Damage and Status Mechanics - Autofire/elemedals GitHub Wiki
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Target means the object receiving the damage. All of these damages can be mixed.
Damage Types
Normal Damage
Normal Damage deducts the target's HP instantly. There are no lasting effects. This is the most common damage type.
Piercing Damage
Piercing Damage doesn't deal damage instantly, but pierces the target. For each point of piercing damage equals a half second of duration for the Pierced Status. When the target moves a certain distance, it receives Normal Damage proportionate to the duration of the Piercing Status.
Getting hit by more Piercing Damage stacks, adding to the timer. There will be a ceiling to this where the duration will no longer increase.
Shadow Damage
Shadow Damage doesn't necessarily deal damage instantly, but shadows the target. The target's max HP reduced by the duration of the Shadowed Status, making it so that healing isn't as effective for a short period. If the Shadow Damage reduces the target's max HP below the current HP, then the current HP is set to the new max. As the Shadowed Status expires, the max HP climbs back to it's normal value.
Getting hit by Shadow Damage while the target is Shadowed will increase the duration of the Shadowed Status. The duration stops stacking once the target's new max HP is half of what it normally would be.
Elemental Damage
Elemental Damage can't deal damage directly, but disrupts the target. This decreases the target's EP instantly. More Elemental Damage causes a greater disruption. This can, in theory, drain energy until you/target has no more.