Game Systems
Elements
Explanation of the elemental system and a list of elemental effects.
5 minute read
Last updated 5/26/2023
The Six Elements
Players can use 6 elements in BLUE PROTOCOL: Fire, Ice, Thunder, Earth, Light, and Dark. They can be utilized through elemental skills, elemental weapons, and elemental Battle Imagine.
Elemental Charge
Attacking with elements will fill the Elemental Charge gauge underneath an enemy’s health bar. Filling it past the level 1, 2, or 3 threshold will apply an Elemental Effect on the enemy. The gauge will be depleted over time.
The active element that shows on the gauge is determined by which element has contributed the most charge. The active element can change between levels, though the active debuff will remain until replaced.
It’s currently unknown whether a weapon’s Elemental Power stat influences how fast elemental charge is built, or if its simply for damage against enemies with elemental weaknesses.
Effects
At level 1 and 2, a debuff is applied, with level 2 being a stronger version. Level 3 triggers an Elemental Burst, which deals considerable damage and immobilizes the target.
Fire
On Enemies
Lv. 1 Deals 0.3% of Max HP as damage every 3 seconds
Lv. 2 Deals 0.4% of Max HP as damage every 2 seconds
Lv. 3 Deals 10% of Max HP and knocks down enemy
Burst Finish Deals 5%/7%/10%/15%/20% of Max HP as damage
On Players
Lv. 1 Deals 2% of Max HP as damage every 2 seconds
Lv. 2 Deals 3% of Max HP as damage every 2 seconds
Lv. 3 Deals 20% of Max HP as damage and knocks down player
Ice
On Enemies
Lv. 1 Reduces movement speed by 20%
Lv. 2 Reduces movement speed by 40%
Lv. 3 Freezes enemy
Burst Finish Deals 1%/3%/5%/7%/10% of Max HP as damage
On Players
Lv. 1 Applies Movement Speed Down (small)
Lv. 2 Applies Movement Speed Down (medium)
Lv. 3 Freezes player (can be freed by ally attacks)
Thunder
On Enemies
Lv. 1 Disrupt actions at a 20% chance every 5 seconds
Lv. 2 Disrupt actions at a 40% chance every 5 seconds
Lv. 3 Deals 5% of Max HP as damage and disrupts actions at an 80% chance every 3 seconds
Burst Finish Deals 5%/6%/8%/11%/15% of Max HP as damage, and applies Paralysis (disrupts actions at a 60% chance every 4 seconds for 20 seconds
On Players
Lv. 1 Periodically disrupts actions at a chance
Lv. 2 Periodically disrupts actions at a chance
Lv. 3 Deals 2.5% of Max HP as damage, knocks down player, and applies Paralysis
Earth
On Enemies
Lv. 1 Increases damage received by 10%
Lv. 2 Increases damage recived by 20%
Lv. 3 Petrifies enemy
Burst Finish Deals 1%/3%/5%/7%/10% of Max HP as damage
On Players
Lv. 1 Increase damage taken
Lv. 2 Increase damage taken
Lv. 3 Petrifies player (can be freed by ally attacks)
Light
On Enemies
Lv. 1 Reduces damage dealt by 15%
Lv. 2 Reduces damage dealt by 30%
Lv. 3 Deals 5% of Max HP as damage
Burst Finish Deals 5%/6%/8%/11%/15% of Max HP as damage and grants HP Regen to nearby players (recover 5% of Max HP every 3 seconds for 30 seconds)
On Players
Lv. 1 Reduces damage dealt by 15%
Lv. 2 Reduces damage dealt by 30%
Lv. 3 Deals 2.5% of Max HP as damage, knocks down player, and grants HP Regen to nearby enemies (recover 0.6% of Max HP every 3 seconds for 30 seconds)
Dark
On Enemies
Lv. 1 Attacks have a 10% chance to miss
Lv. 2 Attacks have a 30% chance to miss
Lv. 3 Deals 5% of Max HP as damage
Burst Finish Deals 5%/6%/8%/11%/15% of Max HP as damage and applies HP Leak (when hit, the player regains 5% of damage dealt as HP, minimum 1% of Max HP, for 30 seconds)
On Players
Lv. 1 Attacks have a 10% chance to miss
Lv. 2 Attacks have a 30% chance to miss
Lv. 3 Deals 2.5% of Max HP as damage, knocks down player, and applies HP Leak (when hit, the enemy regains ?% of damage dealt as HP, minimum 1% of Max HP, for 30 seconds)
Burst Bonus Time
Activating an Elemental Burst will trigger Burst Bonus Time for 10 seconds. Players and Battle Imagine will deal increased damage.
Additionally, a Burst Finish Gauge will appear with a level 1 indicator next to it. Attacking with elements will rapidly fill the gauge. Levels are increased by 1 each time the gauge is filled, up to level 5.
Burst Finish
After Burst Bonus Time ends, a Burst Finish will occur, dealing massive damage determined by the level that was reached on the Burst Finish Gauge. Some elements will also apply buffs or debuffs after a Burst Finish.
Elemental Weakness
Attacking with the element that an enemy is weak against will allow you to do increased damage, indicated by an icon next to your damage numbers. The icon has 3 versions, denoting how effective the damage increase is.
![Weakness 1](https://raw.githubusercontent.com/whotookzakum/bpassets/main/UI/DamageUI/UI_DamageUIWeakness1.png)
![Weakness 2](https://raw.githubusercontent.com/whotookzakum/bpassets/main/UI/DamageUI/UI_DamageUIWeakness2.png)
![Weakness 3](https://raw.githubusercontent.com/whotookzakum/bpassets/main/UI/DamageUI/UI_DamageUIWeakness3.png)
It’s currently unknown what the damage multipliers are, or how they can be derived from an enemy’s elemental weakness.
Weapon-Skill interaction
When using both an elemental weapon and an elemental skill, the skill’s element will be prioritized. Most classes have a set of non-elemental skills if they want to use their weapon’s element. However, Spell Caster players may want to consider that all of their tactical skills are elemental—they may be unable to use certain elements.