Board Thread:Off Topic/@comment-24993958-20161230201819/@comment-26397825-20170106020203

Having a bit of trouble with a semblance. Just the dust part, actually. I know what I vaguely want it to do, but so far I've gotten two suggestions to go along with my original idea, and I wanted to know what everyone else thought.


 * Name: Feint Attack
 * Type: Conversion
 * Purpose: Utility
 * Short description: User changes the type of damage their attacks do
 * Activation Cue:
 * Range: Short
 * General limitations: Conversion takes a second to set up, cannot be changed on the fly or mid-strike. Cannot invert the elements of combination dust types such as ice and steam. Can only change attacks made by the user.
 * Active ability: Tier One: User can change the type of damage their melee attack will do, such as hitting something with a blade edge and doing blunt force trauma instead of cutting, or hitting someone with a hammer and doing piercing damage instead of blunt.
 * Active ability: Tier Two: User can change the type of damage their ranged attack will do, such as arrows dealing blunt force trauma and bullets dealing cutting damage.

Now, the dust interactions: Personally I'm leaning towards the third one because it seems to be the most quantifiable and easiest to explain.
 * First: Directly inverts the dust to have an effect of the direct opposite type; fire is cold, ice is hot, water feels like sand blasts, steam is cold and misty, earth is sharp, gravity makes things lighter. Looking for Lightning, Wind and Barrier effects.
 * Second: Inverts the way the element feels when created; earth is soft and bouncy, fire is tangible and manipulable.
 * Third: Changes the element created; fire dust creates water, earth dust creates wind, gravity dust creates barriers, and vice versa for each. This option also has an idea that they can only change the basic elements, so steam and ice can't be switched because they're made of two elements together (fire and water and water and air respectively).