damage effects?
Moderator: Moderator
damage effects?
So noticing that ice damage can freeze things and hearing that slime can slow... what are the other affects of specific damage types?
Acid?
Light?
Noticed I was slowing something at one point without a slime weapon and was wondering if it was another of the damage types.
Acid?
Light?
Noticed I was slowing something at one point without a slime weapon and was wondering if it was another of the damage types.
Re: damage effects?
I've been told that that's linked to the ego type of your weapon, not to the damage you're dealing.
(Honestly, it should probably be made more clear in the weapon description.)
(Honestly, it should probably be made more clear in the weapon description.)
Re: damage effects?
Basically, there's normal damage types and hidden damage types. Cold damage doesn't freeze, ice damage does. But ice shows up as cold damage only in the log. Fire damage doesn't burn things, but fireburn damage gives things the burning status effect which is a DoT. Nature damage is either poison, or slime damage. Slime shows up as nature, but slows instead of poisons. IIRC there isn't much else "set in stone", the remaining weird things are pretty class-specific. Some classes use acid to reduce attack, armor, and damage, some to blind; some classes use light to blind.
Re: damage effects?
Why are those types hidden? Why not show them to the player?Hedrachi wrote:Basically, there's normal damage types and hidden damage types. Cold damage doesn't freeze, ice damage does. But ice shows up as cold damage only in the log. Fire damage doesn't burn things, but fireburn damage gives things the burning status effect which is a DoT. Nature damage is either poison, or slime damage. Slime shows up as nature, but slows instead of poisons. IIRC there isn't much else "set in stone", the remaining weird things are pretty class-specific. Some classes use acid to reduce attack, armor, and damage, some to blind; some classes use light to blind.
Re: damage effects?
Because then corpsebow's extra damage would look likeAquillion wrote:Why are those types hidden? Why not show them to the player?
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damage on hit (ranged): 15 blight damage, 20% chance to apply one of rotting disease, decrepitude disease, or weakness disease, reducing a stat by 5 and dealing 5 blight damage per turn for 5 turns.
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damage on hit (ranged): 15 corrupted blood
Re: damage effects?
Because they are "meta" damages, if ice was showing as ice damage you would need an ice resistance instead of just cold resistance for exampleAquillion wrote:Why are those types hidden? Why not show them to the player?
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: damage effects?
lukep wrote:Because then corpsebow's extra damage would look likeInstead ofCode: Select all
damage on hit (ranged): 15 blight damage, 20% chance to apply one of rotting disease, decrepitude disease, or weakness disease, reducing a stat by 5 and dealing 5 blight damage per turn for 5 turns.
The other damage types aren't as complex, and are usually described in the text of the talent. Ice, slime, and poison are the only special damage types that I know are commonly used without explanation.Code: Select all
damage on hit (ranged): 15 corrupted blood
What I mean is, why not describe them as, say:darkgod wrote:Because they are "meta" damages, if ice was showing as ice damage you would need an ice resistance instead of just cold resistance for example
"damage on hit (ranged): 15 blight damage, randomly inflicts disease"
...or...
"damage on hit: 6 cold damage, randomly inflicts freeze."
It's still not a totally accurate description of what's going on, but it's enough for a player to understand what's happening, and it's only three words tacked onto the end. Right now, unless they already know how it works, it just tends to be confusing, since it's not clear where the status effects are coming from and what causes what.
Re: damage effects?
I would venture that it's not really needed: A) It'd be messy and verbose, B) The overwhelming majority of places where extra damagetypes are applied, the spell description tells you it'll happen, or it's readily apparent from using the spell/weapon/armor/whatever.
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Re: damage effects?
But that relies on you having USED the item. A new player would easily overlook a slime/icy weapon in many circumstances unless they knew about these additional effects.Hedrachi wrote:...or it's readily apparent from using the spell/weapon/armor/whatever.