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The game of [[CrossWorlds]] is based on four elements: Heat, Cold, Shock and Wave.  
'''Elements''' play a large role in the game of [[CrossWorlds]]. Both [[Avatar]]s and [[Monsters]] can use them. The four elements Heat, Cold, Shock and Wave are inspired by various aspects of energy.


==Elements==
==Elemental Modes==


[[File:elem-heat.png]] '''Heat''' is the element of fire, it is linked to the Attack [[Stat]] and [[Melee]] skills and is the only elemental mode that is currently unlockable in the game. The [[Red Meerkat]] and the [[Kamikatze]] are associated with the Heat element.
For players, each element is assigned to a separate mode. Only one of these elemental modes can be active at a time, but they can be [[Advanced_Techniques#Elemental_Mode_Swapping|swapped]] any time Lea can act. While in an elemental mode, all of the player's attacks are imbued with the corresponding element. These imbued attacks, primarily VRPs, are required for certain [[Puzzle Elements|puzzles]], and the damage they deal is modified by [[Stats#Parameters|elemental resistances]]. Generally, opposing elements (Heat/Cold and Shock/Wave) have reduced resistance to each other, and boosted resistance to themselves. This is no different for the player, who gets -50% resistance to each opposing element by default, although this penalty is partially offset by Armor passive circuits.


[[File:elem-cold.png]] '''Cold''' is the element of ice, with ties to Defense and [[Guarding]]. Although many of the enemies in [[Bergen Trail]] are meant to be associated with Cold, currently only the [[Cold Attack Robot]] and the [[Prologue Cold Attack Robot]] are.
The [[Circuit]] menu handles the bulk of the utility of elemental modes by allowing you to unlock many [[Combat Art]]s and passive circuits as you gain CP, only taking effect when in the corresponding elemental mode. Neutral mode carries over half the potency of its passive circuits to the elemental modes.


[[File:elem-shock.png]] '''Shock''' is the element of electricity, and is connected to Focus and [[Balls]]. It is not yet implemented in the game.
====Elemental Load====
Using [[Melee]], [[Balls]], or their associated combat arts while in an elemental mode increases elemental load, represented by the element's icon filling up with yellow. This load transfers between elements and slowly decays over time, decaying fastest in Neutral Mode. If the load reaches 100%, Elemental Overload will activate, returning the player to Neutral Mode and preventing access to all of their elements until elemental load drains completely. Charged balls and [[Guarding|Guard]] and [[Dashing|Dash]] arts do not increase elemental load at all.


[[File:elem-wave.png]] '''Wave''' is the fourth element, connected to HP and [[Dashing]]. It is also not yet implemented.
===[[File:elem-neutral.png]] Neutral===
'''Neutral''' is the default, non-elemental mode, not associated with any particular stat or [[Combat]] action. It is generally weaker but more balanced than the elemental modes.


[[File:elem-neutral.png]] '''Neutral''', or the lack of an element, is the default state in CrossWorlds, and is generally weaker but more balanced than the elements.
===[[File:elem-heat.png]] Heat===
'''Heat''' is the element of fire, associated with the [[Stats#Attack|Attack]] stat and [[Melee]] combat, and the element of choice of [[Triblader]]s. It can inflict the status condition [[Burn]], which deals damage over time depending on the MaxHP of the victim.


==Element Modes==
Heat is the preferred element for aggressive attacks at close range, treating the player's avatar itself as the sole source of threat. It is very effective against Cold-based enemies, such as [[Karotto]]s and [[Fleazer]]s. Heat is used to melt [[Puzzle Elements#Puzzle Destructibles|Ice Walls]], launch [[Puzzle_Elements#Objects_and_Object_Spawners|Bombs]], and turn [[Puzzle Elements#Puzzle Destructibles|Water Blocks]] and [[Puzzle Elements#Objects and Object Spawners|Bubbles]] into steam.
The primary way in which elements are relevant in-game is through the use of Element Modes. Element Modes are gameplay modes primarily relevant to combat, although they can be switched at any time. There is a mode for each element, along with a default Neutral Mode, although the Shock and Wave Modes are not available yet.


There are a number of differences that the current Element Mode makes to combat.
===[[File:elem-cold.png]] Cold===
'''Cold''' is the element of ice, associated with the [[Stats#Defense|Defense]] stat and [[Guarding]], and the element of choice of [[Quadroguard]]s. It can inflict the status condition [[Chill]], which slows down the victim's attack and movement speeds.


===Stat Modification===
Cold is the preferred element for battle from a defensive position, turning that defense into a weapon when you throw up damaging barriers and slow enemy reaction speed. It is very effective against Heat-based enemies, such as [[Magmanizer]]s and [[Pada Moth]]s. Cold is used to freeze Water Blocks and Bubbles.
The active Element Mode provides a passive multiplier to stats. Modified stats are shown when switching element modes, with the change in stats represented by a circle filling in with green or red. Note that these values are approximate:
{| class="wikitable"
!Name
!Element
!HP
!Attack
!Defense
!Focus
!Heat  
!Cold
!Shock
!Wave
|-
|Shizuka
|Heat
|
| +25%
| -10%
|
| -25%
| +25%
|
|
|-
|
|Cold
|
| -10%
| +25%
|
| +25%
| -25%
|
|
|-
|
|Shock
| -10%
|
|
| +25%
|
|
| -25%
| +25%
|-
|
|Wave
| +25%
|
|
| -10%
|
|
| +25%
| -25%
|-
|Lea
|Heat
|
|
|
|
|
| +100%
|
|
|-
|
|Cold
|
| -10%
| +25%
|
| +25%
| -25%
|
|
|-
|
|Shock
| -10%
|
|
| +25%
|
|
| -25%
| +25%
|-
|
|Wave
| +25%
|
|
| -10%
|
|
| +25%
| -25%
|}
Element Modes  increase resistance to that element, and lower resistance to the opposite element.


===Elemental Attacks===
===[[File:elem-shock.png]] Shock===
While in an Element Mode, all attacks take on that element, and are modified appropriately by the enemy's elemental resistances. There are also special arts for when you are in an elemental mode, changing how all arts work when in an elemental mode.
'''Shock''' is the element of electricity, associated with the [[Stats#Focus|Focus]] stat and [[Dashing]], and the element of choice of [[Pentafist]]s. It can inflict the status condition [[Jolt]], which periodically stuns and damages based on the victim's own attack.


===Circuits===
Shock is the preferred element for snappy, highly mobile combat, zipping around dodging attacks and flanking positions to deliver ferocious combos. It is very effective against Wave-based enemies, such as [[Gelleric]]s and [[Angler]]s. Shock is used to power Magnets and on Ball Chargers to create empowered Shock Balls that move along walls.
Each element has a separate [[Circuit]] Tree which requires their own point to be upgraded so that you don't have to choose between which circuit to upgrade. The passive bonuses and [[Combat Arts]] in an elemental Circuit Tree only take effect when in the corresponding Element Mode. There is also a (substantially smaller) Neutral Circuit Tree. Combat Arts from this tree can only be used in Neutral Mode. However, passive bonuses from the Neutral Tree are always in effect, but they are only half as powerful when in an Element Mode.


==Elemental Overload==
===[[File:elem-wave.png]] Wave===
Using Melee or Balls while in an Element Mode will increase your elemental load, represented by the element icon filling up with yellow. Elemental load transfers between Element Modes, and slowly decreases over time. If your elemental load reaches 100%, you enter into elemental overload. In this state, you are automatically returned to Neutral Mode, and prevented from accessing any of the other Element Modes for a period of time.
'''Wave''' is the element of bounce and oscillation, associated with the [[Stats#Max_HP|Max HP]] stat and [[Balls]], and the element of choice of [[Hexacast]]s. It can inflict the status condition [[Mark]], which increases damage the victim takes from ranged attacks by 50%.
 
Wave is the preferred element for coordinating temporary conditions like health, positioning, and modifiers into rebounds that get stronger the further they are swung. It is very effective against Shock-based enemies, such as [[Shokat]]s or [[Rob0ck]]s. Shooting Wave's charged shots at Wave Teleporters teleports [[Lea]] to them, and Wave is used on Ball Chargers to create empowered Wave Balls which pass straight into and through walls.
 
==Elemental Monsters==
Certain Monsters also have elemental properties. Most dungeon enemies can use elemental attacks and are weak to the opposing element they represent. Elemental Monsters are found all over the Playground, becoming more common in later parts of the game. In [[Gaia's Garden]], for example, all enemies have varying elemental resistances and most use elements in their attacks, while in [[Autumn's Rise]] there are only a few elemental enemies, such as [[Flamin' Hillkat]]s.

Latest revision as of 23:16, 30 January 2024

Elements play a large role in the game of CrossWorlds. Both Avatars and Monsters can use them. The four elements Heat, Cold, Shock and Wave are inspired by various aspects of energy.

Elemental Modes

For players, each element is assigned to a separate mode. Only one of these elemental modes can be active at a time, but they can be swapped any time Lea can act. While in an elemental mode, all of the player's attacks are imbued with the corresponding element. These imbued attacks, primarily VRPs, are required for certain puzzles, and the damage they deal is modified by elemental resistances. Generally, opposing elements (Heat/Cold and Shock/Wave) have reduced resistance to each other, and boosted resistance to themselves. This is no different for the player, who gets -50% resistance to each opposing element by default, although this penalty is partially offset by Armor passive circuits.

The Circuit menu handles the bulk of the utility of elemental modes by allowing you to unlock many Combat Arts and passive circuits as you gain CP, only taking effect when in the corresponding elemental mode. Neutral mode carries over half the potency of its passive circuits to the elemental modes.

Elemental Load

Using Melee, Balls, or their associated combat arts while in an elemental mode increases elemental load, represented by the element's icon filling up with yellow. This load transfers between elements and slowly decays over time, decaying fastest in Neutral Mode. If the load reaches 100%, Elemental Overload will activate, returning the player to Neutral Mode and preventing access to all of their elements until elemental load drains completely. Charged balls and Guard and Dash arts do not increase elemental load at all.

Neutral

Neutral is the default, non-elemental mode, not associated with any particular stat or Combat action. It is generally weaker but more balanced than the elemental modes.

Heat

Heat is the element of fire, associated with the Attack stat and Melee combat, and the element of choice of Tribladers. It can inflict the status condition Burn, which deals damage over time depending on the MaxHP of the victim.

Heat is the preferred element for aggressive attacks at close range, treating the player's avatar itself as the sole source of threat. It is very effective against Cold-based enemies, such as Karottos and Fleazers. Heat is used to melt Ice Walls, launch Bombs, and turn Water Blocks and Bubbles into steam.

Cold

Cold is the element of ice, associated with the Defense stat and Guarding, and the element of choice of Quadroguards. It can inflict the status condition Chill, which slows down the victim's attack and movement speeds.

Cold is the preferred element for battle from a defensive position, turning that defense into a weapon when you throw up damaging barriers and slow enemy reaction speed. It is very effective against Heat-based enemies, such as Magmanizers and Pada Moths. Cold is used to freeze Water Blocks and Bubbles.

Shock

Shock is the element of electricity, associated with the Focus stat and Dashing, and the element of choice of Pentafists. It can inflict the status condition Jolt, which periodically stuns and damages based on the victim's own attack.

Shock is the preferred element for snappy, highly mobile combat, zipping around dodging attacks and flanking positions to deliver ferocious combos. It is very effective against Wave-based enemies, such as Gellerics and Anglers. Shock is used to power Magnets and on Ball Chargers to create empowered Shock Balls that move along walls.

Wave

Wave is the element of bounce and oscillation, associated with the Max HP stat and Balls, and the element of choice of Hexacasts. It can inflict the status condition Mark, which increases damage the victim takes from ranged attacks by 50%.

Wave is the preferred element for coordinating temporary conditions like health, positioning, and modifiers into rebounds that get stronger the further they are swung. It is very effective against Shock-based enemies, such as Shokats or Rob0cks. Shooting Wave's charged shots at Wave Teleporters teleports Lea to them, and Wave is used on Ball Chargers to create empowered Wave Balls which pass straight into and through walls.

Elemental Monsters

Certain Monsters also have elemental properties. Most dungeon enemies can use elemental attacks and are weak to the opposing element they represent. Elemental Monsters are found all over the Playground, becoming more common in later parts of the game. In Gaia's Garden, for example, all enemies have varying elemental resistances and most use elements in their attacks, while in Autumn's Rise there are only a few elemental enemies, such as Flamin' Hillkats.