|
Post by Gaia on Apr 30, 2017 8:01:27 GMT -8
JunkMan.SIT
RP Optional. Post first if you have initiative.
1-101
|
|
|
Post by Kman on May 1, 2017 20:24:36 GMT -8
=========================== Crescendo Turn One =========================== Defense:
=========================== Support:
HP: 1200/1200
Base Damage: 130
=========================== Attack Phase:
Name: Sonar Range: Shot Element: Sonic Description: Used more to simply get his bearings, Crescendo.exe can use his built-in sonar to find his foes far more quickly. Effects: 80% | 105 Damage | Opponents struck by this attack gain 3 Resonance instead of 2 | Applies 4 Resonance if Sonic's 'Hits All' effect is applied to this attack. Optional Charge: 1
Sonic's Hits All added to Pulse
Name: Pulse Range: Combat Element: Sonic Description: A low, droning sound emanates from Crescendo at all times, rattling an opponent without end. Effects: 140% | 185 Damage | Opponents struck by this attack gain 3 Resonance instead of 2. Applies 4 Resonance if Sonic's 'Hits All' effect is applied to this attack. Coolidown: 1
Name: Piercing Note Range: Shot Element: Sonic Description: Even the most stalwart armor cannot protect from raw sound, and if too much, Crescendo.exe can use that against his foe, leaving a sampling of his resonance within the armor itself. Effects: 80% | 105 Damage, Ignores Armor | If target has 50 or more Armor, they gain 3 Resonance instead of 2 Cooldown: 1
===========================
Wrap-Up:
395 Sonic Damage @ JunkMan
HP: 1200/1200 Status: Fine
Cooldowns: Pulse - 1 Hits All - 0
|
|
|
Post by Gaia on May 2, 2017 11:27:11 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=2550/2550]
Junkman has 25 Armor and 48.96% Damage Reduction.
[Sonar] - Taken for [105 80] 40 Damage! -- [Impenetrable, Self-Repairing] - +10 Armor, +24 Regen -- [Impervious] - +150 Hardness-HP -- [Mirror Armor] - Counters for 70 Damage! [Pulse] - Taken for [185 160] 80 Damage! -- [Impenetrable, Self-Repairing] - +10 Armor, +24 Regen -- [Impervious] - +150 Hardness-HP -- [Mirror Armor] - Counters for 70 Damage! [Piercing Note] - Taken for [105] 55 Damage! -- [Impenetrable, Self-Repairing] - +10 Armor, +24 Regen -- [Impervious] - +150 Hardness-HP -- [Mirror Armor] - Counters for 140 Damage!
[Total] - Taken for 175 Damage!
[JunkMan HP=2375/2550] [Impervious HP=0/450]
Support Phase
[JunkMan HP=2375/2550]
[Impenetrable, Self-Repairing] [+30 Armor | +72 Regen] - JunkMan gains +10 Armor and +24 Regen each time he is struck by an attack. --- This skill caps out at +100 Armor and +240 Regen, and can proc up to four times per opponent per turn. -- [Passive]
[Impervious] [+450 Impervious-HP] As one of the oldest defensive-based Navis in existence, when paired with his experience in the confines of space, JunkMan's constitution and fortitude are near unparalleled. - JunkMan possesses Hardness. -- JunkMan's Hardness is a secondary HP-Bar that is counted before his natural HP-Bar, but only if the attack ignores any of JunkMan's Damage Mitigating Effects. --- When Regenerating HP, JunkMan's Natural HP is regenerated first. Hardness is only regenerated after JunkMan's HP is at max. ---- Hardness starts battle at 0 HP. Each time JunkMan is hit, his Hardness HP Pool increases by +150 HP, to a maximum of +1,500 HP. ----- [Passive]
[Regen] - +72 HP!
[JunkMan HP=2447/2550]
Offense Phase 3 AS
1. [Mini-Cubes] Stone | Combat [1/3 Charges]
2. [Call: Parts] Stone | Combat JunkMan uses his electromagnetism to pull in a massive pile of spare parts! - 70 Damage [50%] - Breaks Shields, Cuts Auas, Ignores Armor - If Hits: JunkMan gains +10 Damage next turn. -- 1-CD.
3. [Trash Bomb] Stone | Shot A load of trash explodes with blasts of shrapnel on impact. - 100 Damage [70%] - Undodgeable, Breaks Shields
Summary Phase
450 Damage @ Crescendo
[JunkMan HP=2447/2550] [Impervious HP=0/450]
[Status] - Fine [Stage] - Null [Cooldown] - - [Call: Parts] - [0/1]
|
|
|
Post by Kman on May 3, 2017 8:14:20 GMT -8
=========================== Crescendo Turn Two =========================== Defense: [Crescendo is Strong vs Stone]
Call Parts: Taken for 49.
Trash Bomb: Taken for 70.
=========================== Support:
HP: 1081/1200
Junkman has 9 Resonance. Crescendo's Damage increases by +54
Base Damage: 185
=========================== Attack Phase: 5AS
Sonic's Hits All applied to Sonar
Name: Sonar Range: Shot Element: Sonic Description: Used more to simply get his bearings, Crescendo.exe can use his built-in sonar to find his foes far more quickly. Effects: 80% | 150 Damage | Opponents struck by this attack gain 3 Resonance instead of 2 | Applies 4 Resonance if Sonic's 'Hits All' effect is applied to this attack. Optional Charge: 1
Name: Resonate Range: Shot Element: Sonic Description: A simple, yet effective attack in which Crescendo.exe's body exudes sound, aimed at any in reach. Effects: 90% | 170 damage. Once per battle, the first time Sonic's 'Hits All' effect is applied to this attack, the CD of the Sonic effect is reduced by 1.
Name: Discordance Range: Combat Element: Sonic Description: An echoing, painful pulse of sound that can affect his foes' motor skills. Effects: 90% | 170 Damage | Confuse Cooldown: 1
Name: Seeking Note Range: Combat Element: Sonic Description: Once Crescendo.exe has ahold of his opponent's location, nothing can come between him and his target. Effects: 90% | 170 Damage | If Target has 5+ Resonance, this attack gains 'Cannot be Intercepted' and can only be used once per turn.
Name: Resonate Range: Shot Element: Sonic Description: A simple, yet effective attack in which Crescendo.exe's body exudes sound, aimed at any in reach. Effects: 90% | 170 damage. Once per battle, the first time Sonic's 'Hits All' effect is applied to this attack, the CD of the Sonic effect is reduced by 1.
===========================
Wrap-Up:
830 Sonic Damage @ JunkMan
HP: 1081/1200 Status: Fine
Cooldowns: Pulse - 0 Hits All - 0 Piercing Note - 0 Discordance - 1
|
|
|
Post by Gaia on May 3, 2017 13:58:28 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=2447/2550]
Junkman has 55 Armor and 48.96% Damage Reduction.
[Sonar] - Taken for [150 95] 50 Damage! -- [Impenetrable, Self-Repairing] - +10 Armor, +24 Regen -- [Impervious] - +150 Hardness-HP -- [Mirror Armor] - Counters for 70 Damage!
[Resonate] - Taken for [170 105] 55 Damage! -- [Impenetrable, Self-Repairing] - +10 Armor, +24 Regen -- [Impervious] - +150 Hardness-HP -- [Mirror Armor] - Counters for 70 Damage!
[Discordance] - Avoided with [Natural Barrier]!
[Seeking Note] - Taken for [170 95] 50 Damage! -- [Impenetrable, Self-Repairing] - +10 Armor, +24 Regen -- [Impervious] - +150 Hardness-HP -- [Mirror Armor] - Counters for 70 Damage!
[Resonate] - Taken for [170 85] 45 Damage! -- [Impenetrable, Self-Repairing] - +10 Armor, +24 Regen -- [Impervious] - +150 Hardness-HP -- [Mirror Armor] - Counters for 70 Damage!
[Total] - Taken for 200 Damage!
[JunkMan HP=2247/2550] [Impervious HP=0/1050]
Support Phase
[JunkMan HP=2247/2550] [Impervious HP=0/1050]
[Impenetrable, Self-Repairing] [+70 Armor | +168 Regen] - JunkMan gains +10 Armor and +24 Regen each time he is struck by an attack. --- This skill caps out at +100 Armor and +240 Regen, and can proc up to four times per opponent per turn. -- [Passive]
[Impervious] [+1050 Impervious-HP] As one of the oldest defensive-based Navis in existence, when paired with his experience in the confines of space, JunkMan's constitution and fortitude are near unparalleled. - JunkMan possesses Hardness. -- JunkMan's Hardness is a secondary HP-Bar that is counted before his natural HP-Bar, but only if the attack ignores any of JunkMan's Damage Mitigating Effects. --- When Regenerating HP, JunkMan's Natural HP is regenerated first. Hardness is only regenerated after JunkMan's HP is at max. ---- Hardness starts battle at 0 HP. Each time JunkMan is hit, his Hardness HP Pool increases by +150 HP, to a maximum of +1,500 HP. ----- [Passive]
[Regen] - +168 HP!
[JunkMan HP=2415/2550] [Impervious HP=0/1050]
Offense Phase 3 AS
1. [Mini-Cubes] Stone | Combat [2/3 Charges]
2. [Trash Bomb] Stone | Shot A load of trash explodes with blasts of shrapnel on impact. - 110 Damage [70%] - Undodgeable, Breaks Shields
3. [Trash Bomb] Stone | Shot A load of trash explodes with blasts of shrapnel on impact. - 110 Damage [70%] - Undodgeable, Breaks Shields
Summary Phase
490 Damage @ Crescendo
[JunkMan HP=2415/2550] [Impervious HP=0/1050]
[Status] - Fine [Stage] - Null [Cooldown] - - [Call: Parts] - [1/1]
|
|
|
Post by Kman on May 3, 2017 17:13:11 GMT -8
=========================== Crescendo Turn Three =========================== Defense: [Crescendo is Strong vs Stone]
Last turn's counter damage taken for 280.
This turn's counter damage taken for 280.
Auditory Armor used 1x against the first Trash Bomb.
Name: Auditory Armor Rank: C Description: Surrounding himself with armor made of pure sound, Crescendo.exe is able to reduce the damage he takes from foes...and also cause them to be more easily found. Effects: +60 Armor against 1 Attack | Any attacks that strike Crescendo.exe on a turn Auditory Armor is used generate 1 Resonance for the attacker. Uses: 3/4
Trash Bomb: Taken for 35.
Trash Bomb: Taken for 70.
=========================== Support:
HP: 416/1200
Junkman has 19 Resonance. Crescendo's Damage increases by +60. 5 Resonance removed to add 'Breaks Shields' to all attacks. (14 Resonance remaining)
Base Damage: 190
=========================== Attack Phase: 5AS
Sonic's Hits All applied to Pulse
Name: Pulse Range: Combat Element: Sonic Description: A low, droning sound emanates from Crescendo at all times, rattling an opponent without end. Effects: 140% | 270 Damage, Breaks Shields | Opponents struck by this attack gain 3 Resonance instead of 2. Applies 4 Resonance if Sonic's 'Hits All' effect is applied to this attack. Coolidown: 1
Name: Resonate Range: Shot Element: Sonic Description: A simple, yet effective attack in which Crescendo.exe's body exudes sound, aimed at any in reach. Effects: 90% | 175 damage. Once per battle, the first time Sonic's 'Hits All' effect is applied to this attack, the CD of the Sonic effect is reduced by 1.
Name: Piercing Note Range: Shot Element: Sonic Description: Even the most stalwart armor cannot protect from raw sound, and if too much, Crescendo.exe can use that against his foe, leaving a sampling of his resonance within the armor itself. Effects: 80% | 155 Damage, Ignores Armor | If target has 50 or more Armor, they gain 3 Resonance instead of 2 Cooldown: 1
Name: Seeking Note Range: Combat Element: Sonic Description: Once Crescendo.exe has ahold of his opponent's location, nothing can come between him and his target. Effects: 90% | 175 Damage | If Target has 5+ Resonance, this attack gains 'Cannot be Intercepted' and can only be used once per turn.
Name: Resonate Range: Shot Element: Sonic Description: A simple, yet effective attack in which Crescendo.exe's body exudes sound, aimed at any in reach. Effects: 90% | 175 damage. Once per battle, the first time Sonic's 'Hits All' effect is applied to this attack, the CD of the Sonic effect is reduced by 1.
===========================
Wrap-Up:
950 Sonic Damage @ JunkMan
HP: 416/1200 Status: Fine
Cooldowns: Pulse - 1 Hits All - 0 Piercing Note - 1 Discordance - 0
|
|
|
Post by Gaia on May 3, 2017 17:33:54 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=2415/2550]
Junkman has 95 Armor and 48.96% Damage Reduction.
[Pulse] - Taken for [270 175] 85 Damage! -- [Impenetrable, Self-Repairing] - +10 Armor, +24 Regen -- [Impervious] - +150 Hardness-HP -- [Mirror Armor] - Counters for 70 Damage!
[Resonate] - Taken for [175 70] 35 Damage! -- [Impenetrable, Self-Repairing] - +10 Armor, +24 Regen -- [Impervious] - +150 Hardness-HP -- [Mirror Armor] - Counters for 70 Damage!
[Piercing Note] - Taken for [155] 75 Damage! -- [Impenetrable, Self-Repairing] - +10 Armor, +24 Regen -- [Impervious] - +150 Hardness-HP -- [Mirror Armor] - Counters for 140 Damage!
[Seeking Note] - Taken for [175 50] 25 Damage! -- [Mirror Armor] - Counters for 70 Damage!
[Resonate] - Taken for [175 50] 25 Damage!
[Total] - Taken for 245 Damage!
[JunkMan HP=2170/2550] [Impervious HP=0/1500]
Support Phase
[JunkMan HP=2170/2550] [Impervious HP=0/1050]
[Impenetrable, Self-Repairing] [+100 Armor | +240 Regen] - JunkMan gains +10 Armor and +24 Regen each time he is struck by an attack. --- This skill caps out at +100 Armor and +240 Regen, and can proc up to four times per opponent per turn. -- [Passive]
[Impervious] [+1500 Impervious-HP] As one of the oldest defensive-based Navis in existence, when paired with his experience in the confines of space, JunkMan's constitution and fortitude are near unparalleled. - JunkMan possesses Hardness. -- JunkMan's Hardness is a secondary HP-Bar that is counted before his natural HP-Bar, but only if the attack ignores any of JunkMan's Damage Mitigating Effects. --- When Regenerating HP, JunkMan's Natural HP is regenerated first. Hardness is only regenerated after JunkMan's HP is at max. ---- Hardness starts battle at 0 HP. Each time JunkMan is hit, his Hardness HP Pool increases by +150 HP, to a maximum of +1,500 HP. ----- [Passive]
[Regen] - +240 HP!
[JunkMan HP=2410/2550] [Impervious HP=0/1500]
Offense Phase 3 AS
1. [Mini-Cubes] Stone | Combat [3/3 Charges]
2. [Call: Parts] Stone | Combat JunkMan uses his electromagnetism to pull in a massive pile of spare parts! - 70 Damage [50%] - Breaks Shields, Cuts Auas, Ignores Armor - If Hits: JunkMan gains +10 Damage next turn. -- 1-CD.
3. [Poltergeist] Elec | Shot [1/1 Charges]
Summary Phase
420 Damage @ Crescendo
[JunkMan HP=2410/2550] [Impervious HP=0/1050]
[Status] - Fine [Stage] - Null [Cooldown] - - [Call: Parts] - [0/1]
|
|
|
Post by Kman on May 4, 2017 7:55:13 GMT -8
=========================== Crescendo Turn Four =========================== Defense: [Crescendo is Strong vs Stone]
This turn's counter damage taken for 350.
Sonic Boom used 1x to Dodge Call: Parts
=========================== Support:
HP: 66/1200
Junkman has 26 Resonance. Crescendo's Damage increases by +60. 5 Resonance removed to add 'Breaks Shields' to all attacks. (21 Resonance remaining)
Base Damage: 190
=========================== Attack Phase: 5AS
All attacks have Break Shields (as Crescendo is broken upon Junko's body)
Name: Resonate x5 Range: Shot Element: Sonic Description: A simple, yet effective attack in which Crescendo.exe's body exudes sound, aimed at any in reach. Effects: 90% | 175 damage. Once per battle, the first time Sonic's 'Hits All' effect is applied to this attack, the CD of the Sonic effect is reduced by 1.
===========================
Wrap-Up:
875 Sonic Damage @ JunkMan
HP: 66/1200 Status: Fine
Cooldowns: Pulse - 0 Piercing Note - 0
|
|
|
Post by Gaia on May 4, 2017 10:28:27 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=2410/2550]
Junkman has 125 Armor and 48.96% Damage Reduction.
[Resonate] - Taken for [175 50] 25 Damage! x5 -- [Mirror Armor] - Counters for 280 Damage!
[Total] - Taken for 125 Damage!
[JunkMan HP=2385/2550] [Impervious HP=0/1500]
Support Phase
[JunkMan HP=2385/2550] [Impervious HP=0/1050]
[Impenetrable, Self-Repairing] [+100 Armor | +240 Regen] - JunkMan gains +10 Armor and +24 Regen each time he is struck by an attack. --- This skill caps out at +100 Armor and +240 Regen, and can proc up to four times per opponent per turn. -- [Passive]
[Impervious] [+1500 Impervious-HP] As one of the oldest defensive-based Navis in existence, when paired with his experience in the confines of space, JunkMan's constitution and fortitude are near unparalleled. - JunkMan possesses Hardness. -- JunkMan's Hardness is a secondary HP-Bar that is counted before his natural HP-Bar, but only if the attack ignores any of JunkMan's Damage Mitigating Effects. --- When Regenerating HP, JunkMan's Natural HP is regenerated first. Hardness is only regenerated after JunkMan's HP is at max. ---- Hardness starts battle at 0 HP. Each time JunkMan is hit, his Hardness HP Pool increases by +150 HP, to a maximum of +1,500 HP. ----- [Passive]
[Regen] - +240 HP!
[JunkMan HP=2550/2550] [Impervious HP=75/1500]
Offense Phase 3 AS
[Pass]
Summary Phase
280 Damage @ Crescendo
[JunkMan HP=2550/2550] [Impervious HP=75/1050]
[Status] - Fine [Stage] - Null [Cooldown] - - [Call: Parts] - [1/1]
|
|
|
Post by Kman on May 4, 2017 11:03:07 GMT -8
Crescendo has been broken upon JunkMan's body, and a note made for a CBC attack has been added.
120x/1200z for Junkman 120x/1200z for Crescendo
|
|
|
Post by Gaia on May 4, 2017 11:48:36 GMT -8
JunkMan.SIT
[Special Emulation - Unlocked]
[Poltergeist] Elec | Shot Crescendo can utilize a unique frequency of sound to force objects into motion! - 150 + (10*V) - Undodgeable, Breaks Shields - 2 Hits, Avoided Separately. Damage is divided between both hits. -- Hits an additional time per Object on the field. --- 1-Turn Required Charge
|
|