fire !! Ice !! Ghost !! Metal !! Lightning !! Water
!          !! style="width: 10em"| Normal !! style="color:orange; width: 10em"| Fire !! style="color:cyan; width: 10em"| Ice !! style="color:purple; width: 10em"| Ghost !! style="color:gray; width: 10em"| Metal !! style="color:#dcdc52; width: 10em"| Lightning !! style="color:#5268dc; width: 10em"| Water
|-
|-
! scope="row"| Normal  
! scope="row"| Normal  
           || 100% || 100% ||  100%   || style="color:orange;" | '''75%'''   || style="color:orange;" | '''75%'''   || 100% || 100%
           || Neutral || Neutral ||  Neutral   || style="color:pink;" |'''Resisted''' || style="color:pink;" |'''Resisted'''|| Neutral || Neutral
|-
|-
! scope="row"| Fire  
! scope="row"| <span style="color:orange"> Fire</span>
           || 100% || style="color:orange;" | '''75%''' || style="color:green;" | '''150%'''  ||  100% || 100% || 100% || style="color:red;" | '''50%'''
           || Neutral || style="color:pink;" |'''Resisted'''|| style="color:green;" | '''Effective'''  ||  Neutral || Neutral || Neutral || style="color:red;" |Terrible
|-
|-
! scope="row"| Ice  
! scope="row"| <span style="color:cyan"> Ice</span>
           || 100% || style="color:red;" | '''50%''' || style="color:orange;" | '''75%'''   || style="color:green;" |  '''150%'''  ||  100%   || 100% || 100%
           || Neutral || style="color:red;" |Terrible || style="color:pink;" |'''Resisted'''|| style="color:green;" |  '''Effective'''  ||  Neutral   || Neutral || Neutral
|-
|-
! scope="row"| Ghost  
! scope="row"| <span style="color:purple"> Ghost</span>
           || 100% || 100% || style="color:red;" | '''50%'''  ||  100%   || style="color:green;" |  '''150%'''  || 100% || 100%
           || Neutral || Neutral || style="color:red;" |Terrible ||  Neutral   || style="color:green;" |  '''Effective'''  || Neutral || Neutral
|-
|-
! scope="row"| Metal  
! scope="row"| <span style="color:gray"> Metal</span>
           || 100% || 100% ||  100%   || style="color:red;" | '''50%'''  ||  100%   || style="color:green;" | '''150%''' || 100%
           || Neutral || Neutral ||  Neutral   || style="color:red;" | Terrible ||  Neutral   || style="color:green;" | '''Effective''' || Neutral
|-
|-
! scope="row"| Lightning  
! scope="row"| <span style="color:#dcdc52"> Lightning</span>
           || 100% || 100% ||  100%   ||  100%   || style="color:red;" | '''50%'''   || style="color:orange;" | '''75%''' || style="color:green;" | '''150%'''
           || Neutral || Neutral ||  Neutral   ||  Neutral   || style="color:red;" |Terrible || style="color:pink;" |'''Resisted'''|| style="color:green;" | '''Effective'''
|-
! scope="row"| <span style="color:#5268dc"> Water</span>
          || Neutral || style="color:green;" | '''Effective''' ||  Neutral  ||  Neutral  ||  Neutral  || style="color:red;" |Terrible || style="color:pink;" |'''Resisted'''
|-
|-
! scope="row"| Water
          || 100% || style="color:green;" | '''150%''' ||  100%  ||  100%  ||  100%  || style="color:red;" | '''50%''' || style="color:orange;" | '''75%'''
|-
|}
|}


''For example:''<br>
Let's say that player A likes to use [[Frost]], and player B likes to use [[Ninja Throw]]. They end up fighting [[Monoghoul]]s, a Ghost element monster. Because Ninja Throw is Normal element, player B will only deal 75% damage to them. Meanwhile Frost, being an Ice element skill, will deal 150% damage to them. It's convenient for player A.
If player A uses [[Ice Charge]], the Monoghouls will now deal only 50% damage of their original damage to player A. If player B uses Ice Charge, not only will the Monoghouls deal 50% damage to player B, but their Ninja Throw will be changed into ice Element as well, and go from dealing 75% damage to the Monoghouls to dealing 150% damage.
After fighting Monoghouls, they decide to go to the Desert and kill [[Blaze]]s, a Fire element monster. Using Ice Charge against Blazes is a bad idea, as this means the Blazes would deal 150% damage to player A and player B while Ice Charge is active. Knowing this, they both got [[Water Charge]] beforehand.
When player B uses Water Charge, the Blazes now deal only 50% damage to them while their Ninja Throw is changed to Water element and deal 150% damage to the Blazes.


When player A uses Water Charge, they may take 50% damage but their Frost, an Ice element skill, is unaffected by Water Charge. This means player A still deals 50% damage to the Blazes with their Frost, even while Water Charge is active.
Example: <br>
Using a fire attack against a fire enemy like [[Blaze]] will deal less damage than usual.<br>
Using a fire attack against a water enemy like [[Snapper]] will deal ''even less'' damage. <br>
And using a fire attack against an ice enemy like a [[Sadling]] will deal '''more''' damage.<br>


==Damage Numbers==
==Damage Numbers==
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Get a picture of an end of playtest damage fest and put it here I guess lol
Get a picture of an end of playtest damage fest and put it here I guess lol
--->
--->
The numbers that show up when damage is dealt have a fill color and an outline color. These colors can change independently from one another, for specific reasons.
Looking at the damage numbers is a good way to check if your element is a good match up for the monster(s) you are fighting. The numbers that show up when damage is dealt have a fill color and an outline color, and these colors will change independently from one another, for specific reasons.


Standard player damage numbers have a white fill color and faded blue outline color.
Neutral damage numbers have a white fill color and faded blue outline color.


Ineffective element damage turns the outline color into a dull gray.
Terrible/Resisted element damage turns the outline color into a dull gray.


Strong element damage replaces the outline color with a sharp red.
Effective element damage replaces the outline color with a sharp red.


Critical damage replaces fill color with yellow, adding a small explosive depiction behind the numbers as well.  
Critical damage replaces fill color with yellow, adding a small explosive depiction behind the numbers as well.  
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The damage that enemies deal to players have a faded red fill color and a dark red outline color.
The damage that enemies deal to players have a faded red fill color and a dark red outline color.


Damage that other players receive and deal have a lower opacity to them.
Damage that other players deal have a lower opacity to them.


==Additional Effect==
==Additional Effect==
Elemental charges also have a chance to apply additional effects:<br>
Weapons with Normal element may surprise you with how much more damage you deal with them equipped. This is because beyond just a unique visual effect, every element also has a unique additional effect. For the Normal element, it's effect is a chance to add a respectable amount of damage. Elemental Potency on a weapon will increase the strength of an element's effect, and Elemental Chance on a weapon will increase how often the effect occurs. You can find their effects below, or by talking to NPC at Spawn!
<span style="color:orange"> Fire</span> can apply a Damage Over Time burn<br>
 
<span style="color:cyan"> Ice</span> can apply a Freeze effect<br>
 
<span style="color:purple"> Ghost</span> damage<br>
Normal: Deal 85%* extra damage.<br>
<span style="color:gray"> Metal</span> can apply a Slow effect<br>
<span style="color:#dcdc52"> Lightning</span> can apply a Slow effect<br>
<span style="color:orange"> Fire:</span> Deal 25%* damage to up to 4 nearby foes. The initial target also burns for 20%* damage per second for three seconds.<br>
<span style="color:#5268dc"> Water</span> damage<br>
 
<span style="color:cyan"> Ice:</span> Apply "Frozen" for 6* seconds, slowing the target for the duration. "Frozen" also has an additional stacking effect which increases the target's damage taken by 30% at one stack, 45% at two stacks, and 60% at three stacks.<br>
 
<span style="color:purple"> Ghost:</span> Create a gravity well effect for three seconds, dealing 110%* damage over time and pulling monsters towards its center.<br>
 
<span style="color:gray"> Metal:</span> Lower the target's DEF while gaining a stacking buff that increases your own DEF. Maximum stacks of 10*. <br>
 
<span style="color:#dcdc52"> Lightning:</span> Deal damage to up to 4 nearby enemies, 75%* damage to the first and reducing that amount by 40% with each bounce (e.g. 500 -> 300 -> 180 -> 102).<br>
 
<span style="color:#5268dc"> Water:</span> Slow the enemy slightly, and create a healing orb that any single player can touch in order to immediately recover up to 15HP*.<br>
 
*the value of this number is calculated as when the player has exactly 100% Elemental Potency. Having less than that or more than that will change this number's value.
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