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Post by Nightshade on Jun 15, 2017 9:45:02 GMT -8
Nightshade- Turn 1 [Nightshade HP=1300/1300]
Setup Phase: AutoCharge Alpha applies preemptive charge at Hydra Promience. AutoCharge Alpha charges Swift Strike. OmniSp activates. +1AS
Battle Phase [5AS]: -Nightshade charges Hydra promience -Nightshade charges Swift Strike. -Nightshade attacks with Edge Shot for 176dmg. SRange Aqua. Soaks, Not naturally avoidable, cannot be dodged. -Nightshade charges Zenith Slash. -Nightshade charges Zenith Slash.
End Phase: Edge Shot on cooldown. 1 turn remains
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Post by Gaia on Jun 15, 2017 9:57:33 GMT -8
Vanguard.EXE
Defensive Phase
[Vanguard HP=2900/2900]
Vanguard has 0 Armor and takes 15% less Damage.
[Edge Shot] - Avoided with [Darklight Parry]!
[Darklight Parry] [5/5 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. --- [Used x1]
[Vanguard HP=2900/2900]
Support Phase
[Vanguard HP=2900/2900]
[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] - (0/7 Uses) - Adds an Omni-Aimer of choice to one attack per use. - This skill starts with no uses. Each time Vanguard's Natural Attack Slot is avoided, this skill gains +1 Use, to a maximum of +7 Uses.
[Adrenaline Boost] [5/5 Uses] Vanguard is capable of increasing his speed in short bursts. - Vanguard gains +1 AS per use. -- [Used x5]
[Crimson Flame of the Shadow Knight] A powerful pendant that drastically increases the user's defensive powers.... ° User has +2000 Max HP ° Glitch: User cannot recover HP by any means. ° After using [0/5] Dark Chips in battle, the Glitch is removed for the rest of that battle
[Seeking] - +250 Damage to 1 Attack/Turn.
[Power Strike] - Increase a single attack's damage by 200% once every other turn.
Offensive Phase 1 NAS | [3] 3 Constant Charge | 9/9 DC Uses | Dark Chip Expansion | 5 AS
1. Dark Meteors [225 115 240 960] 1,920 Fire/Dark S-Damage * 2 Hits ° Undodgeable ° 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
2. Dark Sword 225 Blade/Dark C-Damage ° Undodgeable ° This chip can be re-used any number of times until the end of the turn ° Each subsequent use still costs an Attack Slot, but does not deduct from the user's total number of Chip Uses per battle ° Glitch: Locks all S-Attacks
3. Dark Sword 225 Blade/Dark C-Damage ° Undodgeable ° This chip can be re-used any number of times until the end of the turn ° Each subsequent use still costs an Attack Slot, but does not deduct from the user's total number of Chip Uses per battle ° Glitch: Locks all S-Attacks
4. Dark Sword 225 Blade/Dark C-Damage ° Undodgeable ° This chip can be re-used any number of times until the end of the turn ° Each subsequent use still costs an Attack Slot, but does not deduct from the user's total number of Chip Uses per battle ° Glitch: Locks all S-Attacks
5. Dark Sword 225 Blade/Dark C-Damage ° Undodgeable ° This chip can be re-used any number of times until the end of the turn ° Each subsequent use still costs an Attack Slot, but does not deduct from the user's total number of Chip Uses per battle ° Glitch: Locks all S-Attacks
6. Dark Sword 225 Blade/Dark C-Damage ° Undodgeable ° This chip can be re-used any number of times until the end of the turn ° Each subsequent use still costs an Attack Slot, but does not deduct from the user's total number of Chip Uses per battle ° Glitch: Locks all S-Attacks
Summary Phase
4,965 Damage @ Nightshade
[Vanguard HP=2900/2900]
[Status] - Fine [Stage] - Null [CoolDown] - -
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Post by Nightshade on Jun 15, 2017 10:20:54 GMT -8
Nightshade- Turn 2 [Nightshade HP=1300/1300]
Defense Phase: -Nightshade blocks Dark Meteors with Blink x2 +2AS - Nightshade takes 1125dmg.
[Nightshade HP=175/1300]
Setup Phase: -AutoCharge Alpha charges Swift Strike. -ElecLv2 activates. +1AS -Nightshade regens 100HitPoints.
Chaos Unison! Nightshade, ThrashSoul! -Nightshade gains 1AS
[Nightshade HP=275/1300]
Battle Phase [8AS]: -Nightshade attacks with Hydra promience for 117dmg. Sand SRange. Undodgeable, Breaks shieds.
-Nightshade attacks with Swift Strike for 198dmg.
-Nightshade attacks with Dark Hole for 176dmg. SRange Shadow, Not naturally avoidable, Break shields.
-Nightshade attacks with Dark Hole for 176dmg. SRange Shadow, Not naturally avoidable, Break shields.
-Nightshade attacks with Dark Hole for 176dmg. SRange Shadow, Not naturally avoidable, Break shields.
-Nightshade attacks with Dark Hole for 176dmg. SRange Shadow, Not naturally avoidable, Break shields.
-Nightshade attacks with Dark Hole for 176dmg. SRange Shadow, Not naturally avoidable, Break shields.
-Nightshade attacks with Dark Hole for 176dmg. SRange Shadow, Not naturally avoidable, Break shields.
End Phase: Edge Shot on cooldown. 0 turn remains
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Post by Gaia on Jun 15, 2017 10:47:51 GMT -8
Vanguard.EXE
Defensive Phase
[Vanguard HP=2900/2900]
Vanguard has 0 Armor and takes 15% less Damage.
[Hydra Prominence] - Taken for [117] 100 Damage! [Swift Strike] - Taken for [198] 170 Damage! [Dark Hole] - Taken for [176] 150 Damage! [Dark Hole] - Taken for [176] 150 Damage! [Dark Hole] - Taken for [176] 150 Damage! [Dark Hole] - Taken for [176] 150 Damage! [Dark Hole] - Taken for [176] 150 Damage! [Dark Hole] - Taken for [176] 150 Damage!
[Darklight Parry] [4/5 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. --- [Used x1]
[Vanguard HP=1730/2900]
Support Phase
[Vanguard HP=1730/2900]
[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] - (2/7 Uses) - Adds an Omni-Aimer of choice to one attack per use. - This skill starts with no uses. Each time Vanguard's Natural Attack Slot is avoided, this skill gains +1 Use, to a maximum of +7 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 cannot recover HP by any means. ° After using [0/5] Dark Chips in battle, the Glitch is removed for the rest of that battle
[Seeking] - +250 Damage to 1 Attack/Turn.
[Power Strike] - Increase a single attack's damage by 200% once every other turn.
Offensive Phase 1 NAS | [3] 3 Constant Charge | 9/9 DC Uses | Dark Chip Expansion | 5 AS
Dark Meteors [225 115 240 960] 1,920 Fire/Dark S-Damage * 2 Hits ° Breaks Shields ° 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. Dark Cannon I [325 575 2,300] 6,900 Normal/Dark S-Damage ° Each has a different aimer: Undodgeable, Breaks Shields, Cuts Auras, Undodgeable ° If no other attack was used this turn, this chip deals x3 Damage ° Glitch: Locks all C-Attacks
Summary Phase
10,740 Damage @ Nightshade
[Vanguard HP=1730/2900]
[Status] - Fine [Stage] - Null [CoolDown] - -
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Post by Nightshade on Jun 15, 2017 11:31:43 GMT -8
Nightshade- Turn 3
[Nightshade HP=275/1300]
Defense Phase:
-Recon activates. Dodge can be used on all attacks this turn.
-Nightshade dodges Dark Meteors with Dodge x2.
- Nightshade uses 2 Night Walk to Omnidodge Dark Cannon. +1AS
[Nightshade HP=275/1300]
Setup Phase:
-AutoCharge Alpha charges Swift Strike.
-Swift Strike hit. +2AS
-Hydra Promience hit. All attacks gain 100dmg.
-Nightshade regens 100HitPoints.
-Predator's Mark Lv1 is activated. One attack is aimed gains "Cannot be dodged"
-Predator's Mark Lv3 is activated. One attack is aimed and gains "Breaks Shields."
Predator Bite activates eight times on attack hit. Vanguard is inflicted with a 240dmg/2 turns DoT
Chaos Unison! Nightshade, ThrashSoul!
-Nightshade gains 1AS
-Nightshade Regens 117HitPoints
[Nightshade HP=492/1300]
Battle Phase [8AS]:
-Hydra promience auto strikes for 108dmg. Sand SRange. Undodgeable, Breaks shieds.
-Nightshade attacks with Dark Hole for 276dmg. SRange Shadow, Not naturally avoidable, Break shields.
-Nightshade attacks with Dark Hole for 276dmg. SRange Shadow, Not naturally avoidable, Break shields.
-Nightshade attacks with Dark Hole for 276dmg. SRange Shadow, Not naturally avoidable, Break shields.
-Nightshade attacks with Dark Hole for 276dmg. SRange Shadow, Not naturally avoidable, Break shields.
-Nightshade attacks with Dark Hole for 276dmg. SRange Shadow, Not naturally avoidable, Break shields.
-Nightshade attacks with Dark Hole for 276dmg. SRange Shadow, Not naturally avoidable, Break shields.
-Nightshade attacks with Dark Hole for 276dmg. SRange Shadow, Not naturally avoidable, Break shields.
-Nightshade attacks with Soul Shatter for 276dmg. SRange Elec. Aimed. Cuts DarkSoul. Cannot be dodged, breaks shields.
End Phase:
PMark Lv1 on cooldown. PMark Lv3 on cooldonw. Night Walk as 1 use Dodge is on cooldown. Soul Shatter has been used. Recon has been used. Blink has 1 use.
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Post by Gaia on Jun 15, 2017 12:10:53 GMT -8
Vanguard.EXE
Defensive Phase
[Vanguard HP=1730/2900]
Vanguard has 0 Armor and takes 15% less Damage.
[Hydra Prominence] - Taken for [108] 90 Damage! [Dark Hole] - Taken for [276] 235 Damage! [Dark Hole] - Taken for [276] 235 Damage! [Dark Hole] - Taken for [276] 235 Damage! [Dark Hole] - Taken for [276] 235 Damage! [Dark Hole] - Taken for [276] 235 Damage! [Dark Hole] - Avoided with [Darklight Jaunt]! [Dark Hole] - Avoided with [Darklight Jaunt]! [Soul Shatter] - Avoided with [Natural Barrier]!
[Predator Bite] - Taken for 240 Damage!
[Darklight Parry] [4/5 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.
[Darklight Jaunt] [5/5 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. -- [Used x2]
[Vanguard HP=225/2900]
Support Phase
[Vanguard HP=225/2900]
[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] - (2/7 Uses) - Adds an Omni-Aimer of choice to one attack per use. - This skill starts with no uses. Each time Vanguard's Natural Attack Slot is avoided, this skill gains +1 Use, to a maximum of +7 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 cannot recover HP by any means. ° After using [0/5] Dark Chips in battle, the Glitch is removed for the rest of that battle
[Seeking] - +250 Damage to 1 Attack/Turn.
[Power Strike] - Increase a single attack's damage by 200% once every other turn.
Offensive Phase 1 NAS | [3] 3 Constant Charge | 9/9 DC Uses | Dark Chip Expansion | 5 AS
Dark Meteors [225 115 240 960] 1,920 Fire/Dark S-Damage * 2 Hits ° Breaks Shields ° 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. Dark Cannon I [325 575 2,300 6,900] 13,800 Normal/Dark S-Damage ° Each has a different aimer: Undodgeable, Breaks Shields, Cuts Auras, Undodgeable ° If no other attack was used this turn, this chip deals x3 Damage ° Glitch: Locks all C-Attacks
Summary Phase
17,640 Damage @ Nightshade
[Vanguard HP=225/2900]
[Status] - Fine [Stage] - Null [CoolDown] - -
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Post by Nightshade on Jun 15, 2017 12:20:07 GMT -8
Nightshade deleted.
Nightshade gets 40/400 Vanguard gets 60/600
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