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| Zeile 1: |
Zeile 1: |
| == Table of Contents ==
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| # [[The 10 Elements]]
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| # [[How Damage Works]]
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| # [[Attack vs Defense]]
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| # [[The Barrier System]]
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| # [[The Effectiveness Matrix]]
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| # [[Soft Cap – Why No One Becomes Completely Immune]]
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| # [[Practical Examples]]
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| # [[Why This System Is Good]]
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| == The 10 Elements ==
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| Our game has 10 different elements. Each can be used for '''both offense and defense''':
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| === Physical & Special Elements ===
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| {| class="wikitable"
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| ! Element !! Emoji !! Description
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| |-
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| | Physical || ⚔️ || Sword, arrow, strike – basic damage
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| |-
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| | Fire || 🔥 || Hot, destructive, fast
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| |-
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| | Water || 💧 || Flowing, healing, cooling
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| |-
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| | Ice || ❄️ || Cold, slowing, rigid
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| |-
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| | Lightning || ⚡ || Fast, chaotic, penetrating
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| |-
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| | Earth || 🪨 || Stable, heavy, protective
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| |-
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| | Wind || 💨 || Light, fast, confusing
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| |-
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| | Poison || ☠️ || Persistent, corrosive, sneaky
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| |-
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| | Light || ✨ || Holy, pure, illuminating
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| |-
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| | Darkness || 🌑 || Mystical, absorbing, unknown
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| |}
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| == How Damage Works ==
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| Damage consists of '''two components''':
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|
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| === 1. Physical Damage ===
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| Your attack’s base damage. '''Completely ignores the opponent’s elemental barriers''' – always reliable!
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| '''Formula:''' Base Damage + Physical Attack - (Opponent’s Physical Resistance)
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| === 2. Elemental Damage ===
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| Extra damage from elements. This is influenced by '''barriers''' and '''effectiveness'''.
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| '''Formula:''' Element Attack × Barrier Multiplier × Element Resistance × Effectiveness
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| == Attack vs Defense ==
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| === Attack ===
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| When you make an '''elemental attack''' (e.g., Fire Attack +30), you deal extra damage with that element.
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| * Example:
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| ** Your Fire skill has: Fire Attack +30
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| ** You make an attack with Base Damage 50
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| ** The opponent has no special Fire resistance
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| ** You deal 50 (Base) + 30 (Fire) = '''80 damage''' (if no barriers)
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| === Defense ===
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| When you set '''elemental resistance''' (e.g., Fire Resistance 50%), it reduces damage from that element.
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| * Example:
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| ** Opponent has Fire Attack +50
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| ** You have Fire Resistance 50%
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| ** Their Fire damage is reduced by 50%
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| ** You take only 25 damage instead of 50 (before barriers)
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| == The Barrier System ==
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| The Barrier System determines '''control over the battle''':
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| === What is a Barrier? ===
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| A barrier is generated from the '''opponent’s resistances'''. The higher their resistances, the stronger the barrier.
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| === What is Penetration? ===
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| Your '''element attacks''' generate penetration. This pierces the opponent’s barrier.
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| === The Balance ===
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| Damage is adjusted based on the '''penetration-to-barrier ratio''':
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| * '''Dominant:''' You have double the penetration compared to their barrier → 2.0x damage boost (Maximum!)
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| * '''Balanced:''' Equal penetration and barrier → 1.0x normal damage
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| * '''Suppressed:''' You have half as much → 0.75x damage (reduced)
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| * '''Overwhelmed:''' No penetration vs high barrier → 0.5x minimum (still playable!)
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| ''IMPORTANT:'' Damage never goes below 50% and never above 200%! This keeps the game balanced.
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| == The Effectiveness Matrix ==
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| This is our '''rock-paper-scissors''' system for elements. But unlike Pokémon: no one is completely dominated!
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| === The Multipliers ===
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| {| class="wikitable"
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| ! Effectiveness !! Multiplier !! Meaning
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| | Super Effective || 1.5x || Very strong against, but not unfair
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| |-
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| | Effective || 1.2x || Noticeably advantageous
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| |-
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| | Neutral || 1.0x || Normal
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| | Resisted || 0.8x || Slight disadvantage, still playable
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| |-
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| | Strongly Resisted || 0.7x || Difficult, but not impossible
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| |}
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| === Why not 2.0x or 0.25x? ===
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| Because the game would break! If a build dealt 4x damage (2.0x) or only 1/4 (0.25x), there would be no reason to play anything else.
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| === The Matchup Principle ===
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| Each matchup is defined individually. This is intentionally '''flexible''' – not everything has to be symmetrical!
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| * 🔥 Fire vs ❄️ Ice = 1.5x Super Effective (Fire melts Ice)
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| * 🔥 Fire vs 🌑 Darkness = 0.7x Strongly Resisted (Darkness smothers flames)
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| * ⚡ Lightning vs 💧 Water = 0.8x Resisted (Water conducts away)
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| == Soft Cap – Why No One Becomes Completely Immune ==
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| This is one of the most important mechanics! Here’s the problem without a soft cap:
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| * ❌ Without Soft Cap:
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| ** You need 100% resistance to be completely immune
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| ** With small reductions, you could easily reach 100%
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| ** Suddenly, a build with 100% Fire Resistance → playing against Fire? GG, takes 0 damage!
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| * ✅ With Soft Cap:
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| ** 50% Resistance = 50% effective resistance (1:1 linear)
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| ** 75% Resistance = 62.5% effective resistance (still takes damage)
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| ** 100% Resistance = 75% effective resistance (MAX! Cannot become fully immune!)
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| === Simplified Formula ===
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| <pre>
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| Up to 50%: Linear (exactly what you input)
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| Above 50%: Half of the extra (reduces returns)
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| Maximum: 75% effective resistance (at 100% input)
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| </pre>
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| * Why this is good:
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| ** Every build remains playable
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| ** Specialization is still worthwhile
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| ** But not so strong that everything else is useless
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| == Practical Examples ==
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| === Example 1: Direct Strike 🔥⚔️ ===
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| * Scenario:
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| ** You: Fire Warrior with 60 Base Damage + 40 Fire Attack
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| ** Opponent: Ice Mage with 50 Base HP, 30% Fire Resistance, 20% Fire Barrier (from other resistances)
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| * Calculation:
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| # Step 1: Physical Damage
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| * Base Damage: 60
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| * Opponent has 0 Physical Resistance
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| * Physical Damage = 60 ✓
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| # Step 2: Fire Attack Effectiveness
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| * Your Fire Attack: 40
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| * Opponent has 30% Fire Resistance (apply Soft Cap)
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| ** 30% < 50%, so remains 30%
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| ** Effective Resistance = 30%
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| ** Reduction = 40% - 30% = 70% of original
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| ** Fire Damage after resistance = 40 × 0.7 = 28
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| # Step 3: Barrier Multiplier
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| * Your Penetration (all Fire attacks): 40
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| * Their Barrier (all resistances): 20% (simplified)
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| * Ratio: 40 / 20 = 2.0
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| * ≥ 2.0 → Maximum: 2.0x multiplier
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| # Step 4: Effectiveness (Rock-Paper-Scissors)
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| * Fire vs Ice = Super Effective = 1.5x
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| * Total:
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| ** Physical: 60
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| ** Fire: 28 × 2.0 × 1.5 = 84
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| ** Total: 144 Damage 🔥💥
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| === Example 2: Weak Against Opponent 🌑⚡ vs 💧 ===
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| * Scenario:
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| ** You: Lightning Mage with 30 Base Damage + 50 Lightning Attack
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| ** Opponent: Water Creature with 60% Lightning Resistance + 80% Water Resistance
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| * Calculation:
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| # Step 1: Physical Damage
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| * Base Damage = 30 ✓
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| # Step 2: Lightning Attack Effectiveness
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| * Your Lightning Attack: 50
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| * Opponent has 60% Lightning Resistance (Soft Cap!)
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| ** >50%: 50 + (60-50) × 0.5 = 55% effective
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| ** Reduction: 55%
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| ** Lightning Damage = 50 × 0.45 = 22.5 ≈ 23
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| # Step 3: Barrier Multiplier
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| * Your Penetration: 50
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| * Their Barrier: 80% + 60% = 140%
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| * Ratio: 50 / 140 = 0.36
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| * <0.5 → Minimum: 0.5x multiplier
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| # Step 4: Effectiveness
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| * Lightning vs Water = Resisted = 0.8x
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| * Total:
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| ** Physical: 30
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| ** Lightning: 23 × 0.5 × 0.8 = 9.2 ≈ 9
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| ** Total: 39 Damage ⚡💧
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| === Example 3: Perfect Balance ⚔️ vs 🛡️ ===
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| * Scenario:
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| ** You: Hybrid Fighter with 50 Base + 30 Fire + 30 Wind
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| ** Opponent: Balanced Knight with 40% Fire Resistance + 40% Wind Resistance
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| * Calculation:
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| # Step 1: Physical Damage
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| * Physical Damage = 50 ✓
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| # Step 2: Fire Attack
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| * Attack: 30
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| * Resistance: 40% → effective 40%
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| * After Resistance: 30 × 0.6 = 18
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| * Barrier Multiplier: 60 / 40 = 1.5 → 1.5x
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| * Effectiveness: Neutral = 1.0x
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| * Fire Damage: 18 × 1.5 × 1.0 = 27
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| # Step 3: Wind Attack
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| * Attack: 30
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| * Resistance: 40% → effective 40%
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| * After Resistance: 30 × 0.6 = 18
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| * Barrier Multiplier: 1.5x
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| * Effectiveness: Neutral = 1.0x
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| * Wind Damage: 18 × 1.5 × 1.0 = 27
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| * Total:
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| ** Physical: 50
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| ** Elements: 27 + 27 = 54
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| ** Total: 104 Damage ⚔️✨
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| == Why This System Is Good ==
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| === No one is completely dominated ===
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| * Even if you are weak, you still deal 50% damage (Minimum!)
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| * Even if the opponent is strong, they reduce no more than 75%
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| * Skill and tactics still beat stat differences
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| === Specialization is worthwhile ===
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| * 100 Fire Attack → significantly more damage than 50
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| * But not so much that physical builds are useless
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| * Every build type (Physical, Elemental, Hybrid) is playable
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| === Strategic depth ===
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| * Opponents with high resistance are a puzzle, not impossible
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| * You decide: “Use element attack? Or switch build?”
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| * This is interesting!
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| === Barrier system creates dynamics ===
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| * Same opponent can be strong or weak depending on your build
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| * Physical fighter with 100 Lightning Attack? Not effective if penetration is low → less barrier breakthrough
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| * Hybrid with multiple elements? Better barrier penetration
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| * Builds counter each other, not just elements!
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| === Balanced ===
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| * Minimum 0.5x, Maximum 2.0x multiplier
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| * Soft Caps prevent extreme resistances
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| * Effectiveness 0.7x–1.5x
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| === Beginner-friendly ===
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| * Physical combat always works reliably
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| * Elements are an optional complexity layer
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| * Can start simple and optimize later
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| == How to Use the System ==
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| === For Players ===
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| * Physical-focused? Rely on base stats, add an element for boost
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| * Element-focused? Choose multiple elements and exploit opponent resistances
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| * Hybrid? Combine Physical + 2–3 elements for flexibility
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| === For Designers ===
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| * Enemy Design: Adjust resistances to create different difficulty levels
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| * Boss Balance: High resistance in one area forces player adaptation
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| * Items & Buffs: "+20 Fire Attack" instantly makes sense (boosts penetration)
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| == Summary ==
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| {| class="wikitable"
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| ! Concept !! Short Explanation
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| | Physical Damage || Base damage, ignores elemental barriers
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| | Elemental Damage || Extra damage, modified by barriers
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| | Barrier || Opponent’s defense (from resistances)
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| | Penetration || Your breakthrough (from element attacks)
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| | Barrier Multiplier || 0.5x–2.0x based on ratio
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| | Effectiveness || Rock-paper-scissors: 0.7x–1.5x
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| | Soft Cap || Prevents 100% resistance – Max 75% effective
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| |}
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| == The Most Important Thing ==
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| ''Our elemental system is not “who has the most attack points,” it’s “how do you play strategically?”''
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| * Being strong is good, but not everything
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| * Weak against an opponent? Change tactics or your build
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| * Damage is always between 50% and 200% multiplier – fair and predictable
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| * The game rewards '''understanding and adaptation''', not just stat grinding
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