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holepercent

Elemental damage types

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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?

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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

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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

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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

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Oh, whoops, forgot about that. Darkness is the only element without 2 support towers. I guess this makes the issue even more pronounced.

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