
Physical Imaginary Quantum Lightning Ice Wind Fire
Classes of FGO
There are various advantageous and disadvantageous attributes in rock-paper-scissors, but it’s quite rare to encounter something completely different.
>>1What does it mean to be completely different?
>>112Isn’t it structured with two axes: class compatibility and attribute compatibility?
>>138Is it about heaven, earth, and people?
Well, there is an influence, but not much other than special attacks.
Whip attribute
In the Castlevania game, the physical attack types were “Whip, Slash, Blunt.”
Fairy
>>3It was already strange from the very beginning, to begin with.
Water Attribute
In the context of the game, the sea is treated as a sacred entity, so what would be referred to as light or holy in other games corresponds to this sea attribute.
>>4Aqua Razor, Brilliant Lance, Ray, Maelstrom, God Press
It’s complicated to categorize water magic, light magic, and wind magic under the same attribute!
Beauty
>>5Is it Sakuna Hime?
>>53Magic Broom
Quantum, flames, ice, thunder, and wind are all physics, aren’t they?
In Megaten, the status abnormalities are divided into “mental type” and “physical type,” and I couldn’t tell which is which.
Sleep and charm are mental…? Paralysis is physical…?
Old
A game that features elemental attributes like fire and water, as well as metal attributes such as copper and others.
Love
The game in the image is extremely difficult if you don’t match attributes, and even though it has that aspect, it doesn’t necessarily become that advantageous, making mixed teams the norm, which is really tough.
What was it called? A game like Secret of Mana that has a ton of attributes.
>>12Magical Vacation?
>>33That’s it. I laughed when I found out there are 16 types when I googled it.
Smile
Isn’t it fine if imaginary numbers are just like light?
>>14Since there is a concept of the tree of imaginary numbers and the sea of quantum from the time of Collapse 3rd…
I don’t think it’s a property, but I think the types in Yu-Gi-Oh are really bizarre.
It’s a discussion about attributes, or rather attribute compatibility, but I never know who the Soul’s bleeding attribute is going to affect each time.
It’s fine if it works on humans and beasts but not on golems, but do the undead have rotten blood flowing through them?
Are the plant types flowing with sap? For those in armor, isn’t it hard to tell from their appearance whether they are living beings or undead?
It feels like the attribute of Yu-Gi-Oh, due to the game and the hippocampus, is mostly on the enemy side.
Symphogear XD
>>19Unique attributes and circular shapes are really hard to remember…
>>19I believe that is one of the reasons for its downfall…
Regarding attribute compatibility, I still remember that it was said in the game that fire → water → earth → wind is a secret.
Fire is strong against water… and that’s how it goes.
>>20It’s like Monster Hunter, right?
Getting mixed up with Pokémon.
The magic attribute that was in something like RPG Maker is confusing.
Metal element of the Five Elements.
Despite being a series that has been going on for such a long time, I still completely don’t understand the dragon element in Monster Hunter.
I haven’t done it, but Last Rebellion.
In the end, I like the punchline that it’s better to hit with physics.
The five elements don’t mean that you can manipulate metal just because it’s metal.
It’s the kind of thing that can handle all concepts symbolized by money.
Well, I don’t actually know any games that use that.
Water → Strengthening → Engraving
Elegant
Cute
Pure
Sexy
Cool
>>27Well, that’s part of the coordinates’ attributes…
Is it a huge, ugly, shark patch shirt even though it has a cool coordinated vibe…?
If there are too many attributes, players won’t be able to keep up if they are functioning properly.
It’ll just become a mere flavor.
I think about three or four would be good.
Blade, Beast, Beauty
Pokemon types
I can’t remember at all…
Supernatural Biological Machines
Late MHF’s status attributes like “Musical” and “Celestial” attributes are multi-attributes.
Sea Dragon Tribe
Aquarium
Fish species
Faith Civilization Spirit
Details of new attributes revealed! Attributes: Maton, Muku, San, Kyou, En, Fun, An, Zetsu, In, You, Ryoku, Chi, Tai, Shin, Waza, Kou. New attributes “Scarlet,” “Emerald,” and “Azure” make their debut! New attributes: Basic attributes Scarlet + Power Technique, Emerald + Skill Body, Azure + Knowledge Heart. New attributes can receive buffs from specific existing attributes. The first installment, the Scarlet attribute, can be combined with “Power” and “Technique,” and furthermore, new attributes possess special effects distinct from other attributes. ©PS ©PSC ©PSG X ©PSAXZ ©PSPXV ©BUSHI CP
Symphogear was really complicated.
>>38From the beginning, the six attributes of the circle are a bit crazy.
No, that’s pretty crazy.
I still can’t understand why Rock and Ground types in Pokémon are separated.
Flame, Ice, Thunder, Wind, Earth, Water, Holy, Darkness
Nuclear thermal quantum ion hadron terranano eternal extinction
Why is it ice instead of water there…
Bullying
I didn’t really get the higher attributes of Monster Girl Quest.
Physics → Hell, Light → Eternity, Wind → Hadron
Attribute of performance
Resonance Attribute
It can be slightly difficult to distinguish between shoumetsu and shounen when they are in the same game.
MBCVA
Feng Shui was complicated, but I’ve remembered it now.
Flame, Ice, Gale, Earthquake
Nuclear heat, shock, gravity, electric shock
Curse Kill, Nerve, Awakening, Demon Exorcism
Demon-slaying, divine revelation, blessing, miracle
Magic Power, Nerve, Spirit!
Which is which!?
Crab attribute
I think it’s quite unusual that Rock and Ground types are separated in Pokémon.
Flame Ice Thunder Light Darkness Copper Sword Copper Arrow Copper Axe Iron Sword Iron Arrow Iron Axe Silver Sword Silver Arrow Silver Axe Mithril Sword Mithril Arrow Mithril Axe Adamant Sword Adamant Arrow Adamant Axe
By the way, physical attacks are the strongest, so I won’t use any of these attributes.
>>55I thought it would be a game where you just level up and hit things physically, and it turned out that way after all.
Isn’t there a lot of metal?
Foolish attribute
Frozen tuna and chikuwa are attached to gag weapons.
It’s interesting that gag characters can have special effects.
Compatibility doesn’t stick in memory.
Dolphin Wave
>>57The characters don’t really perform attacks based on their attributes or anything like that…
Power
Know
Smile
Kinetic, intense heat, condensation
Conduction, diffraction, extinction
I can’t remember it easily.
Wind Fire Water
Thunder Light Darkness
That’s fine, right?
>>59Concentration and diffraction always get mixed up.
>>75A lewd character with a gun condensed.
A lewd character holding a cane is diffracting.
I learned this from it.
>>59You can probably understand it somehow from the text, except for diffraction.
>>59It seems that diffraction is linked to light and time, while condensation is associated with ice and other crystal structures, so it feels natural to include these as science fiction elements.
I have not understood Pokémon for a long time.
I experienced my first setback after becoming an adult and starting to engage with games.
The beauty attribute of Majibake.
Looking back now, it doesn’t seem strange.
When it comes to attributes in games, I’ve mostly encountered elemental ones.
When I first saw slashing and piercing destruction, I didn’t quite get it.
“Altria face”
I understand the lower attack (attack from below).
I don’t understand the middle section (attack from above)…
I understand fire, ice, and thunder, but…
Aren’t wind and earth basically slashing or striking attacks?
People often say that you’ll learn the combos in FF11 just by playing, but I still don’t understand them at all.
I only know that it becomes the route I often use.
Pokémon’s Psychic types still get mixed up.
Even though I learned about fairies,
True Attribute
Good attribute
Beauty attribute
I think Pokémon can be quite a trap.
The wind attribute is ineffective against the lightning attribute.
When it comes to a situation where it’s faster to just hit with this character regardless of their weakness attribute, the game tends to break.
There is a foolish attribute in ruina, and I found it somewhat bothersome that it was quite strong.
The five elements’ mutual restraining can get messy if you have Pokémon type matchups stuck in your head…
>>78The concept of being able to suppress it slipped my mind, so it was difficult to interpret.
FF12 oil
Well, the only time I have trouble with Pokémon is against completely unfamiliar opponents, but after battling once, it will show the type matchups…
Well, for things like 4x weaknesses and 25% resistances, you’ll just have to learn them on your own.
“Would you really split things up that finely even at the point of Dragon Quest’s flames, heat, and explosions?”
>>81I have a memory of seeing Yuji Horii say in a live broadcast or something that both Merah and Gira are fire elements when I was appealing that they have different attributes.
>>85Since ancient times, the resistance to Mera and Gira has been judged separately, so it’s actually Horii who removed the ladder that’s strange…
>>81Isn’t it a bit ridiculous that there are four types of Meragiri Aio Flame (Breath)?
In the past, Gira had a lightning-like quality, and I guess it’s too late to integrate that now.
>>90The only attack was Begirama.
It’s not a glare type or anything like that.
Flame is Gigira and lightning is Begirama.
Well, in the old Dragon Quest, there were only resistances and no weaknesses.
It’s probably not the case now, right?
Is it Digimon?
There was that attribute of filth or poop, right?
>>83Flame, Ice, Water, Nature, Air, Martial Arts, Machines, Waste
In Dragon Quest 3, the elemental weaknesses are incredibly important, so you’ll struggle if you don’t memorize them.
It was really difficult to have to guess and memorize the damage values based on effects that can’t be inferred from appearance and that weren’t recorded.
Thought
Strong against non-elemental but weak against psychic element.
Dawn attribute and moonbow attribute
It’s an important word in the story, after all.
Miracle of the Zone’s shell attribute
It’s important because it’s the Great Sea Monster Story.
If we talk about something strange, it’s the physical attributes.
I can understand the concept of no attribute.
No-attribute resistance makes no sense at all.
Because I’m brain-muscle type, I end up choosing characters with all 1.5 for attack and defense.
Electric shock, poison, acid, cold air, flame, plasma, water flow, flash, darkness, fragments, thunderous sound, confusion, force, slowing, pure magical power, meteor, extreme cold, chaos, hell, degradation, causal confusion, time reversal, gravity.
They’re all attributes found in one game.
Civilization, spirit, faith, void, hard, soul, omnipotent, creation
What is a normal type?
>>95In Pokémon, the Normal type also includes animalistic aspects.
Physical damage and magic damage in LoL
It’s not that the name is strange, but the classification only takes into account the convenience of the game.
The old man’s body slam is insane, dealing magical damage.
Heaven attribute
Time Attribute
Illusion Attribute
I don’t understand the attributes in Dragon Quest at all.
What is a rock type?
I understand that the rock smash is a rock-type move, but why are moves like power-up punch and rain dance also rock-type?
I don’t quite understand the versatility of Atlas.
I don’t really understand why FF’s Gravira deals percentage damage.
The Magna Carta had some strange attribute, but I forgot what it was.
The golden sun had an indescribable elemental affinity of fire⇄water and earth⇄wind.
It’s not just the attributes themselves, but…
I want you to spare me from the inconsistent treatment of those with multiple attributes.
“It will be judged based on the weaker side, so it’s strong.”
“If there was resistance to either one, the damage decreases.”
“Let’s unify it by taking the average.”
>>105If you don’t have both resistances, it might double, you know.
Violence👊
What does the mutual strong attribute between each other make players do?
>>108Kill before you get killed.
>>108The one with higher speed wins.
>>108On the player side, the damage taken only changes by about 5% with the golden sun, but on the enemy side, it can change up to twice as much, making it almost a setting exclusive to enemies.
I think it was easy to understand and good.
>>108I love that in a user vs NPC scenario, the user side has a one-sided advantage ❤️
Mahjong tiles
Nuclear heat
Time Attribute and Space Attribute
Gira is busy being lightning, fire, and light.
>>120In terms of the game, it’s irrelevant what the wizard’s magic attributes or attack methods are.
The composite attribute just needs to reference the favorable attribute.
There was a rock-paper-scissors system of machine → magic → sorcery → machine in Kemco’s i-appli game.
I’m more interested in the position of anger and despair than the new attribute.
>>124Anger has an offensive advantage against all attributes but a defensive disadvantage.
All extremes are advantageous.
Fire, Water, Thunder, Light, and after Darkness, the God attribute.
It’s common to see games that are clearly influenced by the three elemental types of Pokémon: fire, water, and grass.
The sword, spear, and axe of FE are represented by red, blue, and green icons.
It’s actually easy to understand.
>>126Wait a minute, rock-paper-scissors machine…
In Ogre Battle, fire and water, wind and earth, light and darkness had mutual weaknesses.
>>127Was there a breeze in the legend? I found myself pondering a bit.
In legend, wind type is a physical attribute, isn’t it?
>>127It’s a really strange setting in this series where equipping dark armor grants special defense against holy weapons.
Pokémon learn not based on compatibility, but it’s easiest to learn for each individual Pokémon.
Isn’t it Eushully? It’s at a level where I don’t understand the meaning.
It might have been good to combine Fire and Blaze in line with the fact that Hyado→Hyadarco changes the target range to a group.
It feels like a species effectiveness in PSO’s NAMD.
It’s hard to notice that the compatibility of Ghost and Steel types has subtly changed due to the addition of new types in Pokémon.
>>135It’s mostly Metagross’s fault.
Saint and Sacred Law
The origin of Eternia and the time I first thought of it.
Do we really need to categorize things into fire, heat, water, ice, earth, rock, star, light, negative, darkness? Similar attributes keep popping up.
And about half of the subdivided attributes have only one or two corresponding spells.
The separation of red, blue, and green is derived from the three primary colors of light, not from Pokémon…
>>140The intensity of the three primary colors of light…?
>>140The first generation was in black and white, wasn’t it?
Since Pokémon was the basis for type matchups, it was quite a culture shock to see something like how electricity is weak against water in Gauss.
Pokémon seems complex, and in reality, it is complex.
At that time, it seemed like other RPGs had undisclosed affinities set individually for each monster, so it felt more organized.
>>144At the time, there weren’t many games that explained things like “super effective” or “not very effective” when attacking, so in that sense it’s quite considerate.
>>150The first generation had a trap where it was announced that attacks on dual-type Pokémon did normal damage but were actually super effective.
>>144It was mostly a mask parameter.
Fire, Ice, Thunder, Light, Darkness, Copper Axe, Copper Arrow, Copper Sword, Iron Axe, Iron Arrow, Iron Sword, Silver Axe, Silver Arrow, Silver Sword, Mithril Axe, Mithril Arrow, Mithril Sword, Adamant Axe, Adamant Arrow, Adamant Sword
*All attributes*
I bet there are people who would be surprised to use a ghost move on Giratina.
The magic book that the protagonist acquired is something special, and in the introduction of the game, the protagonist’s attribute was death.
But it was a situation where their main enemy had a weakness exploited by fire, which was the main attribute of that enemy, and there was also a crazy guy on the enemy side who used death attributes.
SD Gundam was unique with its power attribute, technique attribute, and magic attribute.
It’s just a rephrasing of rock-paper-scissors that was in Carddass.
I remember that Wild Arms was really hard to understand.
I find it more troublesome when the attribute compatibility correction is not a uniform value rather than having many attributes.
I can’t even imagine the weaknesses of the demons in Megaten or how they look outside of angels and demons…
>>156It’s just a curse-breaking.
I can speculate that it might be a weakness based on appearance-related information.
While including biological elements in a normal way, it also contains bird elements in flight, and there are many birds that are not flying types.
I’ve thought for a long time that doubling damage from weaknesses in Pokémon is a bit too simplistic.
Well, that might be easy to understand in its own way.
If it’s 1.5 times, it would become a game of base stats, huh?
Drill attribute
It is literally assigned to drill-type magic.
The elemental reactions in Genshin Impact were interesting, but is there any other game where attributes have significance?
Old games often had monsters that looked like the same fire type, but some were weak to water while others were weak to earth.
Earthworm’s weakness is Ground: there are some with the ability Ground Color that are immune to Ground.
In the end, the only way is to remember each Pokémon as knowledge…
Civilization → Spirit → Faith → Civilization
Wasn’t the first generation of Pokémon also something you could figure out just by looking at them…?
It’s not listed in the encyclopedia either.
When was it visualized?
>>165“Are you saying to figure it out by appearance or to catch it and learn?”
>>167Isn’t it possible to catch the first generation and not know?
>>165Isn’t it hard to understand the original Ice-type Pokémon other than Articuno?
I remember that Bug-type moves are doubled against Hassam because of its Earthquake, but the Ground-type damage being halved is quite puzzling.
>>166Well, insects often hide in the ground…
The fact that insects are strong against evil is too much like a special effects hero context.
Showa attributes, Heisei attributes, Reiwa attributes
>>169They’re randomly beating each other up like special attack buddies from the Heisei era…
>>176Thanks to the spread of the environmental card Ohmaziou, the power of 40 Heisei Kamen Riders was gathered in every match.
Goro-chan’s Zolda that mows it down.
You can guess from the appearance, but if you use a technique, it should be exceptional, or maybe not quite there?
Even now, you should be able to gauge someone you’ve never seen before just by their appearance.
Once you fight, the compatibility will be displayed.
In the first generation of Pokemon, you can see the type when you catch them!
Wasn’t the compatibility part of Dragon Quest still all masked data?
The “In-Bound Persona” had a lot of unnecessary attributes.
In addition to Hammamdo, there’s also Eihakouha.
The “Eihakouha” deals damage while “Hamamudo” causes instant death, but wasn’t it the same in terms of weaknesses?
Personally, the work I have found least convincing recently is the standard attributes of Soul.
Because there are striking, thrusting, and slashing attacks, what does that mean?
On the contrary, I feel that non-strange attributes like fire and flame attributes are present in almost all games with the concept of attributes.
I can only think of one piece of content that has been so privatized as to make the era name an attribute.
The handling of non-elemental attacks varies by game, doesn’t it?
It might just be a regular attack or an universal attribute that isn’t affected by elemental compatibility.
It’s because of the original, but I think the Starlight Review games are also quite impressive for men.
Gravity
If you throw a rock, that’s already physics.
>>189That’s not correct.
It’s just an element.
In Megaten, individual resistances are set somewhat arbitrarily, and there isn’t much of a rock-paper-scissors dynamic, so it’s easy to increase attributes carelessly.
Pokemon
The World Tree usually has attributes attached to most attacks.
I think it’s quite unique to say to hit someone with no attributes if they have all the resistances.
>>193As the series progresses, it gives the image of being unable to hit while inflicting weaknesses.
If I think too much about this, I’ll end up launching rocks and considering it a 50:50 between soil strikes… so I have to compromise somewhere.
Undead tribe
What the heck is an undead?
The thunder attribute, which is different from the lightning attribute in D&D.
In the original language, it’s Lightning and Thunder, but is that different…?
>>196I didn’t really understand it at first in BG3… I kind of got it if I think of thunder as basically having the attribute of a loud sound.
Breast, butt, vagina attributes
Causal confusion
TS attribute attack
It’s fine to have many attributes, but I hope it’s simply based on whether they are strong or weak, rather than using a rock-paper-scissors system.
I would like to limit the attributes to about six.
>>205It’s fine to have five types of the three attributes of rock-paper-scissors with a light and dark conflict theme.
Attribute-less is unnecessary because it becomes troublesome to balance.
It’s a good game where you can do bad things with composite attributes.
A game that becomes terrible if you get caught by any of the composite attributes is a bad game.
It feels like water and ice, or wind and electricity, are sometimes separate and sometimes grouped together, about half and half.
I wonder which one is actually better.