Post by Murasaki on Jan 13, 2014 18:42:48 GMT
Elemental Theory
Lander Sages and those closely tuned to the forces of magic commonly attribute life as composing of two or three major elements:
Anima
The force of energy that gives a living being life, harnessed directly in healing spells.
Areas such as busy city districts and peaceful untouched forests have been known to be excellent places to find Anima dispersed in the surrounding atmosphere. Quite ironically, the same can be said for places like warzones and graveyards where dispersed Anima will linger about for quite some time. The depletion of Anima results in physical injury and a substantial loss will cause the body to break down completely. Recurrent exposure to Anima keeps a creature healthy and physically able to live its everyday life. Overexposure to Anima is rare but may occur in the form of imbibing too many healing potions within a certain time frame. At a certain point, typically when the body is at its maximum healed capacity, the body will stop absorbing any additional Anima. Any remaining energy will often loom around the creature for quite some time, possibly attracting the attention of some less than favorably visitors.
A lesser-known theory claims that Anima that has amassed throughout an individual's life forms something much like Psyche to Mana, a substance called Soma. Whereas this substance is generally only observed in People of the Land upon death, Adventurers are said to possess Soma in terms of memories. The basis of this theory is based upon an urban legend that started a few months following the Apocalypse. It's said that every time an Adventurer dies, they are said to lose some sort of memory, almost always a minor and often unnoticeable memory. There have been many claims supporting and opposing this argument, but there have also been those who have apparently died hundreds of times with seemingly little change in their memory or personality. Theorists believe that the Soma is something that remains bound to Adventurers even after they may die, and it is something that may explain their otherwise inexplicable immortality.
Psyche
The force of energy that governs mental intelligence and consciousness.
The loss of Psyche results in decreased concentration and willpower. One who has lowered their MP by a substantial amount will start feeling mentally fatigued though the body may be physically fine. This is one of the factors that is thought to contribute to the stereotype of weak-constitutioned magicians. It has also been observed that comatose and dying individuals have been reported to have their Psyche depleting away faster than it can be normally regenerated. Psyche energy lingers around far longer than Anima; investigations of ancient ruins reveal that many artifacts still possess notable traces of Psyche. Overabsorption of Psyche has had psychological effects on individuals, often resembling mood-boosting effects at its lightest and extreme drug-like addiction at its worst.
Psyche can be concentrated into a collective energy known as Mana, to be used in spells. This can be done by harnessing the force itself as a weapon, resulting in attacks that are called nonelemental in property. Alternately, Mana can be aspected, or converted, into a certain minor element in order to fulfill a casted spell's effect. For instance, the act of summoning a fireball will involve the transformation of Mana into Fire Mana, a substance that temporarily takes on the properties of the aspected minor element. The Mana itself will appear hot and volatile much like the phenomenon it was called upon to enhance. This is said to be something that the Adventurers say is vastly different between this world and their own. Whereas the "elements" of their world must be physically induced by some force of nature, Mana exists everywhere in this world and can be manipulated in order to influence the world.
Miasma
The antithesis of anima and psyche, a corrupting force of energy and negative emotions formed from malicious rituals. Miasma only began to exist in the world after the World Fraction caused for monsters to appear in the land. These monsters were composed from this third major element, and ancient wars between the People of the Land and the monsters resulted in some areas becoming corrupted as a result. Nowadays, Miasma is a rare substance that is concentrated mainly in certain monster types such as the Undead.
However, there is debate whether this element is truly its own entity or whether it is a composition of hyperaspected darkness mana. Some others theorize that it possesses a greater deal of supernatural influence compared to the other two elements, as evidenced by the numerous folk tales and superstitions revolving around the element as told by Avoni culture. Due to the lack of knowledge regarding monster origins, there is no substantial proof to claim either way.
Elemental Classifications
In summary, the weakness and resistance systems in Elder Tale typically revolve around the following traits and elements:
- Elemental
Major Elements
- Anima
- Psyche
- Miasma
Psyche is further divided into the following:
Classical Trinity
- Fire
- Ice
- Lightning
Nature Trinity
- Earth
- Wind
- Water
Spiritual Duality
- Darkness
- Light
- Nonelemental (Default for attacks without elemental effects, usually stacks with physical)
- Physical
- Status (Usually considered nonelemental, but certain equipment and monster resistances protect against them on an individual basis, examples include those listed below)
Status Effects:
Bleeding: A status ailment that reduces the character's HP every time the character attacks or uses an active skill. It can generally be removed by adequate healing of the affected area.
Burn: A status ailment that reduces the character's HP every time the character attacks or uses an active skill. It can generally be removed by adequate healing of the affected area.
Mind: Various psychological debuffs that can cause fatigue or stress on the target. It usually wears off over time.
Poison: A common status ailment that gradually reduces the character's HP over time. It can generally be removed through antidote effects such as from potions.
Sleep: A status ailment where the sleeping character is unable to do anything until they are woken up. It can generally be removed when the character takes damage or when they are roused by a party member.
Slow: A status ailment that reduces the character's movement or attack speed. It usually wears off over time.
Stun: A status ailment that is typically connected to Slow debuffs. It renders the character unable to move completely for a few seconds.
Weakness: A status ailment that involves feebleness of muscle strength and reduces the effectiveness of guarding. It usually wears off over time.
Elemental Resistances at Work
Typically, whenever a character wields a weapon or armor with elemental resistances in its effect, basic math is used to determine how effective an attack is. Let's assume that the character is wearing:
Elemental Tutorial Clothing
Lv5 cloth armor: Lv3 ice resistance, Lv3 fire weakness, Lv5 defense.
Lv5 cloth armor: Lv3 ice resistance, Lv3 fire weakness, Lv5 defense.
Meanwhile we have weapons that an enemy is wielding:
Ice Lance
Lv10 weapon: ice element.
Lv10 weapon: ice element.
Flame Lance
Lv10 weapon: fire element.
Lv10 weapon: fire element.
Ice Lance attacks the character. It is a Level 10 weapon, but due to the character's Lv3 ice resistance, its apparent damage is equal to that of a Level 7 weapon instead. However, since the defense of the opponent's clothing is only 5, we assume that a decent amount of damage was dealt to the player.
Now let's try Flame Lance. It is a Level 10 weapon and since the character has a Lv3 fire weakness, it goes through as though it's a Level 13 weapon. This is much higher than the character's 5 defense, so the damage is a lot more serious.
How do monsters resist elemental attacks typically? Let's use a Level 16 Forest Treant vs a Level 16 Sorcerer:
Forest Treant
Level 16
Weakness/Resistances: Resist [Water], Weak [Fire]
Level 16
Weakness/Resistances: Resist [Water], Weak [Fire]
Sorcerer
Level 16
Skills: Orb of Lava [Fire], Tutorial Orb of Water [Water], Flare Arrow [Fire]
Accessory: Enchanted Arrow Necklace (Flare Arrow damage +2)
Level 16
Skills: Orb of Lava [Fire], Tutorial Orb of Water [Water], Flare Arrow [Fire]
Accessory: Enchanted Arrow Necklace (Flare Arrow damage +2)
Unlike other characters, monsters' resistances are a little different:
Resistance Tier -1:
Weak: The monster is weak to an element or status. Elements deal 150% (1.5x) damage, statuses are twice as likely to work.
Resistance Tier 0:
Neutral: The monster takes 1x damage from an element.
Resistance Tier 1:
Resist: The monster is resistance to an element or status. Elements deal half (0.5x) damage, statuses are half as likely to work.
Resistance Tier 2:
Null: The monster is completely resistant to an element or status. Elements deal no (0x) damage, statuses will not work.
Resistance Tier 3:
Drain: The monster's passive defense allows it to actually heal from an attack. Elements heal the monster by 1x the efficiency, statuses will not work.
Repel: The monster's passive defense actually reflects the attack back to the enemy. Elements deal no (0x) damage, statuses will not work. The user takes 1x damage from their own attack, statuses are reflected on the user.
Weak: The monster is weak to an element or status. Elements deal 150% (1.5x) damage, statuses are twice as likely to work.
Resistance Tier 0:
Neutral: The monster takes 1x damage from an element.
Resistance Tier 1:
Resist: The monster is resistance to an element or status. Elements deal half (0.5x) damage, statuses are half as likely to work.
Resistance Tier 2:
Null: The monster is completely resistant to an element or status. Elements deal no (0x) damage, statuses will not work.
Resistance Tier 3:
Drain: The monster's passive defense allows it to actually heal from an attack. Elements heal the monster by 1x the efficiency, statuses will not work.
Repel: The monster's passive defense actually reflects the attack back to the enemy. Elements deal no (0x) damage, statuses will not work. The user takes 1x damage from their own attack, statuses are reflected on the user.
Calculation time. Let's say Orb of Lava is used. The Treant is weak to fire, so the Orb of Fire will appear as though it were used by a Level 24 Sorcerer. The Treant takes a lot of damage.
Now let's say Orb of Water is used. The Treant is resistant to water, so the Orb of Water will appear as though it were used by a Level 8 Sorcerer. The Treant barely takes damage.
Finally, Flare Arrow is used. First off, Flare Arrow is modified by the Sorcerer's accessory, raising its apparent level to 18. Next, the Treant is weak to fire, so the Flare Arrow will appear as though it were used by a Level 27 Sorcerer.
One important thing to keep in mind is that since we do not enforce a strict battle system, any numbers and calculations are just indicators of how much damage you would probably take. If damage = defense, then expect an average amount of damage. If damage > defense, expect higher damage. If damage < defense, expect lower damage.