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'''Formula:''' Element Attack × Barrier Multiplier × Element Resistance × Effectiveness | '''Formula:''' Element Attack × Barrier Multiplier × Element Resistance × Effectiveness | ||
== Attack vs Defense == | |||
=== Attack === | |||
When you make an '''elemental attack''' (e.g., Fire Attack +30), you deal extra damage with that element. | |||
* Example: | |||
** Your Fire skill has: Fire Attack +30 | |||
** You make an attack with Base Damage 50 | |||
** The opponent has no special Fire resistance | |||
** You deal 50 (Base) + 30 (Fire) = '''80 damage''' (if no barriers) | |||
=== Defense === | |||
When you set '''elemental resistance''' (e.g., Fire Resistance 50%), it reduces damage from that element. | |||
* Example: | |||
** Opponent has Fire Attack +50 | |||
** You have Fire Resistance 50% | |||
** Their Fire damage is reduced by 50% | |||
** You take only 25 damage instead of 50 (before barriers) | |||
== The Barrier System == | |||
The Barrier System determines '''control over the battle''': | |||
=== What is a Barrier? === | |||
A barrier is generated from the '''opponent’s resistances'''. The higher their resistances, the stronger the barrier. | |||
=== What is Penetration? === | |||
Your '''element attacks''' generate penetration. This pierces the opponent’s barrier. | |||
=== The Balance === | |||
Damage is adjusted based on the '''penetration-to-barrier ratio''': | |||
* '''Dominant:''' You have double the penetration compared to their barrier → 2.0x damage boost (Maximum!) | |||
* '''Balanced:''' Equal penetration and barrier → 1.0x normal damage | |||
* '''Suppressed:''' You have half as much → 0.75x damage (reduced) | |||
* '''Overwhelmed:''' No penetration vs high barrier → 0.5x minimum (still playable!) | |||
''IMPORTANT:'' Damage never goes below 50% and never above 200%! This keeps the game balanced. | |||
== The Effectiveness Matrix == | |||
This is our '''rock-paper-scissors''' system for elements. But unlike Pokémon: no one is completely dominated! | |||
=== The Multipliers === | |||
{| class="wikitable" | |||
! Effectiveness !! Multiplier !! Meaning | |||
|- | |||
| Super Effective || 1.5x || Very strong against, but not unfair | |||
|- | |||
| Effective || 1.2x || Noticeably advantageous | |||
|- | |||
| Neutral || 1.0x || Normal | |||
|- | |||
| Resisted || 0.8x || Slight disadvantage, still playable | |||
|- | |||
| Strongly Resisted || 0.7x || Difficult, but not impossible | |||
|} | |||
=== Why not 2.0x or 0.25x? === | |||
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. | |||
=== The Matchup Principle === | |||
Each matchup is defined individually. This is intentionally '''flexible''' – not everything has to be symmetrical! | |||
* 🔥 Fire vs ❄️ Ice = 1.5x Super Effective (Fire melts Ice) | |||
* 🔥 Fire vs 🌑 Darkness = 0.7x Strongly Resisted (Darkness smothers flames) | |||
* ⚡ Lightning vs 💧 Water = 0.8x Resisted (Water conducts away) | |||
== Soft Cap – Why No One Becomes Completely Immune == | |||
This is one of the most important mechanics! Here’s the problem without a soft cap: | |||
* ❌ Without Soft Cap: | |||
** You need 100% resistance to be completely immune | |||
** With small reductions, you could easily reach 100% | |||
** Suddenly, a build with 100% Fire Resistance → playing against Fire? GG, takes 0 damage! | |||
* ✅ With Soft Cap: | |||
** 50% Resistance = 50% effective resistance (1:1 linear) | |||
** 75% Resistance = 62.5% effective resistance (still takes damage) | |||
** 100% Resistance = 75% effective resistance (MAX! Cannot become fully immune!) | |||
=== Simplified Formula === | |||
<pre> | |||
Up to 50%: Linear (exactly what you input) | |||
Above 50%: Half of the extra (reduces returns) | |||
Maximum: 75% effective resistance (at 100% input) | |||
</pre> | |||
* Why this is good: | |||
** Every build remains playable | |||
** Specialization is still worthwhile | |||
** But not so strong that everything else is useless | |||
== Practical Examples == | |||
=== Example 1: Direct Strike 🔥⚔️ === | |||
* Scenario: | |||
** You: Fire Warrior with 60 Base Damage + 40 Fire Attack | |||
** Opponent: Ice Mage with 50 Base HP, 30% Fire Resistance, 20% Fire Barrier (from other resistances) | |||
* Calculation: | |||
# Step 1: Physical Damage | |||
* Base Damage: 60 | |||
* Opponent has 0 Physical Resistance | |||
* Physical Damage = 60 ✓ | |||
# Step 2: Fire Attack Effectiveness | |||
* Your Fire Attack: 40 | |||
* Opponent has 30% Fire Resistance (apply Soft Cap) | |||
** 30% < 50%, so remains 30% | |||
** Effective Resistance = 30% | |||
** Reduction = 40% - 30% = 70% of original | |||
** Fire Damage after resistance = 40 × 0.7 = 28 | |||
# Step 3: Barrier Multiplier | |||
* Your Penetration (all Fire attacks): 40 | |||
* Their Barrier (all resistances): 20% (simplified) | |||
* Ratio: 40 / 20 = 2.0 | |||
* ≥ 2.0 → Maximum: 2.0x multiplier | |||
# Step 4: Effectiveness (Rock-Paper-Scissors) | |||
* Fire vs Ice = Super Effective = 1.5x | |||
* Total: | |||
** Physical: 60 | |||
** Fire: 28 × 2.0 × 1.5 = 84 | |||
** Total: 144 Damage 🔥💥 | |||
=== Example 2: Weak Against Opponent 🌑⚡ vs 💧 === | |||
* Scenario: | |||
** You: Lightning Mage with 30 Base Damage + 50 Lightning Attack | |||
** Opponent: Water Creature with 60% Lightning Resistance + 80% Water Resistance | |||
* Calculation: | |||
# Step 1: Physical Damage | |||
* Base Damage = 30 ✓ | |||
# Step 2: Lightning Attack Effectiveness | |||
* Your Lightning Attack: 50 | |||
* Opponent has 60% Lightning Resistance (Soft Cap!) | |||
** >50%: 50 + (60-50) × 0.5 = 55% effective | |||
** Reduction: 55% | |||
** Lightning Damage = 50 × 0.45 = 22.5 ≈ 23 | |||
# Step 3: Barrier Multiplier | |||
* Your Penetration: 50 | |||
* Their Barrier: 80% + 60% = 140% | |||
* Ratio: 50 / 140 = 0.36 | |||
* <0.5 → Minimum: 0.5x multiplier | |||
# Step 4: Effectiveness | |||
* Lightning vs Water = Resisted = 0.8x | |||
* Total: | |||
** Physical: 30 | |||
** Lightning: 23 × 0.5 × 0.8 = 9.2 ≈ 9 | |||
** Total: 39 Damage ⚡💧 | |||
=== Example 3: Perfect Balance ⚔️ vs 🛡️ === | |||
* Scenario: | |||
** You: Hybrid Fighter with 50 Base + 30 Fire + 30 Wind | |||
** Opponent: Balanced Knight with 40% Fire Resistance + 40% Wind Resistance | |||
* Calculation: | |||
# Step 1: Physical Damage | |||
* Physical Damage = 50 ✓ | |||
# Step 2: Fire Attack | |||
* Attack: 30 | |||
* Resistance: 40% → effective 40% | |||
* After Resistance: 30 × 0.6 = 18 | |||
* Barrier Multiplier: 60 / 40 = 1.5 → 1.5x | |||
* Effectiveness: Neutral = 1.0x | |||
* Fire Damage: 18 × 1.5 × 1.0 = 27 | |||
# Step 3: Wind Attack | |||
* Attack: 30 | |||
* Resistance: 40% → effective 40% | |||
* After Resistance: 30 × 0.6 = 18 | |||
* Barrier Multiplier: 1.5x | |||
* Effectiveness: Neutral = 1.0x | |||
* Wind Damage: 18 × 1.5 × 1.0 = 27 | |||
* Total: | |||
** Physical: 50 | |||
** Elements: 27 + 27 = 54 | |||
** Total: 104 Damage ⚔️✨ | |||
== Why This System Is Good == | |||
=== No one is completely dominated === | |||
* Even if you are weak, you still deal 50% damage (Minimum!) | |||
* Even if the opponent is strong, they reduce no more than 75% | |||
* Skill and tactics still beat stat differences | |||
=== Specialization is worthwhile === | |||
* 100 Fire Attack → significantly more damage than 50 | |||
* But not so much that physical builds are useless | |||
* Every build type (Physical, Elemental, Hybrid) is playable | |||
=== Strategic depth === | |||
* Opponents with high resistance are a puzzle, not impossible | |||
* You decide: “Use element attack? Or switch build?” | |||
* This is interesting! | |||
=== Barrier system creates dynamics === | |||
* Same opponent can be strong or weak depending on your build | |||
* Physical fighter with 100 Lightning Attack? Not effective if penetration is low → less barrier breakthrough | |||
* Hybrid with multiple elements? Better barrier penetration | |||
* Builds counter each other, not just elements! | |||
=== Balanced === | |||
* Minimum 0.5x, Maximum 2.0x multiplier | |||
* Soft Caps prevent extreme resistances | |||
* Effectiveness 0.7x–1.5x | |||
=== Beginner-friendly === | |||
* Physical combat always works reliably | |||
* Elements are an optional complexity layer | |||
* Can start simple and optimize later | |||
== How to Use the System == | |||
=== For Players === | |||
* Physical-focused? Rely on base stats, add an element for boost | |||
* Element-focused? Choose multiple elements and exploit opponent resistances | |||
* Hybrid? Combine Physical + 2–3 elements for flexibility | |||
=== For Designers === | |||
* Enemy Design: Adjust resistances to create different difficulty levels | |||
* Boss Balance: High resistance in one area forces player adaptation | |||
* Items & Buffs: "+20 Fire Attack" instantly makes sense (boosts penetration) | |||
== Summary == | |||
{| class="wikitable" | |||
! Concept !! Short Explanation | |||
|- | |||
| Physical Damage || Base damage, ignores elemental barriers | |||
|- | |||
| Elemental Damage || Extra damage, modified by barriers | |||
|- | |||
| Barrier || Opponent’s defense (from resistances) | |||
|- | |||
| Penetration || Your breakthrough (from element attacks) | |||
|- | |||
| Barrier Multiplier || 0.5x–2.0x based on ratio | |||
|- | |||
| Effectiveness || Rock-paper-scissors: 0.7x–1.5x | |||
|- | |||
| Soft Cap || Prevents 100% resistance – Max 75% effective | |||
|} | |||
== The Most Important Thing == | |||
''Our elemental system is not “who has the most attack points,” it’s “how do you play strategically?”'' | |||
* Being strong is good, but not everything | |||
* Weak against an opponent? Change tactics or your build | |||
* Damage is always between 50% and 200% multiplier – fair and predictable | |||
* The game rewards '''understanding and adaptation''', not just stat grinding | |||
Version vom 16. Januar 2026, 21:31 Uhr
Table of Contents
- The 10 Elements
- How Damage Works
- Attack vs Defense
- The Barrier System
- The Effectiveness Matrix
- Soft Cap – Why No One Becomes Completely Immune
- Practical Examples
- Why This System Is Good
The 10 Elements
Our game has 10 different elements. Each can be used for both offense and defense:
Physical & Special Elements
| Element | Emoji | Description |
|---|---|---|
| Physical | ⚔️ | Sword, arrow, strike – basic damage |
| Fire | 🔥 | Hot, destructive, fast |
| Water | 💧 | Flowing, healing, cooling |
| Ice | ❄️ | Cold, slowing, rigid |
| Lightning | ⚡ | Fast, chaotic, penetrating |
| Earth | 🪨 | Stable, heavy, protective |
| Wind | 💨 | Light, fast, confusing |
| Poison | ☠️ | Persistent, corrosive, sneaky |
| Light | ✨ | Holy, pure, illuminating |
| Darkness | 🌑 | Mystical, absorbing, unknown |
How Damage Works
Damage consists of two components:
1. Physical Damage
Your attack’s base damage. Completely ignores the opponent’s elemental barriers – always reliable!
Formula: Base Damage + Physical Attack - (Opponent’s Physical Resistance)
2. Elemental Damage
Extra damage from elements. This is influenced by barriers and effectiveness.
Formula: Element Attack × Barrier Multiplier × Element Resistance × Effectiveness
Attack vs Defense
Attack
When you make an elemental attack (e.g., Fire Attack +30), you deal extra damage with that element.
- Example:
- Your Fire skill has: Fire Attack +30
- You make an attack with Base Damage 50
- The opponent has no special Fire resistance
- You deal 50 (Base) + 30 (Fire) = 80 damage (if no barriers)
Defense
When you set elemental resistance (e.g., Fire Resistance 50%), it reduces damage from that element.
- Example:
- Opponent has Fire Attack +50
- You have Fire Resistance 50%
- Their Fire damage is reduced by 50%
- You take only 25 damage instead of 50 (before barriers)
The Barrier System
The Barrier System determines control over the battle:
What is a Barrier?
A barrier is generated from the opponent’s resistances. The higher their resistances, the stronger the barrier.
What is Penetration?
Your element attacks generate penetration. This pierces the opponent’s barrier.
The Balance
Damage is adjusted based on the penetration-to-barrier ratio:
- Dominant: You have double the penetration compared to their barrier → 2.0x damage boost (Maximum!)
- Balanced: Equal penetration and barrier → 1.0x normal damage
- Suppressed: You have half as much → 0.75x damage (reduced)
- Overwhelmed: No penetration vs high barrier → 0.5x minimum (still playable!)
IMPORTANT: Damage never goes below 50% and never above 200%! This keeps the game balanced.
The Effectiveness Matrix
This is our rock-paper-scissors system for elements. But unlike Pokémon: no one is completely dominated!
The Multipliers
| Effectiveness | Multiplier | Meaning |
|---|---|---|
| Super Effective | 1.5x | Very strong against, but not unfair |
| Effective | 1.2x | Noticeably advantageous |
| Neutral | 1.0x | Normal |
| Resisted | 0.8x | Slight disadvantage, still playable |
| Strongly Resisted | 0.7x | Difficult, but not impossible |
Why not 2.0x or 0.25x?
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.
The Matchup Principle
Each matchup is defined individually. This is intentionally flexible – not everything has to be symmetrical!
- 🔥 Fire vs ❄️ Ice = 1.5x Super Effective (Fire melts Ice)
- 🔥 Fire vs 🌑 Darkness = 0.7x Strongly Resisted (Darkness smothers flames)
- ⚡ Lightning vs 💧 Water = 0.8x Resisted (Water conducts away)
Soft Cap – Why No One Becomes Completely Immune
This is one of the most important mechanics! Here’s the problem without a soft cap:
- ❌ Without Soft Cap:
- You need 100% resistance to be completely immune
- With small reductions, you could easily reach 100%
- Suddenly, a build with 100% Fire Resistance → playing against Fire? GG, takes 0 damage!
- ✅ With Soft Cap:
- 50% Resistance = 50% effective resistance (1:1 linear)
- 75% Resistance = 62.5% effective resistance (still takes damage)
- 100% Resistance = 75% effective resistance (MAX! Cannot become fully immune!)
Simplified Formula
Up to 50%: Linear (exactly what you input) Above 50%: Half of the extra (reduces returns) Maximum: 75% effective resistance (at 100% input)
- Why this is good:
- Every build remains playable
- Specialization is still worthwhile
- But not so strong that everything else is useless
Practical Examples
Example 1: Direct Strike 🔥⚔️
- Scenario:
- You: Fire Warrior with 60 Base Damage + 40 Fire Attack
- Opponent: Ice Mage with 50 Base HP, 30% Fire Resistance, 20% Fire Barrier (from other resistances)
- Calculation:
- Step 1: Physical Damage
- Base Damage: 60
- Opponent has 0 Physical Resistance
- Physical Damage = 60 ✓
- Step 2: Fire Attack Effectiveness
- Your Fire Attack: 40
- Opponent has 30% Fire Resistance (apply Soft Cap)
- 30% < 50%, so remains 30%
- Effective Resistance = 30%
- Reduction = 40% - 30% = 70% of original
- Fire Damage after resistance = 40 × 0.7 = 28
- Step 3: Barrier Multiplier
- Your Penetration (all Fire attacks): 40
- Their Barrier (all resistances): 20% (simplified)
- Ratio: 40 / 20 = 2.0
- ≥ 2.0 → Maximum: 2.0x multiplier
- Step 4: Effectiveness (Rock-Paper-Scissors)
- Fire vs Ice = Super Effective = 1.5x
- Total:
- Physical: 60
- Fire: 28 × 2.0 × 1.5 = 84
- Total: 144 Damage 🔥💥
Example 2: Weak Against Opponent 🌑⚡ vs 💧
- Scenario:
- You: Lightning Mage with 30 Base Damage + 50 Lightning Attack
- Opponent: Water Creature with 60% Lightning Resistance + 80% Water Resistance
- Calculation:
- Step 1: Physical Damage
- Base Damage = 30 ✓
- Step 2: Lightning Attack Effectiveness
- Your Lightning Attack: 50
- Opponent has 60% Lightning Resistance (Soft Cap!)
- >50%: 50 + (60-50) × 0.5 = 55% effective
- Reduction: 55%
- Lightning Damage = 50 × 0.45 = 22.5 ≈ 23
- Step 3: Barrier Multiplier
- Your Penetration: 50
- Their Barrier: 80% + 60% = 140%
- Ratio: 50 / 140 = 0.36
- <0.5 → Minimum: 0.5x multiplier
- Step 4: Effectiveness
- Lightning vs Water = Resisted = 0.8x
- Total:
- Physical: 30
- Lightning: 23 × 0.5 × 0.8 = 9.2 ≈ 9
- Total: 39 Damage ⚡💧
Example 3: Perfect Balance ⚔️ vs 🛡️
- Scenario:
- You: Hybrid Fighter with 50 Base + 30 Fire + 30 Wind
- Opponent: Balanced Knight with 40% Fire Resistance + 40% Wind Resistance
- Calculation:
- Step 1: Physical Damage
- Physical Damage = 50 ✓
- Step 2: Fire Attack
- Attack: 30
- Resistance: 40% → effective 40%
- After Resistance: 30 × 0.6 = 18
- Barrier Multiplier: 60 / 40 = 1.5 → 1.5x
- Effectiveness: Neutral = 1.0x
- Fire Damage: 18 × 1.5 × 1.0 = 27
- Step 3: Wind Attack
- Attack: 30
- Resistance: 40% → effective 40%
- After Resistance: 30 × 0.6 = 18
- Barrier Multiplier: 1.5x
- Effectiveness: Neutral = 1.0x
- Wind Damage: 18 × 1.5 × 1.0 = 27
- Total:
- Physical: 50
- Elements: 27 + 27 = 54
- Total: 104 Damage ⚔️✨
Why This System Is Good
No one is completely dominated
- Even if you are weak, you still deal 50% damage (Minimum!)
- Even if the opponent is strong, they reduce no more than 75%
- Skill and tactics still beat stat differences
Specialization is worthwhile
- 100 Fire Attack → significantly more damage than 50
- But not so much that physical builds are useless
- Every build type (Physical, Elemental, Hybrid) is playable
Strategic depth
- Opponents with high resistance are a puzzle, not impossible
- You decide: “Use element attack? Or switch build?”
- This is interesting!
Barrier system creates dynamics
- Same opponent can be strong or weak depending on your build
- Physical fighter with 100 Lightning Attack? Not effective if penetration is low → less barrier breakthrough
- Hybrid with multiple elements? Better barrier penetration
- Builds counter each other, not just elements!
Balanced
- Minimum 0.5x, Maximum 2.0x multiplier
- Soft Caps prevent extreme resistances
- Effectiveness 0.7x–1.5x
Beginner-friendly
- Physical combat always works reliably
- Elements are an optional complexity layer
- Can start simple and optimize later
How to Use the System
For Players
- Physical-focused? Rely on base stats, add an element for boost
- Element-focused? Choose multiple elements and exploit opponent resistances
- Hybrid? Combine Physical + 2–3 elements for flexibility
For Designers
- Enemy Design: Adjust resistances to create different difficulty levels
- Boss Balance: High resistance in one area forces player adaptation
- Items & Buffs: "+20 Fire Attack" instantly makes sense (boosts penetration)
Summary
| Concept | Short Explanation |
|---|---|
| Physical Damage | Base damage, ignores elemental barriers |
| Elemental Damage | Extra damage, modified by barriers |
| Barrier | Opponent’s defense (from resistances) |
| Penetration | Your breakthrough (from element attacks) |
| Barrier Multiplier | 0.5x–2.0x based on ratio |
| Effectiveness | Rock-paper-scissors: 0.7x–1.5x |
| Soft Cap | Prevents 100% resistance – Max 75% effective |
The Most Important Thing
Our elemental system is not “who has the most attack points,” it’s “how do you play strategically?”
- Being strong is good, but not everything
- Weak against an opponent? Change tactics or your build
- Damage is always between 50% and 200% multiplier – fair and predictable
- The game rewards understanding and adaptation, not just stat grinding
