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Post by Shast on Feb 27, 2020 20:58:07 GMT -8
Out of Character
Xeel chugs speed addition program uses for a net +20 AS She sacs 29 AS for 3625 armor
locks all skills for percent reductions(12)
Takes 10k shot for 0 damage.
30/300 +2RMD
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Post by 🆃ʀɪɴɪᴛʀᴏᴛᴏʟᴜᴇɴᴇ 🅼ᴏɴᴏᴍᴀɴɪᴀ on Feb 27, 2020 21:22:07 GMT -8
Hello.
Christmas Tree Cleaning Event SpecialDefence Phase Event Augments■ Percentile Mitigation applies before Flat Mitigation for this event ■ Any stacking passives are maxed ■ You may convert your Regeneration to Armor ■ You may use Supportive Phase actions prior to defending against the damage (IE: Stages, Hyper Modes) [ Adaptive Power] - Advanced Skill [ Piano's ultimate blessing. The power of twenty souls.] ■ Grade's unspent Element Levels are instead spent at the start of battle on a unique non-Hidden Element. May be changed once every Set-up Phase afterwards ■ If all chosen Elements have reached Lv5, an additional Element is chosen ■  is treated as  for the purpose of Wind■ If Grade were to gain a Special Property through this Skill, he gains 5% Damage Reduction instead ■ If Grade were to gain a limited-instance effect, in-stat customization effect, or Avoidance-related effect from an Element Level through this Skill, he gains +20 Regen instead, +20 more Regen if it's the only effect granted in an Element Level [ Passive] Fire Lv5 ■ 5% Damage Reduction■ (Unimportant) Aqua Lv5 ■ 5% Damage Reduction■ 5% Damage Reduction■ 160 Armor■ (Unimportant) -- Net Strengths:         -- Net Weaknesses:        Weakness(es) removed via Neutrality[Power Block] - Hidden Program ■ One incoming attack deals 50% Damage, and loses all temporary effects. [1 CD] Heartpulse Drive 400 Armor Alexandrite Star of Regeneration 600 ArmorGrade takes: ■ Evergreen Deadlift 10,000: 70% Total Damage Reduction, 1,160 Total Armor, - 1,840 HP Grade 560/2,400[HP=560/2,400]
30 Exp, 300 Zenny and 3 RMD to Grade
Others can post in this thread, btw. If anyone's reading. Just reapply Xeel's rewards and stuff
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Post by Warrior on Feb 27, 2020 21:27:11 GMT -8
#s://i~imgur~com/dk4CQm0~png
[HP:3,520/3,520]
Defensive
Elements: Warrior is Neutral to Wood
{ Conformity: Used 3 Times to split Unavoidable Damage evenly across 4 Turns (25% Taken each turn) ::(+)::} Conformity -- S Tier Correspondence in form, manner, or character; agreement. ° Any source of Unavoidable (or pseudo-Unavoidable) Damage that Warrior would take this turn is split evenly across 2 Turns instead ° This Skill can be activated multiple times to extend the "split" duration by +1 Turn per activation beyond the first 3 Uses (0 Left) Total Mitigation: x0.25 Damage Taken
Unavoidable Damage Taken: 10,000 2500 Mitigated to 25%, rest delayed
[HP:1,020/3,520]
End Turn
Damage Threshold: 10,000
[HP:11,400/11,400]
Defensive
Unavoidable Damage Taken: 10,000
[HP:1,400/11,400]
End Turn
Damage Threshold: 10,000
[HP:5,000/5,000]
Defensive
Event: Faith locks 4 Skills (3 Avoidances + Zenith) for 10 19 27 34% Damage Mitigation
- ° Blade Element: Faith is Strong to Wood
Total Mitigation: x0.462 Damage Taken
Unavoidable Damage Taken: 10,000 4620 Mitigated to 46.2%
[HP:380/5,000]
End Turn
Damage Threshold: 10,000
[HP:1,300/1,300] Normal (∞)
Defensive
Shadow Element: Shine is Neutral to Wood
Event: Shine locks 6 Skills (all but Quick Assault) for 10 19 27 34 41 47% Damage Mitigation
{ Reboot: +1 Use to Skill Addition Zeta (2 -> 3) ::(+)::} Reboot Activated Program +1 use to another program. Can only be equipped/activated once, regardless of other effects. May not give uses to undershirt programs. ⦗Uses per battle: 1/1⦘ (0 Left)
{ Skill Addition Zeta: Used 3 times for +6 Uses to Quick Assault (2 -> 8) ::(+)::} Skill Addition ⇪ Zeta (Rose Quartz) Activated Program
+1 +2 use to One Activated Skill when activated ⦗Uses per battle: 2/2⦘ (+1 -> 0 Left)
{ Quick Assault: Used 8 times for +8 Attack Slots (3 -> 11) ::(+)::} Quick Assault - A-Tier Shine attacks quickly when she finds an enemy's weak point. ° Shine gains +1 attack slot for 1 turn ° This skill gives +1 more attack slot if she wasn't hit by an attack this turn ° Shine may add an omni aimer of choice to the additional attack(s) 2 Uses (+6 -> 0 Left)
{ Power Block: 50% Damage Taken ::(+)::} Power Block Active hidden program One incoming attack deals 50% damage, and loses all temporary effects. ⦗1 turn cooldown⦘ Event: Shine sacrifices 11 Attack Slots for 130 * 11 Armor
Innate Armor: 40
Event: Shine's Armor applies after Percentile Mitigation
Total Mitigation: x0.265 Damage Taken + 1470 Armor
Unavoidable Damage Taken: 10,000 2655 1185
[HP:115/1,300] Normal (∞)
End Turn
Damage Threshold: 10,000
Damage Threshold: 10,000
REWARDS
* Counts toward quests that require Stat Battle completions +30 Exp +300 Zenny +1 Red MD (V) for surviving 1,000 Damage +1 Red MD (V) for surviving 10,000 Damage +1 Red MD (V) to Warrior/Feint for not sacrificing Skills/Attacks
Xeel: +120 Exp | +1200 Zenny | +8 RMD
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Post by Gaia on Feb 28, 2020 6:28:38 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=3300/3300]
[Junk Shield] [Advanced] JunkMan's defensive measures are near oppressive, his collection providing the ultimate wall between himself and his enemies. - JunkMan can utilize any object under his control as a Shield-Based Avoidance, regardless of its ability to intercept. -- Objects utilized in this way can block attacks during a turn up to their current Health without taking damage; thereafter, the object is no longer considered a shield, and must be able to intercept in order to properly be used to avoid attacks. Objects still block all subsequent hits of attacks that break them, unless they are Avoided Separately. -- Two objects can be raised against a single attack to be used as an Unbreakable Shield. Objects used in this way cannot be damaged, except by an attack that Breaks Shields. --- JunkMan can utilize this method of avoidance against attacks that Hit All, blocking the attack for himself by using each object (minimum of two) under his control as a shield. --- JunkMan cannot avoid attacks in any other way, and cannot be intercepted for except for by his objects. ---- [Passive]
[JunkMan has 3,300 Health, 55 Armor, and takes 51.68% Damage; 41.34% Damage on the 1st turn]
[Efficiency] [A-Tier, Object Support] JunkMan is adept at putting together his lovely creations, and can easily build more from available resources. - JunkMan can spawn up to 2 Additional Objects of each type. -- [Passive]
[JunkCube] [A-Tier, Object] The most basic of cubes, designed for durability and utilized for his personal defense. - JunkCubes are Intercepting Objects with [180 + (20 * V) + (10 * V)] 510-HP. -- [Active, 4/4 Uses]
2. [AssaultCube] [A-Tier, Object] A cube designed with a more blunt face, magnetized to JunkMan's field, specifically to orbit around and strike down on his foes from afar. - AssaultCubes are Non-Intercepting Objects with [((270 + (30 * V)) - 20%) + (10 * V)] 590-HP. -- AssaultCubes have 1 Attack Slot at 50% Damage, and attack once each turn, if able. --- Additional Skill Uses can be expended to merge AssaultCubes, adding +20% Max-Health and an additional +10% Damage. Per three AssaultCubes merged, they gain an additional attack slot. -- Only 1 AssaultCube can be active at a time. ---- [Active, 4/4 Uses]
3. [CompactCube] [A-Tier, Object] A cube designed as little more than an empty frame with springs around which to hold others. The cube latches onto other objects and compresses them within its incredibly tight core. - CompactCubes are Non-Intercepting Objects with [((270 + (30 * V)) - 40%) + (10 * V)] 470-HP. -- CompactCubes can merge with existing objects, adding 50% of the second object's Health and combining all effects. --- Only 1 CompactCube can be active at a time. ---- [Active, 4/4 Uses]
JunkMan spawns 3 of each object.
JunkMan activates Paladin's Spirit for a total of 25.11% Damage taken. JunkMan activates Stone and Onyx Cross for a total of 10% Damage taken. Using Endeavor Alpha, each shield (total of 9) can decrease the damage by 25%. 99% Damage Redux reached.
JunkMan facetanks 10,000 Damage for 45.
#s://cdn~discordapp~com/attachments/501084648533917716/645317831897907200/Jokers~png
Joker.DB
Preemptive Phase
Dread Joker has 2,470 HP, 445 Armor and 760 Regen. He locks all skills except for his Elemental Levels, Regen, Armor and Damage skills, granting him 53% damage mitigation.
[Finalize - Embolden] [Advanced Form, Hyper Format] Before Finalizing, Joker cloaks himself in his signature crimson veil, and harmonizes with his satellite at an extreme that causes the well of crimson power surrounding him to grow. - Dread Joker activates his Giga Program an additional time each turn for the duration of this Hyper Mode, but only to raise a single stat. -- Opponents can lock an active skill or limited-use attack to force Joker out of this Hyper Mode. --- 3-Turn Duration
 [Alexandrite Star of Regeneration] [200/600] A shining star forged of alexandrite, sparkles with an otherworldly power ° User regenerates 100 HP per turn ° This regeneration is increased by 100 per turn (to a max of 600)
[Rising Giant] - [Elementalist: +2 Elemental Levels] Time is the bane of all things. ° Each Supportive Phase, the user's Final Damage, Armor, Passive Attack Slots and per-turn passive Regeneration rises by 20% of its base rounded up. Used an additional time to raise Armor. ° The user also gains +1 use to a Skill of choice each turn, disregarding use limits.
Dread Joker's Regeneration increases by 100, and then by 20%. 1,035 Regen. Dread Joker's Total Damage increases to 120%. Dread Joker's Armor increases to 640. Dread Joker's Attack Slots increase to 10.
{Temporal Control: Dread Joker's Attack Slots increase to 20.}When Activated: Allows the user to double their attack slots for 1 turn, dropping their total damage by 10 * V, applying before any multipliers.
Dread Joker sacrifices 20 attack slots, gaining +4,940 Armor, this turn. Converts Regen to armor. Total of 6,615 Armor.
Defense Phase
[Joker HP=2470/2470]
Dread Joker facetanks 10k Damage for 0.
[Joker HP=2470/2470]
Support Phase
StrifeMan.EXE
StrifeMan has 48,800 HP.
Defense Phase
StrifeMan facetanks 10,000 damage and survives.
Vanguard.EXE
Vanguard has 2,500 HP. He activates Tactical Shift, procs all stacking boosts, so he also has 14 Attack Slots. He locks every skill except for Tactical Shift and his AS+ Skill, granting him 38.74% Damage taken. He activates 2 Hard Bodies, granting him +410 Armor against 6 Attacks. He is strong against Wood, takes a total of 27.11% Damage from the tree. He sacrifices 14 Attack Slots for a total of +3,500 Armor.
Defense Phase
[Vanguard HP=2500/2500]
Vanguard facetanks 10k for 0 Damage.
[Vanguard HP=2500/2500]
Out of Character
Rewards (Xeel): +120 Exp | +1200 Zenny | +8 RMD
+2 RMD for Vanguard/Joker, +3 for StrifeMan/JunkMan. +30 Exp/+300z, each.
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Post by Blazewind on Feb 28, 2020 10:03:25 GMT -8
====Legacy Turn 1====
Support Phase:
- Legacy locks all 7 skills for 10% damage mitigation each.
- Legacy sacrifices 5 attack slots to convert 50% of his max HP into Armor for the turn.
- Legacy swaps out his Turquoise Cross for his Onyx Cross for the battle duration.
Defense Phase: 2100-2060= 40 HP Remaining!
- Legacy is struck by MASSIVE TREE for 10000 Damage! Legacy is weak to Wood Element! Legacy reduces the damage by 50% through Onyx Cross of Strength! [(10000*1.3)*(0.9^7)/2]-(2100/2)= 2060 Damage taken!
Stats:
- HP: 40/2100
- Status: Tree'd
Legacy gains 30 EXP, 300 Zenny and 2 Red MD's!
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Post by "Bill" on Feb 29, 2020 8:04:32 GMT -8
Embera has 8470 HP, and resists wood. Embera survives with 1470 Xeel gets 30/300 +2 and Embera gets +1 more
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Post by 🆃ʀɪɴɪᴛʀᴏᴛᴏʟᴜᴇɴᴇ 🅼ᴏɴᴏᴍᴀɴɪᴀ on Mar 8, 2020 17:59:38 GMT -8
Christmas Tree Cleaning Event SpecialDefence Phase Puppet's Imitation 1.3× Weak to CombatMetal Grade takes: ■ Evergreen Deadlift 1,000: - 1,300 HP Metal Grade 300/1,600[HP=300/1,600] 30 Exp, 300 Zenny, 1 RMD to both
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