Template talk:Dmg/Archive01

Damage Template
This is used for weapon alignment/elemental/fore damage enhancements like 'Good', 'Holy', 'Acid', 'Icy Burst' or 'Force' to be used as a Mouse over effect in Weapon descriptions

Where

 * 1= is the type of save. Possible choices are : Acid, Cold (Ice), Fire, Elec (Lightning), Sonic(Thunder), Good, Evil, Law, Chaos, Force, Pos (Positive), Neg (Negative)
 * 2= is the level applied. Possible choices are : 0=Touch, 1=(regular), 2=Blast, 3=Burst

Competence bonus to damage
Perhaps we could add this as well, for stuff like Bold Trinket, Marksmanship, Fatesinger's Tailwind, Guild Airships Hobgoblin buff. --Cru121 (Contributions &bull; Message) 07:55, July 9, 2012 (EDT)
 * I don't understand what you think this template does... It doesn't specify the class of damage (competence, enhancement, psionic, etc...), just the type of damage (fire, ice, acid, electric, pos, neg, etc...), per the (pre-u14, if they changed) item descriptions. -- ShoeMaker (Contributions &bull; ) 10:17, July 9, 2012 (EDT)
 * me not understanding, that's quite possible! :) --Cru121 (Contributions &bull; Message) 13:27, July 9, 2012 (EDT)
 * So, does this template still need Category:Item description templates in need of a complete overhaul? -- ShoeMaker (Contributions &bull; ) 22:39, July 9, 2012 (EDT)

Suggestion Template
This is used for weapon alignment/elemental/fore damage enhancements like 'Good', 'Holy', 'Acid', 'Icy Burst' or 'Force' to be used as a Mouse over effect in Weapon descriptions

Where

 * 1= is the type of damage. Possible choices are : Acid, Cold (Ice), Fire, Elec (Lightning), Sonic(Thunder), Good, Evil, Law, Chaos, Force, Pos (Positive), Neg (Negative), Holy, Unholy, Axiomatic, Anarchaic.
 * 2= is the level applied. Possible choices are : 0=Touch, 1=Minor 2=(regular), 3=Burst, 4=Blast
 * 3= Degree of the level (rare circumstances). Possible choices are : 0=(Regular), 1=Greater/Absolute/(special name), 2=Supreme/(other nonintroduced names)

Example
= (Holy Burst)

= (Supreme Good)

= (Acid Blast)

= (Absolute Chaos)

= (Supreme Icy Burst)

Habreno (Contributions &bull; Message) 03:13, August 12, 2012 (EDT)

UPDATE: Some of the degrees are in effect already with elemental damage, so this template should be updated ASAP.

Thinking about coupling Bleed into this template as well, though it may be better coded as a different template.

= Boreal (2d6 Frost damage)

= Impellent (2d6 Force damage)

= Coruscating (2d6 Light damage)

= Caustic (2d6 Acid damage)

= Voltaic (2d6 Shock damage)

= Shrieking (2d6 Sonic damage)

= Blazing (2d6 Fire damage)

Others exist, but this is what I found in recent play since U15. Further reason to update the template.

Habreno (Contributions &bull; Message) 19:40, August 20, 2012 (EDT)

Several edits made in working towards this change, however I need fresh eyes to review it. Since nobody is on now, I have manually reverted the previous edits I have done, pulling the page at its previous state back to the front, with the edits I have done behind it, so they are still accessable. Please review the changes and provide feedback on either talk page.

Habreno (Contributions &bull; Message) 03:58, August 21, 2012 (EDT)

Changes in Template

 * Minor *element* added as a damage affect. Mainly to include Minor Flaming on Min's Handwraps
 * Holy and Good split appropriately; Greater Good and Holy do the same damage but Greater Good hits more targets and has more requirements. Same with Law and Axiomatic, Chaos and Anarchaic, and Evil and Unholy.
 * Creative license taken to come up with wording for elements that do not exist in game but must be included for completion purposes.
 * Adding a third descriptor which must be filled out to accomodate new damage effects incorporated in-game. Things such as Blazing are now able to be covered in the template.
 * Template:Bleed is entirely useless now, as it has been incorporated into Template:Dmg.
 * Other things I'm sure I forgot to mention, however, were done to enhance the template and provide for expansiveness for future usage. Yes, it's a 10k plus character edit. But it has to be done.

Habreno (Contributions &bull; Message) 00:50, August 22, 2012 (EDT)

Mega template proposal
Habreno's latest modifications gave me an idea about a template that a) includes all damage enchantments and b) for which the value for the second switch will be unique for each damage enchantment. A very user friendly template (more about this below) which will handle over 100 damage enchantments.

These are the types of damage that exist in the game and that can be included in the template:


 * elemental/energy damage
 * acid
 * cold
 * electricity
 * elemental
 * fire
 * force
 * light
 * negative
 * sonic


 * alignment damage
 * antipodal
 * chaotic
 * evil
 * good
 * lawful


 * miscellaneous damage
 * bleed
 * bludgeon
 * corrosive
 * disintegration
 * entropic
 * fracturing
 * maiming
 * piercing
 * poison
 * slicing
 * steam
 * tidal
 * vicious

3 templates can be made (Dmg1, Dmg2 and Dmg3 or whatever) instead of one if the template gets too inflated for having to contain too many dmg types.

Example for light, electricity and sonic dmg enchantments

Assign 20 numbers for each dmg type:
 * 1 - 20 for light
 * 21 - 40 for electricity
 * 41 - 60 for sonic

Some of these numbers will remain unused but it's best to plan ahead and reserve them for when Turbine adds new dmg types.

Make a sortable table containing all dmg enchantments:

The table is sorted alphabetically by default by the 'Damage' column which makes searching, finding and copy/pasting the wanted template extremely easy. Use the first two columns to see which numbers are not used whenever Turbine introduces a new type of damage and you want to add it to the template; otherwise don't pay attention to the first two columns.

I know which items have X or Y dmg enchantment so I can take it upon me to fix in a couple of days the damage done to the item pages if the old template is discarded and we go forward with this type of template. There is one problem though, someone else has to make or at least start working on the template, templates have a tendency to implode whenever I get too close to them. Building the template would be the hardest part but once that part is done maintaining and using it would be a piece of cake.

by Mjoll (Contributions &bull; Message) 07:57, August 22, 2012 (EDT)

Damage Types

 * Fire
 * Fire Touch
 * Minor Flaming
 * Flaming
 * Flaming Burst
 * Flaming Blast
 * Blazing
 * Conflagrating
 * Incineration
 * Magma Surge
 * Firey Detonation
 * Acid
 * Acid Touch
 * Acid
 * Acid Burst
 * Acid Blast
 * Caustic
 * Acid Torrent
 * Electricity
 * Shocking Touch
 * Shocking
 * Shocking Burst
 * Shocking Blast
 * Voltaic
 * Electrifying
 * Lightning Strike
 * Electric Storm
 * Cold
 * Cold Touch
 * Icy
 * Icy Burst
 * Icy Blast
 * Boreal
 * Crushing Wave
 * Freezing Gale
 * Tidal
 * Tidal Burst
 * Elemental Mastery (group wherever, maybe under Force)
 * Sonic
 * Screaming
 * Roaring
 * Thundering
 * Shrieking
 * Caphacony
 * Force/Untyped
 * Force
 * Impellent
 * Disintegration
 * Slicing Winds
 * Corrosive Salt
 * Steam
 * Light
 * Incandescence
 * Brilliance
 * Coruscating
 * Radiance
 * Bleed
 * Slicing
 * Bleed
 * Hemmoraging
 * Phlebotomizing
 * Good
 * Pure Good
 * Good Burst
 * Good Blast
 * Greater Good
 * Supreme Good
 * Holy
 * Holy Burst
 * Righteous
 * Evil
 * Pure Evil
 * Evil Burst
 * Evil Blast
 * Greater Evil
 * Supreme Evil
 * Unholy
 * Unholy Burst
 * Law
 * True Law
 * Absolute Law
 * Axiomatic
 * Axiomatic Burst
 * Chaos
 * True Chaos
 * Absolute Chaos
 * Anarchaic
 * Anarchaic Burst
 * Poison
 * Lesser Poison
 * Poison
 * Poison Burst
 * Virulent Poison

Since I know there are more, edit them into the list.

Habreno (Contributions &bull; Message) 09:10, August 22, 2012 (EDT) Habreno (Contributions &bull; Message) 12:09, August 22, 2012 (EDT)

Yes something like that. But there are enchantments that don't follow a pattern and won't fit into any of your 1d4/1d6/2d6/3d6/blast/burst etc categories. That and the fact that the many level+degree permutations you are using can be confusing. I'm going to give it a go at making a Dmg template, maybe I can improve on the old template. by Mjoll (Contributions &bull; Message) 03:31, August 23, 2012 (EDT)

Elemental area of effect
Two of the elemental on vorpal aoes have reflex save as correctly indicated in the description of the dmg template. However, fire and cold variant are Fort / Will save. The article Elemental area of effect has the correct saves, this template does not. Please someone fix. --Cru121 (Contributions &bull; Message) 09:14, November 18, 2012 (EST)


 * Thanks Yawg! --Cru121 (Contributions &bull; Message) 02:33, November 19, 2012 (EST)