Element Type
Classification for Champions:
In our game, each Champion can be associated with an elemental type. These elemental types add strategic depth and interactions to battles. Here’s how they work:
Our champions will be assigned to one of the 5 element types. These element types have advantages and weaknesses against other specific elements. This creates an approachable strategy layer and incentives to collect more champions.
Element Types
Strong Against
Weak Against
Fire
Wind
Water
Wind
Earth
Fire
Earth
Electric
Wind
Electric
Water
Earth
Water
Fire
Electric
Implementation:
Each Champion in our game should have an associated elemental type (e.g., “fire,” “water,” etc.).
When calculating damage during battles, consider the elemental interactions between attacking and defending Champions.
Element type damage should always be multiplicative of the final value (e.g. 10% bonus of total value of damage after final calculation of other sources)
Here’s an example of a general formula for damage calculation:
Base Damage (BD): This represents the raw damage output before any modifiers are applied. It could be the weapon’s base damage or the character’s attack power.
Attack Modifier (AM): This accounts for any buffs or debuffs affecting the player’s attack. It’s usually additive and can be expressed as a percentage (e.g., +10% or -5%).
Defense Modifier (DM): Similar to the attack modifier, this adjusts the enemy’s defense. Again, it’s additive and expressed as a percentage (e.g., -15% or +20%).
Critical Hit Modifier (CM): If damage has critical hits, this factor increases damage on critical hits. It’s also additive (e.g., +50% for critical hits).
Elemental Modifier (EM): This is where the element type comes into play. Unlike the other modifiers, it’s multiplicative. Each element (fire, water, etc.) has a specific multiplier. For example:
Fire vs. Water: EM = 1.2 (20% more damage)
Water vs. Earth: EM = 0.8 (20% less damage)
Now let’s put it all together:
Total Damage (TD) = BD Ă— (1 + AM) Ă— (1 - DM) Ă— (1 + CM) Ă— EM
Example: "Goddess of Victory: Nikke"
Alternate example: Blue Archive (Context: Siege is Structure damage specifically)
-Designer Notes- We may want to consider "normal" damage as a type. This would be primarily for PVE missions where we do NOT want to restrict player choices based on this table. Also, having that game logic would allow us to create abilities and effects around this principle.
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