✨Elemental System Rework

Elemental System and Interactions

Our project features a more dynamic elemental system, where each element has unique properties, strengths, and weaknesses. Understanding these interactions will enhance your strategic decisions in battles.

Elemental Chart and Effects

Our elemental system consists of the following elements:

Element
Strong Against
Weak Against
Main Effect
Description

Neutral

-

-

-

-

Fire

Wind

Water

Burn

Deals damage over time

Water

Fire

Earth

Drench

Decreases Move Speed

Earth

Water

Wind

Stun

Temporarily disables the target

Wind

Earth

Fire

Swiftness

Increases APM

Poison

Holy

Dark

Poison

Deals damage over time and decreases DEF

Holy

Undead

Poison

Holy Blessing

Recovers SP

Dark

Poison

Undead

Curse

Decreases ATK and Move Speed

Undead

Dark

Holy

Undead Blessing

Recovers HP

Ghost

-

-

Fear

Disables movement for 2 seconds, decreases Hit and Flee, and burns enemy SP

Elemental Mechanics

Enemy Armor Level

The effectiveness of elemental side effects is influenced by the enemy’s Armor Element Level. The base chance to apply a side effect starts at 10% and is adjusted based on the enemy’s Armor Element Level and the interaction of elements:

  • Base Chance: 10% chance to apply side effects.

Adjustments Based on Elemental Interactions

  • Against 'Strong Against' Elements: When the enemy has an element that is weaker than the attacker's, the chance to apply the side effect increases (+2.5% per Element Level) as the enemy’s Armor Element Level increases.

    • Level 1 Armor: 12.5% chance to apply side effects.

    • Level 2 Armor: 15% chance to apply side effects.

    • Level 3 Armor: 17.5% chance to apply side effects.

    • Level 4 Armor: 20% chance to apply side effects.

  • Against 'Weak Against' Elements: When the enemy has an element that is stronger than the attacker's, the chance to apply the side effect decreases (+5% per Element Level) as the enemy’s Armor Element Level increases.

    • Level 1 Armor: 7.5% chance to apply side effects.

    • Level 2 Armor: 5% chance to apply side effects.

    • Level 3 Armor: 2.5% chance to apply side effects.

    • Level 4 Armor: 0% chance to apply side effects (nullification).

  • Against Other Elements: When the enemy has an element that is neither strong nor weak against the attacker’s element, the chance to apply side effects remains constant at 10%, regardless of the enemy’s Armor Element Level.

When a side effect from an element successfully starts, it ends whatever side effect applied from its weaker element (if Water is applied, any Fire side effect ends, etc). A side effect can only be applied if its current interaction is not active (if you're already under X side effect, you can't apply it until it ends).

Weapon Level and Effect Duration

The duration of the side effect is influenced by the Weapon Level of the attacker. Higher Weapon Levels increase the duration (some times the effect as well) of side effects, making them more impactful in battle. Damage Over Time effects (Burning and Poison for instance) also have a Base Duration increased by 5 Seconds.

Secondary Effects Based on Elemental Interactions

Fire:

  • Primary Effect (Burning): Deals HP damage every second to the target.

  • Secondary Effects:

    • vs. Wind:

      • Burn: Increased chance to apply.

      • Secondary: Increases the attacker's APM by 10%.

    • vs. Earth:

      • Burn: Standard chance to apply.

      • Secondary: Decreases the target's defense by 20%.

    • vs. Water:

      • Burn: Decreased chance to apply.

      • Secondary: No additional effect.

Water:

  • Primary Effect (Drench): Decreases target's Movement Speed by 10%.

  • Secondary Effects:

    • vs. Fire:

      • Freezing: Increased chance to apply.

      • Secondary: Increases the attacker's defense by 20%.

    • vs. Wind:

      • Freezing: Standard chance to apply.

      • Secondary: Decreases the target's APM by 20%.

    • vs. Earth:

      • Freezing: Decreased chance to apply.

      • Secondary: No additional effect.

Earth:

  • Primary Effect (Stun): Temporarily disables the target.

  • Secondary Effects:

    • vs. Water:

      • Stun: Increased chance to apply.

      • Secondary: Increases the attacker's APM by 10%.

    • vs. Fire:

      • Stun: Standard chance to apply.

      • Secondary: Increases the attacker's defense by 20%.

    • vs. Wind:

      • Stun: Decreased chance to apply.

      • Secondary: No additional effect.

Wind:

  • Primary Effect (Swiftness): Increases the attacker's APM by 10%.

  • Secondary Effects:

    • vs. Earth:

      • Increase Agility: Increased chance to apply.

      • Secondary: Increases the attacker's movement speed by 10%.

    • vs. Water:

      • Increase Agility: Standard chance to apply.

      • Secondary: Decreases the target's defense by 20%.

    • vs. Fire:

      • Increase Agility: Decreased chance to apply.

      • Secondary: No additional effect.

Poison:

  • Primary Effect (Poison): Deals HP damage every second and decreases the target's total DEF by 20%.

  • Secondary Effects:

    • vs. Holy:

      • Poison: Increased chance to apply.

      • Secondary: Doubles the duration of the poison effect.

    • vs. Dark:

      • Poison: Standard chance to apply.

      • Secondary: Decreases the target's resistance to poison damage by 40%.

    • vs. Undead:

      • Poison: Decreased chance to apply.

      • Secondary: No additional effect.

Holy:

  • Primary Effect (Holy Blessing): Instantly recovers the attacker's SP (or HP if not a player); if the target is also Holy, recovers the attacker's SP and also the HP. The amount is (10 * Weapon Level) % of the damage dealt (or 40% if not a player).

  • Secondary Effects:

    • vs. Undead:

      • Holy Blessing: Increased chance to apply.

      • Secondary: The amount recovered is fixed at 50%.

    • vs. Dark:

      • Holy Blessing: Standard chance to apply.

      • Secondary: Recovers HP instead of SP.

    • vs. Poison:

      • Holy Blessing: Decreased chance to apply.

      • Secondary: No additional effect.

Dark:

  • Primary Effect (Curse): Decreases the target's ATK by 25%, sets LUK to 0, and drastically decreases the target's movement speed.

  • Secondary Effects:

    • vs. Poison:

      • Curse: Increased chance to apply.

      • Secondary: Decreases the target's resistance to dark damage by 40%.

    • vs. Holy:

      • Curse: Standard chance to apply.

      • Secondary: Decreases the target's healing received by 30%.

    • vs. Undead:

      • Curse: Decreased chance to apply.

      • Secondary: No additional effect.

Undead:

  • Primary Effect (Undead Blessing): Recovers the attacker's HP. The amount is (10 * Weapon Level) % of the damage dealt (or 40% if not a player).

  • Secondary Effects:

    • vs. Dark:

      • Undead Blessing: Increased chance to apply.

      • Secondary: Doubles the amount of HP recovered.

    • vs. Holy:

      • Undead Blessing: Standard chance to apply.

      • Secondary: Decreases the target's healing received by 30%.

    • vs. Poison:

      • Undead Blessing: Decreased chance to apply.

      • Secondary: No additional effect.

Ghost:

  • Primary Effect (Fear): Disables the target's movement, decreases the target's Hit and Flee by 20%, and burns 5% of the target's SP if it's a player character.

  • Secondary Effects:

    • Ghost element does not interact with other elements in a way that modifies the primary effect. It maintains a consistent 10% chance to apply the Fear effect regardless of the enemy's element or level.

Summary

Understanding and leveraging the elemental interactions and their associated status effects will give you a strategic advantage in the game. Experiment with different elements and tactics to discover powerful combinations and master the battlefield.

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