esvath
Apprentice of Erebus
- Joined
- Mar 27, 2008
- Messages
- 1,403
Well, since the MoM site is down, I will post some ideas here, just to make sure I don't forget about them. And if this already posted in MoM forum (by others or me), please be merciful. I'm a forgetful guy
Units have several elemental damage (+1 Fire, +1 Cold, etc). At the moment, those +X TYPE_Y do nothing special. With the resistance promotions, they even worse than pure physical damage. 10 points of resistance = negate 1 point of damage, right?
Thus, I propose that elemental damage do some side-effect. It's nothing fancy, just like +X Poison damage means your units get POISONED (reduced heal rate until fully healed). My suggestion is as follow :
+ Fire : damage-over-time until healed. this means, if your heal rate is lower than the damage rate, you will be in worse condition than the turn before. If your heal rate is equal to the damage rate, you won't be healed at all.
+ Cold : chance to freeze (as per Blinding Light spell). Higher the cold damage, higher the chance to freeze the units for one turn. Maybe the rate is 20% chance per point of cold damage?
+ Lightning : no side effect, but every metal weapon and armor should get minus resistance on lightning. Thus, Champion with Longsword and Plate Armor is more resistant to physical damage than without. But, he will be more vulnerable to lightning damage than without.
+ Death : works on living units only, but deal more damage per Death Damage points. For example, +1 Death nets you with +1,5 damage. It is as if being living automatically gives you -50% Death resist. Once a Spectre with death damage touches you, your skin shrivels. Your life essence is drained. The drawback : no golems/elementals/undeads/demons/angels are affected by this.
+ Unholy : chance to curse target units. Cursed target gets vulnerability from Unholy damage (-20% unholy resist). Just like one of the spells.
+ Holy : negate armor (equipment) and combat promotions. When a Blessed unit attack, not even the strongest armor can protect you.
Units have several elemental damage (+1 Fire, +1 Cold, etc). At the moment, those +X TYPE_Y do nothing special. With the resistance promotions, they even worse than pure physical damage. 10 points of resistance = negate 1 point of damage, right?
Thus, I propose that elemental damage do some side-effect. It's nothing fancy, just like +X Poison damage means your units get POISONED (reduced heal rate until fully healed). My suggestion is as follow :
+ Fire : damage-over-time until healed. this means, if your heal rate is lower than the damage rate, you will be in worse condition than the turn before. If your heal rate is equal to the damage rate, you won't be healed at all.
+ Cold : chance to freeze (as per Blinding Light spell). Higher the cold damage, higher the chance to freeze the units for one turn. Maybe the rate is 20% chance per point of cold damage?
+ Lightning : no side effect, but every metal weapon and armor should get minus resistance on lightning. Thus, Champion with Longsword and Plate Armor is more resistant to physical damage than without. But, he will be more vulnerable to lightning damage than without.
+ Death : works on living units only, but deal more damage per Death Damage points. For example, +1 Death nets you with +1,5 damage. It is as if being living automatically gives you -50% Death resist. Once a Spectre with death damage touches you, your skin shrivels. Your life essence is drained. The drawback : no golems/elementals/undeads/demons/angels are affected by this.
+ Unholy : chance to curse target units. Cursed target gets vulnerability from Unholy damage (-20% unholy resist). Just like one of the spells.
+ Holy : negate armor (equipment) and combat promotions. When a Blessed unit attack, not even the strongest armor can protect you.