Post by Zeta on Sept 16, 2016 13:52:51 GMT -8
{
Name: CircusMan
Difficulty: 5/10
...Not funny at all. And trust me, I know funny.
(Click to Reveal/Hide Stats)}
HP: 2,400
Armor: 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: 300
° 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: 160
° 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 * 6 Hits
° 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.
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) x2
Pattern 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) x3
Pattern 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
CIRCUSMAN NPC BATTLE
Name: CircusMan
Difficulty: 5/10
...Not funny at all. And trust me, I know funny.
(Click to Reveal/Hide Stats)}
HP: 2,400
Armor: 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: 300
° 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: 160
° 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 * 6 Hits
° 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) x2
Pattern 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) x3
Pattern 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
Turn 1
Circusman Phase:
Circusman Phase:
[ Attack Patterns ]:
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)
[ 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: 300
° 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: 160
° Normal Element || S-Range
° Ignores Armor
° If Avoided, target has -1 Attack Sot for 1 Turn
[ Total DMG ]: 460
[ Conclusion ]: 2,400/2,400 HP
Zendo.EXE Phase:
Defensive Phase:
[ Tiger Ring ]: Hits for 300 DMG!
[ Happy Clap ]: Hits for 160 DMG!
HP: 440/900
Set-Up Phase:
Name: Xtra-Loadouts
Type: Offensive Skills
Class: Active
Description: Uses extra loadouts from pouch carrier!
Effects: +1 Attack Slot on Turn Used
Uses: 4
Used: [4/4]
Offensive Phase: 9 Attack Slots [+1 on Starting Turn]
Name: Berreta 92
Element: Seeking
Range: S-Range
Description: Gun fires a single-shot round!
Damage: 112 DMG
Effects: Cuts Aura
Cooldown: Auto-Strikes Every Turn
Name: X2 Defender
Element: Elec
Range: C-Range
Description: Simple taser fires an electrical shock!
Damage: 215 DMG
Effects: Undodgeable, Cuts Aura
Name: Benelli M4
Element: Seeking
Range: S-Range
Description: Fires a strong close burst round!
Damage: 215 DMG
Effects: Cuts Aura, Breaks Shield
Name: Hawkeye
Element: Seeking
Range: C-Range
Description: Stabs foe with the tip of an arrow!
Damage: 215 DMG
Effects: Breaks Shield, Undodgeable
Name: X2 Defender
Element: Elec
Range: C-Range
Description: Simple taser fires an electrical shock!
Damage: 215 DMG
Effects: Undodgeable, Cuts Aura
Name: Benelli M4
Element: Seeking
Range: S-Range
Description: Fires a strong close burst round!
Damage: 215 DMG
Effects: Cuts Aura, Breaks Shield
Name: Hawkeye
Element: Seeking
Range: C-Range
Description: Stabs foe with the tip of an arrow!
Damage: 215 DMG
Effects: Breaks Shield, Undodgeable
Name: X2 Defender
Element: Elec
Range: C-Range
Description: Simple taser fires an electrical shock!
Damage: 215 DMG
Effects: Undodgeable, Cuts Aura
Name: Benelli M4
Element: Seeking
Range: S-Range
Description: Fires a strong close burst round!
Damage: 215 DMG
Effects: Cuts Aura, Breaks Shield
Name: Hawkeye
Element: Seeking
Range: C-Range
Description: Stabs foe with the tip of an arrow!
Damage: 215 DMG
Effects: Breaks Shield, Undodgeable
Total DMG: 2,047 DMG!
Conclusion:
HP: 440/900
Status: Normal
Panels: Normal
Cooldown:
Turn 2
Circusman Phase:
Circusman Phase:
[ Attack Patterns ]:
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)
[ Defensive Phase ]:
[ Berreta 92 ]: Hits for 112 DMG!
[ X2 Defender ]: Hits 3x for 645 DMG!
[ Benelli M4 ]: Hits 3x for 645 DMG!
[ Hawkeye ]: Hits 3x for 645 DMG!
Total DMG: 2,047 DMG!
HP: 353/2,400
[ Offensive Phase ]:
[Attack - Tiger Ring]
[CircusMan cracks his whip and summons a tiger to attack you]
° Damage Dealt: 300
° 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] @ Circusman
[Two big hands appear at the left and right side of the opponents, attempting to clap them]
° Damage Dealt: 160
° 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 * 6 Hits
° 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.
[ Total DMG ]: 1,060 DMG!
[ Conclusion ]: 353/2,400 HP
Zendo.EXE Phase:
Defensive Phase:
All attacks hits Zendo!
[ Undershirt Activated ]
HP: 1/900
Offensive Phase: 5 Attack Slot [+1 on Even Turns]
Name: X2 Defender
Element: Elec
Range: C-Range
Description: Simple taser fires an electrical shock!
Damage: 215 DMG
Effects: Undodgeable, Cuts Aura
Name: Benelli M4
Element: Seeking
Range: S-Range
Description: Fires a strong close burst round!
Damage: 215 DMG
Effects: Cuts Aura, Breaks Shield
Conclusion:
HP: 1/900
Status: Normal
Panels: Normal
Cooldown:
Turn 3
Circusman Phase:
Circusman Phase:
[ Attack Patterns ]:
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)
[ Defensive Phase ]:
[ X2 Defender ]: Hits for 215 DMG!
[ Benelli M4 ]: Hits for 215 DMG!
Total DMG: 430 DMG!
HP: -77/2,400
Circusman Deleted!
° Solo Rewards: 150 Exp || 6000 Zenny || 1 BlueMD
° First Completion: (Holy Mystery Data)