Difference between revisions of "Damage Types"
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+ | ===== Developer Notes on Damage Types ===== | ||
+ | {{Quote|source=Citan (Discord), August 3, 2021 - 8:37 PM EST| | ||
+ | When I describe them to people IRL I call them Physical, Elemental, Internal, "and the rest". There are 5 misc damage types that I hope eventually be categorized into... something more coherent than "misc". But we're still occasionally adding and removing damage types, so it's still hard to predict where that will end up. | ||
+ | The five misc types are Acid, Nature, Darkness, Divine, and Demonic. | ||
+ | nothingness isn't even in the listings, since its not a type that will ever have resistances or bonuses. There is one other that we use like Nothingness, which is Potion. It's just the type of healing that potions do, for some dumb reason. They're just implementation details, basically, not "real" damage types. | ||
+ | so eventually I want to hide "Nothingness" and "Potion" in UI displays, so that things are a bit more coherent. | ||
+ | but the five listed above, I do currently expect to be "real" in the sense that there will be resistances and vulnerabilities and so on. | ||
+ | although I suspect that five "misc"s is too many and one or two of those will get subsumed.. I'm not sure which ones yet. | ||
+ | |||
+ | Priests were going to deal Divine damage, and then they didn't. So that's the one that's most likely to get cut. Upcoming demonic enemy weapons deal Demonic damage -- it's basically "disintegrator beam damage" as a way to think of it. | ||
+ | might even be considered an elemental damage type, maybe... | ||
+ | in fact... | ||
+ | yeah, let's just assume Divine is out for now. Yeah, Sonic was retired because its conceptually hard to add a lot of different damage sources from | ||
+ | but I've had second thoughts about retiring it... it does fit really nicely for certain attacks. | ||
+ | ... | ||
+ | yeah, each time I've had a chance to use Divine, I chickened out. I guess due to not wanting to commit to making a ton of viable build-tools for it}} | ||
[[Category:Mechanics]] | [[Category:Mechanics]] |
Revision as of 12:35, 31 March 2023
Contents
Damage Types
Physical
Slashing is a common physical damage type, often used by both combat skill abilities and creatures. Sword and Knife Fighting have many abilities that deal Slashing damage. Canines, Felines, and Rodents tend to use Slashing attacks. | |
Piercing is a common physical damage type, often used by both combat skill abilities and creatures. Archery, Staff, and Knife Fighting have abilities that deal Piercing damage. Humanoid species like Rakshasa, and some Dinosaurs tend to use Piercing attacks. | |
Crushing is a common physical damage type, often used by both combat skill abilities and creatures. Staff, Hammer, Cow, and Unarmed have many abilities that deal Crushing damage. Canines, Giants, and Ruminants tend to deal Crushing damage. |
Elemental
Fire is a type of elemental damage commonly seen in combat skills, although some creatures posses Fire attacks. Fire Magic and Priest have abilities that deal Fire damage. Elementals,Crone-Kin, and humanoid mages tend to use Fire attacks. | |
Cold is a type of elemental damage uncommonly seen in combat skills. Creatures in colder regions or dungeons are more likely to have Cold attacks. Ice Magic and Fire Magic have abilities that deal Cold damage. Fungoids and Elementals tend to use Cold attacks. | |
Electricity is a type of elemental damage commonly seen in combat skills, and rarely seen in creatures. Hammer, Mentalism, Necromancy, and Warden have abilities that deal Electricity damage. Dinosaurs and Elementals sometimes use Electricity attacks. |
Internal
Trauma is a common internal damage type, often used by both combat skill abilities and creatures. Sword, Bard, and Psychology have abilities that deal Trauma damage. Plants and Arthropods tend to use Trauma attacks. | |
Poison is a type of internal damage, more common to creature attacks than combat skill abilities. Battle Chemistry, Druid, and Knife Fighting have abilities that deal Poison damage. Aberrations, Arthropods, and Plants tend to use Poison attacks. | |
Psychic is a type of internal damage, often used by both combat skill abilities and creatures across Alharth. Psychology, Priest, and Mentalism have abilities that deal Psychic damage. Arthropods tend to use Psychic attacks. |
Esoteric
Acid is an unusual type of damage. Battle Chemistry has abilities that deal Acid damage. Fungoids, Arthropods, Fish and Snails, and Aberrations tend to use Acid attacks. | |
Nature is a wild type of damage, tamed by only a few combat skills. Druid, Bard, Cow, and Giant Bat have abilities that deal Nature damage. Plants and Elementals tend to use Nature attacks. | |
Darkness is an unusual type of damage rarely seen in the light of day. Necromancy and Spirit Fox have abilities that deal Darkness damage. Crone-Kins and Incorporeal Creatures tend to use Darkness attacks. |
Damage Types by Skill
The following table displays the damage types of each skill in Project Gorgon. Primary damage types are those that make up a bulk of the skill's damage, or are present on a large number of abilities. Other damage dealt by the skill's abilities is considered secondary. The primary and secondary labels are subjective. (TE) indicates the damage type is only accessible for that skill through a Treasure Effect. Last updated for v341.
Items Which Alter Damage Type
Some items have implicit modifiers which can alter an ability's damage type:
Item | Skill | Abilities Affected | New Damage Type |
---|---|---|---|
Hammer | Pound, Pound to Slag, Leaping Smash, Rib Shatter, Reckless Slam, Seismic Impact | Piercing | |
Staff | Staff Abilities that deal Crushing Damage | Slashing | |
Staff | Staff Abilities that deal Crushing Damage | Slashing | |
Sword | Sword Slash, Riposte, Windstrike, Finishing Blow | Fire | |
Knife | Knife abilities that normally deal Slashing damage | Cold | |
Knife | Knife abilities that normally deal Slashing damage | Cold |
Developer Notes on Damage Types
“When I describe them to people IRL I call them Physical, Elemental, Internal, "and the rest". There are 5 misc damage types that I hope eventually be categorized into... something more coherent than "misc". But we're still occasionally adding and removing damage types, so it's still hard to predict where that will end up.
The five misc types are Acid, Nature, Darkness, Divine, and Demonic. nothingness isn't even in the listings, since its not a type that will ever have resistances or bonuses. There is one other that we use like Nothingness, which is Potion. It's just the type of healing that potions do, for some dumb reason. They're just implementation details, basically, not "real" damage types. so eventually I want to hide "Nothingness" and "Potion" in UI displays, so that things are a bit more coherent. but the five listed above, I do currently expect to be "real" in the sense that there will be resistances and vulnerabilities and so on. although I suspect that five "misc"s is too many and one or two of those will get subsumed.. I'm not sure which ones yet.
Priests were going to deal Divine damage, and then they didn't. So that's the one that's most likely to get cut. Upcoming demonic enemy weapons deal Demonic damage -- it's basically "disintegrator beam damage" as a way to think of it. might even be considered an elemental damage type, maybe... in fact... yeah, let's just assume Divine is out for now. Yeah, Sonic was retired because its conceptually hard to add a lot of different damage sources from but I've had second thoughts about retiring it... it does fit really nicely for certain attacks. ...
yeah, each time I've had a chance to use Divine, I chickened out. I guess due to not wanting to commit to making a ton of viable build-tools for it— Citan (Discord), August 3, 2021 - 8:37 PM EST