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Elemental damage plays a significant role in Soul's Remnant Online, from halving damage to potentially quadrupling damage. You, the player, are considered Normal element by default. By using one the Elemental Charge [[skills]], both your element and your Normal element skills change to the charge's 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. 
__NOTOC__
<templatestyles src=Element/style.css/>


In Soul's Remnant, there are currently 7 element types in the game: <span class="Normal Neutral">Normal</span>, <span class="Fire Neutral">Fire</span>, <span class="Ice Neutral">Ice</span>, <span class="Ghost Neutral">Ghost</span>,
<span class="Metal Neutral">Metal</span>, <span class="Lightning Neutral">Lightning</span>, <span class="Water Neutral">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 on an enemy.


[[File:SROelementTable.png|800px]]
==Additional Effect==
Weapons with <span class="Normal Neutral">Normal</span> 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 <span class="Normal Neutral">Normal</span> element, its effect is a chance to add a respectable amount of damage. Elemental Potency will increase the strength of an element's effect, and Elemental Chance will increase how often the effect occurs. You can find their effects below, or by talking to [[Shepherd]] at Spawn!
 
*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.
 
<span class="Normal Neutral">Normal</span>: Deal 85%* extra damage to the target.<br>
<span class="Fire Neutral">Fire</span>: Deal 25%* damage to up to 4 nearby foes. The initial target also burns for 40%* damage over three seconds.<br>


<span class="Ice Neutral">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>


''For example:''<br>
<span class="Ghost Neutral">Ghost</span>: Inflicts "Haunted" on enemy, causing 115%* damage over 2.5s and pulling other enemies to it. The damage can stack, and enemies already Haunted will instead spread Haunted to others.<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.  


If player A uses [[Ice Charge]], then 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.
<span class="Metal Neutral">Metal</span>: Lower the target's DEF while gaining a stacking buff that increases your own DEF. Maximum stacks of 10*. <br>


<span class="Lightning Neutral">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). This effect does nothing to the initial target.<br>


==Additional Effect==
<span class="Water Neutral">Water</span>: Slow the target slightly, and create a healing orb for 5s that any single player can absorb in order to immediately recover up to 15HP*.<br>
Elemental charges also have a chance to apply additional effects:<br>
 
<span style="color:orange"> Fire</span> can apply a Damage Over Time effect<br>
==Type Chart==
<span style="color:cyan"> Ice</span><br>
<center>
<span style="color:purple"> Ghost</span><br>
<span style= "font-size: 1.5em">'''Element damage is not in the current playtest, so you can use whatever element you want without worrying about dealing less damage!'''</span>
<span style="color:gray"> Metal</span><br>
</center>
<span style="color:#dcdc52"> Lightning</span><br>
 
<span style="color:#5268dc"> Water</span><br>
Attacking Element Column on the left (↓), Defending Element Row across the top (→)
{|class="wikitable" style="median:left; text-align:center;"
!          !! style="width: 10em"| <span class="Normal Neutral">Normal</span> !! style="width: 10em"| <span class="Fire Neutral">Fire</span> !! style=" width: 10em"| <span class="Ice Neutral">Ice</span> !! style=" width: 10em"| <span class="Ghost Neutral">Ghost</span> !! style=" width: 10em"| <span class="Metal Neutral">Metal</span> !! style="width: 10em"| <span class="Lightning Neutral">Lightning</span> !! style="width: 10em"| <span class="Water Neutral">Water</span>
|-
! scope="row"| <span class="Normal Neutral">Normal</span>
          || Neutral || Neutral ||  Neutral  || style="color:pink;" |'''Resisted'''  || style="color:pink;" |'''Resisted'''|| Neutral || Neutral
|-
! scope="row"| <span class="Fire Neutral">Fire</span>
          || Neutral || style="color:pink;" |'''Resisted'''||  style="color:green;" | '''Effective'''  ||  Neutral  || Neutral || Neutral ||  style="color:red;" |Terrible
|-
! scope="row"| <span class="Ice Neutral">Ice</span>
          || Neutral || style="color:red;" |Terrible ||  style="color:pink;" |'''Resisted'''|| style="color:green;" |  '''Effective'''  ||  Neutral  || Neutral || Neutral
|-
! scope="row"| <span class="Ghost Neutral">Ghost</span>
          || Neutral || Neutral || style="color:red;" |Terrible ||  Neutral  || style="color:green;" |  '''Effective'''  || Neutral || Neutral
|-
! scope="row"| <span class="Metal Neutral">Metal</span>
          || Neutral || Neutral ||  Neutral  || style="color:red;" | Terrible ||  Neutral  || style="color:green;" | '''Effective''' || Neutral
|-
! scope="row"| <span class="Lightning Neutral">Lightning</span>  
          || Neutral || Neutral ||  Neutral  ||  Neutral  || style="color:red;" |Terrible || style="color:pink;" |'''Resisted'''|| style="color:green;" | '''Effective'''
|-
! scope="row"| <span class="Water Neutral">Water</span>
          || Neutral || style="color:green;" | '''Effective''' ||  Neutral  ||  Neutral  ||  Neutral  || style="color:red;" |Terrible || style="color:pink;" |'''Resisted'''
|-
|}
 
Example: <br>
Using a <span class="Fire Crit">Fire</span> attack against an <span class="Ice Weak">Ice</span> enemy like a [[Sadling]] will deal '''more''' damage.<br>
Using a <span class="Fire Weak">Fire</span> attack against a <span class="Fire Neutral">Fire</span> enemy like [[Blaze]] will deal less damage than usual.<br>
And using a <span class="Fire Weak">Fire</span> attack against a <span class="Water Crit">Water</span> enemy like [[Snapper]] will deal ''even less'' damage. <br>
 
==Changing Your Element==
The player by default will deal <span class="Normal Neutral">Normal</span> type damage, and referring to the table below will show you that you deal less damage to <span class="Ghost Neutral">Ghost</span> and '<span class="Metal Neutral">Metal</span> type enemies. This can be changed by equipping a [[:Category:Weapon|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.
 
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]]
 
==Damage Numbers==
<center>
<span style= "font-size: 1.5em">'''Element damage is not in the current playtest, so you can use whatever element you want without worrying about dealing less damage!'''</span>
</center>
<!---
Get a picture of an end of playtest damage fest and put it here I guess lol
--->
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.
<div style="float:right; margin-left:10px;">
[[File:FireProc.png|thumb|Example of effective damage and neutral damage (That's the sun in the background).]]
</div>
 
 
 
Note: The below information is out of date, damage outlines now reflect the Element of your weapon (see mentions of the Elements above for a visual guide on how that looks):
 
<span style= "text-shadow: -1px -1px 0 #3b4e7f, 1px -1px 0 #3b4e7f, -1px 1px 0 #3b4e7f, 1px 1px 0 #3b4e7f;color: white">Neutral damage numbers</span> have a white fill color and faded blue outline color.
 
 
<span style= "text-shadow: -1px -1px 0 #6f7c95, 1px -1px 0 #6f7c95, -1px 1px 0 #6f7c95, 1px 1px 0 #6f7c95;color: white">Terrible/Resisted element</span> damage turns the outline color into a dull gray.
 
 
<span style= "text-shadow: -1px -1px 0 #e32d73, 1px -1px 0 #e32d73, -1px 1px 0 #e32d73, 1px 1px 0 #e32d73;color: white">Effective element damage</span> replaces the outline color with a sharp red.
 
 
<span style= "text-shadow: -1px -1px 0 #e32d73, 1px -1px 0 #e32d73, -1px 1px 0 #e32d73, 1px 1px 0 #e32d73;color: #fffe00">Critical damage</span> replaces fill color with yellow, adding a small explosive depiction behind the numbers as well.
 
 
<span style= "text-shadow: -1px -1px 0 #290e2f, 1px -1px 0 #290e2f, -1px 1px 0 #290e2f, 1px 1px 0 #290e2f;color: #b02f5e">Damage to Players</span> has a faded red fill color and a dark red outline color.
 
 
<span style= "text-shadow: -1px -1px 0 darkgrey, 1px -1px 0 darkgrey, -1px 1px 0 darkgrey, 1px 1px 0 darkgrey;color: grey">Damage that other players deal</span> have a lower opacity to them.
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