Actually lets use a lava monster for an example. Molten lava has a temperature between 1,292 to 2,192 °F. Lets say you flash heated that up between 4-5k suddenly the gas bubbles trapped in the liquid rock would expand, creating an explosion. So there you have it, fire hurting fire monsters.
Exactly right. A lava monster is also not "pure fire" so it would have a percentage resistance and not an absolute resistance. A fire elemental on the elemental plane of fire, though, would likely ave absolute immunity to fire.
What? You mean a person made up, say, 70% of water might be susceptible to water damage like drowning?
In what universe, other than the real one, does that make sense?
Humans being "say" 70% water would likely have a 70% immunity to water damage. So ya water could harm or kill them, but unless they are totally inundated with large quantities of water, they will likely take no damage and in many cases would likely be healed by water to a degree.
The problem that would arise is that in a game with many different types of damage, you need to be able to change your gear and build fairly often. Since neverwinter charges in game currency and zen to switch enchants/build/feats it would never work here.
The UI just isn't friendly enough to be switching back and forth every time you switched zones or dungeons and even if you didn't have to respec for different types of damage every time, it would still be a pain in the *** to switch enchants and slot different encounters, dailies and at wills every time you wanted to play different zone.
This. This is why it would never work. Neverwinter is a very very fun game in its won right, but it is really incredibly narrow. We would need a utility bar on the gui with several keybound slots which would allow us to quickly switch out weapons/spells. It is convoluted for this game. Spells also being enounters, you can't have one class able to easily and instantly switch out encounters while other classes cannot.
I think another way is to arrange enemies in dungeons so all classes are equally effective or ineffective. Such as having mobs be weak and stong to certain damage types on a room by room basis and not entire dungeons.
Another way would be to have better "secondary" powers that make classes useful:
Ok, the rogue is not so good vs skeletons in this room, but we need himn to pick that locked chest!
Ok, the fire mage is not so good with these fire archoins, but we need her to dispell that illusion and gain access to that secret room!
Ok, the fighter is not so good vs these ghosts, but we need him to smash that door down!
That kind of stuff
Secondary skills would be awesome. They would even enhance combat. I do not get why rogues cannot recover/lay traps. It would ad a lot to the game. That goes for overall area denial (things like traps) which are really common in dnd and nwn but not here. There are some like thorn ward and dc chains, but not nearly enough. It is like neverwinter pushes out a huge amount of content along a very narrow axis, while only increasing the width of that axis in incredibly small and obscure ways.
Humans being "say" 70% water would likely have a 70% immunity to water damage. So ya water could harm or kill them, but unless they are totally inundated with large quantities of water, they will likely take no damage and in many cases would likely be healed by water to a degree.
You have clearly never been hit by a high-pressure power sprayer.
Just because something is made up of a given element does not mean they are immune to damage from it or even resistant to damage from it. Have you ever been hit by a flesh and bone fist? Why wouldn't a fist of fire be the same to a creature of fire? Conversely, why would water necessarily be damaging to that creature? A magical fist of water could just as easily be vaporized long before making contact with a fire creature.
This is why those elemental damage types never made any sense to me. But what do I know? I also hate when games assume any magic-based attack never misses but a giant axe swung to the head can be mostly deflected by a cloth cap.
And don't get me started on the female-armor-protection-is-inverse-to-material-coverage phenomenon.
0
bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc User
You have clearly never been hit by a high-pressure power sprayer.
Just because something is made up of a given element does not mean they are immune to damage from it or even resistant to damage from it. Have you ever been hit by a flesh and bone fist? Why wouldn't a fist of fire be the same to a creature of fire? Conversely, why would water necessarily be damaging to that creature? A magical fist of water could just as easily be vaporized long before making contact with a fire creature.
This is why those elemental damage types never made any sense to me. But what do I know? I also hate when games assume any magic-based attack never misses but a giant axe swung to the head can be mostly deflected by a cloth cap.
And don't get me started on the female-armor-protection-is-inverse-to-material-coverage phenomenon.
This kind of touches on an argument I had with a friend some time ago on this topic - if your game also has crushing/piercing/other forms of physical damage, those tend to "trump" elemental types - a stone golem would do crushing damage with its fists, not stone/earth damage. Fire, OTOH, has a different mechanism behind how it deals damage - unless said fire was as hot as a forge/lava, it wouldn't do jack against most types of rock, for instance. Similarly, there really shouldn't be "water damage", as it either damages something due to it's mass hitting that thing, or by smothering/drowning it, which is more about denying it air than some actual elemental aspect. Yet another example can be applied to cold damage - throwing an icicle at a flesh and blood creature will damage it due to it piercing or crushing that creature, not necessarily due to it being cold.
Regardless, I tend to prefer the lack of specific immunities since it puts everyone on an even plane when it comes to what content they can or cannot run. I'd hate to be a MoF in Mt. Hotenow, or be a wizard specializing in cold magic on Icespire Peak if such immunities did apply...
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
Actually you could drown a fish in water. Water as you typically think of it, is a solution of H20(water) and other elements notably oxygen. If you put a fish into a tank of 100% pure water(H20) it wouldn't have free O2 for it's gills to filter and it would drown.
Exactly right. A lava monster is also not "pure fire" so it would have a percentage resistance and not an absolute resistance. A fire elemental on the elemental plane of fire, though, would likely ave absolute immunity to fire.
Unless of course fire produced with evocation also has a "spiritual" component to it that destroys the magical matrix that a pure fire creature is made of.
This example is one that can be made. Now yes I think that it's a cop out for pure fire vs fire, but it can be explained.
You have clearly never been hit by a high-pressure power sprayer.
Just because something is made up of a given element does not mean they are immune to damage from it or even resistant to damage from it. Have you ever been hit by a flesh and bone fist? Why wouldn't a fist of fire be the same to a creature of fire? Conversely, why would water necessarily be damaging to that creature? A magical fist of water could just as easily be vaporized long before making contact with a fire creature.
This is why those elemental damage types never made any sense to me. But what do I know? I also hate when games assume any magic-based attack never misses but a giant axe swung to the head can be mostly deflected by a cloth cap.
And don't get me started on the female-armor-protection-is-inverse-to-material-coverage phenomenon.
It is an imaginative approximation of physics that is more fun than what we have in neverwinter, is what I am saying. It is NOT physics lol. The fire fist damaging the fire monster would be blunt damage, not fire damage. Likewise the high pressure water hitting a person would be piercing damage, not water damage.
Actually you could drown a fish in water. Water as you typically think of it, is a solution of H20(water) and other elements notably oxygen. If you put a fish into a tank of 100% pure water(H20) it wouldn't have free O2 for it's gills to filter and it would drown.
Unless of course fire produced with evocation also has a "spiritual" component to it that destroys the magical matrix that a pure fire creature is made of.
This example is one that can be made. Now yes I think that it's a cop out for pure fire vs fire, but it can be explained.
This is a fun and completely pointless topic What you speak of, sir, is DIVINE damage, which falls, like Magic damage, under the esoteric category. Magical beings would not inherently or necessarily have immunity to Divine damage.
This is a fun and completely pointless topic What you speak of, sir, is DIVINE damage, which falls, like Magic damage, under the esoteric category. Magical beings would not inherently or necessarily have immunity to Divine damage.
True in dnd it probably would be divine damage. The idea for that came from reading some other fiction recently that talked about fire spells burning things away at multiple levels.
Um...no. There's necrotic, fire, arcane, cold, divine, radiant, and so on. I'm sure I haven't gotten all the types but I think I've made my point.
Yes, but the various types of damage don't do anything different to different things. So they are titles for flavor purposes with no real impact on gameplay.
Comments
Exactly right. A lava monster is also not "pure fire" so it would have a percentage resistance and not an absolute resistance. A fire elemental on the elemental plane of fire, though, would likely ave absolute immunity to fire.
Humans being "say" 70% water would likely have a 70% immunity to water damage. So ya water could harm or kill them, but unless they are totally inundated with large quantities of water, they will likely take no damage and in many cases would likely be healed by water to a degree.
This. This is why it would never work. Neverwinter is a very very fun game in its won right, but it is really incredibly narrow. We would need a utility bar on the gui with several keybound slots which would allow us to quickly switch out weapons/spells. It is convoluted for this game. Spells also being enounters, you can't have one class able to easily and instantly switch out encounters while other classes cannot.
Secondary skills would be awesome. They would even enhance combat. I do not get why rogues cannot recover/lay traps. It would ad a lot to the game. That goes for overall area denial (things like traps) which are really common in dnd and nwn but not here. There are some like thorn ward and dc chains, but not nearly enough. It is like neverwinter pushes out a huge amount of content along a very narrow axis, while only increasing the width of that axis in incredibly small and obscure ways.
You have clearly never been hit by a high-pressure power sprayer.
Just because something is made up of a given element does not mean they are immune to damage from it or even resistant to damage from it. Have you ever been hit by a flesh and bone fist? Why wouldn't a fist of fire be the same to a creature of fire? Conversely, why would water necessarily be damaging to that creature? A magical fist of water could just as easily be vaporized long before making contact with a fire creature.
This is why those elemental damage types never made any sense to me. But what do I know? I also hate when games assume any magic-based attack never misses but a giant axe swung to the head can be mostly deflected by a cloth cap.
And don't get me started on the female-armor-protection-is-inverse-to-material-coverage phenomenon.
This kind of touches on an argument I had with a friend some time ago on this topic - if your game also has crushing/piercing/other forms of physical damage, those tend to "trump" elemental types - a stone golem would do crushing damage with its fists, not stone/earth damage. Fire, OTOH, has a different mechanism behind how it deals damage - unless said fire was as hot as a forge/lava, it wouldn't do jack against most types of rock, for instance. Similarly, there really shouldn't be "water damage", as it either damages something due to it's mass hitting that thing, or by smothering/drowning it, which is more about denying it air than some actual elemental aspect. Yet another example can be applied to cold damage - throwing an icicle at a flesh and blood creature will damage it due to it piercing or crushing that creature, not necessarily due to it being cold.
Regardless, I tend to prefer the lack of specific immunities since it puts everyone on an even plane when it comes to what content they can or cannot run. I'd hate to be a MoF in Mt. Hotenow, or be a wizard specializing in cold magic on Icespire Peak if such immunities did apply...
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
Unless of course fire produced with evocation also has a "spiritual" component to it that destroys the magical matrix that a pure fire creature is made of.
This example is one that can be made. Now yes I think that it's a cop out for pure fire vs fire, but it can be explained.
It is an imaginative approximation of physics that is more fun than what we have in neverwinter, is what I am saying. It is NOT physics lol. The fire fist damaging the fire monster would be blunt damage, not fire damage. Likewise the high pressure water hitting a person would be piercing damage, not water damage.
This is a fun and completely pointless topic What you speak of, sir, is DIVINE damage, which falls, like Magic damage, under the esoteric category. Magical beings would not inherently or necessarily have immunity to Divine damage.
True in dnd it probably would be divine damage. The idea for that came from reading some other fiction recently that talked about fire spells burning things away at multiple levels.
Yes, but the various types of damage don't do anything different to different things. So they are titles for flavor purposes with no real impact on gameplay.