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Damage Types

1,889 bytes added, 12:35, 31 March 2023
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Restored info on Divine & Demonic via a dev discord comment.
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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]]