Now I'm not the type that wants realism in video games, but I've always wondered how the different damage types work so well and so poorly against certain enemies. And after a short time of thinking, I've found out why.
Shadow Damage:
- Because darkness is more of a psychological element, it affects sentient beings such as Gremlins and Slimes. However, since Beasts and Constructs are not sentient, they're neutral to it. As for Fiends and Undead? They're filled with darkness, so it's obvious that they can resist it.
Elemental Damage:
- Elemental weapons are based on energy and magic. The electromagnetic pulses can devastate construct, and the great magic within elemental weapons can send undead back to their graves. However, Slimes and Fiends are neutral to elemental damage because EMP and magic doesn't have any extra effects on them. You would think Fiends should have an elemental weakness because they're evil, but they're not completely corrupt by darkness. They're just evil, spirit-like creatures. As for Beasts, they're animals that can easily adapt, which is why we see beasts of different status types, so they can resist elemental damage. Gremlins can also adapt, but they have special gear that's made to resist elemental attacks. While we may not have Gremlin armor yet, the Darkfang Shield is enough proof.
Piercing Damage:
- Piercing weapons are sharp weapons made to penetrate enemies. Since Beasts and Fiends are unarmored, they are vulnerable to piercing weapons. Gremlins are lightly armored, so they are neutral to piercing. And while Undead do not wear armor, piercing weapons are neutral to them because undead are tough and fueled by darkness. But if you ask me, Kats should be Fiends. As for Construct, they're heavily armored so piercing weapons can't do much against them. Slimes might not look tough enough, but they are. Penetrating a slime with a sharp sword is a difficult task because it'll easily get stuck inside the jelly. That is, if you're able to stick it deep enough.
And Normal weapons are just Normal weapons, average weapons that don't have any unique traits, weapons made for general usage. So yeah, that's about it. Discuss.
Not to just belittle your post but..isn't that what everyone thought anyways?
Idk though, never really talked about it because it always just seemed to fit in my mind. As all things go, I think they generally made things pretty logical, at least considerin' they kept it down to a pleasant three special types; 5+ "types" of damage in games always get exhausting dealin' with, but 3 types tend to be disregarded for flavour purposes, which was kept nicely done in SK.