History Main / InfinityPlusOneElement

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.

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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.
2nd May '16 5:34:48 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.
7th Apr '16 5:21:34 PM Quanyails
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* 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 on 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 titular character 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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* AvatarTheLastAirbender ''WesternAnimation/AvatarTheLastAirbender'' used the the ElementalPowers of Water, Earth, Fire , Fire, and Air as the only things that could be bended. Other bending arts were simply adaptations of on 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 titular character 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.
7th Apr '16 5:20:51 PM Quanyails
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* Light-type was this in the first ''[[VideoGame/TheDenpaMen Denpa Men]]'' game. Very few enemies resisted it, and many were outright weak to it. Light-type Denpas also had no weaknesses; only a resistance to the enemy-exclusive Dark type. In the following games, however, Light was {{nerfed}} to being [[TakesOneToKillOne weak to itself]], many more enemies became Light-resistant, and [[UnusableEnemyEquipment Dark was no longer enemy-exclusive.]]

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* Light-type was this in the first ''[[VideoGame/TheDenpaMen Denpa Men]]'' game. Very few enemies resisted it, and many were outright weak to it. Light-type Denpas also had no weaknesses; only a resistance to the enemy-exclusive Dark type. In the following games, however, Light was {{nerfed}} {{nerf}}ed to being [[TakesOneToKillOne weak to itself]], many more enemies became Light-resistant, and [[UnusableEnemyEquipment Dark was no longer enemy-exclusive.]]



* Some of the earlier ''Franchise/{{Yugioh}}'' video games made ElementalRockPaperScissors out of monster cards' Attributes such that a monster with Paper attribute automatically defeats a monster with Rock attribute in battle, regardless of attack and defense points--however, Ritual monsters and a few other rare ones (and in games that include them, the Egyptian God Cards) had the "Divine" attribute that put them outside of the cycle, preventing them from being arbitrarily destroyed.

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* Some of the earlier ''Franchise/{{Yugioh}}'' ''Franchise/YuGiOh'' video games made ElementalRockPaperScissors out of monster cards' Attributes such that a monster with Paper attribute automatically defeats a monster with Rock attribute in battle, regardless of attack and defense points--however, Ritual monsters and a few other rare ones (and in games that include them, the Egyptian God Cards) had the "Divine" attribute that put them outside of the cycle, preventing them from being arbitrarily destroyed.
27th Feb '16 7:01:07 AM Perseus
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* Similar but not identical: In ''VideoGame/FinalFantasyTactics'', every unit has a zodiac symbol; each unit will take less or more damage from other units at various places along the zodiac. And then there's the BonusBoss Elidibs, who is the only unit with the Serpentarius zodiac symbol (an actual pseudo-zodiac constellation more commonly known as [[http://en.wikipedia.org/wiki/Ophiuchus Ophiuchus]]) which has no affinity with any other. In addition, he has a special summon called Zodiark, which is NonElemental.
** Zodiark, representing the thirteenth zodiac symbol, also shows up in ''VideoGame/FinalFantasyXII'' and its sequel ''VideoGame/FinalFantasyXIIRevenantWings''. They don't have the same gameplay effect there, though.

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* Similar but not identical: In ''VideoGame/FinalFantasyTactics'', every unit has a zodiac symbol; each unit will take less or more damage from other units at various places along the zodiac. And then there's the BonusBoss Elidibs, Elidibus, who is the only unit with the Serpentarius zodiac symbol (an actual pseudo-zodiac constellation more commonly known as [[http://en.wikipedia.org/wiki/Ophiuchus Ophiuchus]]) which has no affinity with any other. In addition, he has a special summon called Zodiark, which is NonElemental.
** Zodiark, representing the thirteenth zodiac symbol, also shows up in ''VideoGame/FinalFantasyXII'' and its sequel sequel.''VideoGame/FinalFantasyXIIRevenantWings''. They don't have the same gameplay effect there, though.



* In ''VideoGame/EtrianOdyssey'' a select few powerful attacks and {{Limit Break}}s deal "[[NonElemental untyped]]" damage, which cannot be resisted by any means. In a ShoutOut to its fellow Atlus franchise, this is sometimes referred to as Almighty.



* ''VideoGame/EtrianOdyssey'' has the appropriately named "Almighty" element, dealt only by a select few LimitBreak attacks and notable for being completely irresistible, though subverted in a sense as it also is never a weakpoint element and is usually difficult to boost with buffs as most buffs specifically raise elemental or physical power. This may be why some games changed the name to "Untyped."
17th Feb '16 2:06:32 PM PDL
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Naturally, the ability to be strong against ''every single element'' makes these types of things more or less an intentional GameBreaker, so they're generally hidden at the end of {{Bonus Boss}}es or ThatOneSidequest. Sometimes overlaps with NonElemental, though NonElemental monsters tend more toward being [[JackOfAllStats Jacks of All Stats]] --Infinity Plus One Elementals tend to be [[MarySue better at everything.]] Sometimes takes the form of an EleventhHourSuperpower. Compare ElementNumberFive, which may overlap, and ElementalTiers, where it's due to a balance mistake rather than a deliberate design.

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Naturally, the ability to be strong against ''every single element'' makes these types of things more or less an intentional GameBreaker, so they're generally hidden at the end of {{Bonus Boss}}es or ThatOneSidequest. Sometimes overlaps with NonElemental, though NonElemental monsters tend more toward being [[JackOfAllStats Jacks of All Stats]] --Infinity Plus One Elementals tend to be [[MarySue [[MasterOfAll better at everything.]] Sometimes takes the form of an EleventhHourSuperpower. Compare ElementNumberFive, which may overlap, and ElementalTiers, where it's due to a balance mistake rather than a deliberate design.
13th Feb '16 6:44:15 PM PeppermintTwist
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** While not intended to be this by the developers, Psychic was in fact this trope for Generation I. It was meant to have two weaknesses, Ghost and Bug, but neither one ended up being effective. A glitch made Psychic types [[NoSell outright immune]] to Ghost attacks, but it wouldn't have helped anyways: of the three Ghost-type moves in existence at the time, the only one affected by type match-ups was the incredibly-weak Lick. Bug suffered a similar issue, minus the [[IncrediblyLamePun bug]]: no Bug attack had a base power higher than 25 in a game where 90 is typically considered average for tournament play. To make matters worse, the only type that resisted Psychic attacks was Psychic itself, and the Poison type (which is weak to Psychic) was spread around the Kanto region like it was going out of style, including the only Ghost-types in existence and most of the Bug-types that could have put up a fight. Psychic-types also used the same stat for attacking and defending, making the hard-hitters absurdly tanky as well. Add in the fact that [[OlympusMons Mewtwo]], the [[InfinityPlusOneSword Infinity Plus One Mon]], is a Psychic-type, and you ended up with a type that could run roughshod over the entire game balance. Many of the changes Generation II made (the introduction of Psychic-countering Dark and Psychic-resistant Steel types, the addition of the Special Defense stat, fixing the bug with Ghost attacks, and stronger Ghost and Bug attacks) were clearly {{Obvious Rule Patch}}es.
17th Jan '16 1:26:22 PM Octorok103
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* ''VideoGame/{{Warframe}}'' features Finisher damage, which suffers no drawbacks against any health type and outright [[ArmorPiercingAttack ignores armor and shields]]. Fittingly, it's the rarest damage type in the game; it can't be added to weapons with mods, and it only comes from [[ExactlyWhatItSaysOnTheTin Finisher attacks]], Slash procs, and a handful of Warframe powers. It also doesn't have any status effects of its own.
8th Jan '16 3:18:42 PM wrm5
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* ''VideoGame/EtrianOdyssey'' has the appropriately named "Almighty" element, dealt only by a select few LimitBreak attacks and notable for being completely irresistible, though subverted in a sense as it also is never a weakpoint element and is usually difficult to boost with buffs as most buffs specifically raise elemental or physical power. This may be why some games changed the name to "Untyped."
29th Dec '15 6:08:52 PM ShamusAran
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* ''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 that needs 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.

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* ''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 needs 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.
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