Monster breeding: Difference between revisions
Very barebones rough draft, will polish more when I have some free time. |
No edit summary |
||
| Line 22: | Line 22: | ||
In the event of two "plus" monsters being bred, only the pedigree's value is added. For example, a [[Dracky]]+10 bred with a [[Lips]]+8 and both monster's level sum is 100, then the egg will have a "plus" value of 15 instead of 23. | In the event of two "plus" monsters being bred, only the pedigree's value is added. For example, a [[Dracky]]+10 bred with a [[Lips]]+8 and both monster's level sum is 100, then the egg will have a "plus" value of 15 instead of 23. | ||
===Resistance reinforcement=== | |||
Careful breeding can improve a monster's innate elemental and status ailment resistances, superseding a breed's vulnerability if the "plus" value is high enough. For example, assume that both the pedigree and partner monsters have total immunity to [[Zap]]. In this case, if the resulting egg's breed is typically fully vulnerable to lightning but it's "plus" value is over +20, then the egg will instead have a weak resistance. If this same hypothetical monster's breed naturally had a weak resistance to Zap to begin with, and the "plus" value was over +40, then the added resistance would be bolstered to a strong resistance. | |||
In short, a monster can be given a weak resistance to all attributes in the game if the player is patient enough and plans ahead before breeding. This system does not allow for turning strong resistance into full blown immunity though, preventing players from creating teams of "artificial" metal slimes. | |||
{{DQM}} | {{DQM}} | ||
{{DQM2}} | {{DQM2}} | ||
[[Category: Game mechanics]] | [[Category: Game mechanics]] | ||
[[Category: Recurring elements]] | [[Category: Recurring elements]] | ||