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Redefining The Elements

Posted: Sat Jun 11, 2011 9:05 am
by aztec
Alright. the reason I thought up this topic was because I always end up getting an elemental sword for my Fighter/Zerker everytime I play one. And I noticed that they always do Ice damage in addition to other elements, except in the game log it always shows as Cold Damage. Now the thing is the Ice damage is not Cold damage, as Ice damage still follows Cold damage resistance / damage modifiers but also grants a chance to Freeze a target. So I was thinking since Ice/Cold had this dichotomy why not the other elements?

(I know not all of these are "elements")

Cold:
1. Cold Damage - Just does elemental damage. Modified by cold resistance / cold damage modifiers.
2. Ice Damage - The exact same, except it has a chance to freeze an enemy.

Heat:
1. Heat Damage - same as cold except with heat resistance / damage modifiers.
2. Fire Damage - The same, except it has a chance to Burn an enemy.

Lightning:
1. Lightning Damage - just elemental damage, lightning resistance / damage modifiers.
2. Plasma Damage - Same, except it either has a chance to Daze (seeing how some lightning magics have a chance to Daze) or it has a chance to deal some damage to an enemy adjacent to the target enemy (same as chain lightning). either one should suffice.

Shadow:
1. Shadow Damage - elemental or natural?
2. Darkness Damage - " except it has a chance to blind an enemy.

Light:
1. Light Damage - elemental or natural?
2. Holy Damage - " except it has a chance to leave a spot on the ground for x turns and deals x damage per turn

Earth: (I replaced Nature with Earth seeing as there are clear elemental and natural attributes)
1. Earth Damage - elemental
2. Rock Damage - except it has a chance to stun an enemy.

Blight:
1. Blight Damage - natural
2. Poison Damage - " has a chance to poison the enemy

Slime:
1. Slime Damage: natural
2. Acid Damage: " has a chance to confuse an enemy


The 2nd options of each category are obviously more powerful and should be rarer to find on a piece of equipment. So yeah, it started because I kept finding swords that list Ice as a type of damage, but that's the only time I've ever seen Ice as a damage type in the game. Even in the Water/Ice talent categories, which should be updated if this new reworking is accepted, it doesn't list Ice as a damage type. Mainly it would just be the matter of changing "cold damage" to "ice damage" such as:

Freeze
Before:
-Condenses ambient water on a target, freezing it for 3 turns and damaging it for 25.09.

After:
-Condenses ambient water on a target dealing 29.09 Ice damage (100% chance). Freezing it for 3 turns.

Ice Storm
Before:
-A furious ice storm rages around the caster doing 9.27 cold damage in a radius of 3 each turn for 7 turns. It has a 25% chance to freeze damaged targets

After:
-A furious ice storm rages around the caster doing 9.27 Ice damage (25% chance) in a radius of 3 each turn for 7 turns.

you could put the (x% chance) anywhere in the spell description.



This rework would also be a good opportunity to have a Confuse/Daze resistance. Similar to the Stun/Freeze resistance dichotomy.