Post by stefjenova on Jul 25, 2006 10:18:24 GMT -8
WARNING: If you are confused easily, DO NOT read any further in this topic!
Okay, seeing as how I was just informed I was doing elemental combat the wrong way... I'd like to know why it isn't the way I've been doing it.
Officially, it's 1.3x if you're weak regardless of degree, and 0.7x if you're resistant regardless of degree.
So why don't we use degrees? It just makes more sense to me that if someone was Wood/Ice/Something that they'd take more damage from Fire than someone who was just wood or just ice.
I know not everyone is as obsessive about stat formats and stuff as I am, but I think if we used my system, we'd see elements be used a LOT more than they are now. >_> Cause now A) Bug elements aren't as lucrative as they were, and B) Someone can take three elements weak to the same thing and not get any more of a penalty than before.
My suggestion (And the way I've been doing it incorrectly >_<):
Take and combine the weaknesses and strengths for all your Navi's elements, being sure to include the number of times that that element is mentioned.
Cancel them out in this fashion:
If you have two elements that resist Fire and one element that is weak to Fire, one resistance and the one weakness cancel, leaving your Navi resistant to Fire by one time.
Continue in this manner until you get something resembling this:
Elements: Elec/Laser/Shadow
Weaknesses: Wood (x2), Stone, Metal (x3), Sand (x3), Bug (x3), Plasma, Blade
Strengths: Aqua, Laser, Shadow (x2), Wind (x2), Dark, Light (x2), Crystal, Elec
For every degree (x1, x2 or x3), the damage that you take is affected by 30% for every degree. So x1, damage is affected by 30%, x2, damage is affected by 60%, etc. Of course, weakness means you take more damage, and resistance means you take less damage.
I don't know, maybe everyone's mind doesn't wander as much as mine does, but it just seems to make more sense my way. Also, I think it spices up combat a little more and makes assured victories not so assured.
Okay, seeing as how I was just informed I was doing elemental combat the wrong way... I'd like to know why it isn't the way I've been doing it.
Officially, it's 1.3x if you're weak regardless of degree, and 0.7x if you're resistant regardless of degree.
So why don't we use degrees? It just makes more sense to me that if someone was Wood/Ice/Something that they'd take more damage from Fire than someone who was just wood or just ice.
I know not everyone is as obsessive about stat formats and stuff as I am, but I think if we used my system, we'd see elements be used a LOT more than they are now. >_> Cause now A) Bug elements aren't as lucrative as they were, and B) Someone can take three elements weak to the same thing and not get any more of a penalty than before.
My suggestion (And the way I've been doing it incorrectly >_<):
Take and combine the weaknesses and strengths for all your Navi's elements, being sure to include the number of times that that element is mentioned.
Cancel them out in this fashion:
If you have two elements that resist Fire and one element that is weak to Fire, one resistance and the one weakness cancel, leaving your Navi resistant to Fire by one time.
Continue in this manner until you get something resembling this:
Elements: Elec/Laser/Shadow
Weaknesses: Wood (x2), Stone, Metal (x3), Sand (x3), Bug (x3), Plasma, Blade
Strengths: Aqua, Laser, Shadow (x2), Wind (x2), Dark, Light (x2), Crystal, Elec
For every degree (x1, x2 or x3), the damage that you take is affected by 30% for every degree. So x1, damage is affected by 30%, x2, damage is affected by 60%, etc. Of course, weakness means you take more damage, and resistance means you take less damage.
I don't know, maybe everyone's mind doesn't wander as much as mine does, but it just seems to make more sense my way. Also, I think it spices up combat a little more and makes assured victories not so assured.