Types

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Each attack has a type associated with it, depending on the nature of the attack. There are 15 different types. Most attacks only have one type. Dual type attacks are relatively rare.

Contents

Weapon Types

Air: Weapons using air pressure or winds, like Air Man's Air Shooter.


Barrier: Weapons using 23rd century forcefield technology, such as Wood Man's Leaf Shield. This type is usually, but not always, paired with another to specify the kind of barrier. It can also be used for weapons which charge a large amount of barrier energy, as in some ramming attacks.


Blade: Any weapon with a sharp edge, such as Shadow Man's Shadow Blade.


Blunt: Any weapon which strikes with a blunt surface, like Dust Man's Dust Crusher. (Note: see the Misc type for exceptions.)


Chemical: Weapons involving poison, chemicals, or acid of some kind, like Toxic Seahorse's Acid Burst.


Electric: Any weapon using electricity, such as Volt Catfish's Triad Thunder.


Energy: Any weapon with a pure energy base, such as Neon Tiger's Ray Splasher.


Explosive: Any weapon which explodes on contact, such as Bomb Man's Hyper Bomb.


Fire: Any attack involving high temperatures, such as Heat Man's Atomic Fire.


Gravity: Any attack involving the manipulation of gravity, such as Gravity Beetle's Gravity Well.


Ice: Any attack involving extremely low temperatures, such as Freeze Man's Freeze Cracker.


Sonic: Any attack involving sound waves, such as Shade Man's Noise Crush.


Timestopper: A very rare weapon which freezes time in the area, such as Bright Man's Flash Stopper. (See 'News Timestopper' for more)


Water: Any attack involving water or non-acidic liquids, such as Aqua Man's Water Balloon.


Misc: Any attack not fitting into the above categories. In addition, physical blows are also of type Misc, and NOT Blunt.


Examples of multiple-type weapons are Overdrive Ostrich's Sonic Slicer (Blade/Sonic), Burst Man's Danger Wrap (Explosive/Water), and Sword Man's Flame Sword (Blade/Fire). A weapon cannot have more than two types.

There are a few different kinds of attacks that don't easily fit into one of the Types, and have, in the past, been spread out over several types. After much discussion, we have standardized these weapons into the Types they will be represented by.

Examples

Whips: Normal whips which cause damage by lashing (bullwhips, wires, etc) are type Blade. If a whip has an element, it will be dual-type with Blade. Chain-style whips, which tend to be bludgeoning weapons rather than lashing weapons, are of type Blunt. This includes chains, flails, and morningstars.

Magnetics: Because of the way magnetics works, magnetic weapons will be of type Gravity. This will include such weapons as Magnet Missiles (Explosive/Gravity). EMPs will be Electric/Gravity. Not all homing devices will get the Gravity type, only those which work with magnetics.

Ballistic projectiles (bullets): Almost all bullets will be of type Blunt. This includes bullets from BB guns, pistols, machine guns, or gauss rifles. Flechettes and armor-piercing projectiles will be of type Blade. Explosive rounds (projectiles that actually explode when they hit a target) will be of type Explosive.

Light: Just like lasers, light should be of type Energy. This would include flash bombs, for example.

Earthquakes: Since they deal with the ground itself, earthquake-style moves should be of type Blunt. Earthquakes can be either ranged or melee, at the discretion of the player and how the attack is posed.

Rams: Ram-type attacks should always be of type Misc, unless they involve ramming with an actual object or energy. If a ram is associated with an element, its type will be that element (and not Blunt and that element). The only Blunt-type rams are when a character uses a blunt object as a battering ram. Using one's own body as a battering ram is always Misc, never Blunt.

Weaknesses/Resistances

Most robots, due to a number of factors, are particularly weak to some types of attacks while resistant to other types. For FCs and EFCs, the weakness and resistance types are taken from the game based primarily on the effects some of the weapons had on them. OCs may choose their weakness and resistance types. Most characters have a weakness and resistance. Some unaltered humans have no resistance or weakness, but cybrogs, enhanced humans including Striders, and those who use power armor must choose weaknesses and resistances (which modify both the unarmored and armored modes).

Any OC may have up to two resistances (plus an optional Timestopper resistance beyond the two if and only if the character has a Timestopper weapon) and up to three weaknesses. A character cannot be 'double weak' or 'double resistant' to the same type twice. You cannot be weak or resistant to type Misc: Misc only indicates an absence of any other type. The majority of characters have only one weakness and one resistance, and this is recommended.

Code-wise, the outcome of weakness and resistances hits depends on how common attacks of your weakness and resistances sets are compared to one another. If your weaknesses are much more common than your resistances, you will take less damage from a weakness hit. If your resistances are much more common than your weaknesses, a resistance hit will reduce damage less. Both weaknesses and resistances rarity are always evaluated as a set, so even if only the Water type of a Water Blade resistance is hit, it is still considered to be a resistance of very common types.

  • Having neither a weakness nor a resistances hit results in normal damage. This also occurs if both one weakness and one resistance are hit.
  • A weakness hit causes extra damage. Normal weakness damage is +50%. If your weaknesses are more common than your resistances, damage may be less, but will always be at least +20%.
  • Having two weaknesses hit causes extreme damage, ranging from +140% to +200%.
  • Having a resistance hit causes reduced damage. Normal resistance damage is -33%. If your resistances are more common than your weaknesses, reduction may be less.
  • Having two resistances hit causes reduced damage, by up to -66%.

The exception to this is for Timestopper attacks. When a Timestopper weakness is hit, it takes away a large percentage of health in addition to the stun effect. When a Timestopper resistance is in effect, it offers a greater chance to evade a Timestopper attack. Timestopper is the only type a character may be both weak and resistant to.

Balance

In order to keep a balance between resistances and weaknesses, a general scale of the relative rareness of types is listed here, from the most common to the most rare:

Blade, Energy, Blunt, Explosive, Fire, Electric, Gravity, Ice, Sonic, Air, Chemical, Barrier, Water, Timestopper

When choosing resistances and weaknesses, you should try to balance rarity. A Barrier weakness and Energy resistance would result in full extra damage on a weakness hit and virtually no damage reduction on a resistance hit. For multiple weaknesses or resistances, two more rare ones can sometimes balance out a more common one. This does not necessarily mean that a Barrier and Timestopper weakness will balance out an Energy resistance. Above all, use your head. If you're trying to pick weaknesses and resistances to get the combination where you'll hit resistances fairly often and almost never hit weaknesses, you're picking them for the wrong reason.

Additional

There are also a few additional points in regards to weaknesses and resistances.

Anyone may ask for a General resistance. However, this does offer a disadvantage as no robot or combatant OCs may apply for a General weakness.

All weaknesses and resistances must be justified in the application with an IC reason for why the character is weak or resistant to a particular type. Do not write an entire app around a type resistance; that alone is not a concept. Choose what's logical, or be creative.


Admin reserve the right to turn down any weakness/resistance combination for a particular character if they see fit.


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