From The Mana World
Revision as of 08:42, 15 March 2007 by Pauan (talk | contribs) (Added reply to Dave.)

Dabe 03:07, 14 March 2007 (CET):I never really agreed to the "Null" thing, because I don't think it's necessary. If you want a system where you're trying to change your elemental pattern, to somehow include all four elements.. why not just do that without mentioning this null thing? I just don't feel that it should be included as an element, since it doesn't appear to function as one. I think it would be cooler if you just couldn't combine all four elements; not as a race, item, spell, etc.. if you really think about it, there is no reason to need to do so, since we can come up with reasonably excusable combinations of 2 and 3 elements, for just about any product or material.

  • I propose that if something like this is available at all, that it should work more like a status effect, through some sort of item, spell, skill, etc.. since it seems to be some manner of attempting to quantify your level of .."nothingness" (..?) it doesn't seem to make sense that you should be creating it by combining everything.
    • Why don't we try figuring out how the score & skill systems will work, before trying to lay this stuff out so definitely.


Seeing as how we stopped calling "Time" and "Space" as Elements (ahem), I will stop calling Null as an element as well. Despite the fact it IS an element in almost all elemental schematics... However, we are not using it in that sense, rather it is the absence/fullness of all the elements, thus you are correct that it is a combination (causing a status effect) as opposed to a complete and separate element. And as I've explained, it isn't so much nothingness at all, but rather a perfect combination that nullifies the benefits of all others. For instance, Water is strong against Fire, incurring 200% damage. Null, on the other hand, would give and receive a perfect 100% all-around, thus nullifying any benefits of the other elements. That is simply due to it's nature: all the elements combined in perfect harmony. And although having a player with a perfect null condition would be foolish and make no sense gameplay-wise, having nullified armor and weapons would make perfect sense. After all, an extremely skilled alchemist could, with proper time, patience, and materials, can enchant a particular weapon or armor with an element. Once the player reaches a certain level/rank/whatever, they can have certain equipment imbued with "null." For instance, a fire sword will do 50% damage to water. A null weapon, on the other hand, will do 100% damage to everybody. Null armor will negate the weakness of the player's elemental alignment. The catch is that the only armor/weapons that can be imbued with null are either very weak, or have inherit flaws. For instance, a weapon may wear out sooner (I fully plan on having weapons that break over time/use), or armor may be nullified against elements (mainly magic/element weapons), but be very weak against any physical attacks (such as the armor being made of cloth/leather). And as for the score system...? What scoring system are you talking about? Skills? Oh, that one's easy. Just ask Crush/Rotonen. :) So in that case, null would be technically classified as a sub-sub-sub-element which imbues status effects. Or nullifies them.

---- Pauan 09:42, 15 March 2007 (CET)