[Database] → [Elements]

bm106

 

1.Name

·The name of the element.

 

2.Attribute Type

·The attribute of the element. Specify whether the element is classified as a physical or magical type.

·Skills with a specific physical element require that a weapon with the same physical element is equipped to be usable.

·When a character attacks, the damage calculation is based on the element (out of all the character's weapon and skill elements) that has the greatest fluctuation in effect.

·Damage multipliers are calculated per class, and the results are multiplied together to find the final effect fluctuation percentage that is used in damage calculation. For example, if the damage multiplier for weapon class is 200% and 50% for magic, the final effect fluctuation will be 200% x 50% = 100%, cancelling out each other's effects.

 

3.Damage Multiplier

·Specifies the [Damage Multiplier] (Elemental effectiveness level) on actors and enemies in terms of percentages of the attack effect. Enter values at each level of A to D within the range of -9,999% to +99,999% by which to increase/decrease the attack value.

·For example, if the [Damage Multiplier] of [A] of the Fire type is at 200%, and an enemy character's Element Rate for Fire is set at [A], the opponent will receive 2 times the damage if attacked with a Fire type weapon.

·The damage multiplier rate values should be set in decreasing order of A, B, C, D, E. Element Rate for actors and enemies are set in that order (the order of decreasing weakness). If they are not set in order, type effectiveness may not be reflected properly in-game.

·If a negative value is set, HP will be recovered when a character is hit by an attack with that type. Basically, the character absorbs a percentage of the attack. For example, if [E] of Water element's [Damage Multiplier] is -100% and an enemy has a Water elemental defense of [E], the enemy will recover an amount of HP equivalent to a normal attack by a Water-elemental ability.