Level Up 2 - Finished

For completed/abandoned Mish Mash Games.
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Post Post #1975 (ISO) » Sun Mar 08, 2020 9:17 am

Post by Ircher »

Despite Formerfish's determination and Jackal711's prayers, the odds were not in their favor. Alpha Beta survives with a sliver of health. **Alpha Beta has
1/400
HP left.**
---
Alpha Alpha proceeds to slide towards inspiratieloos.
Original Roll String: 1d8
1 8-Sided Dice: (1) = 1

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


Alpha Beta takes an interest in Jackal711 and begins moving towards him.
Original Roll String: 1d8
1 8-Sided Dice: (6) = 6

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


Alpha Beta Alpha and Alpha Beta Beta team up and begin approaching the worst from both east and west.
Original Roll String: 1d8
1 8-Sided Dice: (5) = 5

Original Roll String: 1d8
1 8-Sided Dice: (7) = 7

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


Cultist Andromeda withdraws a flute and begins playing a melody. Soon, a white glow is emitted from her instrument. After some time, the melody stops and the glow disappears. **Cultist Andromeda has
22/24
HP left.**

(Alpha Alpha:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

(Alpha Beta:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1

(Alpha Beta Alpha:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

(Alpha Beta Beta:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1
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Post Post #1976 (ISO) » Sun Mar 08, 2020 9:27 am

Post by Ircher »

inspiratieloos leaps out of the way once he sees Alpha Alpha approach, but he is a little late and the slime touches him. **inspiratieloos has
13/20
HP left.**

Alpha Beta closes in on Jackal711, but Jackal711 is alert and manages to get away before the slime deals too much damage. **Jackal711 has
12/20
HP left.**

the worst isn't paying attention, but Alpha Beta Alpha decides it didn't want to attack the worst after all. Alpha Beta Beta also quickly loses interest in the worst. **the worst has
13/20
HP left.**

White lights envelope Alpha Alpha, Alpha Beta, Alpha Beta Alpha, and Alpha Beta Beta and the slimes grow in size.
**Alpha Alpha has
200/400
HP left.**
**Alpha Beta has
3/400
HP left.**
**Alpha Beta Alpha has
47/400
HP left.**
**Alpha Beta Beta has
25/400
HP left.**
---
Current Monster Statuses
(Threshold 7/1)
(7) Alpha : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(6) Cultist Andromeda : Cultist Musician : Level = 6 | HP = 50/50 | MP =
22/24
| Morale = 100/100 | Attack = 1d4 | Defense = 1d4

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

(7) Alpha Alpha : Hydra Slime : Level = 7 | HP =
200/400
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta : Hydra Slime : Level = 7 | HP =
3/400
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Alpha : Hydra Slime : Level = 7 | HP =
47/400
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Beta : Hydra Slime : Level = 7 | HP =
25/400
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Charlie : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Alpha : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Alpha Alpha : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Beta : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta Alpha : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta Alpha Alpha : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Echo : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2

Active Battle Effect #1: Players require and use one less mana to cast spells.

---
Administrative Note: My spring break has ended, but I am going to try to update this twice a week on Tuesday and Saturday. We will see how this works; if it doesn't work well for me, the game may go back into an on hold state, but I think I can manage twice a week. Don't expect anything faster.

Next round ends on Saturday, March 14, 2020 2:00 PM EDT (GMT-4:00) or in (expired on 2020-03-14 14:00:00). (As always, if I haven't locked the thread by that time, you can continue to submit actions until I do. If there are less than four actions submitted, I'll wait.)
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Post Post #1977 (ISO) » Wed Mar 11, 2020 7:31 pm

Post by Jackal711 »

Hmm guess we mis-calculated somewhat. Let's just finish the job.

Attack Alpha Beta


Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

Original Roll String: 1d4
1 4-Sided Dice: (3) = 3
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Post Post #1978 (ISO) » Wed Mar 11, 2020 7:31 pm

Post by Jackal711 »

That'll do it.
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Post Post #1979 (ISO) » Wed Mar 11, 2020 7:51 pm

Post by dsjstr »

When would the cultist use the special ability and it takes away half of the slimes health?

Depending on the frequency of that special attack and if it takes away the slimes health we might just want to attack the cultist to maximize the damage while minimizing the amount of slimes
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Post Post #1980 (ISO) » Wed Mar 11, 2020 11:29 pm

Post by Formerfish »

I have fury blade available for an attack, I could target the cultist with the main attack and a slime with the second attack I gain.
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Post Post #1981 (ISO) » Wed Mar 11, 2020 11:55 pm

Post by inspiratieloos »

Fury Blade is meant to be used when you're at 1 hp cross slash and double slash are better otherwise.

As for the cultist, she doesn't have stun resist but she does have quite high defence. Focussing down the slimes first is probably better. We'll probably chip away at her quite a bit when there's no good slime targets anyway.

Attack Alpha Beta Beta
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4
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Post Post #1982 (ISO) » Wed Mar 11, 2020 11:57 pm

Post by inspiratieloos »

In post 1977, Jackal711 wrote:Hmm guess we mis-calculated somewhat. Let's just finish the job.

Attack Alpha Beta


Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (6) = 6

Original Roll String: 1d4 (STATIC)
1 4-Sided Dice: (1) = 1
I think the problem was that the slime doesn't necessarily have to use it's defence roll on the first attack, which isn't an issue normally since everyone at higher level rolls 2 dice anyway.
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Post Post #1983 (ISO) » Fri Mar 13, 2020 8:44 am

Post by Ircher »

About (expired on 2020-03-14 14:01:00) left in the round .
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Post Post #1984 (ISO) » Fri Mar 13, 2020 11:42 am

Post by inspiratieloos »

AAB should be at 12 hp at most, that's within range of double slash.
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Post Post #1985 (ISO) » Fri Mar 13, 2020 5:29 pm

Post by dsjstr »

If the cultists defense is an issue I can use fire, I am just not strong enough to face the slimes
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Post Post #1986 (ISO) » Sat Mar 14, 2020 1:53 am

Post by Formerfish »

Double slash AAB

Original Roll String: 2d4
2 4-Sided Dice: (2, 3) = 5

Original Roll String: 2d4-2
2 4-Sided Dice: (1, 1)-2 = 0
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Post Post #1987 (ISO) » Sat Mar 14, 2020 4:55 am

Post by inspiratieloos »

In post 1985, dsjstr wrote:If the cultists defense is an issue I can use fire, I am just not strong enough to face the slimes
You'll be fine. You'd probably be worse off attracting the attention of the cultist anyway.

Though slimes are weak against fire and with the mana reduction and your low base attack rolling d3*2+1 against slimes is better than rolling 1d6.

A bit awkwardly, depending on the exact defence roll and split ABB might either have gone to 6 and split into 2x3 or it might have gone to 5 and not split.

dsjstr, I'd suggest using fire for d3*2+1 against ABB.
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Post Post #1988 (ISO) » Sat Mar 14, 2020 5:08 am

Post by Ircher »

Don't forget about the NPC action as well. (I know it's hard to remember when originally y'all didn't have one.)
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Post Post #1989 (ISO) » Sat Mar 14, 2020 5:34 am

Post by inspiratieloos »

I'm hoping dsjstr will kill ABB so David can hit Andromeda, otherwise aim him at ABB.
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Post Post #1990 (ISO) » Sat Mar 14, 2020 8:36 am

Post by dsjstr »

Fire ABB

Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
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Post Post #1991 (ISO) » Sat Mar 14, 2020 8:45 am

Post by inspiratieloos »

So that's 3 damage, that might kill it depending on the defence and split rolls.

Eh, better safe than sorry.
David attacks ABB
Original Roll String: 1d6-1
1 6-Sided Dice: (3)-1 = 2
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Post Post #1992 (ISO) » Sat Mar 14, 2020 9:16 am

Post by Ircher »

Jackal711 carefully tiptoes forward towards Alpha Beta position. He gets behinds the slime and sends his sword through the slime. The slime lefts out a pitiful cry as it disintegrates into nothingness. (7 on Alpha Beta {1}.) **Alpha Beta is
dead
.**

inspiratieloos surges into the battle and swings his blade down at Alpha Beta Beta. The slime lets out a high-pitched squeal and splits into two smaller slimes. (4 so far on Alpha Beta Beta.)
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2


Formerfish runs up behind inspiratieloos and slashes at Alpha Beta Beta. He then slashes again at the slime. Unfortunately, his second attack misses the slime completely. (6 more on Alpha Beta Beta.)

dsjstr begins chanting ancient words and making complicated motions. Soon, his hands glow red and tiny red wisps start encircling his fingers. He points towards Alpha Beta Beta and a red flame engulfs the slime. The slime cries out in agony as it is seared by the hot flames. (3 more on Alpha Beta Beta.)

"I'm not sure if it's dead yet!" exclaims David as he loads his bow and quickly fires it at the slime. "That should finish it for sure!" (4 - 1 = 3 more on Alpha Beta Beta.) **Alpha Beta Beta is
dead
.**
---
Alpha Alpha begins moving towards inspiratieloos.
Original Roll String: 1d8
1 8-Sided Dice: (8) = 8

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


Alpha Beta Alpha sets its eyes upon Formerfish and begins crawling that way.
Original Roll String: 1d8
1 8-Sided Dice: (7) = 7

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


Cultist Andromeda plays another melody on her flute and white wisps begin to form around her. **Cultist Andromeda has
20/24
MP left.**
(Alpha Alpha:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1

(Alpha Beta Alpha:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1

---
Not Known 15 can use active skills again.

Formerfish can use friendship skills again.
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Post Post #1993 (ISO) » Sat Mar 14, 2020 9:22 am

Post by Ircher »

Despite inspiratieloos's best efforts, Alpha Alpha manages to deal heavy damage to him. **inspiratieloos has
8/20
HP left.**

Formerfish on the other hand isn't paying attention, and Alpha Beta Alpha manages to spread all its corrosive slime over him.
**Formerfish has
1/23
HP left.**


Alpha Alpha and Alpha Beta Alpha briefly glow white and increase in size. **Alpha Alpha has
201/400
HP left.** **Alpha Beta has
50/400
HP left.**
---
Current Monster Statuses
(Threshold 7/1)
(7) Alpha : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(6) Cultist Andromeda : Cultist Musician : Level = 6 | HP = 50/50 | MP =
20/24
| Morale = 100/100 | Attack = 1d4 | Defense = 1d4

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

(7) Alpha Alpha : Hydra Slime : Level = 7 | HP =
201/400
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Alpha : Hydra Slime : Level = 7 | HP =
50/400
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Beta : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Beta Alpha : Hydra Slime : Level = 7 | HP =
11/400
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Charlie : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Alpha : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Alpha Alpha : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Beta : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta Alpha : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta Alpha Alpha : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Echo : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2

Active Battle Effect #1: Players require and use one less mana to cast spells.

---
Next update is on Tuesday.
Last edited by Ircher on Sat Mar 14, 2020 9:44 am, edited 1 time in total.
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Post Post #1994 (ISO) » Sat Mar 14, 2020 9:33 am

Post by inspiratieloos »

Attack ABBA
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3
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Post Post #1995 (ISO) » Sat Mar 14, 2020 9:33 am

Post by inspiratieloos »

With defence that puts it at 6-7 splitting to 3-4.
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Post Post #1996 (ISO) » Sat Mar 14, 2020 2:00 pm

Post by Formerfish »

Imma bout to die guys. I have 1 hp left.
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Post Post #1997 (ISO) » Sat Mar 14, 2020 3:41 pm

Post by the worst »

can i minor heal all?
who's scum? i haven't read up yet but like, it's me
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Post Post #1998 (ISO) » Sun Mar 15, 2020 1:07 am

Post by inspiratieloos »

Probably better to spend just 1 mana on minor heal to get FF out of danger than 3 on getting everyone 1-2hp that probably won't matter.
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Post Post #1999 (ISO) » Mon Mar 16, 2020 7:14 am

Post by Ircher »

(expired on 2020-03-17 15:14:47) left in the round.

Classes are being delayed due to Coronavirus, so expect me to more frequently update this for awhile.
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