Cassiopeia's Cave - Undertale Edition GAME THREAD
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That is just cruel (fine I'll attack moldbygpegegggg because apparently we're not allowed to have fun :c )In post 20, JunkoChan wrote:No huging- PvtUrist
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Probably better for us to coordinate because our healer is AOE or somethingIn post 30, Enter wrote:does it make sense for us to coordinate left and right to mitigate damage or does it not really matter?
<3In post 31, Elements wrote:80 damage coming right up- PvtUrist
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no uIn post 56, JunkoChan wrote:pm's are sacred
You're assuming we'd ever lie in thread
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Honestly I expect no less from this playerlist + DM/GMIn post 58, JunkoChan wrote: things can get a little hmmm naughty sometimes haha
Btw happy new years to everyone here- PvtUrist
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Last edited by PvtUrist on Mon Dec 31, 2018 10:23 pm, edited 1 time in total.- PvtUrist
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Here's what I think about splits;
We'd want as much exp and other resources as possible, while at the same time keeping health high and casualties to a minimum. I'm thinking the whole group goes 1-1 which should give us enough things to work with, then split 50/50 or 40/60 down 2-1 3-1 and 2-2 3-2. The group meets back at 4-1 and stays together until the end (4-2, 5, etc)- PvtUrist
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That's likely the biggest static factor of consideration when it comes to routing. Splitting now means a few more levels (thus, more resources if we make it through) but it also means the split portion of the party completely missing out on the healer. That's going to be death by attrition with needing to go through 4 levels with only item/level-up heals.In post 112, Frozen Angel wrote:though we have only one priest
Staying together to 1-1 means 1 more party-wide priest heal, as well as another chance for trading items. 2-1 3-1, 2-2 3-2 split means only 2 levels of 1/2 party without priest heals (compared to 4 levels suggested above).
If the party really wish to split here, I suggest 1-1 2-1 3-1, 1-2 2-2 3-2 and meeting back at 4-1.- PvtUrist
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Firebringer is this a relative of yours
In post 133, JunkoChan wrote:Special ability: “Rain of fire” (?) Used every turn that Toriel takes 200 or more dmgSpoiler:
I'm assuming its ability means AEO and setting everyone on fire. Prehaps we should deal 199 for now since we'd want to avoid early DoT effects.
"Status can be stackedand they reset after each combat
Burned: Lose 10 Hp per Turn"- PvtUrist
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Spoiler: T1
Spoiler: T2
Spoiler: T3
Spoiler: T4
Spoiler: T5
tl;dr Priest Spirit and Pyro tanks turn 1, 2 and 4, then Warrior Ranger1 and Kinesis turn 3 and 5, then it's random between "Kinesis Warrior Ninja" and "Spirit Ranger2 Priest"
Depending on whether this counts as AEO attack, it's either very lucky or slightly unlucky that the Ninja isn't being targetted.
I suggest we coordinate 199 dmg per turn for atleast the beginning turns, then do our skill bursts when it reaches low enough health to either be 1-shot or
be left 1-2 turns away from ded (I'm afraid of its special being DoT, which is better for us the later it's applied).- PvtUrist
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#136 is actually incorrect because I forgot initiative was randomized every turn.
2 Spirit Master 180-15=165
6 Priest 250-40=210
7 Pyromancer 150-15=135
is still the case for turn 1, Priest still tanks turn 2, after that I dunno.
1)@Junkodoes the Ninja take damage from this?
2)"Toriel deals 40 damage to theplayer(s)with the highest amount of health, and 15 damage to the players above and below them on the initiative list"
Meaning if two people are highest health at the same turn, we get hit twice. So if something like that happens, either item-heal or even slight PvP (deal 1 damage to friendly) if Junko allows it.
3)I will deal 70 damage to start off the jenga.Last edited by JunkoChan on Sat Jan 05, 2019 1:28 am, edited 2 times in total.- PvtUrist
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Gotcha. Also there's 2 blue rangers and no red ranger.In post 148, JunkoChan wrote:he can dodge the 40 dmg part but not the 15 dmg- PvtUrist
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Screw 199 I'm dealing max until it's deadIn post 136, PvtUrist wrote:I'm afraid of its special being DoT, which is better for us the later it's applied.- PvtUrist
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Healing wave= 1-20 heal, 4-80 damage, 3.66-53.33 self heal after combat.
In post 162, the worst wrote:I'm p sure the power of friendship and teamwork usually beats a buttload of fire fam- PvtUrist
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In post 171, Elements wrote: if we include the 15 AoE from rain of fire im sitting on a hearty 5 HP lets go team!1 Kinesis 160-10-15=135
7 Pyromancer 120-10-15=95
4 Red Ranger 93.5-10-7.5=76
2 Spirit Master 150-10-15=125
5 Warrior 190-10-15=165
8 Blue Ranger 93.5-7.5-10-7.5=68.5
6 Priest 195-40-10-15=130
3 Ninja 35-15-15=5
Ninja might want to eat something- PvtUrist
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Pyromancer almost 1 shot TotielIn post 176, JunkoChan wrote:The Pyromancer gathers the power of the fire around him and releases a giant fireball! dealing 200 dmg (85/1500)- PvtUrist
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Number crunching time
(Initiative after specials)
6 Priest 4-80 dmg
5 Warrior 155 dmg
2 Spirit Master 6-25 dmg
4 Red Ranger 0 (11.1%) or 60 (44.4%) or 120 (44.4%) dmg
8 Blue Ranger 0 (11.1%) or 60 (44.4%) or 120 (44.4%) dmg
1 Kinesis 25 dmg
7 Pyromancer 30 dmg
3 Ninja 85 dmg
Meaning our partywide maximum damage ranges from 305 to 640 damage
After some very rough math, it seems there's about ~35%-~40% chance to be able to deal atleast 522 damage in a turn.
There's 3 ways we can do this;
1)Everyone goes all out. 35%/40% we win and take no more damage, other 65%/60% + Heal wave low roll, Ninja dies
2)Everyone goes all out except the Ninja, who eats something to heal up to 25 (not counting Priest heals). Next turn guarenteed we have enough damage output
3)Deal 199 this turn and not take 15dmg+burn AOE (still 40/15/15 and 2xburn), though still doesn't completely guarentee enough damage the turn after
I suggest 2) whereeveryone special/normal max attack except the Ninja to item heal, very slight chance we take down the enemy this turn but it makes sure nobody dies here
*edit1 forgot to add Hope damage- PvtUrist
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2 Spirit Master 90-25-10=55
6 Priest 80-10=70
1 Kinesis 120-10=110
3 Ninja 30-10=20
4 Red Ranger 96-5=91
5 Warrior 115-10=105
7 Pyromancer 55-10=45
8 Blue Ranger 98.5-15-5=78.5
We're focusing Gary first because full-party AOE (40 dps against the party, Ninja isn't immune), also because TW said so.
Priest can do their Heal wave this turn- PvtUrist
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I just realised;
I will assume this joke was intentional.In post 229, JunkoChan wrote: The Ninja graved the stone- PvtUrist
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In post 240, Firebringer wrote: don't tell me how to killOh dear
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