holepercent Posted February 11, 2009 Elemental damage types of duals have been looked at and changes made. But what about triples? Happened during build project playing DWEF, both damage triples are fire(opening wave being water). the other 2 triples were support and one was fire too. It was pointed out that in these builds, the 2 damage triples shared 2 elements. flamethrower and zealot impulse and golem tidal and drowning laser and hail Any proposed changes? Go to top Share this post Link to post
holepercent Posted February 11, 2009 b18b proposed Currently: (elemental damage type) light (quark/trickery/hail/laser/nova/ice) dark (magic/disease/oblivion/jinx/voodoo) water (vapour/poison/well/tidal/drowning/windstorm) fire (blacksmith/flame/flamethrower/zealot/corrosion/electricity) nature (life/mushroom/impulse/golem/enchantment/roots) earth (gunpowder/gold/quaker/polar/muck/hydro) DNEF dark - magic/disease/voodoo nature - mushroom/roots earth - gunpowder/quaker fire - flame/smith/flamethrower DNEL dark - disease/oblivion nature - mushroom/life/roots/enchantment earth - gunpowder light - trickery/laser/quark DWEF dark - magic water - psn/vapour earth - gunpowder/muck/hydro fire - smith/corrosion/flamethrower/zealot DWEL dark - water - psn earth - gp/polar/muck/hydro light - trickery/hail/laser/ice/quark DNEW dark - disease nature - mushroom/roots/golem earth - gp/muck/hydro water - psn/well/drowning LFNE light - quark/nova fire - flame/smith/electr nature - life/mushroom/enchantment earth - gold/quaker LFND light - trickery/nova fire - flame/electr nature - life dark - magic/disease/jinx/oblivion/voodoo LWFE light - ice/quark water - vapour/windstorm fire - smith/zealot/electr earth - hydro/plar/gold LWFD light - trickery/hail/ice water - psn/windstorm fire - kindle/corrosion/electr dark - magic/jinx LFNW light - nova/ice fire - flame/electr nature - life/impulse water - vapour/well/windstorm/tidal LDFE light - trickery/laser/quark dark - magic/jinx earth - gp/gold fire - smith/flamethrower/electr LDWN light - trickery/hail/ice dark - disease/oblivion water - psn/well/tidal/drowning nature - life LWNE light - ice/quark water - well/tidal nature - life/mushroom/enchantment/golem earth - hydro/polar DWFN dark - magic/disease/voodoo water - vapour/psn/well/drowning fire - flame/corrosion nature - impulse WFNE water - vapour/well fire - flame/smith/zealot nature - mushroom/impulse/golem earth - hydro/quaker Go to top Share this post Link to post
holepercent Posted February 11, 2009 Elemental damage list without support towers included DNEF dark - magic/disease nature - mushroom earth - gunpowder/quaker fire - flame/flamethrower DNEL dark - disease/oblivion nature - mushroom/life earth - gunpowder light - laser/quark DWEF dark - magic water - psn earth - gunpowder/hydro fire - kindle/flamethrower/zealot DWEL dark - water - psn earth - gp/hydro light - hail/laser/ice/quark DNEW dark - disease nature - mushroom/golem earth - gp/hydro water - psn/drowning LFNE light - quark fire - electr/flame nature - life/mushroom earth - gold/quaker LFND light - fire - electr/flame nature - life dark - magic/disease/jinx/oblivion LWFE light - ice/quark water - vapour fire - electr/zealot earth - gold/hydro LWFD light - hail/ice water - vapour/psn fire - electr dark - magic/jinx LFNW light - ice fire - electr/flame nature - life/impulse water - vapour/tidal LDFE light - laser/quark dark - magic/jinx earth - gp/gold fire - electr/flamethrower LDWN light - hail/ice dark - disease/oblivion water - psn/tidal/drowning nature - life LWNE light - ice/quark water - tidal nature - life/mushroom/golem earth - hydro DWFN dark - magic/disease water - vapour/psn/drowning fire - flame nature - impulse WFNE water - vapour fire - flame/zealot nature - mushroom/impulse/golem earth - hydro/quaker Go to top Share this post Link to post
m0rph1ing Posted February 11, 2009 I'm pretty sure it's impossible to not have damage triples overlap 2 elements while having the same damage type. All damage triples contain the support dual as 2 of the elements. Example being all fire damage triples contain blacksmith. It might be possible to have the support triples compensate, but I don't think support triples should be relied upon for damage. I think the duals in the build should have different damage types from the triples and compensate in that way. I think darkness suffers from damage type overlap the most. All darkness damage towers require either nature or fire. Also Voodoo requires both. Muck is the only tower that does not require either nature or fire. I propose that damage triples cannot have a damage dual within the same elements with the same damage type. Current overlaps: Oblivion+Disease Radius+Magic Flesh Golem+Mushroom Drowning+Poison Hail+Ice Go to top Share this post Link to post
holepercent Posted February 11, 2009 by the way, muck is no longer darkness damage. muck is earth damage now.. Go to top Share this post Link to post
m0rph1ing Posted February 11, 2009 Oh, whoops, forgot about that. Darkness is the only element without 2 support towers. I guess this makes the issue even more pronounced. Go to top Share this post Link to post