History Main / InfinityPlusOneElement

8th Aug '17 7:10:13 AM Rytex
Is there an issue? Send a Message

Added DiffLines:

** ''VideoGame/FinalFantasyXII'' features the Scathe spell, a non-elemental KamehameHadouken attack that usually deals close to the damage cap, even without Faith status. It has a high mana cost and medium cast time, but with skills like Warmage (gain MP from dealing magic damage) and Channeling (reduce casting time by 10%, stackable), you can offset it and turn it from AwesomeButImpractical to GameBreaker. Certain bosses that put up physical damage palings and absorb elemental damage require this to be beaten.
29th Jul '17 1:14:44 AM Kazmahu
Is there an issue? Send a Message


* Before ''VideoGame/MonsterHunter 3 Ultimate'', the elements were water, fire, ice, thunder and dragon. ''[=MH3U=]'' introduced [[LightningBruiser Brachydios]] as its flagship monster and along with it, the new Slime element. It does well against all elements, [[StuffBlowingUp it explodes]] and it's overall considered to be overpowered, although you don't encounter Brachydios until high rank missions. ''4'' renamed it to the more intuitive "Blastblight" and [[{{Nerf}} reined its power in a bit]]. It's still useful for breaking off monster parts, but it's not "never use any other element ever again" levels of broken anymore.
** Dragon element is an example of this trope being used without being overpowered. Dragonblight can cripple a hunter's effectiveness, and Dragon-element weapons tend to be rare and hard to forge, but very few monsters resist Dragon, and the more powerful they are, the more vulnerable they tend to be.

to:

* ''VideoGame/MonsterHunter'':
**
Before ''VideoGame/MonsterHunter 3 ''3 Ultimate'', the elements were water, fire, ice, thunder and dragon. ''[=MH3U=]'' introduced [[LightningBruiser Brachydios]] as its flagship monster and along with it, the new Slime element. It does well against all elements, [[StuffBlowingUp it explodes]] and it's overall considered to be overpowered, although you don't encounter Brachydios until high rank missions. ''4'' renamed it to the more intuitive "Blastblight" and [[{{Nerf}} reined its power in a bit]]. It's still useful for breaking off monster parts, but it's not "never use any other element ever again" levels of broken anymore.
** Dragon element is an example of this trope being used without being overpowered. Dragonblight sets a hunter's CriticalHit chance and elemental damage to zero, which can cripple a hunter's effectiveness, and effectiveness; on the other hand Dragon-element weapons tend to be rare and hard to forge, but very few monsters resist Dragon, and the more powerful they are, the more vulnerable they tend to be.
13th Jun '17 3:22:51 PM lumpman2
Is there an issue? Send a Message


** Psychic types in Gen I had functionally no weaknesses as the only types (Bug and Ghost) that did double damage to them were laughably weak. Furthermore, nothing resisted psychic attacks except other Psychic types. Combine with the Special stat counting for both Special Attack and Special Defense and Psychic types were nigh unstoppable. Gen II [[{{Nerf}} introduced two new types]] Steel and Dark to counter it, the former resisting Psychic attacks and the latter being outright immune; combined with the split of Special Attack and Special Defense and Psychic went from GameBreaker to "Pretty good".

to:

** Psychic types in Gen I had functionally no weaknesses as the only types (Bug and Ghost) that did double damage to them were laughably weak.weak, and [[GameBreakingBug Ghost was actually ineffective against Psychic due to an error]]. Furthermore, nothing resisted psychic attacks except other Psychic types. Combine with the Special stat counting for both Special Attack and Special Defense and Psychic types were nigh unstoppable. Gen II [[{{Nerf}} introduced two new types]] Steel and Dark to counter it, the former resisting Psychic attacks and the latter being outright immune; combined with the split of Special Attack and Special Defense and Psychic went from GameBreaker to "Pretty good".
10th Jun '17 2:26:04 AM Vir
Is there an issue? Send a Message


* The Bulbmin in ''VideoGame/{{Pikmin}} 2'' are resistant to ''all'' overworld hazards, instead of just the standard one the rest of the colored Pikmin are. The game {{Nerf}}s them, however, by making it so you can't take them out of the dungeon you find them in.
* ''VideoGame/WorldOfWarcraft'' has its magic attacks split to schools by damage type. There's fire, frost, nature, arcane and shadow. While no enemy is really weak against a particular school (barring some special cases, like one boss in one of the very first raids that needed to be hit by frost damage to freeze it), many have resistance or immunity to their own type (so fire is ineffective against black dragons or fire elementals etc.), and there are items and spells that boost resistance to a school. Holy damage, has no resistance score. To compensate for this holy spells mostly deal less damage. It is very important for paladin [[StoneWall tanks]], who rely on being able to damage everything to keep opponents focused on them.

to:

* The Bulbmin in ''VideoGame/{{Pikmin}} 2'' are resistant to ''all'' overworld hazards, instead of just the standard one the rest of the colored Pikmin are. The game {{Nerf}}s {{nerf}}s them, however, by making it so you can't take them out of the dungeon you find them in.
* ''VideoGame/WorldOfWarcraft'' has its magic attacks split to schools by damage type. There's fire, frost, nature, arcane and shadow. While no enemy is really weak against a particular school (barring some special cases, like one boss in one of the very first raids that needed to be hit by frost damage to freeze it), many have resistance or immunity to their own type (so fire is ineffective against black dragons or fire elementals etc.), and there are items and spells that boost resistance to a school. Holy damage, damage has no resistance score. To compensate for this this, holy spells mostly deal less damage. It is very important for paladin [[StoneWall tanks]], who rely on being able to damage everything to keep opponents focused on them.
2nd May '17 11:37:26 AM TheSinful
Is there an issue? Send a Message

Added DiffLines:

** Psychic types in Gen I had functionally no weaknesses as the only types (Bug and Ghost) that did double damage to them were laughably weak. Furthermore, nothing resisted psychic attacks except other Psychic types. Combine with the Special stat counting for both Special Attack and Special Defense and Psychic types were nigh unstoppable. Gen II [[{{Nerf}} introduced two new types]] Steel and Dark to counter it, the former resisting Psychic attacks and the latter being outright immune; combined with the split of Special Attack and Special Defense and Psychic went from GameBreaker to "Pretty good".
** In competitive play, Normal types ruled Gen I. Since Fighting moves were basically nonexistent in competitive matches, Normal types had no weaknesses to worry about, got a massive variety of attacks, and could abuse the strongest attack in the game (at the time): Hyper Beam, which in Gen I didn't need a recharge turn if you knocked out an enemy with it.
26th Apr '17 1:03:23 AM infernape612
Is there an issue? Send a Message


* In ''VideoGame/{{Diablo}}'', the "magic" element (as distinct from fire and lightning spells) is this in the lore, but ''not'' in the game - enemies can resist or be immune to magic and still vulnerable to the elements, and this is a very common scenario due to the existence of a magic damage spell that deals percentage damage, which had to be [[UselessUsefulSpell kept in check]] by making everything that is remotely hard to kill magic immune. Played straight with the [[PurposefulOverpowered Apocalypse]] spell, which looks like a fire spell but ignores all resistances and always hits.

to:

* In ''VideoGame/{{Diablo}}'', the "magic" element (as distinct from fire and lightning spells) is this in the lore, but ''not'' in the game - enemies can resist or be immune to magic and still vulnerable to the elements, and this is a very common scenario due to the existence of a magic damage spell that deals percentage damage, which had to be [[UselessUsefulSpell kept in check]] by making everything that is remotely hard to kill magic immune. Played straight with the [[PurposefulOverpowered [[PurposefullyOverpowered Apocalypse]] spell, which looks like a fire spell but ignores all resistances and always hits.
26th Apr '17 1:00:07 AM infernape612
Is there an issue? Send a Message


** Dark magic may be back on top with ''VideoGame/FireEmblemAwakening''. There is no rock-paper-scissors for magic, and Light magic no longer exists. Each element simply has its own attributes. Wind is accurate but weak, has a spell that hits twice, and one that boosts spd. Fire is balanced, has a spell that boosts mag. Lightning is inaccurate, but the most powerful, and has a critical chance. Its top spells boost skl and have high critical rates. Darkness is powerful but inaccurate, like Lightning, but some tomes also have powerful side effects. You can steal enemy HP, attack twice, have a huge chance at a critical, attack from 3-10 spaces away, or just bring the power. To use it, to be a Dark Mage or Sorcerer (which also means you're locked into ''only'' using Tomes), or have a rare skill called Shadowgift, which lets other magic users wield it, too. [[note]]The only units who have Shadowgift are Aversa, Morgan if Aversa is her mother, and some of the [=Spotpass/DLC=] characters.[[/note]] The Book of Naga is treated as a Wind tome, even though it was a Light tome in past games and in this game it has anti-dragon properties instead of just anti-flying. It's extremely rare and incredibly powerful, so it could be considered the Infinity+1 element too.

to:

** Dark magic may be back on top with ''VideoGame/FireEmblemAwakening''. There is no rock-paper-scissors for magic, and Light magic no longer exists. Each element simply has its own attributes. Wind is accurate but weak, has a spell that hits twice, and one that boosts spd. Fire is balanced, has a spell that boosts mag. Lightning is inaccurate, but the most powerful, and has a critical chance. Its top spells boost skl and have high critical rates. Darkness is powerful but inaccurate, like Lightning, but some tomes also have powerful side effects. You can steal enemy HP, attack twice, have a huge chance at a critical, attack from 3-10 spaces away, or just bring the power. To use it, you have to be a Dark Mage or Sorcerer (which also means you're locked into ''only'' using Tomes), or have a rare skill called Shadowgift, which lets other magic users wield it, too. [[note]]The only units who have Shadowgift are Aversa, Morgan if Aversa is her mother, and some of the [=Spotpass/DLC=] characters.[[/note]] The Book of Naga is treated as a Wind tome, even though it was a Light tome in past games and in this game it has anti-dragon properties instead of just anti-flying. It's extremely rare and incredibly powerful, so it could be considered the Infinity+1 element too.
5th Mar '17 6:54:39 AM Chabal2
Is there an issue? Send a Message


* ''WesternAnimation/AvatarTheLastAirbender'' used the the ElementalPowers of Water, Earth, Fire, and Air as the only things that could be bended. Other bending arts were simply adaptations of one of the four. Plant and Blood bending were just bending the water that are contained in those. The same is true of metal bending with regards to minerals contained in the imperfections of the metal. However, the last episode introduced Energy Bending which the Aang came up with as a way of not killing the BigBad after having a conversation with a lion-turtle the size of an island.

to:

* ''WesternAnimation/AvatarTheLastAirbender'' used the the ''WesternAnimation/AvatarTheLastAirbender'':
** The
ElementalPowers of Water, Earth, Fire, and Air as the only things that could be bended. Other bended, other bending arts were simply adaptations of one of the four. Plant four (Plant and Blood bending were just bending the water that are contained in those. The same is true of metal bending with regards to those, metalbending uses the minerals contained in the imperfections of the metal.metal...). However, the last episode introduced Energy Bending which the Aang came up with as a way of not killing the BigBad after having a conversation with a lion-turtle the size of an island.
** Airbending itself counts, as the limited number of airbenders means no one is prepared for enemies that can fly and turn the very atmosphere against you [[spoiler:and as the Earth Queen found out, remove the air from your lungs]]. Perhaps best demonstrated in Season Three, when the nonbender Zaheer suddenly gets airbender powers (admittedly, no one would have seen that coming) to easily escape his TailorMadePrison.
14th Jan '17 2:16:14 AM Sumatris
Is there an issue? Send a Message


* The aforementioned Bleed Damage also features almost identically in ''VideoGame/Fallout4'' - armor offers no protection, no enemy or creature has any resistance to it, and multiple hits stack their effects. A couple of weapon mods apply a bleeding effect to their carrier weapon, but the most common occurrence tends to be the aptly named "Bleeding" legendary prefix that adds 25 points of bleed damage to every bullet fired or every hit struck. Should you get lucky and find it on a fast-firing weapon (like a [[GatlingGood Minigun]] or, even better, a [[ChainsawGood Ripper]], an already powerful military chainblade knife that hits ''30 times per second''), you've got a veritable GameBreaker on your hand that can shred through even the toughest bosses in no time.

to:

* The aforementioned Bleed Damage also features almost identically in ''VideoGame/Fallout4'' - armor offers no protection, no enemy or creature has any resistance to it, and multiple hits stack their effects. A couple of weapon mods apply a bleeding effect to their carrier weapon, but the most common occurrence tends to be the aptly named "Bleeding" legendary prefix that adds 25 points of bleed damage to every bullet fired or every hit struck. Should you get lucky and find it on a fast-firing weapon (like a [[GatlingGood Minigun]] or, even better, a [[ChainsawGood Ripper]], an already powerful military chainblade knife that hits ''30 times per second''), you've got a veritable GameBreaker on your hand that can shred through even the toughest bosses in no time. What's even better: No enemy in the entire game inflicts bleed damage by default. The only times you might find yourself exposed to it are the rare instances of some legendary baddy turning the legendary Bleeding weapon they're carrying on the player character.
14th Jan '17 2:12:17 AM Sumatris
Is there an issue? Send a Message

Added DiffLines:

* The aforementioned Bleed Damage also features almost identically in ''VideoGame/Fallout4'' - armor offers no protection, no enemy or creature has any resistance to it, and multiple hits stack their effects. A couple of weapon mods apply a bleeding effect to their carrier weapon, but the most common occurrence tends to be the aptly named "Bleeding" legendary prefix that adds 25 points of bleed damage to every bullet fired or every hit struck. Should you get lucky and find it on a fast-firing weapon (like a [[GatlingGood Minigun]] or, even better, a [[ChainsawGood Ripper]], an already powerful military chainblade knife that hits ''30 times per second''), you've got a veritable GameBreaker on your hand that can shred through even the toughest bosses in no time.
This list shows the last 10 events of 185. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.InfinityPlusOneElement