History Main / InfinityPlusOneElement

2nd May '17 11:37:26 AM TheSinful
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** 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
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* 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.

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* 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
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** 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
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* ''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.

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* ''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
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* 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.

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* 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
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* 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.
30th Dec '16 10:00:59 AM elemt
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* Zigzagged in ''Videogame/PathOfExile'' with chaos damage. It's only direct benefit is that it ignores energy shield and deals damage directly to an enemy's health, often a meaningless advantage, and it doesn't apply status effects. However, it has the immense endgame advantage that there aren't any effects that reflect chaos damage, which given a players comparative health and damage output can often result in near-instant death if a reflecting enemy is encountered unexpectedly. To counteract this chaos damage has far fewer ways to penetrate resistance, gems good for supporting chaos spells often have an attached drawback, and most chaos spells are awkward to use. Two prominent chaos builds work by finding items that allow them to convert all of their fire or lightning damage into chaos damage, so they can reap the benefits of chaos without having to use its spells.

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* Zigzagged in ''Videogame/PathOfExile'' with chaos damage. It's Its only direct benefit is that it ignores energy shield (which most enemies don't have anyway) and deals damage directly to an enemy's health, often a meaningless advantage, and it doesn't apply status effects. effects like elemental damage. However, it has the immense endgame advantage that there aren't any effects that reflect [[AttackReflector reflect]] chaos damage, which given a players comparative health and damage output can often result in near-instant death if a reflecting enemy is encountered unexpectedly. To counteract this chaos damage has far fewer ways to penetrate resistance, the resistance of the few enemies that do resist it, gems good for supporting chaos spells often have an attached drawback, and most chaos spells are awkward to use. Two prominent chaos builds work by finding items that allow them to convert all of their fire or lightning damage into chaos damage, so they can reap the benefits of chaos without having to use its spells.
28th Dec '16 11:18:18 PM Kotomikun
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** Steel, a type added in Gen II, got an average number of weaknesses (Fire, Ground, and Fighting) but resisted an absurd ''eleven'' types, not counting its immunity to Poison. A pure-Steel Pokémon would be resistant or immune to 70% of attacking move types--more than twice as many as the second-best defensive type (Fire)--and the Poison immunity protects any part-Steel-types from the related [[StandardStatusEffects status effect]], including the [[UpToEleven "toxic"]] variant. This was {{nerf}}ed slightly in Gen VI, where it lost its resistances to Dark and Ghost, but Steel remains a disproportionately tough type to take down. (Especially since it resists Take Down.)
17th Oct '16 4:36:42 PM nombretomado
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[[caption-width-right:250:[[VideoGame/FireEmblemAwakening Frederick]] laughs... er, ''scowls'' at your silly [[Franchise/FireEmblem Weapon Triangle]].]]

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[[caption-width-right:250:[[VideoGame/FireEmblemAwakening Frederick]] laughs... er, ''scowls'' at your silly [[Franchise/FireEmblem [[VideoGame/FireEmblem Weapon Triangle]].]]



* In ''FireEmblem'', while dark magic always factors into ElementalRockPaperScissors, it is the most damaging form of magic, and very few playable units can use it. Especially in ''[[VideoGame/FireEmblemTellius Radiant Dawn]]'', where the only 2 characters that can use it are available only from the second playthrough onward, and even then only [[EleventhHourSuperpower during the last part of the game]]. Some games even go so far as to make it enemy-exclusive, and ''Path of Radiance'' completely left it out.

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* In ''FireEmblem'', ''VideoGame/FireEmblem'', while dark magic always factors into ElementalRockPaperScissors, it is the most damaging form of magic, and very few playable units can use it. Especially in ''[[VideoGame/FireEmblemTellius Radiant Dawn]]'', where the only 2 characters that can use it are available only from the second playthrough onward, and even then only [[EleventhHourSuperpower during the last part of the game]]. Some games even go so far as to make it enemy-exclusive, and ''Path of Radiance'' completely left it out.



** ''[[FireEmblemJugdral Fire Emblem IV - Genealogy of the Holy War]]'' had Fire, Wind, and Thunder as the three rock-paper-scissor elements that made up the magic triangle. However, it also had the rare Light and Dark elements, which beat all 3 common elements and were neutral to each other. Only 4 Light tomes exist in the game, one of which can only be used by one character for the very last boss. Dark tomes were enemy-exclusive.
** 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:

** ''[[FireEmblemJugdral ''[[VideoGame/FireEmblemJugdral Fire Emblem IV - Genealogy of the Holy War]]'' had Fire, Wind, and Thunder as the three rock-paper-scissor elements that made up the magic triangle. However, it also had the rare Light and Dark elements, which beat all 3 common elements and were neutral to each other. Only 4 Light tomes exist in the game, one of which can only be used by one character for the very last boss. Dark tomes were enemy-exclusive.
** Dark magic may be back on top with VideoGame/FireEmblemAwakening.''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.
22nd Aug '16 3:59:42 PM nombretomado
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