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Binding elemental stats to items makes the weapons damage vary, depending on your elemental damage & your oponent's elemental defense. Whereas elemental damage increases the chance of performing a powerful elemental attack, elemental defense decreases the final weapon damage depending on how much elemental damage it deals.
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== Elemental Attack Example
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A player attacks a zombie with a 10% Fire Damage - 15% Ice Damage - 10 Attack Damage sword.\
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The zombie has a 40% Fire Defense chestplate.
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**Elemental Damage** defines the percentage of the weapon damage that is dealt as elemental damage.
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Since the sword has 10% Fire Damage, 10% of the weapon damage will be dealt as fire damage, which represents 1 pt of damage (10% x 10 = 1).\
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The weapon has 15% Ice Damage so 15% of the damage will be dealt as ice damage which corresponds to 1.5 pt of damage.
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The weapon will thus deal 7.5 physical damage, 1 fire damage and 1.5 ice damage.
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**Elemental Defense** decreases the corresponding elemental damage dealt by a weapon.\
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Since the target has 40% Fire Defense from the chestplate, 40% of the fire damage will be negated, which corresponds to -0.4 pt of damage (40% x 1 = 0.4). Only 0.6 fire damage will be dealt.\
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Since the target does not have any Ice Defense, all the 1 ice damage will be dealt.\
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And we still have our 7.5 physical damage which is not affected by elemental defense.
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**At the end, the damage is 7.5 + 0.6 + 1.5 = 9.6.**
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== Elemental Attacks
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The more elemental damage a weapon deals, the higher the chance to **perform an elemental elemental attack**, or an elemental critical strike. Performing an elemental critical strike both **increases weapon damage and applies extra attack effects.**\
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If a weapon has 10% Fire Damage, this weapon has a 10% chance of performing an elemental fire attack. This is the same with any elemental damage stat. Elemental critical strikes have a 2sec cooldown so 100% elemental weapons are not too op.
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* Fire elemental crits double the fire damage & apply fire for [0.1 x <fire-damage>] seconds.
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* Ice elemental crits double the ice damage & root the target for [0.75 * <ice-damage>] seconds.
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* Wind elemental crits double the wind damage & apply a powerful AoE knockback.
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* Earth elemental crits double the earth damage & apply a powerful AoE knock-up.
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* Thunder elemental crits double the thunder damage & damage nearby enemies (3 blocks) for <thunder-damage>% of the initial damage.
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* Water elemental crits weaken the target, increasing any damage taken by 30% for 5 seconds.
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== Elemental Parades
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On the TO-DO list. |
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\ No newline at end of file |