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Damage Types

2,407 bytes added, 15 February
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Added weather witching
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| {{Combat Ability icon|NecroDarknessWave}}
| '''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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====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)
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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)
|}
(a): most common are Crushing, Slashing, and Poison <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:
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| {{Item|Flaming Gazluk Sword}} || Sword || Sword Slash, Riposte, Windstrike, Finishing Blow || Fire
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| {{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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