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Raw elements (REFramework)
About This Mod
Rather than dealing damage on their own, the elements are treated as a complement to the weapons according to their effects. They have little impact on small arms.
Status and Commission Information (Google Docs)
Like most of my mods, this one works as long as the mod is on the lobby server. If a host has a mod, then hosts without a mod may be affected by the mod.
What does this mod do?
Simply put, it converts elements into raw damage depending on how effective they are against a particular monster.
What is an extended description?
Depending on the monster's elemental hit zone, the weapon element is added (or subtracted) to the raw weapon damage:
(Hitzon zone formula)
0: Attack - 100% Elemental
1 - 5: Attack - 75% elemental
6-10: attack (unchanged)
11-15: attack +75% elemental
16-20: attack +100% elemental
>20: attack +125% elemental
For example, if you use the Tuna Freeze Reserve (150 raw, 70 ice):
In Zone 0 hit, the raw damage is considered 80.
In the 12 hit zone, the raw damage is 203 (150 + (75% of an element = 53)).
In the 18-hit area, the raw damage is 220 (150 + (100% of the element = 70)).
Damage is 238 (150 + (125% of element = 88)) for the 30-hit area.
How big is that increase?
For most light weapons that are already gaining ground from the elements, the difference in hitting the effective area must be small, such as double blades, which usually deal 1-5 more damage. However, for heavier weapons such as swords, damage to the effective kill zone may double.
Does it weaken anything?
The mode was tested to some extent, but in no case was the damage reduced compared to the original when hit in the effective elemental area. The only major weakening occurs with the use of ineffective elements, but this is done intentionally.
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