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===Damage Types===
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Moved information to public location- [[User:BetaNotus|BetaNotus]] ([[User talk:BetaNotus|talk]]) 18:31, 1 July 2019 (EDT)
'''Physical'''
 
{|
 
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| {{Combat Ability icon|Slashing Damage}}
 
| '''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 Damage}}
 
| '''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 2}}
 
| '''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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'''Elemental'''
 
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| {{Combat Ability icon|Fire Damage 2}}
 
| '''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 Immobilize}}
 
| '''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 Damage}}
 
| '''Electricity''' is a type of elemental damage commonly seen in combat skills, and rarely seen in creatures. [[Hammer]], [[Mentalism]], and [[Necromancy]] have abilities that deal '''Electricity''' damage. [[Dinosaur]]s and [[Elemental]]s sometimes use '''Electricity''' attacks.
 
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'''Internal'''
 
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| {{Combat Ability icon|Trauma Damage}}
 
| '''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 Damage}}
 
| '''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 Stun}}
 
|  '''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.
 
|}
 
 
 
'''Other'''
 
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| {{Combat Ability icon|Acid Damage}}
 
| '''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 Damage}}
 
| '''Nature''' is a wild type of damage, tamed by only a few combat skills. [[Druid]], [[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|Acid Damage}}
 
| '''Sonic''' is an unusual type of damage. [[Bard]] and [[Giant Bat]] have abilities that deal '''Sonic''' damage. No creatures use '''Sonic''' attacks.
 
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| {{Combat Ability icon|Burst Darkness Damage}}
 
| '''Darkness''' is an unusual type of damage rarely seen in the light of day. [[Necromancy]] has abilities that deal '''Darkness''' damage. [[Crone-Kin]]s and [[Incorporeal Creature]]s tend to use '''Darkness''' attacks.
 
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| {{Ability icon|Admonish }} 
 
| '''Supernatural''' is not yet implemented in any attacks.
 
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| {{Ability icon|Righteous Flame}}
 
| '''Divine''' is not yet implemented in any attacks.
 
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| {{Combat Ability icon|Heavy Poison Damage}}
 
| '''Demonic''' is not yet implemented in any attacks.
 
|}
 
 
 
===Attacks===
 
 
 
There are two categories of attacks, Direct and Indirect.
 
 
 
'''Direct''' attacks are ones that are actively initiated by the attacker.  They can be:
 
 
 
* '''Melee''' attacks affect a single target with a range of 5m.  Typically these are physical damage types.
 
* '''Projectile''' attacks are ranged attacks against a single target of any damage type.  This is not just arrows and thrown knives, but spells like [[Fireball]] and Necromancer's [[Death's Hold]].
 
* '''Burst''' attacks are area of effect (AoE) attacks that can strike 2+ targets at the same time.  Again, these can be physical attacks, like Archery's [[Multishot]], or spells like [[Ice Nova]].  There are a number of gear mods that can take what is a melee or projectile attack and turn it into a burst attack.
 
'''Indirect''' attacks are ones that either do damage over time (DoTs) or are the result of reflected damage.  For example, [[Fire Breath]] does direct damage to a target, but also applies a DoT, doing damage every two seconds for 12 seconds.  That DoT is indirect damage.
 
 
 
Another source of indirect damage are abilities that damage a melee attacker, such as [[Druid]]'s [[Brambleskin]] or [[Fire Magic]]'s [[Molten Veins]].  These do damage to a melee attacker when the they strike you.  Some, like [[Molten Veins]], even have a DoT component as well, but all the damage applied is indirect.  Note that these will not react to a burst or projectile attack unless otherwise stated.
 
 
 
* Often with physical attacks, if the target is being made to bleed for a period of time as a DoT, the damage is Trauma.
 
* The environment of [[Kur Mountains]] and [[Gazluk]] is considered indirect cold damage, and gear/potions/abilities that give a bonus against indirect cold damage will slow the loss of body heat in those zones.
 
 
 
===Evasion and Accuracy===
 
 
 
Some monsters possess the ability to sometimes evade direct attacks.  There are also abilities and gear that can provide this protection to characters.  Monsters tend to have a general evasion stat that is applied to all types of direct attacks.  Character gear and abilities tend to be restricted to one category of direct attack, so melee evasion, projectile evasion or burst evasion.
 
 
 
Being stunned negates any evasion for the duration of the stun.
 
 
 
Another way to circumvent evasion is accuracy.  Some gear or abilites provide general accuracy, applicable to any type of direct attack.  Others only provide a bonus for one kind of direct attack.
 
 
 
Indirect damage is not affected by evasion.  If a DoT is tied to a direct attack, the direct attack needs to hit first before the DoT can be applied, but evasion is not applied to each tick of the DoT.  Similarly reflected damage hits a melee attacker regardless of any evasion that they possess.
 
 
 
 
 
[[Category:Mechanics]]
 

Latest revision as of 18:31, 1 July 2019

Moved information to public location- BetaNotus (talk) 18:31, 1 July 2019 (EDT)