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Post by Zeta on Aug 21, 2016 18:33:58 GMT -8
{ CIRCUSMAN NPC BATTLE Name: CircusMan Difficulty: 5/10
...Not funny at all. And trust me, I know funny.
(Click to Reveal/Hide Stats)} HP: 6,600Armor: 0 Regeneration: 0 Type: NPC Element: Normal Strengths: None Weaknesses: None [ Skill - Vault] [ CircusMan leaps high into the sky to reposition himself whenever one of his attacks misses] ° CircusMan will Omni-Dodge one incoming attack from his enemy for every attack of his that they avoided this turn ° If the attack has multiple hits, this evasion is applied against all hits ° Attacks are avoided sequentially from first to last ° For the sake of this skill, any attack that doesn't deal damage to its intended target is considered to have been "avoided"° If Circusman Omni-Dodges all attacks from an opponent during a turn, he cannot avoid any of their attacks the following turn[ Passive] [ Skill - Indomitable] [ Circusman is not phased by his opponent's attempt to debilitate him] ° Circusman is immune to any negative effects that would hinder his ability to avoid, his damage, his attack slots, or the effects on his attacks [ Passive] [ Skill - Preemptive] [ CircusMan always attempts to ensure his victory by striking first] ° If none of his opponents has an Initiative effect, CircusMan attacks first ° Otherwise, CircusMan's opponents attacks first [ Passive] [ Attack - Tiger Ring] [ CircusMan cracks his whip and summons a tiger to attack you] ° Damage Dealt: 500 @ Incendina || 250 @ Rosary & Junkman° Normal Element || S-Range ° Ignores Armor ° If Avoided, strikes again next turn at full damage and effects (the auto strike retains this effect) [ Attack - Happy Clap] [ Two big hands appear at the left and right side of the opponents, attempting to clap them] ° Damage Dealt: 280 @ Incendina || 130 @ Rosary & Junkman ° Normal Element || S-Range ° Ignores Armor ° If Avoided, target has -1 Attack Sot for 1 Turn [ Attack - Chaos Carousel] [ CircusMan turns into a tent and tries to drop on his enemies. Opponents caught inside are beaten relentlessly behind the closed curtain] ° Damage Dealt: 100 Damage * 12 Hits @ Everyone° Normal Element || S-Range ° Damage Cannot be Reduced by any means ° Target must spend two avoidances to evade this attack, plus one for each of CircusMan's other attacks that the they avoided this turn. Auras and Barriers disregard this rule. Attack Pattern CircusMan Battle Rules° Can be challenge by multiple opponents ° When fought as a group, any member of the group may operate CircusMan ° Solo Rewards: 150 Exp || 6000 Zenny || 1 BlueMD ° Team Rewards: 200 Exp || 4000 Zenny || 1 BlueMD ° First Completion: 1 Holy/Chaos MD (Choose)Pattern Versus Opponents Total V1 ~ V3° Tiger Ring (aimed once at each target)° Happy Clap (aimed once at each target)° When below 50% HP: Chaos Carousel (aimed at the target with the highest remaining HP)Pattern Versus Opponents Total V4 ~ V7° Tiger Ring (aimed once at each target)° Happy Clap (aimed once at each target) x2° Chaos Carousel (aimed at the target with the highest remaining HP)Pattern Versus Opponents Total V8 ~ V10° Tiger Ring (aimed once at each target) x2° Happy Clap (aimed once at each target) x3° Chaos Carousel (aimed at the target with the highest remaining HP) x2Pattern Versus Opponents Total V11~V14° Tiger Ring (aimed once at each target) x2° Happy Clap (aimed once at each target) x5° Chaos Carousel (aimed at the target with the highest remaining HP) x3Pattern Versus Opponents Total V15 and above° Tiger Ring (aimed once at each target) x3° Happy Clap (aimed once at each target) x7° Chaos Carousel (aimed at the target with the highest remaining HP) x4
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Post by Zeta on Aug 21, 2016 19:03:00 GMT -8
Turn 1
Circusman Phase:
[ Attack Patterns ]:
Pattern Versus Opponents Total V8 ~ V10 ° Tiger Ring (aimed once at each target) x2 ° Happy Clap (aimed once at each target) x3 ° Chaos Carousel (aimed at the target with the highest remaining HP) x2
[ Pre-Phase ]:
[Skill - Indomitable] [Circusman is not phased by his opponent's attempt to debilitate him] ° Circusman is immune to any negative effects that would hinder his ability to avoid, his damage, his attack slots, or the effects on his attacks [Passive]
[Skill - Preemptive] [CircusMan always attempts to ensure his victory by striking first] ° If none of his opponents has an Initiative effect, CircusMan attacks first ° Otherwise, CircusMan's opponents attacks first [Passive]
[ Offensive Phase ]:
[Attack - Tiger Ring] [CircusMan cracks his whip and summons a tiger to attack you] ° Damage Dealt: 500 @ Incendina || 250 @ Rosary & Junkman ° Normal Element || S-Range ° Ignores Armor ° If Avoided, strikes again next turn at full damage and effects (the auto strike retains this effect) Used: 2x @ Each Target
[Attack - Happy Clap] [Two big hands appear at the left and right side of the opponents, attempting to clap them] ° Damage Dealt: 280 @ Incendina || 130 @ Rosary & Junkman ° Normal Element || S-Range ° Ignores Armor ° If Avoided, target has -1 Attack Sot for 1 Turn Used: 3x @ Each Target!
[Attack - Chaos Carousel] [CircusMan turns into a tent and tries to drop on his enemies. Opponents caught inside are beaten relentlessly behind the closed curtain] ° Damage Dealt: 100 Damage * 12 Hits @ Incendina ° Normal Element || S-Range ° Damage Cannot be Reduced by any means ° Target must spend two avoidances to evade this attack, plus one for each of CircusMan's other attacks that the they avoided this turn. Auras and Barriers disregard this rule. Used: 2x @ Incendina!
[ Total DMG ]: 4,540 DMG @ Incendina 890 DMG @ Rosary 890 DMG @ Junkman
[ Conclusion ]: 6,600/6,600 HP
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Post by Zeta on Aug 22, 2016 9:04:21 GMT -8
Incendina.EXE Phase:
[ Defensive Phase ]:
[ Tiger Ring ] Takes both for 1,000 DMG
[ Happy Clap ]: Takes all three for 840 DMG
[ Chaos Carousel ]: Natural Barrier stops 1st attack, Blocks the 2nd with 2 Skills usages!
Name: Scutum Glaciem Type: Defense Skills Class: Active Description: Ice Shield blocks an attack! Effects: Blocks 1 Attack Uses: 5 Used: [2/5]
HP: 260/2,100
[ Set-Up Phase ]:
[ Angeli Bellum: ] Skill Unlocked: HP dropped below 20% of Max HP [420 HP]
Regen: +265 HP HP: 525/2,100
Name: In Hiberna Miles [The Winter Soldier] Type: Hyper Mode Description: Bellum, Fidei, Pacis! Effects: Lasts 3 Turns ° +1 Turn of "Angeli Bellum" when activated during Hyper Mode ° +60 DMG to all Attacks Final DMG ° +60 Armor gained ° Ally Navis' receives 50% Effects from all Active Support Skills used by Incendina for 1 Turn Uses: 1
Name: Angeli Bellum Type: Custom Skills Class: Active Description: In dire situations Incendina doubles her combat effectiveness! Effects: Doubles the Effects of 1 Active Skill for One 2 Turn
Notation: Skill Locked until HP first drops below 20% of Max HP Uses: 3 Used: [2/3]
Name: Arbor Vitae Type: Support Skills Class: Active Description: The Tree of Life heals Incendina! Effects: +450 +900 HP Recovery Uses: 3 Used: [2/3]
HP: 2,100/2,100
Ally Support:
All Allies receives +900 HP during their Set-Up/Supportive Phase!
[ Offensive Phase ]: 3 Attack Slots
Name: Frost Bite Element: Ice Range: S-Range Description: Contact with ice causes them to freeze up! Damage: 65 95 DMG Effects: Cuts Aura Cooldown: Auto-Strikes Every Turn
Name: Cryokinesis Element: Ice Range: S-Range Description: Psychic ability that helps control and fire ice particle! Damage: 110 170 DMG Effects: Undodgeable, Breaks Shield
Name: Servitur Iustitiae Element: Light Range: S-Range Description: The light of justice shines upon those in need! Damage: 40 100 DMG Effects: Cuts Aura, Breaks Shield If this attack hits an enemy target, Incendina gets +1 Attack Slot on the next turn
Optional: Incendina can aim this at an ally to grant them +1 Attack Slot on the next turn instead Notation: Deals No Damage when aimed at Allies Cooldown: 2 Turn CD
Name: Potestatem Roborum Element: Light Range: S-Range Description: Damage: 0 60 DMG Effects: Hits All If this attack hits an enemy target, Incendina gets +40 DMG for all attacks next turn
Optional: Incendina can aim this at an ally to grant them +40 DMG for all attacks next turn instead Notation: Deals No Damage when aimed at Allies Cooldown: 3 Turn CD
[ Total DMG ]: 425 DMG @ Circusman
[ Conclusion ]: HP: 2,100/2,100 HM: [1/3] Status: Normal Panels: Normal
[ Cooldown ]: Servitur Iustitiae: [0/2] Potestatem Roborum: [0/3]
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Post by xoDeathy on Aug 22, 2016 12:34:01 GMT -8
|Defense Phase|
Rosary takes Tiger Ring 1, and 2 for 500 Damage! +6 Damage for the rest of this battle!
Rosary takes Happy Clap 1, 2, and 3 for 390 Damage! +9 Damage for the rest of this battle!
|Recuperation Phase|
[Rosary regens 900 HP from Incendina's World Tree!]
[Rosary regens 100 HP!]
[Rosary taunts ClownMan's Shot Attacks!] Sinner's Loving Heart Custom Hybrid Skill "Oh just shut up and date me already! You know you like what you see~ <3." -Upon activation, Rosary declares a range (Shot/Combat) and gains 5% Damage Mitigation next turn against the declared range. If any opponent uses an attack with the declared range, Rosary restores HP equal to 50% of her Base Damage that turn per matching attack. -1 uses->> 0 uses remaining
Rosary's HP: 1100/1100 Holy Core: 0/15 Armor: 0 Field: Null Nat. Aura CD:// 5/5 B-Chip Folder: 0/0 [0 Mega, 0 Giga] Status(es):
|Unleash Phase| 2 Attack Slots +2 Turn 1, +100 Damage to 1 Atk, +15 Damage
1:|Charging Eradicating Dismay!
2:|Grievous-Wound-Inflicting-Cross-Slash! S-Range, Break Rosary spins horizontally and vertically, twice, causing twin cross waves to demolish the enemy's strength. 97 x2 Damage Avoid Separately, Cuts Auras/Barriers If hits, inflicts -1 Attack Slot for 1 turn. 2 CD
3:|Pierce the Heart <3! C-Range, Break Rosary pummels her fist straight through the enemy's core, 10 successive times. 30 x10 Damage Breaks Shields, Ignores Armor 1 CD
4:|Give Up Hope! +100 Seeking C-Range, Break Rosary digitalizes a giant, 5ft long 2ft wide spike of holy light, and drives it through an enemy, exploding next turn as long as it makes contact. 285 Damage Cuts Auras/Barriers If hits, Auto-Attacks next turn @ half damage. Whenever this attack inflicts damage, Rosary gains +1 Attack Slot for 1 turn. 2 CD
|Summary Phase|
779 Break Damage @ ClownMan Damage can not be reduced below 10%
Rosary's HP: 1100/1100 Field: Null Nat. Aura CD:// 5/5 B-Chip Folder: 0/0 [0 Mega, 0 Giga] Status(es): Cooldowns: Pierce (1/1) Grievous (2/2) Give Up (2/2)
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Post by Gaia on Aug 22, 2016 15:33:44 GMT -8
JunkMan.EXE
Defense Phase
[JunkMan HP=1300/1300]
[Tiger Rings] - Taken for 500 total damage [Happy Clap] - Taken for 390 total damage - 890 Damage Total
[JunkMan HP=410/1300]
Support Phase
[JunkMan HP=410/1300]
[Arbor Vitae] - +900 HP
[Junk Hoard] - JunkMan changes the Stage to Metal!
{(+)}Metal Stage: Metal Element Metal Element navis get +30 Armor and +30 Damage (final total), and they may have one shield each turn become Unbreakable. The stage cannot be changed to Holey Panels. Lasts 3 turns.
[JunkMan HP=1300/1300]
Combat Phase
JunkMan has 2 Attack Slots
1. Junk Cube Metal | Combat Using his control over electromagnetism, JunkMan pulls up some trash and miscellaneous metals and fuses them together into little cubes. - No Damage. - Spawns 1 260-HP Junk Cube. - Alternatively, can place 1 Junk Cube in the Trash Collection. - 1-CD.
[Prized Possession] - Once per turn, when Spawning a Junk Cube, if the panels are Metal, JunkMan spawns 1 extra Cube.
2. Bolt Missile Elec | Shot JunkMan trades out a clawed arm for a buster that fires bolts and screws, electrically charged to track down their target! - [80] 110 Damage - Undodgeable
Summary Phase
80 Damage @ CircusMan
[JunkMan HP=1300/1300] 1300/1300 Status: Okay! Stage: Metal (1/3) Cool Down(s): - Junk Cube: 0/1
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Post by Zeta on Aug 22, 2016 16:12:17 GMT -8
Turn 2
Circusman Phase:
[ Attack Patterns ]:
Pattern Versus Opponents Total V8 ~ V10 ° Tiger Ring (aimed once at each target) x2 ° Happy Clap (aimed once at each target) x3 ° Chaos Carousel (aimed at the target with the highest remaining HP) x2
[ Defensive Phase ]:
[Skill - Vault] [CircusMan leaps high into the sky to reposition himself whenever one of his attacks misses] ° CircusMan will Omni-Dodge one incoming attack from his enemy for every attack of his that they avoided this turn ° If the attack has multiple hits, this evasion is applied against all hits ° Attacks are avoided sequentially from first to last ° For the sake of this skill, any attack that doesn't deal damage to its intended target is considered to have been "avoided" ° If Circusman Omni-Dodges all attacks from an opponent during a turn, he cannot avoid any of their attacks the following turn [Passive]
[ Frost Bite ]: Dodged through "Vault" Skill!
[ Cryokinesis ]: Dodged through "Vault" Skill!
The rest of the opponents attacks hits for 1,049 DMG!
HP: 5,551/6,600
[ Offensive Phase ]:
[Attack - Tiger Ring] [CircusMan cracks his whip and summons a tiger to attack you] ° Damage Dealt: 500 @ Incendina || 250 @ Rosary & Junkman ° Normal Element || S-Range ° Ignores Armor ° If Avoided, strikes again next turn at full damage and effects (the auto strike retains this effect) Used: 2x @ Each Target
[Attack - Happy Clap] [Two big hands appear at the left and right side of the opponents, attempting to clap them] ° Damage Dealt: 280 @ Incendina || 130 @ Rosary & Junkman ° Normal Element || S-Range ° Ignores Armor ° If Avoided, target has -1 Attack Sot for 1 Turn Used: 3x @ Each Target!
[Attack - Chaos Carousel] [CircusMan turns into a tent and tries to drop on his enemies. Opponents caught inside are beaten relentlessly behind the closed curtain] ° Damage Dealt: 100 Damage * 12 Hits @ Incendina ° Normal Element || S-Range ° Damage Cannot be Reduced by any means ° Target must spend two avoidances to evade this attack, plus one for each of CircusMan's other attacks that the they avoided this turn. Auras and Barriers disregard this rule. Used: 2x @ Incendina!
[ Total DMG ]: 4,540 DMG @ Incendina 890 DMG @ Rosary 890 DMG @ Junkman
[ Conclusion ]: 5,551/6,600 HP
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Post by Gaia on Aug 22, 2016 16:24:45 GMT -8
JunkMan.EXE
Defense Phase
[JunkMan HP=1300/1300]
[Tiger Rings] - Taken for 500 total damage [Happy Clap] - Taken for 390 total damage - 890 Damage Total
[JunkMan HP=410/1300]
Support Phase
[N/A]
Combat Phase
JunkMan has 2 Attack Slots, and 2 Active Junk Cubes
Junk Barrage Metal | Shot The Junk Cubes fly down and smash into their foes from above. - [50] 75 Damage - Usable only by Junk Cubes, every turn they are able. - +10 Damage per Object stored in the Trash Collection. - Junk Cubes cannot attack on turns they are used as Shields, or on the turn they are summoned.
Junk Barrage Metal | Shot The Junk Cubes fly down and smash into their foes from above. - [50] 75 Damage - Usable only by Junk Cubes, every turn they are able. - +10 Damage per Object stored in the Trash Collection. - Junk Cubes cannot attack on turns they are used as Shields, or on the turn they are summoned.
1. 2. Bolt Missile Elec | Shot JunkMan trades out a clawed arm for a buster that fires bolts and screws, electrically charged to track down their target! - [80] 110 Damage - Undodgeable
2. Bolt Missile Elec | Shot JunkMan trades out a clawed arm for a buster that fires bolts and screws, electrically charged to track down their target! - [80] 110 Damage - Undodgeable
Summary Phase
370 Damage @ CircusMan
[JunkMan HP=410/1300] 410/1300 Status: Okay! Stage: Metal (2/3) Cool Down(s): - Junk Cube: 1/1
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Post by Zeta on Aug 22, 2016 16:35:47 GMT -8
Incendina.EXE Phase:
[ Defensive Phase ]:
[ Tiger Ring ] Takes both for 1,000 DMG
[ Happy Clap ]: Takes all three for 840 DMG
[ Chaos Carousel ]: Blocks the both with Hiems Animam!
Name: Hiems Animam Type: Support Skills Class: Active Description: The winter cold forges the user a Barrier! Effects: +450 HP Barrier Uses: 2 Used: [2/2]
HP: 260/2,100
[ Set-Up Phase ]:
Regen: +265 HP HP: 525/2,100
Ice Panels Ice Element ° Elec Element and Ice Element attacks deal +50 damage ° Navis may natural dodge an extra time every even turn ° Ice and Aqua Element S-Attacks gain "Freeze" ° Lasts 2 turns
Name: Angeli Bellum Type: Custom Skills Class: Active Description: In dire situations Incendina doubles her combat effectiveness! Effects: Doubles the Effects of 1 Active Skill for One 2 Turn
Notation: Skill Locked until HP first drops below 20% of Max HP Uses: 3 Used: [3/3]
Name: Impetum Gloriae Type: Offensive Skills Class: Active Description: Incedina's impulses takes control! Effects: +2 +4 Attack Slots for One Turn Uses: 3 Used: [3/3]
[ Offensive Phase ]: 16 Attack Slots
Name: SE Pistol barrage Element: Seeking Range: S-Range Description: Incendina forms two pistols in-hand and fires unrelentlessly upon a target! Damage: 240 300 340 DMG Effects: Undodgeable When used first in a turn, boosts the next S-Attack by 40 damage
Name: Cryokinesis Element: Ice Range: S-Range Description: Psychic ability that helps control and fire ice particle! Damage: 110 160 220 260 300 DMG Effects: Undodgeable, Breaks Shield
Name: Frost Bite Element: Ice Range: S-Range Description: Contact with ice causes them to freeze up! Damage: 65 90 120 140 DMG Effects: Cuts Aura Cooldown: Auto-Strikes Every Turn
Name: Cryokinesis Element: Ice Range: S-Range Description: Psychic ability that helps control and fire ice particle! Damage: 110 160 220 260 DMG Effects: Undodgeable, Breaks Shield
Name: Cryokinesis Element: Ice Range: S-Range Description: Psychic ability that helps control and fire ice particle! Damage: 110 160 220 260 DMG Effects: Undodgeable, Breaks Shield
Name: Cryokinesis Element: Ice Range: S-Range Description: Psychic ability that helps control and fire ice particle! Damage: 110 160 220 260 DMG Effects: Undodgeable, Breaks Shield
Name: Cryokinesis Element: Ice Range: S-Range Description: Psychic ability that helps control and fire ice particle! Damage: 110 160 220 260 DMG Effects: Undodgeable, Breaks Shield
Name: Cryokinesis Element: Ice Range: S-Range Description: Psychic ability that helps control and fire ice particle! Damage: 110 160 220 260 DMG Effects: Undodgeable, Breaks Shield
Name: Cryokinesis Element: Ice Range: S-Range Description: Psychic ability that helps control and fire ice particle! Damage: 110 160 220 260 DMG Effects: Undodgeable, Breaks Shield
Name: Cryokinesis Element: Ice Range: S-Range Description: Psychic ability that helps control and fire ice particle! Damage: 110 160 220 260 DMG Effects: Undodgeable, Breaks Shield
Name: Cryokinesis Element: Ice Range: S-Range Description: Psychic ability that helps control and fire ice particle! Damage: 110 160 220 260 DMG Effects: Undodgeable, Breaks Shield
Name: Cryokinesis Element: Ice Range: S-Range Description: Psychic ability that helps control and fire ice particle! Damage: 110 160 220 260 DMG Effects: Undodgeable, Breaks Shield
Name: Cryokinesis Element: Ice Range: S-Range Description: Psychic ability that helps control and fire ice particle! Damage: 110 160 220 260 DMG Effects: Undodgeable, Breaks Shield
Name: Cryokinesis Element: Ice Range: S-Range Description: Psychic ability that helps control and fire ice particle! Damage: 110 160 220 260 DMG Effects: Undodgeable, Breaks Shield
Name: Cryokinesis Element: Ice Range: S-Range Description: Psychic ability that helps control and fire ice particle! Damage: 110 160 220 260 DMG Effects: Undodgeable, Breaks Shield
Name: Cryokinesis Element: Ice Range: S-Range Description: Psychic ability that helps control and fire ice particle! Damage: 110 160 220 260 DMG Effects: Undodgeable, Breaks Shield
Name: Cryokinesis Element: Ice Range: S-Range Description: Psychic ability that helps control and fire ice particle! Damage: 110 160 220 260 DMG Effects: Undodgeable, Breaks Shield
[ Total DMG ]: 4,420 DMG @ Circusman
[ Conclusion ]: HP: 525/2,100 HM: [2/3] Status: Normal Panels: Ice [1/2]
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Post by xoDeathy on Aug 22, 2016 18:05:30 GMT -8
|Defense Phase| Rosary gains 5% Mitigation against Shot Attacks this turn!
Rosary takes Tiger Ring 1, and 2 for (250 x 0.95 x 2) 475 Damage! +6 Damage for the rest of this battle!
Rosary takes Happy Clap 1, 2, and 3 for 370 Damage! +9 Damage for the rest of this battle! Maximum bonus damage reached!
|Recuperation Phase|
[Rosary regens 100 HP!]
[ClownMan used 17 S-Range Attacks! Rosary regens 1955 HP!]
[13 hits landed, +15 Holy Charges]
[Rosary's getting fired up! +45 Damage this turn!] Pinpoint Punching Offensive Skill "Do you like my punch-lines? They love when you try to get away." -Whenever Rosary lands a hit on an opponent with an attack, she charges her Holy Core with 3 charges. Max of 15 Charges. -At any time, Rosary can consume all current charges to gain +3 Damage per charge for 1 turn. -Passive-
Rosary's HP: 1100/1100 Holy Core: 0/15 Armor: 0 Field: Null Nat. Aura CD:// 5/5 B-Chip Folder: 0/0 [0 Mega, 0 Giga] Status(es):
|Unleash Phase| 2 Attack Slots +2 Turn 1, +1 This Turn, +100 Damage to 1 Atk, +25 Damage, +45 Damage this turn
1:|Holy Emulation: Rosario C-Range, Seeking Rosary creates a digital emulation of Rosario. Being unable to move while controlling the puppet, Rosario uses his signature slash against a target. 100 Damage Unavoidable Cannot gain damage bonuses in any way 1 CD
AUTO:|Give Up Hope! C-Range, Break Rosary digitalizes a giant, 5ft long 2ft wide spike of holy light, and drives it through an enemy, exploding next turn as long as it makes contact. 197 Damage Cuts Auras/Barriers
If hits, Auto-Attacks next turn @ half damage. Whenever this attack inflicts damage, Rosary gains +1 Attack Slot for 1 turn. 2 CD
2:|Eradicating Dismay! +100 Seeking S-Range, Break Rosary charges her fist with Holy Data before leaping and slamming the ground, causing an intense shockwave to pulverize all enemies. 655 Damage Undodgeable, Hits All 1-Turn Charge
3:|Pass
|Summary Phase|
952 Break Damage @ ClownMan Damage can not be reduced below 10%
Rosary's HP: 1100/1100 Field: Null Nat. Aura CD:// 5/5 B-Chip Folder: 0/0 [0 Mega, 0 Giga] Status(es): Cooldowns: Pierce (0/1) Grievous (1/2) Give Up (1/2) Rosary (1/1)
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Post by Zeta on Aug 22, 2016 19:17:08 GMT -8
Turn 3
Circusman Phase:
[ Attack Patterns ]:
Pattern Versus Opponents Total V8 ~ V10 ° Tiger Ring (aimed once at each target) x2 ° Happy Clap (aimed once at each target) x3 ° Chaos Carousel (aimed at the target with the highest remaining HP) x2
[ Defensive Phase ]:
[Skill - Vault] [CircusMan leaps high into the sky to reposition himself whenever one of his attacks misses] ° CircusMan will Omni-Dodge one incoming attack from his enemy for every attack of his that they avoided this turn ° If the attack has multiple hits, this evasion is applied against all hits ° Attacks are avoided sequentially from first to last ° For the sake of this skill, any attack that doesn't deal damage to its intended target is considered to have been "avoided" ° If Circusman Omni-Dodges all attacks from an opponent during a turn, he cannot avoid any of their attacks the following turn [Passive]
[ 1st Junk Barrage ]: Dodged through "Vault" Skill!
[ 2nd Junk Barrage ]: Dodged through "Vault" Skill!
The rest of the opponents attacks hits for 5,592 DMG!
HP: -41/6,600
Circusman Deleted!
° Team Rewards: 200 Exp || 4000 Zenny || 1 BlueMD ° First Completion: 1 Holy/Chaos MD (Choose)
First Completion:
Incendina: Holy Mystery Data Rosary: Holy Mystery Data Junkman: Holy Mystery Data
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Post by xoDeathy on Aug 22, 2016 19:37:58 GMT -8
[Rosary takes up a Holy MD, and walks away smirking]
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