Post by CJ on Nov 3, 2009 0:19:07 GMT -5
Little is changing among elements, but I am implementing an elemental defense trait that anyone is free to use. It does not cost ability slots, and the only cost is that spending positive ticks requires an equal spending of negative ticks.
The only change to elements themselves is that they now have compatible and incompatible status effects assigned to them. ANY status effect can be caused by ANY element, just some of them are a bit better at it and others are worse. For example, it's very hard to Freeze someone with fire, while it is easy to Paralyze them with Electricity. You won't know whether or not a status is compatible or not though, so don't let it hamper your creativity.
Wind: Gravity, Mind, Plant, Decay
Fire: Water, Lightning, Rock/Earth, Wind
Plant: Fire, Poison, Ice, Soul
Water: Lightning, Plant, Wind, Ice
Lightning: Soul, Earth/Rock, Gravity, Fire
Soul: Water, Decay, Poison, Mind
Rock/Earth: Mind, Wind, Water, Plant
Gravity: Rock/Earth, Ice, Lightning, Soul
Mind: Gravity, Fire, Poison, Decay
Ice: Poison, Mind, Fire, Wind
Poison: Decay, Water, Gravity, Earth/Rock
Decay: Ice, Plant, Soul, Lightning
When assigning Positive Affinity Ticks (PAT), you assign an equal number of Negative Affinity Points (NAT) among the four elements that the boosted element is potentially weak against. The effects of these ticks are listed below.
POSITIVE
The first effect is constant, but all further effects replace the one before them.
1 - Healing and support of the element are doubled.
2 - Halves damage of the element.
3 - Negates damage of the element.
4 - Absorbs damage of the element.
5 - Absorbs damage and MP used to use the move of the element.
NEGATIVE
These effects stack. For every negative tick, one level of the 'Ignore Negative Affinity' full-slot passive trait is required in order to use moves utilizing that element. This does not negate the ticks themselves.
-1 - Cannot be healed or boosted by the element.
-2 - Double damage from the element.
-3 - Double all applicable effects of moves of the element.
-4 - Special Defense against the element negated. Armor still functions normally, but Natural Armor disappears as well.
-5 - Direct exposure to the element kills you outright. Just being in an area heavy in it will weaken you.
If an Affinity'd character is struck with a move that uses two elements at once, then Average the numbers of ticks the target has between the two, even if one of the tick counts is '0'. Round up if the result is positive and down if the result is negative. This only occurs if the move has multiple elements within the same damage (+# FireIce would invoke this rule, but +# Fire +# Ice in the same move would not)
IE:
30 base, +8 FireIce damage VS Larry, who has 1 Tick toward Fire and -1 toward Ice. 1 + (-1) = 0, 0/2 = 0. The attack is completely normal.
30 base, +8 PlantWater damage VS Joe, who has 1 Tick toward Plant and 2 Ticks toward Water. 1 + 3 = 3, 3/2 = 1.5, rounded up to 2. He takes half damage.
30 base, +8 PoisonDecay damage VS Jimmy, who has -1 Tick toward Poison and -2 Ticks toward Decay. -1 + (-2) = -3, -3/2 = -1.5, rounded down to -2. He takes double damage.
The only change to elements themselves is that they now have compatible and incompatible status effects assigned to them. ANY status effect can be caused by ANY element, just some of them are a bit better at it and others are worse. For example, it's very hard to Freeze someone with fire, while it is easy to Paralyze them with Electricity. You won't know whether or not a status is compatible or not though, so don't let it hamper your creativity.
Wind: Gravity, Mind, Plant, Decay
Fire: Water, Lightning, Rock/Earth, Wind
Plant: Fire, Poison, Ice, Soul
Water: Lightning, Plant, Wind, Ice
Lightning: Soul, Earth/Rock, Gravity, Fire
Soul: Water, Decay, Poison, Mind
Rock/Earth: Mind, Wind, Water, Plant
Gravity: Rock/Earth, Ice, Lightning, Soul
Mind: Gravity, Fire, Poison, Decay
Ice: Poison, Mind, Fire, Wind
Poison: Decay, Water, Gravity, Earth/Rock
Decay: Ice, Plant, Soul, Lightning
When assigning Positive Affinity Ticks (PAT), you assign an equal number of Negative Affinity Points (NAT) among the four elements that the boosted element is potentially weak against. The effects of these ticks are listed below.
POSITIVE
The first effect is constant, but all further effects replace the one before them.
1 - Healing and support of the element are doubled.
2 - Halves damage of the element.
3 - Negates damage of the element.
4 - Absorbs damage of the element.
5 - Absorbs damage and MP used to use the move of the element.
NEGATIVE
These effects stack. For every negative tick, one level of the 'Ignore Negative Affinity' full-slot passive trait is required in order to use moves utilizing that element. This does not negate the ticks themselves.
-1 - Cannot be healed or boosted by the element.
-2 - Double damage from the element.
-3 - Double all applicable effects of moves of the element.
-4 - Special Defense against the element negated. Armor still functions normally, but Natural Armor disappears as well.
-5 - Direct exposure to the element kills you outright. Just being in an area heavy in it will weaken you.
If an Affinity'd character is struck with a move that uses two elements at once, then Average the numbers of ticks the target has between the two, even if one of the tick counts is '0'. Round up if the result is positive and down if the result is negative. This only occurs if the move has multiple elements within the same damage (+# FireIce would invoke this rule, but +# Fire +# Ice in the same move would not)
IE:
30 base, +8 FireIce damage VS Larry, who has 1 Tick toward Fire and -1 toward Ice. 1 + (-1) = 0, 0/2 = 0. The attack is completely normal.
30 base, +8 PlantWater damage VS Joe, who has 1 Tick toward Plant and 2 Ticks toward Water. 1 + 3 = 3, 3/2 = 1.5, rounded up to 2. He takes half damage.
30 base, +8 PoisonDecay damage VS Jimmy, who has -1 Tick toward Poison and -2 Ticks toward Decay. -1 + (-2) = -3, -3/2 = -1.5, rounded down to -2. He takes double damage.