Sarath
New Recruit
[C01:FF6600]
Posts: 42
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Post by Sarath on May 1, 2010 17:35:27 GMT -8
Let's go!
[dice=100] [rand=85977021137958954732890531514895538662919040799537546216029569524]
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Post by Shast on May 1, 2010 17:40:25 GMT -8
... >_>
[dice=100][rand=0367154120605159842563015645972145481730424470825704870411590555479]
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Sarath
New Recruit
[C01:FF6600]
Posts: 42
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Post by Sarath on May 1, 2010 17:52:51 GMT -8
HP: 1200/1200 Status: Normal
I'll use...
Wood Club Range: Combat Element: Wood 'Turtleman swings his Club at his Foe.' ------ If successful hit, Opponent can't use Combat attacks this turn. 90 DMG, CD: 1 (100-20+10=90)
and then...
Splinter Rifle Range: Shot Element: Sniper 'Turtleman aims and shoots his rifle for great Justice.' ------ Undodgeable, Cuts Auras 80 DMG (100-10-10=80)
Potential Damage total: 170 Cool Down: 1 turn remaining
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Post by Shast on May 1, 2010 18:11:47 GMT -8
Defensive
Iria naturally dodges Wood Club.
Takes the second attack.
Offensive
-Suppression aura- S-attack Light element *A feeling of great weight affects everyone unjust in the area of Iria.* --- 62 damage, undodgeable, cuts auras, auto attacks, if hits opponent has -20 damage this turn (Damage can't be reduced below 10).
-Pyrolash- S-attack Fire element *A ring of flames encircles an enemy and closes in.* --- 104 damage, cuts auras, breaks shields, burns, auto attacks next turn at half damage and increases Arcolo's damage by 20 for that turn. [1 turn cooldown]
-Pursuit of Justice- C-attack Light element *Iria dashes at an opponent and elbows them from behind, if she fails she flips over them while grabbing their arm and attempts to twist it, causing it to break.* --- 154 damage, cuts auras, if avoided auto attacks next turn at full damage plus 20. [2 turn cooldown]
Summary HP: 910/1000 Potential damage: 320 Status: Normal Stage: Normal
Pursuit of Justice cooldown: 1 turn remaining. Pyrolash cooldown: 1 turn remaining.
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Sarath
New Recruit
[C01:FF6600]
Posts: 42
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Post by Sarath on May 1, 2010 18:56:54 GMT -8
Defensive
I'll use my Natural Dodge as a Shield for the first attack due to Defensive Type: "*You may use your Natural Dodge as a Shield instead, at will"
Then, I'll use my Speed Skill to dodge and counter the second attack: Patience is a Virtue Active Skill - Dodge/Counter 'Turtleman waits for the right time to dodge an attack and counter it.' ------ Dodges an attack and counters it for 30 damage 1/3 turns (this will be available again in 3 more turns)
I'll take the 3rd attack and my Passive Defensive Skill happens: Turtle Shell Passive Skill - Shield 'Turtleman uses his shell to block some damage and reflects some of it back.' ------ Reduces damage taken by Turtleman by 10% (rounded down) and counters each successful attack for 15 damage. (+1 from Defensive Type)
Offensive
First, I'll use my Support Skill: Basic First Aid Active Skill - Heal 'Turtleman's hardened war skills pay off. He uses his knowledge of Basic First Aid to heal him.' ------ Heals 50 HP instead of attacking for one of the attack slots. 1/turn, uses 1 attack slot
And then I'll Charge: Shell Cannon Range: Shot Element: Laser 'Turtleman gets on all fours and shows concealed laser cannons in his shell. Fires up-wards and hit's everything.' ------ Hits All (-20) 270 DMG, Charge: 1, CD: 5 (100-20+100x1.5=270)
Sum: HP: 1152/1200 (damage is 98 from 3rd attack due to strength to Light and due to 10% reduction and +50 HP from Support Skill) Status: Normal Counter Damage: 45 DMG Potential Damage: 0 CD: 3 turns left for Speed Skill, 5 turns left for Nat. Dodge Charge: 1 turn left for Shell Cannon
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Post by Shast on May 1, 2010 22:53:10 GMT -8
Defensive
Takes 45 counter damage.
Offensive
-Pyrolash-<auto attack> S-attack Fire element *A ring of flames encircles an enemy and closes in.* ---
104 52 damage, cuts auras, breaks shields, burns, auto attacks next turn at half damage and increases Arcolo's damage by 20 for that turn. [1 turn cooldown]
-Arcolo- S-attack Light element *Iria swings her arm and an arc of light bursts forth from it.* ---
72 92 damage, undodgeable, half attack slot. <USED FOUR TIMES!>
-Suppression aura- S-attack Light element *A feeling of great weight affects everyone unjust in the area of Iria.* --- 62 damage, undodgeable, cuts auras, auto attacks, if hits opponent has -20 damage this turn (Damage can't be reduced below 10).
Summary HP:865/1,000 Potential damage: 482 Status: Normal Stage: Normal
Pursuit of Justice cooldown: 1 turn remaining.
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Sarath
New Recruit
[C01:FF6600]
Posts: 42
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Post by Sarath on May 2, 2010 11:55:28 GMT -8
Defensive
for the Pyrolash, I'll take it, and the Passive Shield happens: Turtle Shell Passive Skill - Shield 'Turtleman uses his shell to block some damage and reflects some of it back.' ------ Reduces damage taken by Turtleman by 10% (rounded down) and counters each successful attack for 15 damage. (+1 from Defensive Type)
Damage: 52x1.3 (due to Weakness to Fire) = 68x0.9 (due to Shield) = 62 DMG
I'm taking all 4 Arcolos, and then: Turtle Shell Passive Skill - Shield 'Turtleman uses his shell to block some damage and reflects some of it back.' ------ Reduces damage taken by Turtleman by 10% (rounded down) and counters each successful attack for 15 damage. (+1 from Defensive Type)
Damage: 92x4=368 x0.7 (due to Strength to Light) = 258 x0.9 (due to Shield) = 233 or 236 (however way you do it (rounding up all the time)) so 236 DMG
I have to also take the Suppression Aura: Turtle Shell Passive Skill - Shield 'Turtleman uses his shell to block some damage and reflects some of it back.' ------ Reduces damage taken by Turtleman by 10% (rounded down) and counters each successful attack for 15 damage. (+1 from Defensive Type)
62 x0.7 (due to Strength to Light) = 44 x0.9 (due to Shield) = 40 DMG
Total Damage: 338 DMG (62+236+40=338)
Offensive
Shell Cannon is fully Charged. So my first attack: Shell Cannon Range: Shot Element: Laser 'Turtleman gets on all fours and shows concealed laser cannons in his shell. Fires up-wards and hit's everything.' ------ Hits All (-20) 270 DMG, Charge: 1, CD: 5 (100-20+100x1.5=270)
I'm adding "Cannot be Countered", "Unomnidodgeable", and +30 damage due to Laser and Sniper Element Effects and Modifiers
('Laser: May add "Cannot be Countered" to an attack 1/5 turns', 'Sniper: May add "Unomnidodgable" to 1 attack/battle', and 'Sniper: May add +30 damage (final total) to 1 attack/turn')
Damage: 270-20 (due to Suppression Aura) = 250-50 (due to Burn) = 200+30 (due to Sniper Bonus) = 230
For my second attack slot: Basic First Aid Active Skill - Heal 'Turtleman's hardened war skills pay off. He uses his knowledge of Basic First Aid to heal him.' ------ Heals 50 HP instead of attacking for one of the attack slots. 1/turn, uses 1 attack slot
Sum: HP: 814/1200 (- 338 due to attacks - 50 due to Burn + 50 due to Support Skill) Status: BURN Counter Damage: 90 Potential Damage: 230 CD: 2 turns left for Speed Skill, 4 turns left for Nat. Dodge, 5 turns left for Shell Cannon, and 5 turns for "Cannot Be Countered"
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Post by Shast on May 2, 2010 21:19:28 GMT -8
Defensive
-Divinity Barrier- Activated Support skill *Iria creatures a near transparent barrier around her that glistens while it restores her health and shrugs off attacks.* --- Creates a 60hp barrier that restores 60 health to Iria when broken, and if it would increase her hit points past max, increases her damage by the leftover health for 2 turns. x2 uses. x1 use remaining.
*absorbs Shell cannon* Bubble pops, Iria heals for 60.
Offensive
-Suppression aura- S-attack Light element *A feeling of great weight affects everyone unjust in the area of Iria.* --- 62 damage, undodgeable, cuts auras, auto attacks, if hits opponent has -20 damage this turn (Damage can't be reduced below 10).
-Ground Cracker- C-attack Fire element *Iria vanishes and appears on top of an enemy and stomps them into the ground with a gushing phantasm of fire.* --- 100 damage, unavoidable. [1 turn cooldown]
-Magma Fist- C-attack Fire element *Iria coats her hand in molten magma and strikes in a hammer arm like motion.* --- 134 damage, breaks shields, ignores armor. [1 turn cooldown]
Summary HP:805/1,000 Potential damage: 296 Status: Normal Stage: Normal
Pursuit of Justice cooldown: Ready! Magma Fist cooldown: 1 turn remaining. Ground Cracker cooldown: 1 turn remaining.
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Sarath
New Recruit
[C01:FF6600]
Posts: 42
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Post by Sarath on May 4, 2010 16:38:39 GMT -8
Defensive
I take all the attacks making the Passive Shield happen twice (the third time doesn't happen due to the Breaks Shields aimer effect).
Turtle Shell Passive Skill - Shield 'Turtleman uses his shell to block some damage and reflects some of it back.' ------ Reduces damage taken by Turtleman by 10% (rounded down) and counters each successful attack for 15 damage. (+1 from Defensive Type)
I'm taking a total of 332 DMG (40 from Suppression Aura (10% reduction AND Strength to Light, in reverse order), 117 from Ground Cracker (Weakness to Fire AND 10% reduction, in that order), and 175 from Magma Fist (Weakness to Fire and Turtle Shell was broken))
Offensive
My First Attack Slot...
Splinter Rifle Range: Shot Element: Sniper 'Turtleman aims and shoots his rifle for great Justice.' ------ Undodgeable (-10), Cuts Auras (-10) 80 DMG -20 DMG due to Suppression Aura (100-10-10=80)
My Second Attack Slot...
Basic First Aid Active Skill - Heal 'Turtleman's hardened war skills pay off. He uses his knowledge of Basic First Aid to heal him.' ------ Heals 50 HP instead of attacking for one of the attack slots. 1/turn, uses 1 attack slot
Sum: HP: 482/1200 (-332 DMG from attacks, -50 from Burn, and +50 HP from Support Skill) Status: BURN (1 turn left) Counter Damage: 30 Potential Damage: 60 CD: 1 turn left for Speed Skill, 3 turns left for Nat. Dodge, 4 turns left for Shell Cannon, and 4 turns for "CBC"
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Post by Shast on May 4, 2010 20:38:41 GMT -8
Defensive
I'll bite the bullet on it. 104 damage.
Offensive
-Suppression aura- S-attack Light element *A feeling of great weight affects everyone unjust in the area of Iria.* --- 62 damage, undodgeable, cuts auras, auto attacks, if hits opponent has -20 damage this turn (Damage can't be reduced below 10).
-Pyrolash- S-attack Fire element *A ring of flames encircles an enemy and closes in.* --- 104 damage, cuts auras, breaks shields, burns, auto attacks next turn at half damage and increases Arcolo's damage by 20 for that turn. [1 turn cooldown]
-Justice Unrestrained- C-attack Light element *Iria cracks her knuckles, pops a short smirk, adjusts her hat and then instantly vanishes. She appears behind and crouched an unlucky fellow; her hands blazing with light as he leaps from her crouched position like a panther, uppercutting the poor criminal into the air. She follows this up vanishing again and appearing them with her hands blazing with an even fiercer light as she slams them both fists back to the ground and follows them down slamming them once more upon landing, cracking the ground behind them.* --- 105x3 damage, unomnidodgeable, cut uncuttable auras, must be blocked/dodged separately, for each hit made with this attack the opponents armor and damage is reduced by 10 (Damage can't be reduced below 10) this effect lasts 2 turns. [5 turn cooldown] [x2 uses] x1 use remaining
Summary HP:671/1,000 Potential damage: 481 Status: Normal Stage: Normal
Magma Fist cooldown: Ready! Ground Cracker cooldown: Ready! Pyrolash cooldown: 1 turn remaining. Justice unrestrained cooldown: 5 turns remaining.
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Sarath
New Recruit
[C01:FF6600]
Posts: 42
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Post by Sarath on May 6, 2010 18:31:06 GMT -8
TurtleMan forfeits at 482/1200 HP and receives 20/200 EXP/Zenny.
Good fight.
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