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Posted: Sat Dec 28, 2019 4:09 pm
by Ircher
In post 1817, Ircher wrote:Battle #21 (Threshold 5/0)
(7) Alpha : Hydra Slime : Level = 7 |
HP = 400/400
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
In post 1824, Ircher wrote:
Good news! I have decided I am upping the threshold to 7/0 from 5/0. This change will be fully reflected in the next update.
I'll take this pagetop.

Posted: Sat Dec 28, 2019 4:42 pm
by dsjstr
How strong do you think my D8 would be against their defense. I'm thinking that I play support and scry monster this round then use redirection shield on former for the next four rounds who could get 1 shot with bad luck.

Posted: Sat Dec 28, 2019 5:52 pm
by Formerfish
I like that idea. Generals?

Posted: Sat Dec 28, 2019 8:18 pm
by Not Known 15
I don`t like that idea, generals.
Their scry does not generate initiative, and it does not reveal the inventory.
I propose that Formerfish uses the 1 MP spell Examine Creature on this thing - sure, it loses us one precious MP but knowing the inventory is crucial to having a sound strategy - one thing we only get through that. And some time in the past we already had one creature who had skills only findable by Examine Creature.
And we should not waste our time on initiative, because there`s no need for extra actions this round.

Posted: Sat Dec 28, 2019 8:23 pm
by dsjstr
Should I attack because of the very low chance that former will be one shot? Wouldn't it be 1/1-7 * 1/8 * 1/2?

Assuming only one person gets attacked.

Posted: Sat Dec 28, 2019 8:26 pm
by Not Known 15
In post 1829, dsjstr wrote:Should I attack because of the very low chance that former will be one shot? Wouldn't it be 1/1-7 * 1/8 * 1/2?

Assuming only one person gets attacked.
Hydra... does this sound like an enemy with one attack?

Posted: Sun Dec 29, 2019 7:26 am
by inspiratieloos
In post 1829, dsjstr wrote:Should I attack because of the very low chance that former will be one shot? Wouldn't it be 1/1-7 * 1/8 * 1/2?

Assuming only one person gets attacked.
Players can't be reduced to 0 in one hit if they have more than 1 hp.

David can scry this round since we don't have NPC actions anyway.

I think this turn just wail on it and see what the scry results are?

Posted: Sun Dec 29, 2019 7:27 am
by Ircher
Just to be clear, David can't take any actions for this battle.

Posted: Sun Dec 29, 2019 7:29 am
by inspiratieloos
Worth a shot.

Posted: Sun Dec 29, 2019 9:20 am
by Not Known 15
Cast Examine Creature on The Hydra Slime

Posted: Sun Dec 29, 2019 9:24 am
by Not Known 15
Enough of this inaction. We have enough actions to NOT have to worry about initiative.
The next lvl 6 person casts Curse LVL 2 on the slime.
dsjstr uses redirection shield on FF.
The rest attacks with normal attacks.
THEN we plan the rest after we know what we are facing!

Posted: Sun Dec 29, 2019 9:31 am
by dsjstr
Cast Redirection Shield on FormerFish

Posted: Sun Dec 29, 2019 10:23 am
by Formerfish
Attack Hydra

Original Roll String: 2d4
2 4-Sided Dice: (2, 2) = 4

Posted: Sun Dec 29, 2019 10:32 am
by Jackal711
In post 1835, Not Known 15 wrote: The next lvl 6 person casts Curse LVL 2 on the slime.
Can do!

Cast Curse (Lvl2) on this thing

Posted: Sun Dec 29, 2019 11:59 am
by inspiratieloos
Attack
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

Posted: Sun Dec 29, 2019 12:06 pm
by inspiratieloos
Luck mitigation:
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

Posted: Sun Dec 29, 2019 12:13 pm
by Ircher
I don't think thst counts for luck mitigation. Your total dice roll must be the minimum possible for it to count towards luck mitigation. (E.g.: I saw you had rolled a total of two once--that counts, but rolling a 6 total despite one of the dice being 1 does not count.) Think of luck mitigation in terms of attacks, not individual dice rolls.

Posted: Sun Dec 29, 2019 1:17 pm
by inspiratieloos
.... How often do you expect luck mitigation to trigger?

Posted: Sun Dec 29, 2019 1:34 pm
by Ircher
Very rarely. It's not meant to be a damage increases; it's meant to handle streaks of really bad luck like that seen at the very beginning of the game. Ideally, luck mitigation should never trigger.

Posted: Sun Dec 29, 2019 10:37 pm
by Formerfish
I can see why he thought it counted. 3 of his 4 last rolls were 1s. I think the rule might be a bit vague because the last time it was probably an issue was when people weren't rolling multiple dice with each normal attack. You said it happened in the beginning, when single dice were being rolled once and we're probably like 1d2 or something weak as shit.

Posted: Sun Dec 29, 2019 11:13 pm
by inspiratieloos
Pretty much, the moment you switch from one to two dice per roll the chances of luck mitigation being relevant if you count them together go from ~1/30 to ~1/3000.

Posted: Mon Dec 30, 2019 7:56 am
by Ircher
(expired on 2019-12-30 18:56:46) until the round ends. Y'all have two actions left.

Posted: Mon Dec 30, 2019 12:34 pm
by Ircher
Not Known 15 draws a circle and then a cross with his hands while chanting ancient words. Wisps of all different colors form around him. He focuses his eyes on Alpha, and the wisps go flying towards it. The wisps then return to Not Known 15 and relay the obtained information. **Not Known 15 has
4/5
MP left.**
Spoiler: Alpha's Examination Results
**Hydra Slime : Level = 7 | HP = 400 | Morale = 15 | Attack = 1d8 | Defense = 1d2
- Passive Skill "Split": When this enemy takes damage, it splits into two weaker slimes. Each weaker slime has half the HP of the original slime. If the amount of HP remaining is odd before the split, one of the slimes will get the extra hitpoint. An individual slime will stop splitting from damage when it has 5 HP or left. Only the original creature awards experience. (To be very clear, "taking damage" in this context means per attack. If two characters attack the slime in the same round, the slime may potentially take damage twice (and thus split twice). The defense roll is applied to the first 1-2 attacks; attacks that deal zero damage do not count as "taking damage".)
- Passive Skill "Fire Vulnerability": This creature is vulnerable to the "Fire" and "Flame Arrows" spell. Those spells deal 2 * {Dice Roll} + 1. (Rolls will be adjusted automatically; please stick to standard dice rolls.)
- Passive Skill "Stun Resistance": This creature has a natural resistance against stun. Roll a 1d6. If a 4, 5, or 6 is rolled, this creature will avoid being stunned.
- Active Skill "Explode" (3 CD): Creates an explosion that deals {Attack Dice} - 2 damage to every enemy attacking this creature this round. This creature takes 1d4 unblockable damage in the process.


dsjstr begins making various hand gestures and reciting ancient words. Soon, white and yellow wisps begin to form around his hands. He points towards Formerfish. Formerfish and dsjstr are then bathed in a yellow light.
dsjstr and Formerfish are linked by a Redirection Shield for one round.
**dsjstr has
2/3
MP left.**

Jackal711 starts moving his hands in intricate ways and reciting an ancient curse. He points towards Alpha, and a black light envelopes the slime.
Alpha is cursed (-2) for three rounds!
**Jackal711 has
4/6
MP left.**

Formerfish delivers a strong slash to Alpha. (6 on Alpha {1}.) Because of Jackal711's curse, the slime merely takes the blow. To the amazement of the entire group, the slime splits into two smaller slimes!
Note: It may not make a lot of sense lore-wise, but status afflictions do not carry over to the split slimes.

inspiratieloos leaps forwards and delivers a strong blow to Alpha. (Another 6 on Alpha {2}.) Once again, the slime splits into smaller slimes.
---
A loud boom is heard as Alpha releases a large quantity of energy against its attackers.
(inspiratieloos:)
Original Roll String: 1d8-4
1 8-Sided Dice: (4)-4 = 0

(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

(Formerfish:)
Original Roll String: 1d8-4
1 8-Sided Dice: (5)-4 = 1

(Formerfish's defense:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

(Explode damage:)
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

(Redirection Shield damage:)
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2

Posted: Mon Dec 30, 2019 12:40 pm
by Ircher
The explosion chips away a bit of Alpha resulting in another split! inspiratieloos attempts to brace himself against the energy surge, but he is thrown backwards slightly. **inspiratieloos has
14/20
HP left.** Formerfish is far from the center of the explosion and suffers no damage. Despite suffering no damage, a bright light floods the area briefly and a magical force causes damage to Alpha. The slime splits into two once more.
Though it really does not matter here, resolution-wise, the explosion damage occurred to the slime before the damage from the redirection shield.
---
Current Monster Statuses
(Threshold 7/0)
(7) Alpha : Hydra Slime : Level = 7 | HP =
23/400
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2 | Cursed (-2) (2 Rounds) | 2 CD

Reinforcements:
These enemies do not grant experience, but must be killed to end the battle.

(7) Alpha Alpha : Hydra Slime : Level = 7 | HP =
197/400
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta : Hydra Slime : Level = 7 | HP =
95/400
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie : Hydra Slime : Level = 7 | HP =
47/400
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta : Hydra Slime : Level = 7 | HP =
22/400
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2

Posted: Mon Dec 30, 2019 5:08 pm
by Not Known 15
Gulp. Let`s not create too many slimes.... Let`s begin with Alpha Delta. Two attacks might be enough.
Attack Alpha Delta
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

Original Roll String: 1d4
1 4-Sided Dice: (2) = 2