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Post by Gaia on May 6, 2017 7:16:54 GMT -8
Vanguard.EXE
Vanguard has Initiative. Just in case you do, too:
1-101
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Post by Tiefy on May 9, 2017 18:48:30 GMT -8
Booting Simple Battle Interface v0.06a
Battle Start
Program: Initiative Sigma active! -20% Damage from all attacks on first Defense Phase!
1-101
Elemental Property (Ice Lv2) active! Enemy loses -1 AS on their first turn!
[Thrash HP = 1000/1000] Armor: 35
_____Handy Attack Reference Sheet_____ Thrash's Base Damage: 205
° Shatter Shredder: 120 (Toxic) (S-Range) --> Unavoidable ---> 1-Turn Cooldown
° Crystal Cleavers: 180 (Ice) (C-Range) --> Breaks Shields, Cuts Auras
° Crystalysis: 113 (Ice) (Dual Range) --> Hits All, Ignores Armor; --> Undodgeable, Cuts Auras --> Inflicts Poison, Freeze, Berserk ---> 1-Turn Charge, 5-Turn Cooldown
° Blightspire: 180 (Toxic) + 18 per Poison Stack active on all combatants -->Inflicts Poison -->Cannot be Naturally Avoided --->1-Turn Charge, 2-Turn Cooldown
° Hydra Prominence: 113 (Toxic) (S-Range) --> Undodgeable, Breaks Shields --> Recurring Auto Attack at 50% damage (56) and full effects for 2 turns after initial activation --> If Hits: Victim has -100 Armor for 3 Turns --> Inflicts Poison ---> 2-Turn Charge, 3-Turn Cooldown, 2 Uses Per Battle _____________________________________
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Post by Gaia on May 9, 2017 18:59:10 GMT -8
Vanguard.EXE
Defensive Phase
[Vanguard HP=2700/2700]
[N/A]
[Vanguard HP=2700/2700]
Support Phase
[Vanguard HP=2700/2700]
[Vigilant Offense] - +3 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 NAS | 2 Constant Charge | 1 Auto-Charge
[Dark Meteors] - [1/2 Charges]
1. [Dark Cannon] Normal/Dark | S-Damage [195 585] 1,465 Damage ° Undodgeable ° If no other attack was used this turn, this chip deals x3 Damage ° Glitch: Locks all C-Attacks
Summary Phase
1,465 Damage @ Thrash
[Vanguard HP=2700/2700] [Status] - Fine [Stage] - Null [CoolDown] - -
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Post by Tiefy on May 9, 2017 19:36:12 GMT -8
Simple Battle Interface v0.06a
Turn 1
Defense Phase
Program: Initiative Sigma active! -20% Damage from all attacks on first Defense Phase!
Thrash takes 1489 damage from DarkCannon...
...
DARKSOUL ACTIVE
[ThrashDS HP = 1/1000]
Support Phase
Daemon Glare active! +1 Aimed AS! Daemon Glare active! +1 Aimed AS! Daemon Glare active! +1 Aimed AS! Daemon Glare activated with Skill Addition Zeta! +1 Aimed AS! Daemon Glare activated with Skill Addition Zeta! +1 Aimed AS!
SetStage Omega activated! Stage becomes PoisonPanels for 3 turns!
Toxin Filter active! ThrashDS regenerates 100 HP!
Toxicity Spike active! 1 Attack gains +20 Damage and Poison this turn!
Slow activated! Vanguard has -1 AS next turn! Slamdance activated! Vanguard has -1 AS next turn, and ThrashDS gains +1 AS next turn! Slamdance activated! Vanguard has -1 AS next turn, and ThrashDS gains +1 AS next turn! Slamdance activated! Vanguard has -1 AS next turn, and ThrashDS gains +1 AS next turn!
Attack Phase (3 Base AS, +5 from Daemon Glare Spam, +1 from DarkSoul, -1 from PoisonStage. 8 Net.)
Auto-Charge active! (Crystalysis 1/1)
Toxic Proximity! 100 damage!
ThrashDS lets loose with Shatter Shredder! (120 damage, Unavoidable) ThrashDS strikes with Crystal Cleavers! (180 damage, Cuts Auras, Breaks Shields) ThrashDS strikes with Crystal Cleavers! (180 damage, Cuts Auras, Breaks Shields, Aimed) ThrashDS strikes with Crystal Cleavers! (200 damage, Cuts Auras, Breaks Shields, Aimed, Inflicts Poison) ThrashDS strikes with Crystal Cleavers! (180 damage, Cuts Auras, Breaks Shields, Aimed) ThrashDS strikes with Crystal Cleavers! (180 damage, Cuts Auras, Breaks Shields, Aimed) ThrashDS strikes with Crystal Cleavers! (180 damage, Cuts Auras, Breaks Shields, Aimed) ThrashDS strikes with Crystal Cleavers! (180 damage, Cuts Auras, Breaks Shields, Aimed)
Summary Phase:
[ThrashDS HP = 101/1000] DARKSOUL ACTIVE (1/2) Total Damage This Turn: 1500 + Poison Terrain: Poison (1/3) Cooldowns: -Shatter Shredder (0/1) Charges: -Crystalysis (1/1)
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Post by Gaia on May 9, 2017 19:59:00 GMT -8
Vanguard.EXE
Defensive Phase
[Vanguard HP=2700/2700]
[Shatter Shredder] - Taken for 120 Damage! [Crystal Cleavers] - Taken for 180 Damage! [Crystal Cleavers] - Taken for 180 Damage! [Crystal Cleavers] - Taken for 180 Damage! [Crystal Cleavers] - Taken for 180 Damage! [Crystal Cleavers] - Taken for 180 Damage! [Crystal Cleavers] - Taken for 180 Damage! [Crystal Cleavers] - Taken for 180 Damage!
[Toxic] - Taken for 100 Damage! [PoisonStage] - Taken for 100 Damage! [Poison] - Taken for 10 Damage!
[Total] - Taken for 1590 Damage!
[Vanguard HP=1110/2700]
Support Phase
[Vanguard HP=1110/2700]
[Vigilant Offense] - +3 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 NAS | 0 Constant Charge | 1 Auto-Charge
[Dark Meteors] - [2/2 Charges]
1. 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
Execute Damage @ Thrash
[Vanguard HP=1110/2700] [Status] - [Poison (1/5)] - [1/2] [Stage] - Null [CoolDown] - -
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Post by Tiefy on May 10, 2017 11:52:29 GMT -8
((Thanks to an oversight on my part, looks like we've gotta go one more turn. Don't forget about all the passive damage you forgot to keep track of in your last post!)) Simple Battle Interface v0.06a
Turn 2
Defense Phase
DARKSOUL ACTI-
EXECUTION-TYPE ATTACK NEGATES DARKSOUL!
TACTICAL ALERT: Dark Fragment "Dagger" is not active. Attempt to evade? Y/N
... ... ... ... ... ...
/y_
ThrashDS naturally dodges DarkScythe!
Support Phase
Toxin Filter active! ThrashDS regenerates 100 HP!
Slamdance resolves! ThrashDS gains +1 AS! Slamdance resolves! ThrashDS gains +1 AS! Slamdance resolves! ThrashDS gains +1 AS!
Attack Phase (3 Base AS, +3 from Slamdance Spam, +1 from DarkSoul, -1 from PoisonStage. 6 Net.)
Auto-Charge active! (Hydra Prominence 1/2)
Toxic Proximity! 100 damage!
ThrashDS unleashes Crystalysis! (113 damage + Poison, Freeze (Range declared as C), Berserk, Undodgeable, Cuts Auras) ThrashDS strikes with Crystal Cleavers! (180 damage, Cuts Auras, Breaks Shields) ThrashDS strikes with Crystal Cleavers! (180 damage, Cuts Auras, Breaks Shields) ThrashDS strikes with Crystal Cleavers! (180 damage, Cuts Auras, Breaks Shields) ThrashDS strikes with Crystal Cleavers! (180 damage, Cuts Auras, Breaks Shields) ThrashDS strikes with Crystal Cleavers! (180 damage, Cuts Auras, Breaks Shields)
Summary Phase:
[ThrashDS HP = 201/1000] DARKSOUL ACTIVE (2/2) Total Damage This Turn: 1113 + Poison, Freeze, Berserk Terrain: Poison (2/3) Cooldowns: -Shatter Shredder (1/1) -Natural Dodge (0/5) Charges: -Hydra Promience (1/2)
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Post by Gaia on May 10, 2017 15:25:05 GMT -8
Vanguard.EXE
Defensive Phase
[Vanguard HP=1100/2700]
[Crystalysis] - Avoided with [Darklight Parry]! [Crystal Cleavers] - Avoided with [Darklight Jaunt]! [Crystal Cleavers] - Taken for 180 Damage! [Crystal Cleavers] - Taken for 180 Damage! [Crystal Cleavers] - Taken for 180 Damage! [Crystal Cleavers] - Taken for 180 Damage!
[Toxic] - Taken for 100 Damage! [PoisonStage] - Taken for 100 Damage! [Poison] - Taken for 10 Damage!
[Total] - Taken for 930 Damage!
[Darklight Jaunt] [2/2 Uses Remaining] 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 x1]
[Darklight Parry] [2/2 Uses Remaining] 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=180/2700]
Support Phase
[Vanguard HP=180/2700]
[Vigilant Offense] - +3 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 | 2 AS | 1 Auto-Charge
[Zealot's Fuel] - [1/3 Charges]
1. Dark Meteors [195 490] 245 Damage * 4 Hits ° Undodgeable, Breaks Unbreakable Shields, Burns [AIMED] ° 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
Summary Phase
980 @ Thrash
[Vanguard HP=180/2700] [Status] - [Poison (1/5)] - [2/2] [Stage] - Null [CoolDown] - -
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Post by Tiefy on May 11, 2017 15:28:13 GMT -8
Simple Battle Interface v0.06a
Turn 3
Defense Phase
DARKSOUL IS no longer active.
... ... ...
Thrash takes 980 damage from Dark Meteors!
DEFEATED! Battle over!
Vanguard got 60 EXP and 600z!
SPECIAL EMULATION GET!
-- Crystalysis -- [Dual-Range, Ice-Elemental]
Unleash a wave of crystallizing fog that petrifies and pollutes the bodies of your enemies!
Damage Properties:
° (# x 50%) Damage ° Hits All, Ignores Armor ° Undodgeable, Cuts Auras ° Inflicts Poison, Freeze, Berserk (1-turn Charge)
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