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== Table of Contents ==
# [[The 10 Elements]]
# [[How Damage Works]]
# [[Attack vs Defense]]
# [[The Barrier System]]
# [[The Effectiveness Matrix]]
# [[Soft Cap – Why No One Becomes Completely Immune]]
# [[Practical Examples]]
# [[Why This System Is Good]]


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

Aktuelle Version vom 16. Januar 2026, 21:35 Uhr