As of right now there are essentially three different categories of damage in Siralim Ultimate. I have created a creature whose three traits (self, fused, and artifact) make them immune to each of these categories making the creature invincible to all but instant death attacks (such as impending doom spell).
Shadow Bulwark: Protects from all Indirect Damage
Ethereal: Protects from all Attack Damage
Wasted Age: Protects from all Spell Damage (so long as health stays above 90%, but not much will reduce you below 90% when you’re immune to everything that does damage!)
I understand this could be a huge modification to the damage calculation formula, and upset the precious balance of siralim as a whole, but I feel there should be a fourth damage category. Debuffs.
Right now Debuffs are in the indirect damage category, prevented completely by my shadow bulwark trait, but personally I feel damage caused by poison, bleed, burn, curse, etc, should be in their own category. As of right now I feel using debuffs for damage is a sluggish way to win a fight, as most really strong strategies revolve around crushing foes before they even get a turn (otherwise grinding realms is painfully slow, imo). Providing Debuffs with their own damage category apart from indirect damage would help make them a more interesting option when considering what to use as a primary source of damage. I feel it would also open some more design space for traits/spells/whatever.