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Damage Types

3,021 bytes added, 15 February
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Added weather witching
{|
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| {{Combat Ability icon|Slashing DamageUndeadSword1}}
| '''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. [[Canine]]s, [[Feline]]s, and [[Rodent]]s tend to use '''Slashing''' attacks.
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| {{Combat Ability icon|Ranged Piercing DamageWerewolfArrow1}}
| '''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 [[Dinosaur]]s tend to use '''Piercing''' attacks.
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| {{Combat Ability icon|Crushing Damage 2Seismic Impact}}
| '''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. [[Canine]]s, [[Giant]]s, and [[Ruminant]]s tend to deal '''Crushing''' damage.
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| {{Combat Ability icon|Fire Damage 2UrsulaSummon}}
| '''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. [[Elemental]]s,[[Crone-Kin]], and humanoid mages tend to use '''Fire''' attacks.
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| {{Combat Ability icon|Heavy Cold Damage ImmobilizeYetiFrostRing}}
| '''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. [[Fungoid]]s and [[Elemental]]s tend to use '''Cold''' attacks.
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| {{Combat Ability icon|Electricity DamageTurretCrystalZap}}
| '''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. [[Dinosaur]]s and [[Elemental]]s sometimes use '''Electricity''' attacks.
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| {{Combat Ability icon|Trauma DamageGrimalkinPuncture}}
| '''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. [[Plant]]s and [[Arthropod]]s tend to use '''Trauma''' attacks.
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| {{Combat Ability icon|Poison DamageInjectorBugInject}}
| '''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. [[Aberration]]s, [[Arthropod]]s, and [[Plant]]s tend to use '''Poison''' attacks.
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| {{Combat Ability icon|Psychic Damage and Knockback StunRakMindreave}}
| '''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. [[Arthropod]]s tend to use '''Psychic''' attacks.
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'''OtherEsoteric'''
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| {{Combat Ability icon|Acid DamageRanalonZap}}
| '''Acid''' is an unusual type of damage. [[Battle Chemistry]] has abilities that deal '''Acid''' damage. [[Fungoid]]s, [[Arthropod]]s, [[Fish and Snail]]s, and [[Aberration]]s tend to use '''Acid''' attacks.
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| {{Combat Ability icon|Heavy Burst Nature DamageCosmic Strike}} | '''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. [[Plant]]s and [[Elemental]]s tend to use '''Nature''' attacks.
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| {{Combat Ability icon|Burst Darkness DamageNecroDarknessWave}} | '''Darkness''' is an unusual type of damage rarely seen in the light of day. [[Necromancy]] has and [[Spirit Fox]] have abilities that deal '''Darkness''' damage. [[Crone-Kin]]s and [[Incorporeal Creature]]s tend to use '''Darkness''' attacks. |}<!--
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| {{Ability icon|Righteous Flame}}
| {{Combat Ability icon|Heavy Poison Damage}}
| '''Demonic''' is not yet implemented in any attacks.
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| {{Ability icon|Thunderous Note}}
| '''Sonic''' is an unusual type of damage. [[Bard]] and [[Giant Bat]] have abilities that deal '''Sonic''' damage. No creatures use '''Sonic''' 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 v328v341.<div style="overflow: hidden">[[File:Damage_Types.png|right|thumb|Chart of damage types, by Lenta]]
{| {{STDT}}
! Skill !! Primary Damage Types !! Secondary Damage Types
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| [[Druid]] || Nature || Poison, Trauma, Crushing
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| [[Fairy Magic]] || Electricity || Fire (TE), Psychic
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| [[Fire Magic]] || Fire || Cold, Crushing, Darkness (TE)
| [[Psychology]] || Psychic || Trauma
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| [[Rabbit]] || Slashing, Crushing || PyschicPsychic, Trauma, Cold (TE)
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| [[Shield]] || Crushing || Fire
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| [[Spider]] || Crushing, Poison || Acid, Piercing
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| [[Spirit Fox]] || Darkness, Crushing || Fire (TE)
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| [[Staff]] || Crushing, Piercing || Slashing, Fire, Trauma
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| [[Warden]] || Electricity || Fire, Acid
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| [[Weather Witching]] || Electricity, Nature || Cold, Darkness(Pet)
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(a): most common are Crushing, Slashing, and Poison <br>
(b): does not include Golem damage <br>
(c): does not include minion damage types <br>
(d): can deal Nature damage to Undead only<br></div>=====Items Which Alter Damage Type=====Some items have implicit modifiers which can alter an ability's damage type:{| {{STDT}}! Item !! Skill !! Abilities Affected !! New Damage Type|-| {{Item|Ratkin Mining Pick}} || Hammer || Pound, Pound to Slag, Leaping Smash, Rib Shatter, Reckless Slam, Seismic Impact || Piercing|-| {{Item|Guardian Trident}} || Staff || Staff Abilities that deal Crushing Damage || Slashing|- | {{Item|Tactician's Halberd}} || Staff || Staff Abilities that deal Crushing Damage || Slashing|- | {{Item|Flaming Gazluk Sword}} || Sword || Sword Slash, Riposte, Windstrike, Finishing Blow || Fire|-| {{Item|Autofreeze Knife}} || Knife || Knife abilities that normally deal Slashing damage || Cold|-| {{Item|Autofreeze Shiv}} || Knife || Knife abilities that normally deal Slashing damage || Cold|}
</onlyinclude>
===== 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]]
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