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| ## 📋 Table of Contents
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| 1. [The 10 Elements](#the-10-elements)
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| 2. [How Damage Works](#how-damage-works)
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| 3. [Attack vs Defense](#attack-vs-defense)
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| 4. [The Barrier System](#the-barrier-system)
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| 5. [The Effectiveness Matrix](#the-effectiveness-matrix)
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| 6. [Soft Cap – Why No One Becomes Completely Immune](#soft-cap--why-no-one-becomes-completely-immune)
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| 7. [Practical Examples](#practical-examples)
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| 8. [Why This System Is Good](#why-this-system-is-good)
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| ---
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| ## 🌟 The 10 Elements
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| Our game has 10 different elements. Each can be used for **both offense and defense**:
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| ### Physical & Special Elements
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| | Element | Emoji | Description |
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| | ------------- | ----- | ----------------------------------- |
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| | **Physical** | ⚔️ | Sword, arrow, strike – basic damage |
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| | **Fire** | 🔥 | Hot, destructive, fast |
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| | **Water** | 💧 | Flowing, healing, cooling |
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| | **Ice** | ❄️ | Cold, slowing, rigid |
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| | **Lightning** | ⚡ | Fast, chaotic, penetrating |
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| | **Earth** | 🪨 | Stable, heavy, protective |
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| | **Wind** | 💨 | Light, fast, confusing |
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| | **Poison** | ☠️ | Persistent, corrosive, sneaky |
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| | **Light** | ✨ | Holy, pure, illuminating |
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| | **Darkness** | 🌑 | Mystical, absorbing, unknown |
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| ---
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| ## ⚔️ How Damage Works
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| Damage consists of **two components**:
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| ### 1️⃣ Physical Damage
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| Your attack’s base damage. **Completely ignores the opponent’s elemental barriers** – always reliable!
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| **Formula:** Base Damage + Physical Attack - (Opponent’s Physical Resistance)
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| ### 2️⃣ Elemental Damage
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| Extra damage from elements. This is influenced by **barriers** and **effectiveness**.
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| **Formula:** Element Attack × Barrier Multiplier × Element Resistance × Effectiveness
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| ---
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| ## 🛡️ Attack vs Defense
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| ### Attack 🗡️
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| When you make an **elemental attack** (e.g., Fire Attack +30), you deal extra damage with that element.
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| **Example:**
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| * Your Fire skill has: Fire Attack +30
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| * You make an attack with Base Damage 50
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| * The opponent has no special Fire resistance
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| * You deal 50 (Base) + 30 (Fire) = **80 damage** (if no barriers)
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| ### Defense 🛡️
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| When you set **elemental resistance** (e.g., Fire Resistance 50%), it reduces damage from that element.
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| **Example:**
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| * Opponent has Fire Attack +50
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| * You have Fire Resistance 50%
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| * Their Fire damage is reduced by 50%
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| * You take only 25 damage instead of 50 (before barriers)
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| ---
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|
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| ## 🏰 The Barrier System
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| The Barrier System determines **control over the battle**:
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| ### What is a Barrier?
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| A barrier is generated from the **opponent’s resistances**. The higher their resistances, the stronger the barrier.
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| ### What is Penetration?
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| Your **element attacks** generate penetration. This pierces the opponent’s barrier.
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| ### The Balance 📊
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| Damage is adjusted based on the **penetration-to-barrier ratio**:
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| **Penetration vs Barrier:**
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| * **Dominant:** You have double the penetration compared to their barrier → 2.0x damage boost (Maximum!)
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| * **Balanced:** Equal penetration and barrier → 1.0x normal damage
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| * **Suppressed:** You have half as much → 0.75x damage (reduced)
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| * **Overwhelmed:** No penetration vs high barrier → 0.5x minimum (still playable!)
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| **IMPORTANT:** Damage never goes below 50% and never above 200%! This keeps the game balanced.
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| ---
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| ## 📈 The Effectiveness Matrix
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| This is our **rock-paper-scissors** system for elements. But unlike Pokémon: no one is completely dominated!
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| ### The Multipliers
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| | Effectiveness | Multiplier | Meaning |
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| | ----------------- | ---------- | ----------------------------------- |
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| | Super Effective | 1.5x | Very strong against, but not unfair |
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| | Effective | 1.2x | Noticeably advantageous |
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| | Neutral | 1.0x | Normal |
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| | Resisted | 0.8x | Slight disadvantage, still playable |
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| | Strongly Resisted | 0.7x | Difficult, but not impossible |
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| ### Why not 2.0x or 0.25x?
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| Because the game would break! If a build dealt 4x damage (2.0x) or only 1/4 (0.25x), there would be no reason to play anything else.
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| ### The Matchup Principle
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| Each matchup is defined individually. This is intentionally **flexible** – not everything has to be symmetrical!
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| Example matchups (possible layout):
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| * 🔥 Fire vs ❄️ Ice = 1.5x Super Effective (Fire melts Ice)
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| * 🔥 Fire vs 🌑 Darkness = 0.7x Strongly Resisted (Darkness smothers flames)
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| * ⚡ Lightning vs 💧 Water = 0.8x Resisted (Water conducts away)
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| ---
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| ## 🧊 Soft Cap – Why No One Becomes Completely Immune
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| This is one of the most important mechanics! Here’s the problem without a soft cap:
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| ❌ **Without Soft Cap:**
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| * You need 100% resistance to be completely immune
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| * With small reductions, you could easily reach 100%
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| * Suddenly, a build with 100% Fire Resistance → playing against Fire? GG, takes 0 damage!
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| ✅ **With Soft Cap:**
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| * 50% Resistance = 50% effective resistance (1:1 linear)
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| * 75% Resistance = 62.5% effective resistance (still takes damage)
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| * 100% Resistance = 75% effective resistance (MAX! Cannot become fully immune!)
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| ### Simplified Formula
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| ```
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| Up to 50%: Linear (exactly what you input)
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| Above 50%: Half of the extra (reduces returns)
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| Maximum: 75% effective resistance (at 100% input)
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| ```
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| **Why this is good:**
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| * Every build remains playable
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| * Specialization is still worthwhile
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| * But not so strong that everything else is useless
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| ---
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| ## 💡 Practical Examples
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| Let’s walk through how actual damage is calculated!
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| ### Example 1: Direct Strike 🔥⚔️
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| **Scenario:**
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| * You: Fire Warrior with 60 Base Damage + 40 Fire Attack
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| * Opponent: Ice Mage with 50 Base HP, 30% Fire Resistance, 20% Fire Barrier (from other resistances)
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| **Calculation:**
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| **Step 1: Physical Damage**
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| * Base Damage: 60
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| * Opponent has 0 Physical Resistance
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| * Physical Damage = 60 ✓
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| **Step 2: Fire Attack Effectiveness**
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| * Your Fire Attack: 40
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| * Opponent has 30% Fire Resistance (apply Soft Cap)
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| * 30% < 50%, so remains 30%
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| * Effective Resistance = 30%
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| * Reduction = 40% - 30% = 70% of original
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| * Fire Damage after resistance = 40 × 0.7 = 28
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| **Step 3: Barrier Multiplier**
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| * Your Penetration (all Fire attacks): 40
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| * Their Barrier (all resistances): 20% (simplified)
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| * Ratio: 40 / 20 = 2.0
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| * ≥ 2.0 → Maximum: 2.0x multiplier
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| **Step 4: Effectiveness (Rock-Paper-Scissors)**
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| * Fire vs Ice = Super Effective = 1.5x
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| **Total:**
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| * Physical: 60
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| * Fire: 28 × 2.0 (Barrier) × 1.5 (Effectiveness) = 84
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| * **Total: 144 Damage** 🔥💥
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| Strong, but not invincible!
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| ---
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| ### Example 2: Weak Against Opponent 🌑⚡ vs 💧
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| **Scenario:**
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| * You: Lightning Mage with 30 Base Damage + 50 Lightning Attack
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| * Opponent: Water Creature with 60% Lightning Resistance + 80% Water Resistance
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| **Calculation:**
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| **Step 1: Physical Damage**
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| * Base Damage = 30 ✓
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| **Step 2: Lightning Attack Effectiveness**
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| * Your Lightning Attack: 50
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| * Opponent has 60% Lightning Resistance (Soft Cap!)
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| * > 50%: 50 + (60-50) × 0.5 = 55% effective
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| * Reduction: 55%
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| * Lightning Damage = 50 × (1-0.55) = 50 × 0.45 = 22.5 ≈ 23
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| **Step 3: Barrier Multiplier**
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| * Your Penetration: 50
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| * Their Barrier: 80% + 60% = 140% (simplified)
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| * Ratio: 50 / 140 = 0.36
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| * <0.5 → Minimum: 0.5x multiplier
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| **Step 4: Effectiveness (Rock-Paper-Scissors)**
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| * Lightning vs Water = Resisted = 0.8x
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| **Total:**
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| * Physical: 30
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| * Lightning: 23 × 0.5 × 0.8 = 9.2 ≈ 9
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| * **Total: 39 Damage** ⚡💧
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| Not much! But still better than 0. Worth adjusting your build or using a skill!
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| ---
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| ### Example 3: Perfect Balance ⚔️ vs 🛡️
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| **Scenario:**
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| * You: Hybrid Fighter with 50 Base + 30 Fire + 30 Wind
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| * Opponent: Balanced Knight with 40% Fire Resistance + 40% Wind Resistance
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| **Calculation:**
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| **Step 1: Physical Damage**
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| * Physical Damage = 50 ✓
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| **Step 2: Fire Attack**
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| * Attack: 30
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| * Resistance: 40% → effective 40% (<50% Soft Cap)
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| * After Resistance: 30 × 0.6 = 18
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| * Barrier Multiplier: 60 / 40 = 1.5 → 1.5x
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| * Effectiveness: Neutral = 1.0x
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| * Fire Damage: 18 × 1.5 × 1.0 = 27
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| **Step 3: Wind Attack**
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| * Attack: 30
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| * Resistance: 40% → effective 40%
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| * After Resistance: 30 × 0.6 = 18
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| * Barrier Multiplier: 1.5x
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| * Effectiveness: Neutral = 1.0x
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| * Wind Damage: 18 × 1.5 × 1.0 = 27
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| **Total:**
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| * Physical: 50
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| * Elements: 27 + 27 = 54
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| * **Total: 104 Damage** ⚔️✨
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| Solid damage, versatile! No element is overpowered, but combined very effective!
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| ---
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| ## 🎮 Why This System Is Good
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| ### 1️⃣ **No one is completely dominated**
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| * Even if you are weak, you still deal 50% damage (Minimum!)
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| * Even if the opponent is strong, they reduce no more than 75%
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| * Skill and tactics still beat stat differences
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| ### 2️⃣ **Specialization is worthwhile**
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| * 100 Fire Attack → significantly more damage than 50
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| * But not so much that physical builds are useless
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| * Every build type (Physical, Elemental, Hybrid) is playable
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| ### 3️⃣ **Strategic depth**
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| * Opponents with high resistance are a puzzle, not impossible
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| * You decide: “Use element attack? Or switch build?”
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| * This is interesting!
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| ### 4️⃣ **Barrier system creates dynamics**
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| * Same opponent can be strong or weak depending on your build
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| * Physical fighter with 100 Lightning Attack? Not effective if penetration is low → less barrier breakthrough
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| * Hybrid with multiple elements? Better barrier penetration
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| * Builds counter each other, not just elements!
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| ### 5️⃣ **Balanced**
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| Numbers are intentionally tight:
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| * Minimum 0.5x, Maximum 2.0x multiplier (4x difference, not 10x!)
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| * Soft Caps prevent extreme resistances
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| * Effectiveness 0.7x–1.5x (not 0.0x–2.0x)
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| This makes fights **predictable but not boring**.
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| ### 6️⃣ **Beginner-friendly**
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| * Physical combat always works reliably
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| * Elements are an optional complexity layer
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| * Can start simple and optimize later
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| ---
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| ## 🔧 How to Use the System
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| ### For Players 🎮
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| * **Physical-focused?** Rely on base stats, add an element for boost
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| * **Element-focused?** Choose multiple elements and exploit opponent resistances
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| * **Hybrid?** Combine Physical + 2–3 elements for flexibility
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| ### For Designers 🎨
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| * **Enemy Design:** Adjust resistances to create different difficulty levels
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| * **Boss Balance:** High resistance in one area forces player adaptation
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| * **Items & Buffs:** “+20 Fire Attack” instantly makes sense (boosts penetration)
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| ---
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| ## 📊 Summary
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| | Concept | Short Explanation |
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| | ---------------------- | -------------------------------------------- |
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| | **Physical Damage** | Base damage, ignores elemental barriers |
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| | **Elemental Damage** | Extra damage, modified by barriers |
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| | **Barrier** | Opponent’s defense (from resistances) |
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| | **Penetration** | Your breakthrough (from element attacks) |
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| | **Barrier Multiplier** | 0.5x–2.0x based on ratio |
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| | **Effectiveness** | Rock-paper-scissors: 0.7x–1.5x |
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| | **Soft Cap** | Prevents 100% resistance – Max 75% effective |
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| ---
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| ## ✨ The Most Important Thing
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| > **Our elemental system is not “who has the most attack points,” it’s “how do you play strategically?”**
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| * Being strong is good, but not everything
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| * Weak against an opponent? Change tactics or your build
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| * Damage is always between 50% and 200% multiplier – fair and predictable
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| * The game rewards **understanding and adaptation**, not just stat grinding
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