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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

Earth Lv. 1 and Lv. 2 are part of the buff/debuff category in the damage formula.
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.

If elemental skill: Scale=0.3If non-elemental skill: Scale=1Weapon Element Charge=(7×Skill Base Damage×Scale)×Weapon Element Resistance×Weapon Element BuffsSkill Element Charge=Skill Elemental Charge×Skill Element Resistance×Skill Element Buffs \text{If elemental skill: } Scale = 0.3\\ \text{If non-elemental skill: } Scale = 1 \\ \text{} \\ \text{Weapon Element Charge} = (7 \times \text{Skill Base Damage} \times Scale) \times \text{Weapon Element Resistance} \times \text{Weapon Element Buffs} \\ \text{Skill Element Charge} = \text{Skill Elemental Charge} \times \text{Skill Element Resistance} \times \text{Skill Element Buffs}

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%
No element +0% +10%
Burst Bonus Time is part of the buff/debuff category in the damage formula.

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.

Demonstration of the Elemental Burst and Burst Bonus Time mechanics. The Burst Finish Gauge starts to flash white as Burst Bonus Time comes to an end.

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.

Display
Modify Resistance
0
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%
Neutral Element refers to elements that the target neither has weakness nor resistance to.