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On status damages...

5 replies [Last post]
Sun, 05/15/2011 - 11:29
Ma3a
Legacy Username

I've been playing around with the various Alchemer gun series, and I've run across some things that we might want to make note of, or file a bug report on.

Damages from elemental status's aren't being consistent as 'elemental' damage. Freeze has been noted already that the damage a mob takes from being frozen is 'normal' damage, not 'elemental' damage. I've found that the same is true for Fire damage. A mob on fire is taking 'normal' damage from burning, not 'elemental' damage.

The 'odd-man-out' in this series seems to be Shock. A mob in a shocked status IS taking 'elemental' damage from each twitch/spasm.

Someone may want to double-check my numbers. I've been testing this out on Lumbers, Zombies, Gun Puppies, etc.: anything that has a weakness to 'elemental' damage. None of the Alchemers I've been using have had any UV's on them.

These observations only seem to be for the actual status itself, and comes from observing the damage animations coming from the mob. The initial strike with a bullet does do the 'elemental' damage for the particular weapon.

As these are the only 3 status effects that do active damage, I can't tell if this arrangement was an oversight on the programmers' part, an intentional act, or maybe even a miss-cue for the damage (as in, the damage IS actually 'elemental' but only being shown as 'normal')?

Any thoughts on how all this should be listed in the Wiki? Also, has anyone been able to notice if these effects work the same for a Knight under these status effects?

-Ma3a

Sun, 05/15/2011 - 12:21
#1
culture
Legacy Username
For fire and freeze the

For fire and freeze the damage type definitely seems to be normal with different types of monsters having different levels of resistance. I've been tracking fire and freeze data from Ash and Shivermist here: http://tinyurl.com/skdmg (Check the Ash and Shiver tabs.) I don't know much about shock, I don't have anything that shocks.

The level of resistance doesn't match up to elemental weakness at all. For example, Kats and Zombies being undead are both weak to elemental but are on opposite ends of the fire damage. Zombies are highly flammable, Kats are not. Then looking at freeze, Kats and Zombies share the same damage levels when thawing. It is pretty interesting.

Some specific monsters have their very own resistance level that stands out from their family. Ice Cubes are much more flammable than the rest of the jellies. Oilers receive little thaw damage compared to normal lichen, toxigels and quicksilvers.

Not really sure how this should be integrated into the wiki.

Sun, 05/15/2011 - 13:05
#2
Pupu
Legacy Username
Eh

Status ailments deal their own kind of damage.

Fire is fire damage, freeze is freeze damage, etc.
That's why only fire resist decreases fire damage, etc.

Some weapons also deal an initial elemental damage hit, independently of if the status effect gets applied or not.

Sun, 05/15/2011 - 14:55
#3
Ma3a
Legacy Username
>Status ailments deal their

>Status ailments deal their own kind of damage.

>Fire is fire damage, freeze is freeze damage, etc.
>That's why only fire resist decreases fire damage, etc.

>Some weapons also deal an initial elemental damage hit, independently of if the status effect gets applied or not.

Right, I understand that the different status ailments deal different damage, and that resistances play into how much; but the damage Fire and Freeze do seems to be 'normal' damage, where Shock seems to do 'elemental' damage.

If I hit a Lumber with a Pyrotech Alchemer, it gives me the bonus damage flashes on the mob from it being weak to 'elemental' damage; if the hit sets the Lumber on fire, the mob then takes damage from being on fire, but the damage is registered as 'normal' damage, not 'elemental': I.E., blue damage numbers versus orange numbers.

If I hit the same Lumber with a Voltech Alchemer, I again get the bonus damage flashes on the mob from it being weak to 'elemental' damage. The difference is, if I inflict a Shock status on said Lumber, the damage it takes from Shock gives me the 'elemental' damage bonus flashes, not blue damage numbers of 'normal' damage.

I've noted this on any mob I hit that is weak to 'elemental' damage. Fire and Freeze status ailments deal 'normal' damage, where Shock deals 'elemental'.

As to status resistances between mobs, I haven't been noting the actual damage numbers each mob takes from each status yet. I have seen that the initial strike damage from an elemental Alchemer on a mob that is weak to elemental damage doesn't seem to vary between elements: Pyrotech, Cryotech, and Voltech all seem to do the exact same hit damage per mob/Depth/Tier.

-Ma3a

Sun, 05/15/2011 - 15:23
#4
Pupu
Legacy Username
Eh

I'd think it's a display issues.
The damage numbers sometimes get wonky colors, for example, when hitting jelly king with acheron, only the 3rd hit comes out yellow.
And hitting the tiny slimes with an alchemer displays yellow, despite them being neutral to elemental.
Hitting gremlin healers with acheron also displays white, but the damage corresponds to bonus.
Etc.

Don't trust the colors as facts.

Mon, 05/16/2011 - 08:25
#5
Khaim
Legacy Username
re: menders

Well Gremlin Menders have lower-than-average normal resistance, so they take increased damage from most attacks. This doesn't show up as gold.

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