History Main / InfinityPlusOneElement

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.

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** ''[[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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22nd Aug '16 3:59:29 PM nombretomado
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* In ''TheElderScrollsVSkyrim'', the Marked for Death shout unintentionally became this due to a data error. Instead of temporarily debuffing the target's armor rating by a small amount, it instead ''damages'' armor rating by that amount each second, as if armor rating was a stat like health or stamina. This results in an unresistable, permanent and extremely high loss of armor rating that leaves the opponent vulnerable to one hit kills from the [[CherryTapping smallest amount of damage]].
** There is also "bleed" damage from weapons which is also unresistable, unaffected by armor, goes through shield block and even bypasses damage immunity. Luckily this effect is only found with meaninglessly low magnitudes.

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* In ''TheElderScrollsVSkyrim'', the ''VideoGame/TheElderScrollsVSkyrim'':
** The
Marked for Death shout unintentionally became this due to a data error. Instead of temporarily debuffing the target's armor rating by a small amount, it instead ''damages'' armor rating by that amount each second, as if armor rating was a stat like health or stamina. This results in an unresistable, permanent and extremely high loss of armor rating that leaves the opponent vulnerable to one hit kills from the [[CherryTapping smallest amount of damage]].
** There is also "bleed" damage from weapons which is also unresistable, unaffected by armor, goes through shield block and even bypasses damage immunity. Luckily this effect is only found with meaninglessly low magnitudes.
24th Jul '16 5:39:47 AM EnaiSiaion
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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.
** ''VideoGame/{{Diablo II}}'' has the odd "burn" element that is [[DummiedOut not accessible]] to players, but mods and hacks can give players burn attacks. It creates a glitchy flame sprite on the target, deals immense amounts of damage and is impossible to resist or mitigate in any way. The Median XL mod repurposes it as a kind of negative energy attack for bosses.
* In ''TheElderScrollsVSkyrim'', the Marked for Death shout unintentionally became this due to a data error. Instead of temporarily debuffing the target's armor rating by a small amount, it instead ''damages'' armor rating by that amount each second, as if armor rating was a stat like health or stamina. This results in an unresistable, permanent and extremely high loss of armor rating that leaves the opponent vulnerable to one hit kills from the [[CherryTapping smallest amount of damage]].
** There is also "bleed" damage from weapons which is also unresistable, unaffected by armor, goes through shield block and even bypasses damage immunity. Luckily this effect is only found with meaninglessly low magnitudes.
9th Jun '16 8:40:21 AM PDL
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** Dragon types were supposed to be this for Generation I as it resists Fire, Grass, Water, and Electric, so no matter which starter you picked you were at a disadvantage. Add to it, there was only one dragon type family and only the FinalBoss used them. (Until at least the TrueFinalBoss / TheRival was revealed.) Throughout the series a number of [[OlympusMons Legendary]] and pseudo-legendary powerhouses are part-Dragon. As new games were introduced, dragons became more and more commonplace (though they generally weren't encountered until midway through the games) and came to a head in [[VideoGame/PokemonBlackAndWhite Gen V]] where dragons were edging into GameBreaker territory by virtue of most Dragon-types being strong Pokémon regardless of type. It retains the highest average base stat total of all types, with the average BST of fully-evolved Dragon-types being over 600 (600 being the common BST for Legendaries). ''VideoGame/PokemonXAndY'' had to [[{{Nerf}} introduce a new type]] ([[OurFairiesAreDifferent Fairy]]) to ease off the growing power of the Dragon type.

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** Dragon types were supposed to be this for Generation I as it resists Fire, Grass, Water, and Electric, so no matter which starter you picked you were at a disadvantage. Add to it, there was only one dragon type family and only the FinalBoss used them. (Until at least the TrueFinalBoss / TheRival was revealed.) Throughout the series a number of [[OlympusMons Legendary]] and pseudo-legendary powerhouses are part-Dragon. As new games were introduced, dragons became more and more commonplace (though they generally weren't encountered until midway through the games) and came to a head in [[VideoGame/PokemonBlackAndWhite Gen V]] where dragons were edging into GameBreaker territory by virtue of most Dragon-types being strong Pokémon a solid choice regardless of type.power level (even "lower tier" monsters like Druddigon were powerful by virtue of being a Dragon-type). It retains the highest average base stat total of all types, with the average BST of fully-evolved Dragon-types being over 600 (600 being the common BST for Legendaries). ''VideoGame/PokemonXAndY'' had to [[{{Nerf}} introduce a new type]] ([[OurFairiesAreDifferent Fairy]]) to ease off the growing power of the Dragon type.
2nd May '16 5:40:29 PM 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 doesn't apply status effects, 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.

to:

* 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 doesn't apply status effects, 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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