@S121
3 Words.
Elemental El Shard's. Chung has a BUNCH of them stored in his Guardian Stone.
A piece of equipment, be it armor or a weapon can be attributed with an Elemental El Shard. If a piece of say armor is enchanted with say a Fire El Shard, it gives the armor and in turn the wearer a chance to resist fire. If say a weapon is enchanted with a Fire El Shard, then there is a chance the weapon (including ranged attacks from weapons) will have a chance to set an enemy on fire.
There are 6 different elements in Elsword.
Wind (Piercing): Wind ignores the enemy's defense and deals 40% more damage from the weapon's attack power. In-game it has a maximum of a 10% chance of happening. In the RP it would... be the same, but due to the sheer awesomeness of it this element will require a massive amounts of Wind El Shard's to enchant anything. Enchanting armor with it will give the wearer to resist wind type attacks.
Fire (Burning): Fire drastically deals DoT (damage over time). In-game there is a maximum of a 10% chance of an enemy being burned. In the RP there would be a 100% chance of enemies being set on fire, but the time the fire burns will be incredibly short. (Only by a few seconds meaning one will have to CONSTANTLY be hitting an enemy to keep the flame burning.) Armor enchanted with Fire would allow the user to resist fire.
Water (Freezing): Water drastically decreases movement speed and lowers the enemy's defense stats when the opponent is affected. In the RP it will have only a 50% chance of happening, and will only last for a whole minute. When armor is enchanted it will allow the wearer to resist cold (and a 10% chance to not be frozen by ice based attacks.)
There are 3 other types.
Nature (Poison): Basically poisons the opponent for a short time. In the RP the poison chance will be the same as Freezing. Both with armor and weapons.
Light (Petrifying): Basically allows the user to turn the opponent to stone, preventing movement but increasing the opponents durability by 10%. In the RP there will be a 25% chance that an enemy shot by a light enchanted weapon will be turned to stone. There will be a 10% chance that the wearer will not be turned to stone, and a 100% chance to resist weak light based attacks.
and Dark (Curse): Basically gives a 10% chance that the user will drain an opponents health and energy (which will be transferred to the user.) An example: Say John has a Dark (Curse) infused weapon and hits an enemy and the effect takes well... effect. When it does the opponent inflicted by curse will lose a bit of life and energy which will then be sent to John. When armor is enchanted there will be a 50% chance to resist the same type of effect from happening to the wearer, and a 100% chance to resist darkness.
3 Words.
Elemental El Shard's. Chung has a BUNCH of them stored in his Guardian Stone.
A piece of equipment, be it armor or a weapon can be attributed with an Elemental El Shard. If a piece of say armor is enchanted with say a Fire El Shard, it gives the armor and in turn the wearer a chance to resist fire. If say a weapon is enchanted with a Fire El Shard, then there is a chance the weapon (including ranged attacks from weapons) will have a chance to set an enemy on fire.
There are 6 different elements in Elsword.
Wind (Piercing): Wind ignores the enemy's defense and deals 40% more damage from the weapon's attack power. In-game it has a maximum of a 10% chance of happening. In the RP it would... be the same, but due to the sheer awesomeness of it this element will require a massive amounts of Wind El Shard's to enchant anything. Enchanting armor with it will give the wearer to resist wind type attacks.
Fire (Burning): Fire drastically deals DoT (damage over time). In-game there is a maximum of a 10% chance of an enemy being burned. In the RP there would be a 100% chance of enemies being set on fire, but the time the fire burns will be incredibly short. (Only by a few seconds meaning one will have to CONSTANTLY be hitting an enemy to keep the flame burning.) Armor enchanted with Fire would allow the user to resist fire.
Water (Freezing): Water drastically decreases movement speed and lowers the enemy's defense stats when the opponent is affected. In the RP it will have only a 50% chance of happening, and will only last for a whole minute. When armor is enchanted it will allow the wearer to resist cold (and a 10% chance to not be frozen by ice based attacks.)
There are 3 other types.
Nature (Poison): Basically poisons the opponent for a short time. In the RP the poison chance will be the same as Freezing. Both with armor and weapons.
Light (Petrifying): Basically allows the user to turn the opponent to stone, preventing movement but increasing the opponents durability by 10%. In the RP there will be a 25% chance that an enemy shot by a light enchanted weapon will be turned to stone. There will be a 10% chance that the wearer will not be turned to stone, and a 100% chance to resist weak light based attacks.
and Dark (Curse): Basically gives a 10% chance that the user will drain an opponents health and energy (which will be transferred to the user.) An example: Say John has a Dark (Curse) infused weapon and hits an enemy and the effect takes well... effect. When it does the opponent inflicted by curse will lose a bit of life and energy which will then be sent to John. When armor is enchanted there will be a 50% chance to resist the same type of effect from happening to the wearer, and a 100% chance to resist darkness.
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