Weakness Examples
Most weaknesses will be to a single source of damage, or give a debuff to a single stat/ability. These weaknesses are specific and can be easier to counteract, thus you only get a 20% discount.
Such weaknesses include, but are not limited to, the following:
Damage
Fire, Water, Wind, Earth, Holy, Infernal, Slashing, Blunt, and Piercing.
Status
Weak, Brittle, Slow, Dumb, Clumsy, and Blind.
The Damage weaknesses are obvious, but let me explain the Status weaknesses real quick for clarification. These are debuffs on the monster itself. So Weak = Lowers its total Strength by 10%. Brittle is for Endurance, Slow is Agility, and Dumb is Intelligence. Clumsy lowers its accuracy by 10%, and Blind does what it says. It makes the monster blind.
The next type of weaknesses are what I'm calling "General" weaknesses. They encompass multiple weaknesses, but give a higher discount to monster creation, 60%.
They include, but are not limited to:
Magic, Physical, Cripple, and Elemental Vulnerability.
Cripple is a 10% decrease to all of its stats. And, while you might think they sound similar, a Magic weakness and Elemental Vulnerability are not the same thing. There are physical elemental skills, which would not fall under the Magic weakness, but do fall under the Vulnerability weakness.
These are examples of weaknesses. Use these, or make up your own. Just remember which of these discounts you get. Super specific weaknesses only give you a 20%, while a weakness that encompasses an entire group of damage or debuffs give you a 60% discount.
Happy Dungeon Managing!