Game Systems
Elements
Explanation of the elemental system and a list of elemental effects.
7 minute read
Last updated 8/12/2024
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. Elements influence combat via their status ailments and resistance/weakness.
Elemental Charge
Attacking with elements will fill the Elemental Charge gauge underneath an enemy’s health bar. The element that has contributed the most elemental charge at any point will be the active element shown on the gauge. Charge can be accumulated even if the element you are using doesn’t match the active element.
Filling the gauge to level 1 or 2 will apply an Elemental Status Ailment on the target, and level 3 will trigger an Elemental Burst and begin Burst Bonus Time.
Effect | On enemies | On players |
---|---|---|
Lv. 1 | Deals 0.3% of Max HP as damage every 3 seconds | Deals 2% of Max HP as damage every 2 seconds |
Lv. 2 | Deals 0.4% of Max HP as damage every 2 seconds | Deals 3% of Max HP as damage every 2 seconds |
Lv. 3 | Deals 10% of Max HP and knocks down enemy | Deals 20% of Max HP as damage and knocks down player |
Burst Finish | Deals 5%/7%/10%/15%/20% of Max HP as damage |
Named Enemies and Raid Bosses take 75% reduced damage from Fire Lv. 1 and Lv. 2.
When raising the gauge level, the previous status ailment is replaced by the new one. The active element can change at any point up until level 3, however the status ailment can only change after reaching the next level, i.e. Fire Lv. 1 → Earth Lv. 2.
If the gauge is not sufficiently charged within a certain amount of time, it will reset to 0.
Gauge Level | Elemental Charge | Reset Condition |
---|---|---|
None | 0-99 | If no charge is accumulated within 60 seconds (20 seconds on players) |
Lv. 1 | 100-299 | If the next level is not reached within 60 seconds (20 seconds on players) |
Lv. 2 | 300-599 | If the next level is not reached within 60 seconds (20 seconds on players) |
Lv. 3 | 600 |
Elemental Charge Accumulation
Elemental Charge accumulation is influenced by your weapon element, skill element, elemental buffs, and the enemy’s elemental resistance. The weapon stat “Elemental Attack” does not influence elemental charge. Elemental buffs are additive.
Non-elemental skills have an elemental charge of 0, so you can ignore the second formula.
The formula for Elemental Resistance is in the following section.
For Weapon Element Charge, the skill's base damage is used (G1 damage without any G2+ damage increases).
Burst Bonus Time & Burst Finish
Activating an Elemental Burst will trigger Burst Bonus Time for 10 seconds. Players and Battle Imagine will deal increased elemental damage, and Level 2 elemental effects are removed. The damage boost is determined by the element of the attack—not the element of the burst—and prioritizes skill element over weapon element.
Elements | Player Damage | Battle Imagine Damage |
---|---|---|
Fire Thunder Light Dark | +15% | +20% |
Ice Earth | +10% | +15% |
+0% | +10% |
Alongside Burst Bonus Time, the Elemental Charge gauge will turn into a Burst Finish Gauge 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.
Gauge Level | Charge Required | Total Charge Required |
---|---|---|
Level 1 → 2 | 30 | 30 |
Level 2 → 3 | 30 | 60 |
Level 3 → 4 | 40 | 100 |
Level 4 → 5 | 40 | 140 |
After Burst Bonus Time ends, a Burst Finish will occur, dealing damage based on the gauge’s level. Some elements will also apply buffs or debuffs after a Burst Finish.
Elemental Resistance
Players and enemies both have elemental resistance values for each element, influencing damage taken and elemental charge buildup. Negative resistance values indicate that the target is weak to that element.
For simplicity, this graph assumes that weapon and skill element are matching. See formula for weapon and skill factors.
The dashed lines are theoretical and need testing.
Elemental Resistance debuffs lose 80% of their potency against a target’s resistant element (notice in the formula above that the coefficient gets reduced to 1/5—from 0.04 to 0.008—when the enemy is resistant to the element).
For example, on an enemy that is weak to fire, using Spell Caster’s Trinity Shot debuff would increase fire damage from 120% to 140%. On an enemy that is resistant to fire, Trinity Shot would only increase fire damage from 80% to 84%. This means it is very effective to target an enemy’s elemental weakness, and it is exceedingly difficult to overcome their elemental resistance.
Weapon-Skill Interaction
Skill and weapon elements both factor into your damage through Elemental Resistances. Elemental skills will retain their element regardless of your weapon element. Non-elemental skills will take on the element of the weapon. Pretty much every weapon in the game has an element besides the starter weapon.
If the weapon and skill elements match, the weapon’s Elemental Attack stat is added to your attack when calculating damage. Non-elemental skills will always get this bonus because they inherit the weapon element.
If the weapon and skill elements do not match, the Elemental Resistance multiplier for damage is calculated at a (weapon) 3 : 7 (skill) ratio. Elemental Charge is accumulated for both elements.
- Weakness Element
- -5.0
- Resistant Element
- 25.0
- Resistant Element (Elemental enemy)
- 50.0
Weapon/Skill Element | Weapon Weakness Element | Weapon Non-elemental | Weapon Neutral Element | Weapon Resistant Element | Weapon Resistant Element (Elemental enemy) |
---|---|---|---|---|---|
Skill Weakness Element | 120% | 114% | 114% | 108% | 102% |
Skill Non-elemental | 120% | 100% | 100% | 80% | 60% |
Skill Neutral Element | 106% | 100% | 100% | 94% | 88% |
Skill Resistant Element | 92% | 86% | 86% | 80% | - |
Skill Resistant Element (Elemental enemy) | 78% | 72% | 72% | - | 60% |