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Old Oct 24, 2006, 05:31 AM // 05:31   #1
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Default Elemental Cycle Damage

Elemental Cycle Damage

Premise:
This idea was originally conceive some time ago (doing the first few GW open betas), was suppose to counter the overbalance of the elemtnalist (yes, that was long time ago). Reading the recent state of the game, and few other post, spark a revisit back to this idea. While it is no mean a necessary, I do think such addition would add both fun and challenge to an elementalist player.


Summary:
In short term, the idea goes like this. When certain damage elemental damage is apply to a target, that target will become “correlate” to that element for few seconds, which will effect the damage of the subsequent elemental damage, making the target stronger or weaker to certain elements. This allow a elementalist to build up chains of multi elemental combos for greater damage, or team of elemental coordinating their attack one after another. However, this could also mean drawbacks of unable to combo right.
(also suggest read the example part first)

Details:
A new “rule” is to be added in regard to elemental damages. When a target receive X elemental damage of the same element (will use a suggested value of 50 damages), the target will be “correlated” to that element for 3 seconds. (a slight color glow will be shown). The damage can be in one spike, or can be continues added (like from a wand), but should target be damage by another elemental damage at that build up, the count is restated.

Once Correlated to an element, the target will receive additional or subtraction damage from other elements, depend on how it correspond to them (be them con or pro). The hierarchies will go as so:

Water > Fire > Wind > Earth > Water >…

If the element is counter to the current correlate element, than will gain +15% to the damage, and can be added up to +45% (if chain up to 3 or more times). If it is of same or canceling element, than will take –10% damage, and up to –30%. If it is of same element, will take –10% to the damage. (even I am getting dizzy… see example below for better explanation)

Example:
The details are a bit confusing, so take a look at the example.

Say you attack a target with a fire damage weapon, each hit is 10 fire damage. As you hit it continues for 5 times (with out any other additional elemental damage from outside source), it will become correlated to Fire for 3 seconds (and you will see it glow red a bit). At this point, if you are to:
1) Cast a fire spell of 100 damage, it will only do 90 damage, and target still be correlated to Fire for the next 3 seconds. (If did receive no damage, or not enough damage to make it correlate to a element at afterward, will gain back normal status)

2) Cast a Water spell of 100 damage, it will now do 115 damage, and target become correlated to Water (blue glow).

3) Cast Wind Spell of 100 damage, it will now do only 90 damage, and target be correlated to Wind (white glow).

4) Cast Earth Spell of 10 damage, it will do 10 damage, and target turn back to normal status. (need additional 25 or more earth damage to make it correlate to Earth.

Say you pick action two, and cast the water spell. As target is now correlate to Water, if you cast a Earth Spell of 100 damage at this point, it will now do 130 damage (15% +15% more), and target be correlated to Earth, which if you cast a Wind spell of 100 damage, it will now do 145 damage, where the next 100 damage Fire spell will still do 145, and so on, until the chain is broken.

Similar formula is apply of is casting a canceling elemental damage instead, where damage can be reduce up to max of 30%.

Side Note:
The Holy, Dark, and Chaos damages could have a similar system, but won’t include that here in this suggestion.

Aim:
This system will help a skillful Elementalist do more damage, if he/she can chain his/her spell in the right order. Would encourage multi-elemental spell build. Also encourage more team-coordination when using elemental spike damages, where a right chain would be rewarding, yet a wrong order would be costly.

As say, while it is not necessary, it’s a minor attempt to make elemental casting more fun and challenging in practice.


Not really needed to be /sign, but feel free to critic or reply your thought on this idea. (and sorry if it is a hard to understand read. I am not too good at explaining complex ideas)
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Old Oct 24, 2006, 10:00 AM // 10:00   #2
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No thank you, eles do low enough damage already.
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Old Oct 24, 2006, 11:21 AM // 11:21   #3
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And spreading out attributes isn't the smartest thing to do
(just like loading your skillbar with all these elemental spells
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