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===== Damage Types ===== | ===== Damage Types ===== | ||
Different attacks can deal different kinds of damage, which can be more or less effective against certain kinds of threats. In general, attacks are split into two categories: Physical Damage and Elemental Damage. An attack can be composed of more than one type of damage, but will usually boil down to one of both category types (eg, a spear of ice being thrown would boil down to deal both Puncture and Cryo damage). | Different attacks can deal different kinds of damage, which can be more or less effective against certain kinds of threats. In general, attacks are split into two categories: Physical Damage and Elemental Damage. An attack can be composed of more than one type of damage, but will usually boil down to one of both category types (eg, a spear of ice being thrown would boil down to deal both Puncture and Cryo damage). | ||
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==== Physical Damage ==== | ==== Physical Damage ==== | ||
=== Impact === | === Impact === | ||
Impact damage is incurred mostly by blunt attacks, shockwaves, blasts, throwing, and debris impacts. These physically disperse impact force across a wider area, and do not incur bleeding except under heavy damage. In general, attacks dealing great impact damage have a higher chance of disrupting enemies and enemy attacks, being able to displace or even send enemies flying. | Impact damage is incurred mostly by blunt attacks, shockwaves, blasts, throwing, and debris impacts. These physically disperse impact force across a wider area, and do not incur bleeding except under heavy damage. In general, attacks dealing great impact damage have a higher chance of disrupting enemies and enemy attacks, being able to displace or even send enemies flying. | ||
- | Impact is the most effective against contact-based shielding, moderately effective against living creatures (especially fleshy ones), but are usually ineffective against robots unless the impact is of a large scale. Impact is ineffective against heavily armored targets, but can still disrpt the,. | + | Impact is the most effective against contact-based shielding, moderately effective against living creatures (especially fleshy ones), but are usually ineffective against robots unless the impact is of a large scale. Impact is ineffective against heavily armored targets, but can still disrupt them, and break through lighter armor. |
=== Puncture === | === Puncture === | ||
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==== Elemental Damage ==== | ==== Elemental Damage ==== | ||
=== Heat === | === Heat === | ||
+ | Heat damage is incurred by attacks involving fire, lava, plasma, or other sources of damage that would raise temperature. Heat damage raises the temperature of the target and its environment, | ||
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=== Cryo === | === Cryo === | ||
+ | Cryo damage is incurred by attacks involving ice, snow, water, the void of space, or other sources of damage that would lower temperature. Cryo damae lowers the temperature of the target and its environment, | ||
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=== Electric === | === Electric === | ||
- | === Corrosive | + | 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. |
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+ | 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 echyllis-fueled machinery nearly as much, and Arcadian Wartech is usually resistant to conventional EMP. WAEPs (Weaponized Alternative Energy Pulses) are the Arcadian-equivalent to EMPs, being able to affect their own technology in the event of emergencies or theft. | ||
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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. | ||
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=== 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 each other, damaging both substances. In this situation, the attack with more force behind it comes out on top. | ||
=== Folly === | === Folly === | ||
+ | Folly Damage is incurred by 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 forms 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 each other, damaging both substances. In this situation, the attack with more force behind it comes out on top. | ||
===== Enemy Types ===== | ===== Enemy Types ===== |