There are eight types of elements. Each has its own way of causing damage. The swords can have different effects though, as explained below.
Types of ElementsEdit
Enemies may be immune to certain elements. This is shown in the enemy's info, which can be viewed before battle. All symbols on the right side of the preview are elements they will not receive extra damage from. Equipment bonuses will be nullified and rings will have a limited effect on them (one-tenth of normal damage). It is recommended you do not use elements that enemies are immune to when battling. All enemies can have immunities, while some Deathless Kings always have certain immunities in IB1. In IB2, most bosses develop spectrum defense. However, Ryth, Saydhi, and Gargap are exceptions.
Immunities to elements can result in greater damage when the attacker's element is contradictory to the one that the defender is immune to. These attacks cause 10% more damage and are more effective. Most elements can have an opposite element that will result in a super effective.
For example, if an enemy is immune to Light, but not Dark, Dark attacks will cause 10% more damage. This works the same for Fire/Ice, Shock/Poison, and Water/Wind.
How to calculate gradual damageEdit
- This section pertains to Infinity Blade II.
Light, Poison, Shock, and Water attacks cause damage over time rather than adding to the power of the attacker's weapon. This is how it works.
Gradual elemental damage is applied once every 1\3 of a second (known as a cycle), ten times. The damage applied is 1/10 of the elemental damage stated in the weapon's stats or in an equipped square gem. This means that the stated damage is normally applied over a duration of about 3.3 seconds.
If an additional attack is made before the duration is finished, the counter resets and additional damage is added to to the original amount. One point is deducted from this amount for every cycle that had already elapsed.
As combos cause double damage, they add twice the normal amount of elemental damage to the damage total. Super combos count as two cycles and add three times the normal amount of elemental damage to the damage total.