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Electric damage is incurred by attacks involving electricity and discharge, or other similar attacks. Electricity in smaller doses serves primarily asa stunner against organic targets, but in large quantities can lead to burns, lasting side effects, eventual ignition, and fatal damage. Electricity in the right application is a strong disabler against most electronics and robots, though more advanced robotics can often shrug off the damage with lesser consequence. It goes without saying that the more conductive something is, the more effective electricity will be against it- and vice versa for insulation. | Electric damage is incurred by attacks involving electricity and discharge, or other similar attacks. Electricity in smaller doses serves primarily asa stunner against organic targets, but in large quantities can lead to burns, lasting side effects, eventual ignition, and fatal damage. Electricity in the right application is a strong disabler against most electronics and robots, though more advanced robotics can often shrug off the damage with lesser consequence. It goes without saying that the more conductive something is, the more effective electricity will be against it- and vice versa for insulation. | ||
- | As a side effect of Electric Damage, Magnetic Damage (such as Electromagnetic Pulse Grenades) are greatly effective against lesser electronics and robots, as well as communication. However, EMPs are prone to friendly fire, do not effect | + | As a side effect of Electric Damage, Magnetic Damage (such as Electromagnetic Pulse Grenades) are greatly effective against lesser electronics and robots, as well as communication. However, EMPs are prone to friendly fire, do not affect |
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+ | Both Electric and Magnetic Damage saps or disrupts the flow of power in shielding, making it effective at disabling them quicker. | ||
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+ | === Toxic and Corrosives === | ||
+ | Toxic Damage is incurred by poisons, diseases, gasses, and corrosive materials. Against organic creatures, poisons can be used to weaken targets, ensure a death over time, or induce other effects as necessary. Corrosive materials are capable of eating away at, flesh, bone, metal and armor, weakening them and exposing areas for additional damage, but burn out quickly. Against organic targets, corrosion causes severe burns and disruption, against robotics, it weakens metal and armor, able to quickly disable lesser robots. | ||
- | === Corrosive === | ||
=== Drowse === | === Drowse === | ||
+ | Drowse is not element itself, but refers to any kind of sleep dart, sedative, sleep spell, or other forms of inducing tiredness and sleepiness in a target. The effectiveness of these methods relies on their delivery method, such as sleep darts being ineffective against armored targets unless the armor has been weakened through another mean. Putting targets to sleep is a pacifist way to KO or prematurely end a fight, though capture is not guaranteed. | ||
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+ | Robotics are completely immune to all forms of induced drowse, save for their actual sleep commands. | ||
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=== Echyllis === | === Echyllis === | ||
+ | Echyllis Damage is incurred by echyllis bent naturally or artificially, | ||
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+ | Echyllis and Folly directly counteract eachother, damaging both substances. In this situation, the attack with more force behind it comes out on top. | ||
=== Folly === | === Folly === | ||
+ | Folly Damage is incurred by The Folly itself, as well as some special circumstances. Like echyllis, Folly can be considered an additive to physical damage, Cryo. Beings of Folly can be damaged by other Folly, as well as physical attacks to a limited extent. Folly Damage is extremely effective against Echyllis Imprints, so long as it is used with enough force. | ||
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+ | Echyllis and Folly directly counteract eachother, damaging both substances. In this situation, the attack with more force behind it comes out on top. | ||
===== Enemy Types ===== | ===== Enemy Types ===== |