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Post by Gaia on Apr 23, 2017 9:49:05 GMT -8
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Post by Kman on Apr 23, 2017 19:42:47 GMT -8
================= JewelMan Turn One - Initiative Edition =================
Defense Phase:
N/A
=================
Support Phase:
HP: 1600/1600 Status: Fine
=================
Attack Phase:
4 AS.
Name: Ruby Punch! Range: Combat Element: Fire Description: Utilizing the power of rubies, Jewelman emulates the effects of fire with a gallant fist! Effects: 80% | 115 Damage, Cannot be Naturally Avoided, If Hits: opponent is treated as fire Element for a turn, gaining a weakness to Aqua, and takes damage when Ocean panels are active. Cooldown: 1
Name: Sapphire Blaster! Range: Shot Element: Aqua Description: Emulating the Aqua-like properties of sapphires, Jewelman bursts his watery attacks over his foes! Effects: 80% | 115 Damage, Undodgeable, If Hits: Struck enemy has a weakness to Elec for 1 turn. Cooldown: 1
Name: Emerald Staff! Range: Combat Element: Wood Description: Yet another jewel-based attack, Jewelman lets out the properties of his Emerald Staff, striking a foe! Effects: 80% | 115 Damage, Cuts Auras, If hits: Jewelman restores 50 HP Cooldown: 1
Name: Topaz Arc! Range: Shot Element: Elec Description: The final set of Jewelman's jewel offense, emulating the electric properties of the topaz. Effects: 80% | 115 Damage, Hits 1 additional Target, Can be optionally charged for 1 turn for an increase of 50% damage.
===============
Wrap-up:
115 Fire Damage 115 Aqua Damage 115 Wood Damage 115 Elec Damage
HP: 1600/1600 Status: Fine
Cooldowns: Ruby Punch - 1 Sapphire Blaster - 1 Emerald Staff - 1
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Post by Gaia on Apr 25, 2017 14:34:46 GMT -8
Vanguard.EXE
Defensive Phase
[Vanguard HP=3100/3100]
[Ruby Punch] - Taken for [115] 80 Damage! [Sapphire Blaster] - Taken for [115] 150 Damage! [Emerald Staff] - Taken for [115] 150 Damage! [Topaz Arc] - Taken for 115 Damage!
[Total] - Taken for 495 Damage!
[Vanguard HP=2605/3100]
Support Phase
[Vanguard HP=2605/3100]
[Vigilant Offense] - +2 Constant Charge - Vanguard naturally possesses 1 Attack Slot, referred to as his Natural Attack Slot. - Vanguard's Passive Attack Slots, such as those gained from Version Up, Programs or Skills, are instead converted into stacks of Constant Charge for his Natural Attack Slot. - Attack Slots gained from Active Effects are entirely unaffected, and operate as normal. -- Constant Charge applies a constant multiplier to an Attack's Damage, based on the Optional Charge Multiplier, without requiring actual turns of Charge. -- Turns spent to Optionally Charge an attack stack with Constant Charge when determining final Damage multiplier. --- Any Attack Slot reducing effect afflicting Vanguard instead removes a single stack of Constant Charge per Attack Slot it would have removed. ---- [Passive]
[Tactical Acumen] - (0/3 Uses) - Adds [Burn] and an Omni-Aimer of choice to one attack on use. - This skill starts with no uses. Each time Vanguard's Natural Attack Slot misses, this skill gains +1 Use, to a maximum of +3 Uses.
[Crimson Flame of the Shadow Knight] A powerful pendant that drastically increases the user's defensive powers.... ° User has +2000 Max HP ° Glitch: user deals -50 Damage with all attacks ° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle
Offensive Phase 1 AS | 2 Constant Charge
1. [Dark Cannon] Normal/Dark | S-Damage [180 450] 1,350 Damage ° Dodge ° If no other attack was used this turn, this chip deals x3 Damage ° Glitch: Locks all C-Attacks
Summary Phase
1,350 Damage @ Jewelman
[Vanguard HP=2605/3100] [Status] - Fine [Stage] - Null [CoolDown] - -
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Post by Kman on Apr 25, 2017 14:38:22 GMT -8
================= JewelMan Turn Two =================
Defense Phase:
Naturally Block Dark Cannon
=================
Support Phase:
HP: 1600/1600 Status: Fine
=================
Attack Phase:
3 AS.
Name: Diamond Burst! Range: Shot Element: Light Description: Generating power in his geode-like chest, Jewelman.exe fires a beam of light at a foe! Effects: 80% | 115 Damage, Breaks Shields, Ignores Armor. CD: 1
Name: Topaz Arc! x2 Range: Shot Element: Elec Description: The final set of Jewelman's jewel offense, emulating the electric properties of the topaz. Effects: 80% | 115 Damage, Hits 1 additional Target, Can be optionally charged for 1 turn for an increase of 50% damage.
===============
Wrap-up:
115 Light Damage 230 Elec Damage
HP: 1600/1600 Status: Fine
Cooldowns: Ruby Punch - 0 Sapphire Blaster - 0 Emerald Staff - 0 Diamond Burst - 1 Natural Shield
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Post by Gaia on Apr 25, 2017 15:04:04 GMT -8
Vanguard.EXE
Defensive Phase
[Vanguard HP=2605/3100]
[Diamond Burst] - [Darklight Jaunt] [Topaz Arc] - [Darklight Jaunt] [Topaz Arc] - [Darklight Parry]
[Total] - Taken for 0 Damage!
[Darklight Parry] [2/2 Uses] Utilizing his hand as a shield and weapon, Vanguard gains a burst of power that grants him the strength to deflect blows, and then to strike back. - Vanguard Blocks 1 Attack per use. -- If successful, Vanguard gains +1 AS for one turn. --- [Used x1]
1. [Darklight Jaunt] [2/2 Uses] Vanguard breaks down into a form of darklight plasma for enhanced speed to dodge attacks, and strike back. - Vanguard Dodges 1 Attack per use. -- If successful, Vanguard gains +1 AS for one turn. --- [Used x2]
[Vanguard HP=2605/3100]
Support Phase
[Vanguard HP=2605/3100]
[Vigilant Offense] - +2 Constant Charge - Vanguard naturally possesses 1 Attack Slot, referred to as his Natural Attack Slot. - Vanguard's Passive Attack Slots, such as those gained from Version Up, Programs or Skills, are instead converted into stacks of Constant Charge for his Natural Attack Slot. - Attack Slots gained from Active Effects are entirely unaffected, and operate as normal. -- Constant Charge applies a constant multiplier to an Attack's Damage, based on the Optional Charge Multiplier, without requiring actual turns of Charge. -- Turns spent to Optionally Charge an attack stack with Constant Charge when determining final Damage multiplier. --- Any Attack Slot reducing effect afflicting Vanguard instead removes a single stack of Constant Charge per Attack Slot it would have removed. ---- [Passive]
[Tactical Acumen] - [1/3 Uses] - Adds [Burn] and an Omni-Aimer of choice to one attack on use. - This skill starts with no uses. Each time Vanguard's Natural Attack Slot misses, this skill gains +1 Use, to a maximum of +3 Uses. - [Used x1]
[Crimson Flame of the Shadow Knight] A powerful pendant that drastically increases the user's defensive powers.... ° User has +2000 Max HP ° Glitch: user deals -50 Damage with all attacks ° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle
Offensive Phase 1 NAS | 2 Constant Charge | 3 AS
1. Dark Circle [180] 450 Cursor/Dark S-Damage ° Cuts Auras, Fully Undodgeable ° Deals up to 7 hits at full damage ° Hits can divided among multiple targets with no more than 2 hits per target ° Glitch: User takes damage equal to 2% of their Max HP per hit of this attack
2. Dark Meteors 90 Fire/Dark S-Damage * 2 Hits ° Undodgeable, Cuts Uncuttable Auras ° Burn ° This Chip's Damage is halved, but applied to all hits ° Avoid Separately ° Can be charged for up to 2 Turns to gain +1 Hit per turn charged ° Auto Attacks for 2 Turns after use with full damage and effects ° Glitch: User has -1 Attack Slot while Dark Meteors Auto Strikes
3. [Zealot's Fuel] Fire | Combat [1/1 Charges]
4. [Void Fire] Fire | Combat Dark impurities are flushed out by unforgiving, unholy flames. - 90 Damage - Unavoidable -- Hits All --- 1-CD
Summary Phase
1,170 Damage @ Jewelman
[Vanguard HP=2605/3100] [Status] - Fine [Stage] - Null [CoolDown] - -
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Post by Kman on Apr 25, 2017 16:05:43 GMT -8
================= JewelMan Turn Three =================
Defense Phase:
Dark Circle taken for 900
Meteors Taken for 360
=================
Support Phase:
Burn Damage: 50
HP: 310/1600 Status: Burned
=================
Attack Phase:
3 AS.
Name: Ruby Punch! Range: Combat Element: Fire Description: Utilizing the power of rubies, Jewelman emulates the effects of fire with a gallant fist! Effects: 80% | 65 Damage, Cannot be Naturally Avoided, If Hits: opponent is treated as fire Element for a turn, gaining a weakness to Aqua, and takes damage when Ocean panels are active. Cooldown: 1
Name: Sapphire Blaster! Range: Shot Element: Aqua Description: Emulating the Aqua-like properties of sapphires, Jewelman bursts his watery attacks over his foes! Effects: 80% | 65 Damage, Undodgeable, If Hits: Struck enemy has a weakness to Elec for 1 turn. Cooldown: 1
Name: Topaz Arc! Range: Shot Element: Elec Description: The final set of Jewelman's jewel offense, emulating the electric properties of the topaz. Effects: 80% | 65 Damage, Hits 1 additional Target, Can be optionally charged for 1 turn for an increase of 50% damage.
===============
Wrap-up:
65 Fire Damage 65 Aqua 65 Elec Damage
HP: 310/1600 Status: Burned
Cooldowns: Ruby Punch - 1 Sapphire Blaster - 1 Diamond Burst - 0 Natural Shield - 3
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Post by Gaia on Apr 26, 2017 16:38:48 GMT -8
Vanguard.EXE
Defensive Phase
[Vanguard HP=2605/3100]
[Ruby Punch] - Taken for [115] 80 Damage! [Sapphire Blaster] - [Darklight Parry] [Topaz Arc - [Natural Barrier]
[Total] - Taken for 80 Damage!
[Darklight Parry] [1/2 Uses] Utilizing his hand as a shield and weapon, Vanguard gains a burst of power that grants him the strength to deflect blows, and then to strike back. - Vanguard Blocks 1 Attack per use. -- If successful, Vanguard gains +1 AS for one turn. --- [Used x1]
[Vanguard HP=2525/3100]
Support Phase
[Vanguard HP=2525/3100]
[Vigilant Offense] - +2 Constant Charge - Vanguard naturally possesses 1 Attack Slot, referred to as his Natural Attack Slot. - Vanguard's Passive Attack Slots, such as those gained from Version Up, Programs or Skills, are instead converted into stacks of Constant Charge for his Natural Attack Slot. - Attack Slots gained from Active Effects are entirely unaffected, and operate as normal. -- Constant Charge applies a constant multiplier to an Attack's Damage, based on the Optional Charge Multiplier, without requiring actual turns of Charge. -- Turns spent to Optionally Charge an attack stack with Constant Charge when determining final Damage multiplier. --- Any Attack Slot reducing effect afflicting Vanguard instead removes a single stack of Constant Charge per Attack Slot it would have removed. ---- [Passive]
[Tactical Acumen] - [0/3 Uses] - Adds [Burn] and an Omni-Aimer of choice to one attack on use. - This skill starts with no uses. Each time Vanguard's Natural Attack Slot misses, this skill gains +1 Use, to a maximum of +3 Uses.
[Crimson Flame of the Shadow Knight] A powerful pendant that drastically increases the user's defensive powers.... ° User has +2000 Max HP ° Glitch: user deals -50 Damage with all attacks ° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle
Dark Stage Dark Element ° All Navis can use one Dark Chip per turn without spending an Attack Slot or a Chip Use (The Dark Chip will still be consumed) ° Dark Souls cannot be pierced while Dark Stage is active ° Dark Stage cannot be Locked in any way/shape/form ° Lasts 3 turns. ° Glitch: When the user activates other Dark Chips, their Glitches are twice as potent. If the user is immune to Dark Chip glitches, those glitches will pierce their immunity instead of being doubled
Offensive Phase 1 NAS | 2 Constant Charge | 1 AS | 1 Free DC
Dark Meteors 90 Fire/Dark S-Damage * 2 Hits ° Undodgeable, Cuts Uncuttable Auras ° Burn ° This Chip's Damage is halved, but applied to all hits ° Avoid Separately ° Can be charged for up to 2 Turns to gain +1 Hit per turn charged ° Auto Attacks for 2 Turns after use with full damage and effects ° Glitch: User has -1 Attack Slot while Dark Meteors Auto Strikes
1. [Zealot's Fuel] Fire | Combat Vanguard stokes his lethal flames to empower his strikes. - Vanguard's next attack gains [+175] +440 Damage. -- 1-Required Charge
2. [Barrage] Fire | Shot The warrior rapid-fires darklight fireballs from his palm. - [140] 580 Damage [80%] -- Cannot be Naturally Avoided -- Undodgeable, Cuts Auras
Dark Scythe 150 + (15 * Version) Blade/Dark C-Damage ° Cuts Auras ° Deals no damage, but Executes victim if they are below 20% of their Maximum HP ° Execute: If target is hit by this attack while below the specified HP Threshold, they are instantly defeated regardless of any Damage Mitigation, Survival, or Revival Effects (cannot be augmented) ° Only one Dark Scythe can be used per turn ° Glitch: User has +1 CD add to all of their Attacks
Summary Phase
670 Damage @ Jewelman
[Vanguard HP=2525/3100] [Status] - Fine [Stage] - Dark [1/3] [CoolDown] - - [Natural Barrier] - [0/5]
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Post by Kman on Apr 26, 2017 20:34:36 GMT -8
================= JewelMan Turn Four =================
Defense Phase:
Meteors Taken for 180
Barrage: Taken for 580 (y2k CANNOT BE NATURALLY AVOIDED HOW RUDE)
JewelMan is deleted. Blargh. x_x and all that.
==================================
JewelMan: 40/400
Vanguard: 60/600
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