Level Up 2 - Finished

For completed/abandoned Mish Mash Games.
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Post Post #296 (isolation #0) » Fri Jun 14, 2019 3:27 am

Post by inspiratieloos »

In post 295, James Brafin wrote:We should let a lower-level player kill Alpha.
Well that seems like a good time to /in

Attack Alpha
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #304 (isolation #1) » Fri Jun 14, 2019 6:42 am

Post by inspiratieloos »

I think one of the lvl 3 players hitting alpha with quick slash is more efficient than me hitting it normally.
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Post Post #309 (isolation #2) » Sat Jun 15, 2019 12:30 am

Post by inspiratieloos »

Attack Charlie
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #324 (isolation #3) » Mon Jun 17, 2019 8:50 am

Post by inspiratieloos »

In post 321, Ircher wrote:
Also, I've thought about it some, and from now on, symbiosis will heal the targeted player by 75% (rounded up) of the roll, rather than 50%.


(Half is too little from the few times people have used the spell.)
Honestly, even at 100% it still wouldn't be that good.

You're wasting a turn while doing net damage to the party (or doing nothing at 100%), and given the way the threshold works losing a player doesn't actually decrease damage output that much.

Cerberus dealt 4 damage to himself to heal the worst for 3, if he had instead attacked one of the slimes one more attack would likely have killed it, saving 1-6 hitpoints to someone. So the party now takes 1+1d6-1d3 (assuming the slime hits a player with defence)-> ~2.5 more damage than we would have with a normal attack instead of the 'heal'. That's not even taking into account the mana that could have been spent on something else.

I think that's a problem with most skills/spells in the game though, in most cases they're not actually better than just using a basic attack. Only the two cooldown strikes are actually good skills to use when available.

Attack Echo
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #328 (isolation #4) » Mon Jun 17, 2019 9:10 am

Post by inspiratieloos »

Attack Echo
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #337 (isolation #5) » Mon Jun 17, 2019 10:01 am

Post by inspiratieloos »

Okay, my analysis of all the skills:
Active Skills:

*Scry Monster - Tells you the special skills, spells, and other abilities a monster possesses.
**Level 1 (PLV 2) (0 CD): None.
Definitely not worth an action at this point, since most monsters don't have relevant information and even if they did we don't really have relevant abilities to use the info, by the time scrying might be relevant the lvl2 should be available to most players

**Level 2 (PLV 4) (0 CD): Also gain initiative.
At this point, probably not worth one of the highest level players taking a turn off, by the time it becomes relevant this would be pretty good probably


*Speed Slash - Attack an enemy and gain initiative.
**Level 1 (PLV 2) (3 CD): {Attack Dice} - 2 damage.
Free damage, the best skill available


*Guard - Decreases damage taken from the next few attacks.
**Level 1 (PLV 3) (0 CD): Half damage from 1 attack.
Lose the group an action, would be useful for low HP players if it had initiative.


*Double Slash - Slashes an enemy twice in one action.
**Level 1 (PLV 4) (4 CD): {Attack Dice} and {Attack Dice} - 2 damage.
free damage, would be good if it wasn't strictly worse than quick slash 99% of the time due to longer CD, if it had the same CD as Quick Slash they'd both be situationally better


*Meditate - Spends time meditating to regain hitpoints and mana points.
**Level 1 (PLV 4) (7 CD): 1d2 hitpoints and 0 mana points.
problem is that it runs on the same CD as QS and DS so you'd give up using them to save this, would otherwise be situationally pretty good as an escape for a player at 1 HP


Passive Skills:

*Luck Mitigation - When rolling the minimum value on an attack roll multiple times in the recent past you may reroll the attack role that triggered this skill a certain number of times (or until you get a more favorable result.)
**Level 1 (PLV 3): 3 out of 4 to trigger; 1 reroll.
nice small bonus, always good to help the players that get sucky rolls


*Adrenaline Rush - When health is critically low, normal attacks deal double damage, direct damage spells cost zero mana to cast, and skills do not have cooldowns.
**Level 1 (PLV 4): 1 HP or lower.
Actually really powerful, probably too powerful? A player can go to 1 hp, do a free huge hit with DS and then get healed before the monsters can respond. Might be more balanced if it was a choice to use and prevented being healed for a time.


Spells:

*Symbiosis - Gives HP to an ally by taking damage. 75% of the damage you take (rounded up) is given to the target in the form of HP. One cannot give so much HP that they die from using this spell, and this spell cannot kill you.
**Level 1 (PLV 3) (1 MP): 2d3 damage taken.
Really bad unless used to bring a player from 1 HP to above 1 HP, the recent buff doesn't help.


*Fire - Sears an enemy and ignores enemy defenses.
**Level 1 (PLV 3) (1 MP): 1d3 damage.
Way too weak, a normal attack vs defence hits harder than this, also only useful if you're the only person attacking otherwise the next player to hit it will trigger defence anyway. Would be situationally good (whenever you're the only person hitting an armoured enemy) if the damage was actually close to a basic attack.


*Examine Creature - Tells you the special skills, spells, and other abilities a monster possesses. In addition, reveals the monster's inventory.
**Level 1 (PLV 4) (1 MP): None.
I assume an upgrade to this will come that gives it initiative, basically the same thing as scry but slightly better at the cost of mana, though shouldn't the names be switched? Scry usually implies a spell while examine implies mundane investigation.


*Curse - Curses a target and lowers their effectiveness for some time.
**Level 1 (PLV 4) (2 MP): -1 modifier for 2 rounds.
At best 4 points (2 attacks and 2 defends) worse than a basic attack at that level. At this level increasing the length wouldn't do much because most monsters die within 2 rounds of focussed attacks anyway.


*Bless - Blesses a target and increases their effectiveness for some time.
**Level 1 (PLV 4) (2 MP): +1 modifier for 2 rounds.
Same as curse, but worse because the monsters aren't necessarily going to attack the buffed player, OTOH increasing the length would actually make this significantly better.
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Post Post #339 (isolation #6) » Mon Jun 17, 2019 10:22 am

Post by inspiratieloos »

Healing seems good, cure might be good if we start encountering statuses, I'd say take 2 heals or 1 heal + 1 cure.


Ircher, how do we choose what things to buy?
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Post Post #343 (isolation #7) » Tue Jun 18, 2019 2:08 am

Post by inspiratieloos »

I think Ircher specifically wants to avoid an ability like that.
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Post Post #346 (isolation #8) » Tue Jun 18, 2019 7:05 am

Post by inspiratieloos »

Yeah, go for it. We should be able to kill it before it can act.
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Post Post #358 (isolation #9) » Wed Jun 19, 2019 9:54 am

Post by inspiratieloos »

Someone have a quick slash available for Alpha?
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Post Post #360 (isolation #10) » Wed Jun 19, 2019 10:59 am

Post by inspiratieloos »

Curse isn't that bad either, you can just choose not to take an action while it lasts, enemies tend to leave the people doing nothing alone.
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Post Post #362 (isolation #11) » Thu Jun 20, 2019 7:11 am

Post by inspiratieloos »

Attack Alpha
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #369 (isolation #12) » Thu Jun 20, 2019 8:27 am

Post by inspiratieloos »

Attack Beta
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #379 (isolation #13) » Fri Jun 21, 2019 7:58 am

Post by inspiratieloos »

Maybe scry the big one?

Or just take it out now under the assumption it's doing something important.
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Post Post #383 (isolation #14) » Fri Jun 21, 2019 11:29 pm

Post by inspiratieloos »

The black ones curse right? Seems a lot less bad than the orange.

White maybe bless allies? If I had to guess killing the colourless one probably reduces the number of attacks per turn.
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Post Post #392 (isolation #15) » Sat Jun 22, 2019 7:26 pm

Post by inspiratieloos »

Speed Slash Delta
Original Roll String: 1d8-2
1 8-Sided Dice: (4)-2 = 2
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Post Post #394 (isolation #16) » Sun Jun 23, 2019 2:14 am

Post by inspiratieloos »

I think we've only used 2 actual actions so far, everything else has been initiative.

Are there even enough active players to reach the threshold?
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Post Post #398 (isolation #17) » Sun Jun 23, 2019 5:28 am

Post by inspiratieloos »

Blue slimes do nothing special right?

Orange slimes stun, black slimes curse, do we know anything about the other colours?
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Post Post #412 (isolation #18) » Sun Jun 23, 2019 10:58 am

Post by inspiratieloos »

Ok, so:
Yellow is acid attack.
Purple casts fear.
White casts stunning double attack and fire.
Green and blue seem to not do anything.

We already knew orange stuns and black curses, fear is basically a stronger stun.

That leaves only red as an unknown.

Given that we're locked out of using actions anyway for the time being I don't think the stun and fear are a priority. White's double attack is probably the biggest threat, yellow's acid is probably the second strongest.

@Ircher some kind of bestiary with all the observed knowledge of previously encountered monsters in the firsts posts would be nice.
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Post Post #413 (isolation #19) » Sun Jun 23, 2019 11:00 am

Post by inspiratieloos »

Attack Kilo
Original Roll String: 1d8
1 8-Sided Dice: (1) = 1
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Post Post #429 (isolation #20) » Mon Jun 24, 2019 8:25 am

Post by inspiratieloos »

Attack Juliet
Original Roll String: 1d8
1 8-Sided Dice: (7) = 7
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Post Post #430 (isolation #21) » Mon Jun 24, 2019 8:26 am

Post by inspiratieloos »

Luck Mitgation activate
Original Roll String: 1d8
1 8-Sided Dice: (4) = 4
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Post Post #435 (isolation #22) » Mon Jun 24, 2019 7:42 pm

Post by inspiratieloos »

In post 431, James Brafin wrote:Especially since it sees to me no one can act.
Most of the debuffs wier off so everyone but you can act.
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Post Post #466 (isolation #23) » Tue Jun 25, 2019 11:22 am

Post by inspiratieloos »

You do realise you could have used speed slash or double slash right?

Speed Slash Alpha
Original Roll String: 1d8-2
1 8-Sided Dice: (1)-2 = -1


Amzela can try to finish off Mike with a double slash.
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Post Post #484 (isolation #24) » Wed Jun 26, 2019 9:40 pm

Post by inspiratieloos »

In post 480, Inferno390 wrote:Ok. Attack Mike. Not even a point in rolling ig since it’s 1 damage.
You're Cursed so you might roll 0.
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Post Post #485 (isolation #25) » Wed Jun 26, 2019 11:12 pm

Post by inspiratieloos »

If instead of inferno using a normal attack at -2 someone else uses a speed slash, we'll have one more action to use against the other slimes.
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Post Post #496 (isolation #26) » Fri Jun 28, 2019 7:17 am

Post by inspiratieloos »

Attack Golf
Original Roll String: 1d8
1 8-Sided Dice: (2) = 2


Now might be the time to meditate Cerberus.
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Post Post #513 (isolation #27) » Sat Jun 29, 2019 11:37 am

Post by inspiratieloos »

Meditate
Original Roll String: 1d2 (STATIC)
1 2-Sided Dice: (1) = 1


Inferno should probably meditate as well?

James Brafin is next most critical but he still has cooldown.
Invalid because of level.
~Ircher
Last edited by Ircher on Sat Jun 29, 2019 11:52 am, edited 1 time in total.
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Post Post #541 (isolation #28) » Sun Jun 30, 2019 10:47 am

Post by inspiratieloos »

So PSA, don't use scry if you're not lvl 4+, you're just wasting an action while a bunch of people who could do it for free are doing nothing.

Double Slash Alpha
Original Roll String: 2d6
2 6-Sided Dice: (4, 6) = 10

Original Roll String: 2d2-2
2 2-Sided Dice: (2, 2)-2 = 2
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Post Post #543 (isolation #29) » Sun Jun 30, 2019 10:59 am

Post by inspiratieloos »

My hit kills Alpha even if it rolls high on defence.
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Post Post #558 (isolation #30) » Sun Jun 30, 2019 5:41 pm

Post by inspiratieloos »

Someone do a double slash on delta?
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Post Post #560 (isolation #31) » Mon Jul 01, 2019 3:15 am

Post by inspiratieloos »

You don’t take -1, but rolling attack-1 is still a lot more damage than fire.
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Post Post #587 (isolation #32) » Mon Jul 01, 2019 11:37 am

Post by inspiratieloos »

Let's see what the two tornados do before attacking?
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Post Post #592 (isolation #33) » Mon Jul 01, 2019 9:05 pm

Post by inspiratieloos »

Fire at Alpha
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #593 (isolation #34) » Mon Jul 01, 2019 9:06 pm

Post by inspiratieloos »

That should put Alpha to 3, with 2 more actions.
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Post Post #599 (isolation #35) » Tue Jul 02, 2019 3:07 am

Post by inspiratieloos »

We can't, no skills allowed during this fight.

They're slimes anyway, we know what they do. The orange ones stun and the yellow poisons.
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Post Post #602 (isolation #36) » Tue Jul 02, 2019 4:14 am

Post by inspiratieloos »

In post 601, Not Known 15 wrote:Stun is the least of our problems right now. We need to preserve our health points, so get rid of green and yellow first. Beta should be your target.
Foxtrot. Greens only hit for 1d3 poison, yellow hits for 1d4.
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Post Post #603 (isolation #37) » Tue Jul 02, 2019 4:15 am

Post by inspiratieloos »

^never mind that, foxtrot is still at full health, beta is indeed the best target.
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Post Post #614 (isolation #38) » Tue Jul 02, 2019 6:51 am

Post by inspiratieloos »

Cast Fire at Beta
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
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Post Post #631 (isolation #39) » Tue Jul 02, 2019 8:39 pm

Post by inspiratieloos »

Fire on Foxtrot
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #632 (isolation #40) » Tue Jul 02, 2019 8:40 pm

Post by inspiratieloos »

That's my third 3 this fight.
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Post Post #633 (isolation #41) » Tue Jul 02, 2019 8:42 pm

Post by inspiratieloos »

Btw, does 'not rolling because the enemy is at 1 hp anyway' count as rolling minimum? If so James can use luck mitigation.
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Post Post #641 (isolation #42) » Wed Jul 03, 2019 6:46 am

Post by inspiratieloos »

Fire Echo
Original Roll String: 1d3 (STATIC)
1 3-Sided Dice: (3) = 3

Invalid due to stun unfortunately.
~Ircher
Last edited by Ircher on Wed Jul 03, 2019 7:09 am, edited 1 time in total.
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Post Post #642 (isolation #43) » Wed Jul 03, 2019 6:46 am

Post by inspiratieloos »

4 for 4...
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Post Post #644 (isolation #44) » Wed Jul 03, 2019 6:49 am

Post by inspiratieloos »

Point.
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Post Post #662 (isolation #45) » Thu Jul 04, 2019 11:06 am

Post by inspiratieloos »

Shouldn't I have two stat points?

Anyway, someone bless me? +2 for 3 turns seems pretty decent, especially since the alternative is casting fire and the silver slime has defence.
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Post Post #664 (isolation #46) » Thu Jul 04, 2019 11:15 am

Post by inspiratieloos »

In post 663, Ircher wrote:
In post 662, inspiratieloos wrote:Shouldn't I have two stat points?

Anyway, someone bless me? +2 for 3 turns seems pretty decent, especially since the alternative is casting fire and the silver slime has defence.
You have one stat point from level 4 that was never spent.

Also, bless/curse are currently +/-1 for 3 rounds.
Ah, I thought it was +1 stat point at lvl5, not 'still 1 stat point', I'll put it in MP.

Yeah, but I assume the modifier works on both separate die rolls if I use Tornado, so two times +1 each turn?
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Post Post #666 (isolation #47) » Thu Jul 04, 2019 11:21 am

Post by inspiratieloos »

Also I'm going to bed, so if it's allowed I'll pre-move to cast tornado on Charlie and Delta after I get blessed, otherwise I'll probably get on tomorrow before going to work.
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Post Post #675 (isolation #48) » Thu Jul 04, 2019 7:09 pm

Post by inspiratieloos »

Yeah. Me (or Amzela but they seem to be inactive this round).
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Post Post #677 (isolation #49) » Thu Jul 04, 2019 10:54 pm

Post by inspiratieloos »

Tornado Charlie and Delta
Charlie:
Original Roll String: 1d6+1
1 6-Sided Dice: (6)+1 = 7

Delta:
Original Roll String: 1d6+1
1 6-Sided Dice: (5)+1 = 6
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Post Post #678 (isolation #50) » Thu Jul 04, 2019 10:56 pm

Post by inspiratieloos »

Well, at least it’s a 50% chance to stun Charlie now.
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Post Post #686 (isolation #51) » Fri Jul 05, 2019 6:38 am

Post by inspiratieloos »

Tornado Charlie and Delta
Charlie:
Original Roll String: 1d6+1
1 6-Sided Dice: (4)+1 = 5

Delta:
Original Roll String: 1d6+1
1 6-Sided Dice: (3)+1 = 4
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Post Post #695 (isolation #52) » Sat Jul 06, 2019 12:22 pm

Post by inspiratieloos »

Tornado Charlie and Delta
Charlie:
Original Roll String: 1d6+1
1 6-Sided Dice: (1)+1 = 2

Delta:
Original Roll String: 1d6+1
1 6-Sided Dice: (4)+1 = 5
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Post Post #730 (isolation #53) » Sun Jul 07, 2019 2:05 am

Post by inspiratieloos »

Amzela or Cerberus?
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Post Post #764 (isolation #54) » Mon Jul 08, 2019 5:06 am

Post by inspiratieloos »

Fire Charlie
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #765 (isolation #55) » Mon Jul 08, 2019 5:06 am

Post by inspiratieloos »

That's a kill even with 2 more 1s.
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Post Post #784 (isolation #56) » Mon Jul 08, 2019 9:51 am

Post by inspiratieloos »

In post 783, Formerfish wrote:I'd also like to get a slice of that sweet xp.
I don't think this is the time.
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Post Post #785 (isolation #57) » Mon Jul 08, 2019 9:52 am

Post by inspiratieloos »

I've got 2 MP to spend and a decent enough HP reserve.

Turn 1, my partner double attacks to take out defence and I tornado.
Turn 2, bless the next fighters and GTFO
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Post Post #789 (isolation #58) » Mon Jul 08, 2019 11:06 am

Post by inspiratieloos »

Casting bless on turn one just reduces the number of effective turns, it would be better to go Examine+Curse and then 2xBless.

Also this guy isn't a magician but a ranger, so I'd expect abilities to be more likely in the form of extra damage than immunities, though it's also a cultist so maybe?
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Post Post #796 (isolation #59) » Mon Jul 08, 2019 8:10 pm

Post by inspiratieloos »

In post 794, the worst wrote:Jimmy/Amzela? if they're both down?
The first two people are only playing for 2 rounds, so no high MP necessary, that's why I suggested going first, I have decent HP and can use my leftover MP, then switch out for someone with full HP/MP.
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Post Post #798 (isolation #60) » Mon Jul 08, 2019 10:28 pm

Post by inspiratieloos »

Maybe Inferno with me?

Examine doesn't cost mana at the moment and turn 2 he can always double slash for some decent damage if there's no counter or use fire.
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Post Post #800 (isolation #61) » Tue Jul 09, 2019 12:27 am

Post by inspiratieloos »

Cast Curse
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Post Post #803 (isolation #62) » Tue Jul 09, 2019 11:02 am

Post by inspiratieloos »

Pretty much, in general try to hit enemies that are at 1 hp when possible, rolling lower dice doesn't matter then and taking any action means you share in the XP.
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Post Post #808 (isolation #63) » Tue Jul 09, 2019 11:12 am

Post by inspiratieloos »

The plan was Inferno, but he hasn't been on, though we want someone who can cast Examine Creature so in principle any lvl4+ player with spare HP should do.
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Post Post #811 (isolation #64) » Tue Jul 09, 2019 11:18 am

Post by inspiratieloos »

This opponent could very well have some nasty items we'll want to know about.
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Post Post #839 (isolation #65) » Tue Jul 09, 2019 8:43 pm

Post by inspiratieloos »

I guess I'm just going to sit there and meditate?

And I think Double Slash is the way to go. He's resistant to fire and any other action will trigger his defence anyway, so might as well roll all the dice.
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Post Post #841 (isolation #66) » Wed Jul 10, 2019 12:47 am

Post by inspiratieloos »

Yeah, going in with 2 HP
might
not be the smartest idea.

Anyway:
Meditate:
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2

Then swap with James.

Funny thing is, if we'd have just nuked him round 1 we could very well have outright killed him.
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Post Post #843 (isolation #67) » Wed Jul 10, 2019 4:36 am

Post by inspiratieloos »

@Ircher, could you maybe add a minor support skill with initiative at lvl1? Obviously not useful for this fight, but now that the levels are diverging new players basically have to look for opportunities to do something without it actively hindering the party.

Something along the lines of Active skill "Shout Encouragement" (CD3): add +1 to target player's attack rolls this turn, grants initiative.
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Post Post #887 (isolation #68) » Thu Jul 11, 2019 4:18 am

Post by inspiratieloos »

In post 875, James Brafin wrote:I’m with Inferno here. With a -2, the only way we are gonna get any reasonable amount of damage is if a blessing goes down.
That being said, I think a stun is in order here. Shall I whip up a twister?
It's immune to the stun, and Amzela already used an attack so Double Slash is the best option.
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Post Post #894 (isolation #69) » Thu Jul 11, 2019 6:53 am

Post by inspiratieloos »

Just both Double Slash him and be done.

Even blessing+Double slash does nothing, the extra +2 is negated by the 1d4 damage you do less than if the other had just attacked and taken away the defence roll.
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Post Post #902 (isolation #70) » Thu Jul 11, 2019 8:09 pm

Post by inspiratieloos »

An enemy having initiative just means it counters our initiative, not that he can do something before we act.

I think Ircher is referring to him being immortal.
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Post Post #916 (isolation #71) » Fri Jul 12, 2019 7:01 am

Post by inspiratieloos »

@Ircher, can you use an item and an action in any order or is it always item first?

I think the speed potion is a bit overpriced, but taking one might not be bad.
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Post Post #927 (isolation #72) » Fri Jul 12, 2019 9:21 am

Post by inspiratieloos »

So bread is better healing but healing potions allow you to use the adrenaline bonus.
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Post Post #934 (isolation #73) » Fri Jul 12, 2019 10:54 am

Post by inspiratieloos »

In post 929, Gamma Emerald wrote:
In post 905, Not Known 15 wrote:Hm.
The scrolls look extremely weak for that price, unless they actually allow someone to learn that spell(Lightning, in this instance). Tome of Experience, Cake and Resurrection Scroll are too expensive. Poison is too expensive to use, questionable because it requires melee attacks AND no poison immunity.
Bread and Mushrooms could be purchased at high quantities, and heal. Bread looks good.
While the healing potion could enable combos bread doesn't it is ten times as expensive. And we have one left, for emergencies.
One speed potion would be nice - enables someone to act twice, synergizes with blessings.. If we buy 2 we have 4 silver left for 10 pieces of bread. Hm Should we do that?

2 speed potions and 10 bread or 1 speed potion and 33 bread(+30 copper).
Imo bread+shrooms is only worth it if you can eat multiple at once otherwise it's too weak of healing for it to matter in battle imo
I agree the speed potion is probably the best option
@Ircher
are the discounts on the bread and shrooms just for this time and will other items be discounted in the future?
Items are a free action and healing grace means you generally want to only heal when you're at 1 HP and don't really care how much you heal for. Bread does 90% of the healing you want from a healing potion for half the price, the only disadvantage is that you have to use it yourself you you'll be at above 1HP for your attack that turn (so you lose the double damage). Even if not for that, eating bread 2 turns in a row heals 3 on average, while a minor healing potion heals 2.5 for the same cost.
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Post Post #945 (isolation #74) » Sat Jul 13, 2019 8:36 am

Post by inspiratieloos »

Double Slash Alpha
Original Roll String: 4d4-2 (STATIC)
4 4-Sided Dice: (3, 2, 3, 1)-2 = 7
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Post Post #946 (isolation #75) » Sat Jul 13, 2019 8:37 am

Post by inspiratieloos »

Reroll because static:
Original Roll String: 4d4-2
4 4-Sided Dice: (3, 2, 2, 1)-2 = 6
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Post Post #947 (isolation #76) » Sat Jul 13, 2019 8:37 am

Post by inspiratieloos »

Yeah, someone should probably throw a lvl2 scry at them.
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Post Post #953 (isolation #77) » Sat Jul 13, 2019 12:46 pm

Post by inspiratieloos »

Double Slashing Beta might not be bad, near guaranteed kill. Then we can let the people who didn't act this turn take down the others with double slashes next turn.
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Post Post #957 (isolation #78) » Sat Jul 13, 2019 12:53 pm

Post by inspiratieloos »

You know if you'd have just double slashed that would have been a kill.
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Post Post #988 (isolation #79) » Sun Jul 14, 2019 1:32 am

Post by inspiratieloos »

Formerfish already killed beta this round.
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Post Post #993 (isolation #80) » Sun Jul 14, 2019 2:27 am

Post by inspiratieloos »

In post 976, Gamma Emerald wrote:So technically we could spam Speed Slash?
If more than 2 people attack the same enemy we start getting penalties to rolls, so while speed slash is the best damage/turn in isolation double slash is often better in practice if we want to quickly eliminate a high HP enemy.
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Post Post #999 (isolation #81) » Sun Jul 14, 2019 11:09 am

Post by inspiratieloos »

Someone can meditate
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Post Post #1000 (isolation #82) » Sun Jul 14, 2019 11:11 am

Post by inspiratieloos »

Nvm, no one has damage who can also meditate this turn.
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Post Post #1002 (isolation #83) » Sun Jul 14, 2019 11:54 am

Post by inspiratieloos »

Attack Charlie
Original Roll String: 2d4
2 4-Sided Dice: (1, 4) = 5
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Post Post #1050 (isolation #84) » Sun Jul 14, 2019 8:42 pm

Post by inspiratieloos »

In post 1024, the worst wrote:
tornado szyme & alpha

Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (5) = 5

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


davis scries Beta
Szyme is still immune to stun.
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Post Post #1051 (isolation #85) » Sun Jul 14, 2019 8:42 pm

Post by inspiratieloos »

And why would you waste David's free action on something anyone else could have done?
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Post Post #1052 (isolation #86) » Sun Jul 14, 2019 8:45 pm

Post by inspiratieloos »

Also @Ircher from what I'm reading off Szyme we have a 2 mana reduction while he's alive right? (1 for the battle effect, 1 for Szyme)
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Post Post #1054 (isolation #87) » Sun Jul 14, 2019 9:43 pm

Post by inspiratieloos »

Attack something? The NPC actions are separate from our own, if he uses scry it means his action is used and we only have 4 player actions, while if a player scries he can still attack + the 4 player actions we normally have.
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Post Post #1058 (isolation #88) » Mon Jul 15, 2019 12:22 am

Post by inspiratieloos »

Basically we have 4 actions+any number of initiative actions like scry. The NPC has 1 action + any number of other initiative actions. However if David uses an initiative action there's no one left to do the normal NPC action.

If David scries we have 4 normal actions, if David attacks we have 5 normal actions (one of which is David attacking).

Anyway, Tornado Charlie and Delta.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #1059 (isolation #89) » Mon Jul 15, 2019 12:23 am

Post by inspiratieloos »

*Beta and Delta
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Post Post #1064 (isolation #90) » Mon Jul 15, 2019 1:22 am

Post by inspiratieloos »

In post 1060, Formerfish wrote:Isn't the bottom line that with Dave we have 5 actions?

Why does it matter who did the scrying?

I couldn't attack in the same turn as scrying, could I?
Let's take two scenarios assuming 5 (or more) players+David:
1. David scries, A, B, C and D attack, E (and any other players) can't do anything because all player actions are used. End result: 1 scry + 4 attacks.
2. A scries, B, C, D and E attack, David also attacks. End result: 1 scry + 5 attacks.
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Post Post #1065 (isolation #91) » Mon Jul 15, 2019 1:23 am

Post by inspiratieloos »

Of course in this scenario the first initiative action gets countered by Szyme, but it still means we're then free to use speed slashes instead of having the first speed slash get countered.
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Post Post #1066 (isolation #92) » Mon Jul 15, 2019 1:24 am

Post by inspiratieloos »

Btw Ircher, can we stack stuns in order to overcome Szyme's crowd control resistance?
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Post Post #1071 (isolation #93) » Mon Jul 15, 2019 2:43 am

Post by inspiratieloos »

Yeah, I think we might be fine as long as we can keep the slimes stun locked.

Though I think it'd be better to leave Szyme for last, he's giving us a mana discount with his energize ability (and we'd have to power through all his healing anyway regardless of who we attack).

I think Delta slime might be the priority, highest defence so most likely to block tornado and lowest HP so easiest to kill.

Blessing is also something to think about, if someone is going to Tornado 3 turns in a row blessing is +6 and it reduces the chance of the enemy full defending the tornado.
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Post Post #1075 (isolation #94) » Mon Jul 15, 2019 3:29 am

Post by inspiratieloos »

Okay, so defenitely leaving Szyme for last, his mana discount is the only thing that might allow us to win.
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Post Post #1080 (isolation #95) » Mon Jul 15, 2019 7:57 am

Post by inspiratieloos »

Tornado Alpha and Delta

Beta
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

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

David Double shots Delta
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
Original Roll String: 1d6-2
1 6-Sided Dice: (4)-2 = 2
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Post Post #1081 (isolation #96) » Mon Jul 15, 2019 7:58 am

Post by inspiratieloos »

Forgot to edit the shot, first one is supposed to be alpha.
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Post Post #1082 (isolation #97) » Mon Jul 15, 2019 7:59 am

Post by inspiratieloos »

We'll probably want another Tornado on Delta, probably Beta+Delta?
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Post Post #1089 (isolation #98) » Mon Jul 15, 2019 8:24 pm

Post by inspiratieloos »

Didn't we just agree that we should
not
attack Szyme, since he's the one that's giving us a mana discount.
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Post Post #1096 (isolation #99) » Tue Jul 16, 2019 6:59 am

Post by inspiratieloos »

One more damage on delta slime I think? I already took off it's magic defence before Jackal's Tornado.

Tornado on Alpha and Delta, David attacks Delta
Alpha
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

Delta
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

David
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #1097 (isolation #100) » Tue Jul 16, 2019 7:00 am

Post by inspiratieloos »

Consistency!
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Post Post #1100 (isolation #101) » Tue Jul 16, 2019 7:04 am

Post by inspiratieloos »

So my tornado defenitely stuns delta, someone else put one on alpha+beta?
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Post Post #1103 (isolation #102) » Tue Jul 16, 2019 9:18 am

Post by inspiratieloos »

Above average consistency even :D
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Post Post #1113 (isolation #103) » Tue Jul 16, 2019 11:41 am

Post by inspiratieloos »

Double Slash Alpha
Original Roll String: 2d4
2 4-Sided Dice: (4, 1) = 5
Original Roll String: 2d4-2
2 4-Sided Dice: (3, 3)-2 = 4
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Post Post #1115 (isolation #104) » Tue Jul 16, 2019 11:45 am

Post by inspiratieloos »

8 HP left

Someone Tornado Alpha+Delta, if it has a good hit on Alpha, if it's then in range of David's 1d6-1 have him take a shot, if not someone needs to double slash it.
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Post Post #1116 (isolation #105) » Tue Jul 16, 2019 11:46 am

Post by inspiratieloos »

Already committed to Alpha now and Delta will get defence rolls.
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Post Post #1120 (isolation #106) » Tue Jul 16, 2019 11:58 am

Post by inspiratieloos »

*sigh*

Might as well try to roll a 6.
David on Alpha
Original Roll String: 1d6-2
1 6-Sided Dice: (4)-2 = 2
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Post Post #1137 (isolation #107) » Tue Jul 16, 2019 8:24 pm

Post by inspiratieloos »

In post 1125, Gamma Emerald wrote:If you didn't go straight to murderhobo mode and actually thought this through we could have stopped the heal
Next time we try something like that have David be second to last so if we can't get it dead we can Silence Szyme
The plan was fine and would have almost certainly worked if Formerfish hadn't decided to randomly waste an action.
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Post Post #1142 (isolation #108) » Wed Jul 17, 2019 8:27 am

Post by inspiratieloos »

So, either nuke Delta or go back to tornadoing things?

Myabe try two double slashes on Delta first, see what we roll and then decide whether to split tornado or continue hitting Delta?
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Post Post #1144 (isolation #109) » Wed Jul 17, 2019 9:15 am

Post by inspiratieloos »

In post 1143, Formerfish wrote:
In post 1137, inspiratieloos wrote:
In post 1125, Gamma Emerald wrote:If you didn't go straight to murderhobo mode and actually thought this through we could have stopped the heal
Next time we try something like that have David be second to last so if we can't get it dead we can Silence Szyme
The plan was fine and would have almost certainly worked if Formerfish hadn't decided to randomly waste an action.
People were telling me to act and no one said anything to contradict that.

Are you our leader or just someone who likes to bitch about a game and people other than yourself wanting to play as well?
Apologies, I didn't realise someone told you to use a normal attack. Who was it?
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Post Post #1162 (isolation #110) » Thu Jul 18, 2019 9:46 am

Post by inspiratieloos »

In post 1151, the worst wrote:@ferno let's see if inspir agrees with my reverse-take of his original plan. If so, sounds good.
Mostly yeah, though I think Not Known is right about silence not being worth it.

I think start with two double slashes on Delta, if we roll high we can continue and kill it, if not then we can switch to just tornados for stunning. Basically hedge for both plans.
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Post Post #1166 (isolation #111) » Thu Jul 18, 2019 11:44 am

Post by inspiratieloos »

Okay that's 17 damage minus 1d3 for defence, maybe use David's hit? He'd need to roll a 3 on 1d6-1 for a guaranteed kill

Alternatively another double slash immediately, which would almost certainly be enough.
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Post Post #1207 (isolation #112) » Wed Jul 24, 2019 5:24 am

Post by inspiratieloos »

In post 1193, the worst wrote:
In post 1077, Ircher wrote:And that makes 4/1 actions. Any subsequent actions are void. Also, I should take this opportunity to note that silencing counts as a crowd control status affliction. To be specific, as of right now, Silenced, Stunned, and Bound count as crowd control afflictions. Scared notably counts as a mental status affliction rather than crowd control.
just a reminder.

Anyone object to me casting tornado on alpha/beta?
Nope, go for it.
In post 1189, Gamma Emerald wrote:Oh fuck if my calculations are correct Szyme can use Raise Dead on Delta
Yeah, unfortunately it's just not worth the cost of silencing him every turn to stop him, so the only thing we can really do is let it happen and let him exhaust his mana.



Anyway, obligatory I'm still here post, kinda low on mana and on CD so the best thing to do for me is nothing for the next few turns.
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Post Post #1227 (isolation #113) » Sun Jul 28, 2019 8:53 pm

Post by inspiratieloos »

Keep in mind that the first speed slash gets countered, so if Formerfish is going to use it other people should as well.
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Post Post #1234 (isolation #114) » Tue Jul 30, 2019 7:50 am

Post by inspiratieloos »

Eh, it's not that much worse than the higher levels. 1d8 averages to 4.5, 2d4 averages to 5.
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Post Post #1270 (isolation #115) » Wed Jul 31, 2019 4:58 am

Post by inspiratieloos »

I guess I’ll double slash alpha. Unless someone had a plan?
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Post Post #1276 (isolation #116) » Wed Jul 31, 2019 8:45 am

Post by inspiratieloos »

Silence is pretty pointless anyway if it's already stunned, might as well throw an extra tornado at it and do some damage while you're at it.
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Post Post #1277 (isolation #117) » Wed Jul 31, 2019 8:46 am

Post by inspiratieloos »

One double slash on alpha, coming up.
Original Roll String: 2d4
2 4-Sided Dice: (2, 4) = 6

Original Roll String: 2d4-2
2 4-Sided Dice: (4, 1)-2 = 3
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Post Post #1287 (isolation #118) » Wed Jul 31, 2019 9:32 pm

Post by inspiratieloos »

Yeah, putting everything on alpha is probably better, we'll get some penalties for overloading, but the first attack against an enemy takes a 'penalty' anyway because of defence.
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Post Post #1294 (isolation #119) » Thu Aug 01, 2019 9:39 am

Post by inspiratieloos »

A tornado + 3 double slashes on Alpha should stand a somewhat decent chance of killing it.
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Post Post #1305 (isolation #120) » Thu Aug 01, 2019 8:24 pm

Post by inspiratieloos »

4d4-3 has a 94.14% chance of being 4 or higher.
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Post Post #1312 (isolation #121) » Fri Aug 02, 2019 3:24 am

Post by inspiratieloos »

I think that's the third attack, so only -1, so it should be dead.
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Post Post #1313 (isolation #122) » Fri Aug 02, 2019 5:22 am

Post by inspiratieloos »

@Ircher, for the sake of speeding things up and not waiting for someone else to check my math can I just say that David attacks Alpha if it's alive at 1-4 hp and otherwise attacks delta?
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #1316 (isolation #123) » Fri Aug 02, 2019 5:34 am

Post by inspiratieloos »

Yeah, I meant beta.
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Post Post #1328 (isolation #124) » Fri Aug 02, 2019 10:20 am

Post by inspiratieloos »

The only one even close to dying is Formerfish and he still has healing grace. We have a pretty good chance of taking out the slime this turn so Szyme would have to attack him twice to kill (and he's at a checkpoint level so very little loss even if he dies).

With what we know it should be almost completely safe to continue the fight.

So mostly a matter of roleplay and/or getting something out of it. So yeah, I'd say see what the terms are.
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Post Post #1358 (isolation #125) » Sat Aug 03, 2019 1:04 am

Post by inspiratieloos »

attack


He attacks us, tries to kill us and then when it doesn't work he suggests we just let him off scot free. Now if he offered to actually surrender I'd be fine with that.
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Post Post #1361 (isolation #126) » Sat Aug 03, 2019 5:42 am

Post by inspiratieloos »

Attack Beta
Original Roll String: 2d4
2 4-Sided Dice: (2, 1) = 3
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Post Post #1362 (isolation #127) » Sat Aug 03, 2019 5:44 am

Post by inspiratieloos »

3-4 more hp left.
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Post Post #1372 (isolation #128) » Sun Aug 04, 2019 10:29 am

Post by inspiratieloos »

David might level up from this fight, so see if we kill Szyme and if not heal David and if we do and he doesn't level up heal him at the start of next fight?

In any case:
Attack:
Original Roll String: 2d4
2 4-Sided Dice: (2, 1) = 3

David attack
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #1374 (isolation #129) » Sun Aug 04, 2019 10:31 am

Post by inspiratieloos »

We can use all but one action, then we'll have either triggered HG and can get a guaranteed kill with fire or we can heal David before taking the last action.
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Post Post #1382 (isolation #130) » Sun Aug 04, 2019 11:48 am

Post by inspiratieloos »

Regardless we can throw 2 more attacks at him and see where we stand before deciding what to do.
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Post Post #1397 (isolation #131) » Mon Aug 05, 2019 7:57 am

Post by inspiratieloos »

Probably just throw a minor healing potion at him?
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Post Post #1407 (isolation #132) » Mon Aug 05, 2019 10:28 am

Post by inspiratieloos »

So, I think at the moment David only dies of Szyme rolls a 6 on the first attack and David rolls a 1 on defence.
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Post Post #1451 (isolation #133) » Tue Aug 06, 2019 5:49 am

Post by inspiratieloos »

Letting only the lower players act seems like it pays a lot of HP by dragging out the fight and killing less opponents for a relatively small boost in progress. Blitzing them with a bunch of speed slashes seems like a better plan.

@Ircher, do the friendship skills count towards the general cooldown as well like meditate or is friendship cooldown completely separate. Also could you maybe change the lvl6 dice to 2d5? It's the same overall damage but a lot less typing.
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Post Post #1455 (isolation #134) » Tue Aug 06, 2019 6:41 am

Post by inspiratieloos »

So, I had a brilliant idea, have everyone bury Jackal in friendship and then have him cast mass heal, but then I realised most of us are at full health and those that aren't will probably level up after this fight and get healed that way.
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Post Post #1457 (isolation #135) » Tue Aug 06, 2019 6:44 am

Post by inspiratieloos »

Literally everyone can do speed slash, it's a lvl 2 skill.
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Post Post #1469 (isolation #136) » Tue Aug 06, 2019 9:41 am

Post by inspiratieloos »

In post 1466, the worst wrote:Speed slash Alpha.
Original Roll String: 1d8-2 (STATIC)
1 8-Sided Dice: (2)-2 = 0

Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (4) = 4
Lvl 6 is 1d6+1d4, not 1d8+1d6.
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Post Post #1479 (isolation #137) » Wed Aug 07, 2019 6:55 am

Post by inspiratieloos »

According to my calculations:
Alpha 3 HP, 2 attacks
Beta 10 HP, 2 attacks
Charlie 16 HP, 1 attack
Delta 12 HP, 1 attack

Speed Slash Alpha, Double Slash Delta, Tornado Beta+Charlie, David double shots whatever is most useful after all that?
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Post Post #1484 (isolation #138) » Wed Aug 07, 2019 10:04 am

Post by inspiratieloos »

Speed Slash Alpha
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
Original Roll String: 1d4-3
1 4-Sided Dice: (3)-3 = 0
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Post Post #1485 (isolation #139) » Wed Aug 07, 2019 10:05 am

Post by inspiratieloos »

David Double Shot Beta
Original Roll String: 2d6-1
2 6-Sided Dice: (5, 3)-1 = 7
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Post Post #1494 (isolation #140) » Wed Aug 07, 2019 7:18 pm

Post by inspiratieloos »

Inferno speed slash beta?

Put aid on someone who can cast tornado at echo and foxtrot (I could do that).

David can hit whatever is lowest after that.
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Post Post #1495 (isolation #141) » Thu Aug 08, 2019 6:23 am

Post by inspiratieloos »

In post 1492, Formerfish wrote:Id attack but im honestly so confused about dice tags that I dont want to look stupid again.

Can someone help me figure out what im doing wrong?
In general you can only roll dice of one type at the same time and add/subtract one number to/from it. So you can roll something like 2d4 in one go, but not 1d6+1d2 so you need two separate dice tags for that.
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Post Post #1511 (isolation #142) » Thu Aug 08, 2019 5:53 pm

Post by inspiratieloos »

In post 1498, Formerfish wrote:Any one want me to hit something?

Im on cooldown, but im quite fit with my blade.
Aid me, aid uses a separate cooldown, I’ll cast tornado.
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Post Post #1514 (isolation #143) » Thu Aug 08, 2019 11:35 pm

Post by inspiratieloos »

Multiple people can support the same person, you just can’t aid someone who aided you.
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Post Post #1516 (isolation #144) » Fri Aug 09, 2019 9:34 am

Post by inspiratieloos »

Tornado Echo+Foxtrot
Original Roll String: 1d6+1
1 6-Sided Dice: (3)+1 = 4

Original Roll String: 1d6+1
1 6-Sided Dice: (1)+1 = 2
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Post Post #1517 (isolation #145) » Fri Aug 09, 2019 9:41 am

Post by inspiratieloos »

David shoots at Charlie
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #1524 (isolation #146) » Fri Aug 09, 2019 12:14 pm

Post by inspiratieloos »

So, the lvl 6 players have active skills available again, Not Known and Jackal can each cast one more Tornado, then there's a bunch of people who can aid or use normal attack this turn (assuming the people that were inactive stay inactive).

We can throw out 3 speed slashes and a tornado (with aid) and have 1 action (+David) left over. It's probably better to ration mana a bit and not cast a second tornado? So just a normal attack?
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Post Post #1528 (isolation #147) » Fri Aug 09, 2019 8:55 pm

Post by inspiratieloos »

In post 1525, Formerfish wrote:Im still on cool down for a round I think.
Not sure if retroactively aiding is allowed, otherwise you could support The Worst's tornado?
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Post Post #1529 (isolation #148) » Fri Aug 09, 2019 8:56 pm

Post by inspiratieloos »

Speed Slash Charlie
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

Original Roll String: 1d4-2
1 4-Sided Dice: (1)-2 = -1
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Post Post #1533 (isolation #149) » Sat Aug 10, 2019 2:35 am

Post by inspiratieloos »

In post 1531, Ircher wrote:yes you can.
To be fair, I wouldn't suggest making this a general rule, I just thought to ask in theis case since the worst hadn't rolled yet.
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Post Post #1537 (isolation #150) » Sat Aug 10, 2019 5:05 am

Post by inspiratieloos »

True.
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Post Post #1541 (isolation #151) » Sat Aug 10, 2019 6:01 am

Post by inspiratieloos »

People also don't forget to aid The Worst, double the effect of a normal aid action for the same price.
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Post Post #1544 (isolation #152) » Sat Aug 10, 2019 7:40 am

Post by inspiratieloos »

Friendship actions don't give points, only normal actions that help another player like bless give friendship points.
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Post Post #1547 (isolation #153) » Sun Aug 11, 2019 8:56 am

Post by inspiratieloos »

So, Charlie is dead, Golf and Hotel are stunned, we have 1 more action+David, which should probably both go into Echo. There's also aiding the worst.
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Post Post #1550 (isolation #154) » Sun Aug 11, 2019 10:30 am

Post by inspiratieloos »

If two people aid those attacks that's a kill.
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Post Post #1560 (isolation #155) » Sun Aug 11, 2019 8:34 pm

Post by inspiratieloos »

Given the low action threshold I think 'always speed slash when you can' is a pretty solid rule and let the people who are on cooldown do whatever else is needed.
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Post Post #1563 (isolation #156) » Mon Aug 12, 2019 1:37 am

Post by inspiratieloos »

In post 1551, Ircher wrote: Okay, now that I'm resolving the actions, allowing people to retro-aid kinda makes it harder to resolve scenes as I have to switch around the timings of some things (naturally, the aid occurs before the aided person's action). At the very least, I would like people to bold actions that do not include a dice roll or other thing that "sticks out" to me.
Maybe for retroactive aiding have a rule that you need to specify the exact action you're aiding, like 'aid Player A's Tornado on X and Y' that way you generally know just to do 1 dmg to those enemies.
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Post Post #1564 (isolation #157) » Mon Aug 12, 2019 2:00 am

Post by inspiratieloos »

In post 1555, Not Known 15 wrote:We need to get rid of that tiny slime

Cross-Slash

India

Original Roll String: 2d4-2 (STATIC)
2 4-Sided Dice: (4, 1)-2 = 3

Echo

Original Roll String: 2d4-2 (STATIC)
2 4-Sided Dice: (1, 3)-2 = 2
Cross slash is really weak compared to other skills, in the future it would be better to just use speed slash or double slash. For example if you had double slashed echo and the worst had speed slashed India that would have been +2 free damage for the exact same number of actions and cool down.
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Post Post #1566 (isolation #158) » Mon Aug 12, 2019 6:16 am

Post by inspiratieloos »

India probably?
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Post Post #1568 (isolation #159) » Mon Aug 12, 2019 7:40 am

Post by inspiratieloos »

Just look in the beginning of the thread for your character, then add -2 because you're using speed slash.
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Post Post #1573 (isolation #160) » Mon Aug 12, 2019 9:18 am

Post by inspiratieloos »

In post 1569, Not Known 15 wrote:
In post 1564, inspiratieloos wrote:
In post 1555, Not Known 15 wrote:We need to get rid of that tiny slime

Cross-Slash

India

Original Roll String: 2d4-2 (STATIC)
2 4-Sided Dice: (4, 1)-2 = 3

Echo

Original Roll String: 2d4-2 (STATIC)
2 4-Sided Dice: (1, 3)-2 = 2
Cross slash is really weak compared to other skills, in the future it would be better to just use speed slash or double slash. For example if you had double slashed echo and the worst had speed slashed India that would have been +2 free damage for the exact same number of actions and cool down.
No, that's not true. Double-slashing Echo would have been a collossal waste of actions - it had only 2 hp left(and is dead by now)
Sorry, I meant the other way around.
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Post Post #1577 (isolation #161) » Tue Aug 13, 2019 8:17 pm

Post by inspiratieloos »

Can someone tornado Hotel+India?
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Post Post #1579 (isolation #162) » Tue Aug 13, 2019 8:27 pm

Post by inspiratieloos »

Aid the worst
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Post Post #1581 (isolation #163) » Wed Aug 14, 2019 4:12 am

Post by inspiratieloos »

David attacks Foxtrot
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #1584 (isolation #164) » Wed Aug 14, 2019 5:45 am

Post by inspiratieloos »

Speed Slash India
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
Original Roll String: 1d4-2
1 4-Sided Dice: (4)-2 = 2
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Post Post #1586 (isolation #165) » Wed Aug 14, 2019 8:37 am

Post by inspiratieloos »

If Cerberus or the worst speed slashes Foxtrot there's a chance of killing it, if not an aid might kill it or else a second speed slash.
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Post Post #1595 (isolation #166) » Fri Aug 16, 2019 6:57 am

Post by inspiratieloos »

David attack Hotel?
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Post Post #1597 (isolation #167) » Fri Aug 16, 2019 10:06 am

Post by inspiratieloos »

. . .

Either 2 aid actions or another speed slash?
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Post Post #1601 (isolation #168) » Fri Aug 16, 2019 10:12 pm

Post by inspiratieloos »

Tornado Golf and Juliet
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #1604 (isolation #169) » Sat Aug 17, 2019 4:37 am

Post by inspiratieloos »

Speed Slash Golf
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
Original Roll String: 1d4-2
1 4-Sided Dice: (4)-2 = 2
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Post Post #1605 (isolation #170) » Sat Aug 17, 2019 4:38 am

Post by inspiratieloos »

Someone aid me for a kill?
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Post Post #1610 (isolation #171) » Sat Aug 17, 2019 11:04 am

Post by inspiratieloos »

Golf is dead.
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Post Post #1611 (isolation #172) » Sat Aug 17, 2019 11:05 am

Post by inspiratieloos »

Double slashing Juliet should be fine though.
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Post Post #1613 (isolation #173) » Sat Aug 17, 2019 11:14 am

Post by inspiratieloos »

It says what your dice are with your name in the OP, double slash is 2 times your normal attack with the second at -2.
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Post Post #1616 (isolation #174) » Sat Aug 17, 2019 11:06 pm

Post by inspiratieloos »

6 HP left
Let's see what David does:
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #1617 (isolation #175) » Sat Aug 17, 2019 11:07 pm

Post by inspiratieloos »

1 HP left, an aid on Formerfish or David will kill it.
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Post Post #1618 (isolation #176) » Sat Aug 17, 2019 11:57 pm

Post by inspiratieloos »

Or a normal attack by anyone who rolls 2 dice would work as well.
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Post Post #1663 (isolation #177) » Fri Dec 13, 2019 6:14 am

Post by inspiratieloos »

VOTE: West
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Post Post #1667 (isolation #178) » Sat Dec 14, 2019 8:59 am

Post by inspiratieloos »

Speed Slash Alpha
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

Original Roll String: 1d4-2
1 4-Sided Dice: (4)-2 = 2
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Post Post #1678 (isolation #179) » Sun Dec 15, 2019 1:20 pm

Post by inspiratieloos »

Anyone aid the worst?
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Post Post #1681 (isolation #180) » Sun Dec 15, 2019 9:05 pm

Post by inspiratieloos »

David Double Shot Alpha
Original Roll String: 2d6-2
2 6-Sided Dice: (4, 2)-2 = 4
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Post Post #1687 (isolation #181) » Mon Dec 16, 2019 11:04 am

Post by inspiratieloos »

We could either focus on Delta+Echo because the others are on cooldown or on Alpha+Beta because they have low health, most effective would be to use a speed slash on D+E to break defence and then tornado them for the stun and hit A+B with double slashes, but there's probably not enough active players for that.
In post 1684, Ircher wrote: I have decided that alongside the same lines of "Tornado" for players, since each of these rolls are considered separate attacks, +/- modifiers apply to all the rolls. If for some reason, you disagree with this interpretation and think the modifier should only apply to the last roll, I am willing to hear your case. Note that I will not retroactively change anything.
It seems more like Double Slash, which doesn't get the bonus.
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Post Post #1690 (isolation #182) » Mon Dec 16, 2019 11:46 am

Post by inspiratieloos »

Nvm I misremembered how defence works, using extra attacks on D+E doesn't help.

Tornado D+E:
Delta:
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

Echo:
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #1691 (isolation #183) » Mon Dec 16, 2019 11:47 am

Post by inspiratieloos »

Well, that's out of range of any defends anyway.

Try to kill Alpha this turn?
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Post Post #1701 (isolation #184) » Tue Dec 17, 2019 10:46 am

Post by inspiratieloos »

David attacks Alpha
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #1702 (isolation #185) » Tue Dec 17, 2019 10:50 am

Post by inspiratieloos »

That's Alpha guaranteed dead and Delta+Echo guaranteed stunned, 1 action left.

Beta had lower HP, but Charlie has lower CD, so I can see reasons to go for either.
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Post Post #1713 (isolation #186) » Wed Dec 18, 2019 1:14 am

Post by inspiratieloos »

3+1, the worst used an initiative action, the rest used a normal action.
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Post Post #1719 (isolation #187) » Wed Dec 18, 2019 9:23 am

Post by inspiratieloos »

The usual strategy is to stun the high HP ones and kill the low HP ones.

I'm out of MP, so someone else has to tornado.
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Post Post #1722 (isolation #188) » Wed Dec 18, 2019 9:36 am

Post by inspiratieloos »

Looks like it.
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Post Post #1724 (isolation #189) » Wed Dec 18, 2019 10:01 am

Post by inspiratieloos »

Tornado is a spell so you can cast it while on cooldown.
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Post Post #1726 (isolation #190) » Wed Dec 18, 2019 10:03 am

Post by inspiratieloos »

Delta + Echo
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Post Post #1729 (isolation #191) » Wed Dec 18, 2019 10:17 am

Post by inspiratieloos »

Aid Formerfish


One more aid should guarantee a kill on Echo and a stun on Delta. Though Speed Slashing something else will still leave decent chances of achieving one or both.
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Post Post #1740 (isolation #192) » Thu Dec 19, 2019 5:51 am

Post by inspiratieloos »

Double Slash Delta
Original Roll String: 2d6
2 6-Sided Dice: (1, 1) = 2

Original Roll String: 2d4-2
2 4-Sided Dice: (3, 3)-2 = 4
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Post Post #1741 (isolation #193) » Thu Dec 19, 2019 5:51 am

Post by inspiratieloos »

Nice, exact kill.
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Post Post #1747 (isolation #194) » Thu Dec 19, 2019 10:53 am

Post by inspiratieloos »

Did David's attack not improve?
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Post Post #1752 (isolation #195) » Thu Dec 19, 2019 9:41 pm

Post by inspiratieloos »

Double Slash Delta
Original Roll String: 2d6
2 6-Sided Dice: (4, 4) = 8

Original Roll String: 2d4-2
2 4-Sided Dice: (3, 3)-2 = 4
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Post Post #1754 (isolation #196) » Thu Dec 19, 2019 9:50 pm

Post by inspiratieloos »

Wait a bit to see if someone uses Speed Slash, and dividing the attack just means we'd trigger defence on both, double shot will be better most of the time.
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Post Post #1756 (isolation #197) » Thu Dec 19, 2019 10:06 pm

Post by inspiratieloos »

Also Delta has only 2+1d2 HP left, so that's probably the best target.
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Post Post #1761 (isolation #198) » Fri Dec 20, 2019 11:45 pm

Post by inspiratieloos »

You haven't acted yet Gamma, so you could always take a shot yourself.
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Post Post #1767 (isolation #199) » Sun Dec 22, 2019 10:54 am

Post by inspiratieloos »

So... Seems like we have a bit of an activity problem.
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