Post by Tiefy on Aug 28, 2017 8:56:37 GMT -8
Booting Simple Battle Interface v0.06a
Looking familiar? This little trip to the arcade's become a bit of a routine nowadays - we've finally hit the point where the simulator's scaling difficulty just turns the attack speed on the construct right up to Quick Bronze. There's no point in trying to strategize a 'clean' win out of it any more... not that there ever was in the first place. So instead, I've decided to use this as an excuse for a little 'training video' of sorts. Not that anything here is worth a valuable lesson or anything, but I've gotta justify that ONB paycheque somehow, right?
[Thrash HP = 2750/2750]
Base Armor: 140
Regeneration: 140 + Total of Passive Damage taken over course of battle
Elements: Sand Lv2 / Ice Lv3 / Laser Lv2 / Metal Lv1
-Foe has -1 AS for first two turns
Strengths: Stone, Blade, Metal, Seeking, Light, Sand
Weaknesses: Aqua, Elec, Bug, Wind, Break
Did you know that there are Operators out there who don't like to have this sort of basic information made available to them? It's hilarious, especially when they get all uppity later about not being told about elemental resistances or that nasty little Slow effect. Y'know what, this is a PSA now. Keeping secrets doesn't make a fight any friendlier - quite to the contrary, in fact.
_____Handy Attack Reference Sheet_____
Thrash's Base Damage: 345
° Crystal Cleavers: 310 (Ice, Cuts Auras, Breaks Shields, Cannot be Countered, Cannot be Naturally Avoided, C-Range)
° Ripsaw Lash: 310 (Sand, Undodgeable, Breaks Shields, Cannot be Countered, Cannot be Naturally Avoided, S-Range)
° Chariot Crash: 280 (Metal, Breaks Shields, Cuts Auras, Can Be Optionally Charged for 2 Turns; If Avoided, Lose 1 AS next turn but gain +50 Armor during that Defense Phase; C-Range)
° Crystalysis: 280 (Ice, Hits All Undodgeable, Cuts Auras, Ignores Armor, inflicts Freeze, Berserk, Dual-Range)
-> 1-Turn Charge, 4-Turn Cooldown
° Alpha Seeker: 245 (Laser, Cannot be Naturally Avoided, Inflicts Freeze, Auto-Strikes next turn at half power and full effects if Avoided, S-Range)
-> 1-Turn Cooldown, 3 Uses
° Daemon Blitz: 175 x Thrash's Attacks that have been Avoided (Metal, Locks Single Avoid Type if Avoided, Cannot be Countered, S-Range)
-> 1-Turn Charge, 3-Turn Cooldown, 2 Uses)
° Gamma Strobe: 0 Damage, 105 Damage DoT for 2 Turns (Laser Element, Cannot be Countered, Cannot be Naturally Avoided, S-Range)
° Magnify: 0 Damage, adds Cuts DarkSoul to One Attack
->1-Turn Charge, 2 Uses
° HYPER ATTACK - Omega Twin Blazers 'Supremacy V": 345 x Total Attack Slots Sacrificed, divided into 2 Hits (Fire, S-Range, Must Be Avoided Separately, Can Be Optionally Charged, Fully Undodgeable, Breaks Unbreakable Shields)
-> 3-Turn Optional Charge, 5-Turn Cooldown
Next time you're looking at this list and think "My, that's a lot of attacks to dodge! And how did she bypass all those Charge turns!?"... well, I advise you to read the header and dividers first.
_____________________________________
Active Accessories:
-Ring of the Dark Advisor: +2 Attack Slots, -50 Attack Damage
-Dagger of the Grim Heir: +2 DarkSoul Duration, Avoids locked + Cannot Be Intercepted For
Keep an eye on that second one there - it's the star of the show today! And speaking of the show...
Enemy: CircusMan.EXE (Arcade Battle Data)
[CircusMan HP=6600/6600]
Cumulative Version: V8
Element: Normal
Pattern Versus Opponents Total V8 ~ V10
° Tiger Ring (200 + (50 x Target's Version)) (Aimed twice at each target)
--> Ignores Armor; Auto-Strikes if Avoided
° Happy Clap (100 + (30 x Target's Version)) (Thrice per turn at each target)
--> Target loses 1 Attack Slot if Avoided
° Chaos Carousel (100 x 12) (Twice per turn at the target with the highest remaining HP)
--> Damage cannot be reduced by any means
--> Targets Navi with the highest HP
--> Must be evaded twice, plus an additional time per each of CircusMan's attacks that were avoided this turn
The punching bag of the NetBattle Arcade himself, the Blue Mystery Pinata and Babby's First Accessory Dispenser! And yet, outside of his status as The Only Arcade Boss Worth Fighting More Than Once, many forget... hell, most of you weren't even born yet when this guy was at his prime. Back during the last hurrah of the WWW (the REAL WWW, not whatever you darn kids keep yammering about with your 'old plots'), this glass-eyed fatso was put in charge of wrangling the Cybeasts - another thing you probably won't remember, unless somebody did some very stupid things while I was in hibernation, in which case you probably aren't likely to learn much from ancient history anyway. His Operator was good at making balloon animals, too. Apparently, he made enough of an impression back during the Cyber City Expo that he got put alongside the ill-remembered puppetmaster of the N-1 Grand Prix as a battle simulation - such is the afterlife of an entertainer.
So, you can probably guess how this goes. Yes, I didn't bring an Initiative program, the fiddly little thing is a pain to fit into the NaviCust, and I've been through three of the things now. I've just stopped bothering after that - so, the clown gets the first move.
Support Phase
--
Attack Phase
CircusMan strikes with Tiger Ring! (600)
CircusMan strikes with Tiger Ring! (600)
CircusMan strikes with Happy Clap!(250)
CircusMan strikes with Happy Clap!(250)
CircusMan strikes with Happy Clap!(250)
CircusMan unleashes Chaos Carousel!(100 x 12)
CircusMan unleashes Chaos Carousel!(100 x 12)
Goodness, look at him go. Who knew that something so fat could move like that. If only the real one could attack this quickly, perhaps we would be living in a world without the internet just like that Wily hack always wanted.
Summary Phase
[CircusMan HP=6600/6600]
Total Damage of Attacks: 4350
Current Terrain: Normal
Oh my, what a pickle this is, nearly twice my HP in damage, Ignores Armor on every single attack, and I've gone and locked out my Avoidance module! A fun exercise for the viewers - try to find the Skill and Program combination that would let you bypass damage resistance with every single attack without visible cost. Poor, cheesy 'difficulty' aside, you can probably see where this is going.
Defense Phase
...Might as well get this out of the way now.
DARKSOUL ACTIVE!
[ThrashDS HP=1/2750]
You probably saw this coming a mile away - maybe you even did it yourself once before. The Dark Power is, of course, the blind spot of this AI, which is really funny when you realize that even the real CircusMan had a good half-year to learn about Darkloid battle tactics. Anyway, here we are - the enemy has no means of harming me, and I have four turns to do whatever I please with. So, we're going to have a little fun.
Support Phase
ThrashDS regenerates 140 HP!
Pointless as it is, that Regenerator Omega's going to chug away and do it's thing. Good fun in battles where Armor is not a completely ignored mechanic, but completely pointless here. I've said enough about the poor balancing choices here, so instead we're going to just keep abusing one of those questionable choices as far as we possibly can.
Attack Phase (6 AS)
Thrash charges HYPER ATTACK! (1/0)
Thrash patiently gathers energy... 5 AS sacrificed.
Ominous!
Summary Phase
[ThrashDS HP=151/2850]
Total Damage of Attacks: 0
Current Terrain: Normal
Active Charges:
-Hyper Attack (1/0) (5AS Reserved)
Defense Phase:
--
Support Phase
--
Attack Phase
CircusMan strikes with Tiger Ring! (600)
CircusMan strikes with Tiger Ring! (600)
CircusMan strikes with Happy Clap!(250)
CircusMan strikes with Happy Clap!(250)
CircusMan strikes with Happy Clap!(250)
CircusMan unleashes Chaos Carousel!(100 x 12)
CircusMan unleashes Chaos Carousel!(100 x 12)
Summary Phase
[CircusMan HP=6600/6600]
Total Damage of Attacks: 4350
Current Terrain: Normal
Better get used to this, he's not much for strategy or variety.
Defense Phase
NOPE
Like I said, completely impotent.
Support Phase
ThrashDS regenerates 140 HP!
Doo de doo...
Attack Phase (7 AS)
Oh right, I almost forgot about that... Normal-Type lyfe, I guess.
Thrash charges HYPER ATTACK! (2/0)
Thrash patiently gathers energy... 6 AS sacrificed.
Summary Phase
[ThrashDS HP=291/2850]
Total Damage of Attacks: 0
Current Terrain: Normal
Active Charges:
-Hyper Attack (1/0) (11 AS Reserved)
For those of you at home, this would normally be the end of DarkSoul's duration... against an opponent who can't fight back effectively, this little knife here is quite the little stall-enabler. So, we have two more turns to enjoy contractual invulnerability, and I plan to make the payoff a sight to behold.
Defense Phase:
--
Support Phase
--
Attack Phase
CircusMan strikes with Tiger Ring! (600)
CircusMan strikes with Tiger Ring! (600)
CircusMan strikes with Happy Clap!(250)
CircusMan strikes with Happy Clap!(250)
CircusMan strikes with Happy Clap!(250)
CircusMan unleashes Chaos Carousel!(100 x 12)
CircusMan unleashes Chaos Carousel!(100 x 12)
Summary Phase
[CircusMan HP=6600/6600]
Total Damage of Attacks: 4350
Current Terrain: Normal
Defense Phase
BLEP
You should really just stop trying.
Support Phase
ThrashDS regenerates 140 HP!
Attack Phase (6 AS)
Thrash charges HYPER ATTACK! (3/0)
Thrash patiently gathers energy... 5 AS sacrificed.
Summary Phase
[ThrashDS HP=431/2850]
Total Damage of Attacks: 0
Current Terrain: Normal
Active Charges:
-Hyper Attack (3/0) (16 AS Reserved)
All charged up. We're not QUITE ready to fire yet, though.
Defense Phase:
--
Support Phase
--
Attack Phase
CircusMan strikes with Tiger Ring! (600)
CircusMan strikes with Tiger Ring! (600)
CircusMan strikes with Happy Clap!(250)
CircusMan strikes with Happy Clap!(250)
CircusMan strikes with Happy Clap!(250)
CircusMan unleashes Chaos Carousel!(100 x 12)
CircusMan unleashes Chaos Carousel!(100 x 12)
Summary Phase
[CircusMan HP=6600/6600]
Total Damage of Attacks: 4350
Current Terrain: Normal
Defense Phase
SPLAP
I'd say to stop embarassing yourself, except... well, you'll see.
Support Phase
ThrashDS regenerates 140 HP!
Before we start the fireworks, we need to roll out the Green Carpet.
SetStage Omega activated! Panels set to GrassStage!
Attack Phase (7 AS)
One last intake...
Thrash patiently gathers energy... 6 AS sacrificed.
Shoutouts to VG!
HYPER ATTACK ENGAGED...
Usurped wicked light of perverse justice
Casts the fathomless shadow of the sinful soul
And smears the earth with its black ashes!
OMEGA TWIN BLAZERS - "SUPREMACY V"
Summary Phase
[ThrashDS HP=571/2850]
Total Damage of Attacks: 15,155 x2
Current Terrain: Grass (1/3)
Active Cooldowns:
-Hyper Attack (0/5)
Defense Phase:
GRASS PANELS BURNED - 2X DAMAGE MULTIPLIER!
CircusMan takes 60,620 Damage from Omega Twin Blazers - Supremacy "V"!
Oooh baby, that's more than three times as much damage as he pulled over the course of the whole battle!
CIRCUSMAN OBLITERATED!
BATTLE OVER!
Blue Mystery Data GET!
I hope you've all learned something today. Expect a complete copy-and-paste of this next month.
Clown Murder START
Looking familiar? This little trip to the arcade's become a bit of a routine nowadays - we've finally hit the point where the simulator's scaling difficulty just turns the attack speed on the construct right up to Quick Bronze. There's no point in trying to strategize a 'clean' win out of it any more... not that there ever was in the first place. So instead, I've decided to use this as an excuse for a little 'training video' of sorts. Not that anything here is worth a valuable lesson or anything, but I've gotta justify that ONB paycheque somehow, right?
[Thrash HP = 2750/2750]
Base Armor: 140
Regeneration: 140 + Total of Passive Damage taken over course of battle
Elements: Sand Lv2 / Ice Lv3 / Laser Lv2 / Metal Lv1
-Foe has -1 AS for first two turns
Strengths: Stone, Blade, Metal, Seeking, Light, Sand
Weaknesses: Aqua, Elec, Bug, Wind, Break
Did you know that there are Operators out there who don't like to have this sort of basic information made available to them? It's hilarious, especially when they get all uppity later about not being told about elemental resistances or that nasty little Slow effect. Y'know what, this is a PSA now. Keeping secrets doesn't make a fight any friendlier - quite to the contrary, in fact.
_____Handy Attack Reference Sheet_____
Thrash's Base Damage: 345
° Crystal Cleavers: 310 (Ice, Cuts Auras, Breaks Shields, Cannot be Countered, Cannot be Naturally Avoided, C-Range)
° Ripsaw Lash: 310 (Sand, Undodgeable, Breaks Shields, Cannot be Countered, Cannot be Naturally Avoided, S-Range)
° Chariot Crash: 280 (Metal, Breaks Shields, Cuts Auras, Can Be Optionally Charged for 2 Turns; If Avoided, Lose 1 AS next turn but gain +50 Armor during that Defense Phase; C-Range)
° Crystalysis: 280 (Ice, Hits All Undodgeable, Cuts Auras, Ignores Armor, inflicts Freeze, Berserk, Dual-Range)
-> 1-Turn Charge, 4-Turn Cooldown
° Alpha Seeker: 245 (Laser, Cannot be Naturally Avoided, Inflicts Freeze, Auto-Strikes next turn at half power and full effects if Avoided, S-Range)
-> 1-Turn Cooldown, 3 Uses
° Daemon Blitz: 175 x Thrash's Attacks that have been Avoided (Metal, Locks Single Avoid Type if Avoided, Cannot be Countered, S-Range)
-> 1-Turn Charge, 3-Turn Cooldown, 2 Uses)
° Gamma Strobe: 0 Damage, 105 Damage DoT for 2 Turns (Laser Element, Cannot be Countered, Cannot be Naturally Avoided, S-Range)
° Magnify: 0 Damage, adds Cuts DarkSoul to One Attack
->1-Turn Charge, 2 Uses
° HYPER ATTACK - Omega Twin Blazers 'Supremacy V": 345 x Total Attack Slots Sacrificed, divided into 2 Hits (Fire, S-Range, Must Be Avoided Separately, Can Be Optionally Charged, Fully Undodgeable, Breaks Unbreakable Shields)
-> 3-Turn Optional Charge, 5-Turn Cooldown
Next time you're looking at this list and think "My, that's a lot of attacks to dodge! And how did she bypass all those Charge turns!?"... well, I advise you to read the header and dividers first.
_____________________________________
Active Accessories:
-Ring of the Dark Advisor: +2 Attack Slots, -50 Attack Damage
-Dagger of the Grim Heir: +2 DarkSoul Duration, Avoids locked + Cannot Be Intercepted For
Keep an eye on that second one there - it's the star of the show today! And speaking of the show...
Enemy: CircusMan.EXE (Arcade Battle Data)
[CircusMan HP=6600/6600]
Cumulative Version: V8
Element: Normal
Pattern Versus Opponents Total V8 ~ V10
° Tiger Ring (200 + (50 x Target's Version)) (Aimed twice at each target)
--> Ignores Armor; Auto-Strikes if Avoided
° Happy Clap (100 + (30 x Target's Version)) (Thrice per turn at each target)
--> Target loses 1 Attack Slot if Avoided
° Chaos Carousel (100 x 12) (Twice per turn at the target with the highest remaining HP)
--> Damage cannot be reduced by any means
--> Targets Navi with the highest HP
--> Must be evaded twice, plus an additional time per each of CircusMan's attacks that were avoided this turn
The punching bag of the NetBattle Arcade himself, the Blue Mystery Pinata and Babby's First Accessory Dispenser! And yet, outside of his status as The Only Arcade Boss Worth Fighting More Than Once, many forget... hell, most of you weren't even born yet when this guy was at his prime. Back during the last hurrah of the WWW (the REAL WWW, not whatever you darn kids keep yammering about with your 'old plots'), this glass-eyed fatso was put in charge of wrangling the Cybeasts - another thing you probably won't remember, unless somebody did some very stupid things while I was in hibernation, in which case you probably aren't likely to learn much from ancient history anyway. His Operator was good at making balloon animals, too. Apparently, he made enough of an impression back during the Cyber City Expo that he got put alongside the ill-remembered puppetmaster of the N-1 Grand Prix as a battle simulation - such is the afterlife of an entertainer.
Turn 1 - Enemy
So, you can probably guess how this goes. Yes, I didn't bring an Initiative program, the fiddly little thing is a pain to fit into the NaviCust, and I've been through three of the things now. I've just stopped bothering after that - so, the clown gets the first move.
Support Phase
--
Attack Phase
CircusMan strikes with Tiger Ring! (600)
CircusMan strikes with Tiger Ring! (600)
CircusMan strikes with Happy Clap!(250)
CircusMan strikes with Happy Clap!(250)
CircusMan strikes with Happy Clap!(250)
CircusMan unleashes Chaos Carousel!(100 x 12)
CircusMan unleashes Chaos Carousel!(100 x 12)
Goodness, look at him go. Who knew that something so fat could move like that. If only the real one could attack this quickly, perhaps we would be living in a world without the internet just like that Wily hack always wanted.
Summary Phase
[CircusMan HP=6600/6600]
Total Damage of Attacks: 4350
Current Terrain: Normal
Oh my, what a pickle this is, nearly twice my HP in damage, Ignores Armor on every single attack, and I've gone and locked out my Avoidance module! A fun exercise for the viewers - try to find the Skill and Program combination that would let you bypass damage resistance with every single attack without visible cost. Poor, cheesy 'difficulty' aside, you can probably see where this is going.
Turn 1 - Player
Defense Phase
...Might as well get this out of the way now.
DARKSOUL ACTIVE!
[ThrashDS HP=1/2750]
You probably saw this coming a mile away - maybe you even did it yourself once before. The Dark Power is, of course, the blind spot of this AI, which is really funny when you realize that even the real CircusMan had a good half-year to learn about Darkloid battle tactics. Anyway, here we are - the enemy has no means of harming me, and I have four turns to do whatever I please with. So, we're going to have a little fun.
Support Phase
ThrashDS regenerates 140 HP!
Pointless as it is, that Regenerator Omega's going to chug away and do it's thing. Good fun in battles where Armor is not a completely ignored mechanic, but completely pointless here. I've said enough about the poor balancing choices here, so instead we're going to just keep abusing one of those questionable choices as far as we possibly can.
Attack Phase (6 AS)
Thrash charges HYPER ATTACK! (1/0)
Thrash patiently gathers energy... 5 AS sacrificed.
Ominous!
Summary Phase
[ThrashDS HP=151/2850]
Total Damage of Attacks: 0
Current Terrain: Normal
Active Charges:
-Hyper Attack (1/0) (5AS Reserved)
Turn 2 - Enemy
Defense Phase:
--
Support Phase
--
Attack Phase
CircusMan strikes with Tiger Ring! (600)
CircusMan strikes with Tiger Ring! (600)
CircusMan strikes with Happy Clap!(250)
CircusMan strikes with Happy Clap!(250)
CircusMan strikes with Happy Clap!(250)
CircusMan unleashes Chaos Carousel!(100 x 12)
CircusMan unleashes Chaos Carousel!(100 x 12)
Summary Phase
[CircusMan HP=6600/6600]
Total Damage of Attacks: 4350
Current Terrain: Normal
Better get used to this, he's not much for strategy or variety.
Turn 2 - Player
Defense Phase
NOPE
Like I said, completely impotent.
Support Phase
ThrashDS regenerates 140 HP!
Doo de doo...
Attack Phase (7 AS)
Oh right, I almost forgot about that... Normal-Type lyfe, I guess.
Thrash charges HYPER ATTACK! (2/0)
Thrash patiently gathers energy... 6 AS sacrificed.
Summary Phase
[ThrashDS HP=291/2850]
Total Damage of Attacks: 0
Current Terrain: Normal
Active Charges:
-Hyper Attack (1/0) (11 AS Reserved)
For those of you at home, this would normally be the end of DarkSoul's duration... against an opponent who can't fight back effectively, this little knife here is quite the little stall-enabler. So, we have two more turns to enjoy contractual invulnerability, and I plan to make the payoff a sight to behold.
Turn 3 - Enemy
Defense Phase:
--
Support Phase
--
Attack Phase
CircusMan strikes with Tiger Ring! (600)
CircusMan strikes with Tiger Ring! (600)
CircusMan strikes with Happy Clap!(250)
CircusMan strikes with Happy Clap!(250)
CircusMan strikes with Happy Clap!(250)
CircusMan unleashes Chaos Carousel!(100 x 12)
CircusMan unleashes Chaos Carousel!(100 x 12)
Summary Phase
[CircusMan HP=6600/6600]
Total Damage of Attacks: 4350
Current Terrain: Normal
Turn 3 - Player
Defense Phase
BLEP
You should really just stop trying.
Support Phase
ThrashDS regenerates 140 HP!
Attack Phase (6 AS)
Thrash charges HYPER ATTACK! (3/0)
Thrash patiently gathers energy... 5 AS sacrificed.
Summary Phase
[ThrashDS HP=431/2850]
Total Damage of Attacks: 0
Current Terrain: Normal
Active Charges:
-Hyper Attack (3/0) (16 AS Reserved)
All charged up. We're not QUITE ready to fire yet, though.
Turn 4 - Enemy
Defense Phase:
--
Support Phase
--
Attack Phase
CircusMan strikes with Tiger Ring! (600)
CircusMan strikes with Tiger Ring! (600)
CircusMan strikes with Happy Clap!(250)
CircusMan strikes with Happy Clap!(250)
CircusMan strikes with Happy Clap!(250)
CircusMan unleashes Chaos Carousel!(100 x 12)
CircusMan unleashes Chaos Carousel!(100 x 12)
Summary Phase
[CircusMan HP=6600/6600]
Total Damage of Attacks: 4350
Current Terrain: Normal
Turn 4 - Player
Defense Phase
SPLAP
I'd say to stop embarassing yourself, except... well, you'll see.
Support Phase
ThrashDS regenerates 140 HP!
Before we start the fireworks, we need to roll out the Green Carpet.
SetStage Omega activated! Panels set to GrassStage!
Attack Phase (7 AS)
One last intake...
Thrash patiently gathers energy... 6 AS sacrificed.
Shoutouts to VG!
HYPER ATTACK ENGAGED...
Usurped wicked light of perverse justice
Casts the fathomless shadow of the sinful soul
And smears the earth with its black ashes!
OMEGA TWIN BLAZERS - "SUPREMACY V"
Summary Phase
[ThrashDS HP=571/2850]
Total Damage of Attacks: 15,155 x2
Current Terrain: Grass (1/3)
Active Cooldowns:
-Hyper Attack (0/5)
Turn 5 - Enemy
Defense Phase:
GRASS PANELS BURNED - 2X DAMAGE MULTIPLIER!
CircusMan takes 60,620 Damage from Omega Twin Blazers - Supremacy "V"!
Oooh baby, that's more than three times as much damage as he pulled over the course of the whole battle!
CIRCUSMAN OBLITERATED!
BATTLE OVER!
Blue Mystery Data GET!
I hope you've all learned something today. Expect a complete copy-and-paste of this next month.