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Elements in PSU are a basic property of [[Weapons]], [[Armor]], [[Monsters]] and [[Techniques]]. They are based off the ''classical four elements'' - Fire, Earth, Air (Thunder in PSU), and Water (Ice in PSU), with two additions - Light and Dark. Elements are a significant part of the gameplay in PSU.
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[[Image:Elements.jpg|thumb|right|An image showing a [[Saber]] with and without the six elements.]]
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Elements in PSU are a basic property of striking [[weapons]] (only through [[item synthesis]] by using elemental [[Synthesis_Ingredient#Photons|Photons]]), [[Bullets]], [[TECHNICs]], [[Line shields]] (only applicable to some of them), and [[Enemies]]. They are based off the four [http://en.wikipedia.org/wiki/Classical_element#Classical_elements_in_Greece Greek classical elements] - Fire, Ground, Air (Lightning in PSU), and Water (Ice in PSU), with two additions - Light and Dark. Elements are a significant part of the gameplay in PSU. Enemies are weak to the element opposite to the one they are affiliated with, and elements also have distinct [[status effects]] associated with them. Since due to the use of Bullets and TECHNICs all weapon types are capable of using elemental attacks, this will complicate combat strategy for all roles.
  
==Monster Elements==
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== Elemental Damage ==
Each Monster in PSU has its own elemental affinity, for example Rappies are aligned with the element of Light and De Regan is aligned with the element of Fire. This replaces the system used in PSO, where enemies were assigned Photon Attributes such as ''Native'' and ''Dark''. There are currently no known 'non-elemental' monsters, and it seems doubtful they even exist.
 
  
==The Effects of Elements==
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In general, attacks purely of one element will deal additional damage to enemies of the opposite element, but less to enemies of the same one. The amount additional or less will be variable for Striking Weapons depending on their elemental attribute percentage. For example, if a weapon were to have an elemental attribute of 50%, then its damage could only be increased or decreased by 50%, depending on the enemy's element. For Ranged Weapons this is the same, but the elemental attribute is decided by the level of the elemental bullet inserted and the type of ranged weapon. TECHNICs have their own elemental attribute, though it is not detailed in-game, and in addition if all TECHNICs on a TECHNIC weapon are of the same element, a further elemental attribute is granted as detailed in the weapon's menu.
===Weapons===
 
If a Weapon has an elemental property (these can obtained by creating the Weapon through [[Item Synthesis]]) the element will have a % number from 10-30%. This, apparently, represents the percentage of damage magnified or reduced when striking an enemy with a specific elemental alignment. Damage is reduced on hitting an enemy with a weapon of the ''same'' Element as the enemy, and is magnified when hitting an enemy with a weapon of the ''opposite'' Element to the enemy.
 
  
===Techniques===
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== Elemental Properties ==
Each [[Technique]] has it's own elemental alignment, for example ''Foie'' is Fire-element and ''Barta'' is Ice-element. Like with weapons, using Techniques of the opposite element to the Monster's own element will cause more damage. Click [[Techniques#List of Techniques|here]] for a list of Techniques by element.
 
  
===Armor===
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{| class=wikitable
Armor, too, can have an elemental property. Having a Fire-based Shield Line will protect you against Fire, for example.
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|-
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! Element:
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| Neutral
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| Fire
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| Ice
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| Lightning
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| Ground
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| Dark
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| Light
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|-
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! Opposite:
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| N/A
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| Ice
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| Fire
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| Ground
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| Lightning
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| Light
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| Dark
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|-
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! [[Status Effect]]:
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| N/A
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| [[Image:Fire.jpg|30px]]
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| [[Image:Ice.jpg|30px]]
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| [[Image:Shock.jpg|30px]]
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| [[Image:Silence.jpg|30px]]
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| [[Image:Infection.png|30px]]
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| [[Image:ConfusionIcon.JPG|30px]]
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|-
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! Photon Color:
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| <font color=green>{{Neutral}} </font>
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| <font color=red>{{Fire}}</font>
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| <font color=blue>{{Ice}}</font>
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| <font color=yellow>{{Lightning}}</font>
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| <font color=orange>{{Ground}} </font>
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| <font color=purple>{{Dark}} </font>
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| <font color=gray>{{Light}}</font>
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|-
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! [[Synthesis Ingredients#Photons|Photons]]:
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| Photon<br>El-photon<br>Im-photon
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| Ban-photon
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| Ray-photon
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| Zon-photon
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| Di-photon
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| Megi-photon
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| Gra-photon
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|}
  
===Elemental Opposites===
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== Also See ==
*Light - Dark
 
*Fire - Ice
 
*Thunder - Earth
 
  
{{Expansion}}
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* [[Bullets]] - Bullets and their elements
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* [[TECHNICs]] - Techniques and their elements
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* [[Line shields]] - Line shields and their elements
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* [[Enemies]] - Enemies and their elements
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<references/>
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== External Links ==
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* [http://suimasen.sakura.ne.jp/aaaphp/?DB%2F%C2%B0%C0%AD PSU-Wiki's article] (Japanese)
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{{Gameplay}}

Latest revision as of 06:42, 26 June 2008

An image showing a Saber with and without the six elements.

Elements in PSU are a basic property of striking weapons (only through item synthesis by using elemental Photons), Bullets, TECHNICs, Line shields (only applicable to some of them), and Enemies. They are based off the four Greek classical elements - Fire, Ground, Air (Lightning in PSU), and Water (Ice in PSU), with two additions - Light and Dark. Elements are a significant part of the gameplay in PSU. Enemies are weak to the element opposite to the one they are affiliated with, and elements also have distinct status effects associated with them. Since due to the use of Bullets and TECHNICs all weapon types are capable of using elemental attacks, this will complicate combat strategy for all roles.

Elemental Damage

In general, attacks purely of one element will deal additional damage to enemies of the opposite element, but less to enemies of the same one. The amount additional or less will be variable for Striking Weapons depending on their elemental attribute percentage. For example, if a weapon were to have an elemental attribute of 50%, then its damage could only be increased or decreased by 50%, depending on the enemy's element. For Ranged Weapons this is the same, but the elemental attribute is decided by the level of the elemental bullet inserted and the type of ranged weapon. TECHNICs have their own elemental attribute, though it is not detailed in-game, and in addition if all TECHNICs on a TECHNIC weapon are of the same element, a further elemental attribute is granted as detailed in the weapon's menu.

Elemental Properties

Element: Neutral Fire Ice Lightning Ground Dark Light
Opposite: N/A Ice Fire Ground Lightning Light Dark
Status Effect: N/A Fire.jpg Ice.jpg Shock.jpg Silence.jpg Infection.png ConfusionIcon.JPG
Photon Color: Neutral Fire Ice Lightning Ground Dark Light
Photons: Photon
El-photon
Im-photon
Ban-photon Ray-photon Zon-photon Di-photon Megi-photon Gra-photon

Also See


External Links


Gameplay

Photon arts | Skills | Bullets | TECHNICs | Item synthesis | Weapon grinding | Set bonuses | Partner machines | Elements | Status effects | Stats | Formulae | Enemies | Enemy spawn charts | Photon Fortune