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An Actual Abandoned Modern Day Rpg [5/?]

Discussion in 'Forum Games' started by Aquila, Dec 27, 2018.

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  1. Tsuneo

    Tsuneo Preliminary returnee

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    I'm blind.

    I use reinforce on myself and keep my position, protecting the others.

    "Hey! Yes, you! The guy with the bow. If you want some cover then head behind me!"
     
  2. Aquila

    Aquila Freedom Specialist VIP+

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    I just realized that Fabio is the only person who could probably deal some significant damage to Corvus right now with Arrow Storm.

    You’d need to do over 300 damage to hurt Corvus but because of how his arrow Storm spell works, he can still damage Corvus.
     
  3. Tsukiji

    Tsukiji Basking in nostalgia

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    ehehehe....
    I'm having trouble wording most of my stuff without it seeming stupid/overpowered/too complicated to me. ;p;
     
  4. Aquila

    Aquila Freedom Specialist VIP+

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    Try me
     
  5. PikaLegend

    PikaLegend Shocking VIP+

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    "Conjure Light - Seek Truth!"

    Yeah! I am probably going to die if I try to stun, so I will try to provide some bit of useful info lol.

    From the last Seek Truth we learnt about the order of the threat each totem brings. I will hope to use this to be cautious of the eye totem.

    (From least powerful to most powerful)

    Forces = Infinity Sign Totem
    Probability = M Totem
    Elements = Green, Red, and Blue Totem
    ??? = Green and Red Weird Symbol Totem
    ??? = Black Totem
    ??? = Siwrly White Totem
    ??? = Totem with an Eye
     
  6. JoshLegacy

    JoshLegacy Well-Known Adventurer HERO

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    I truthfully wasn't paying attention. I use Sword Strike.
     
  7. BlueSlimerino

    BlueSlimerino Well-Known Adventurer HERO

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    About halfway I'm trying to decide on 2 more spells
     
  8. HyperHypa

    HyperHypa UWU

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    I stare in to Fov eyes, then stared to run towards him, while run I decided to use my old classic arrow storm on the fallen angel.
     
  9. HyperHypa

    HyperHypa UWU

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    Btw he’s birthday is on 7/14.
    (Sorry, I was just looking at this lobby’s history.)
     
  10. iiGhostlyOREO

    iiGhostlyOREO Skilled Adventurer

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    Oopsie, my bad.


    Since I cant comprehend, I’ll turn back into normal form and eat a carrot.
     
    Last edited: Jan 20, 2019
  11. Aquila

    Aquila Freedom Specialist VIP+

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    @H0Y0Y0Y0Y0B0Y
    @PikaLegend
    @Leonardonox
    @Host_Legacy
    @iiGhostlyOREO
    @LS_412

    Justin does Lesser Restoration on Fov and he regens 360 health!

    Fov HP: [659/1500]

    Fabio uses Arrow Storm and deals 74 damage (RN=149) against Corvus!

    Ariane does Sword Strike and it deals 0 damage against Corvus's newly found high Base Defense...

    However, another crystal is still summoned. It's another green one.

    Corvus
    HP: [540/2600]
    Base ATK: 100
    Base Defense: 300

    Hmm, the eye totem hasn’t been used yet...
    X2 Green Crystals are orbiting around Corvus
    X1 Red Crystal is orbiting around Corvus
    X1 Blue Crystal is orbiting around Corvus


    Hibct turns back into a small 9 yr old in a bunny costume and eats a carrot. His max energy cap and health have reduced!

    Hibct HP: [1550/1550] - Energy Cap: 70%

    Rose uses Seek Truth and finds out the rest of the totems BUT the eye one sadly.

    Forces = Infinity Sign Totem
    Probability = M Totem
    Elements = Green, Red, and Blue Totem
    Attack / Defense = Green and Red Weird Symbol Totem
    Death and Necromancy = Black Totem
    Time, Perseverance, Faith, Hope, etc. = Swirly White Totem
    ??? = Totem with an Eye

    All you do learn about the Eye is that it has a major toll on the person wielding it, may it be physical or mentally.

    Maybe that's why Corvus hasn't used it yet...

    Mysterious.

    Anyway, you all also learn that you can get rid of Corvus's Base Defense by disabling all of the six totems currently lit up.

    It is best adviced to go for the weakest links first (Forces) but it also may be easier to get the Strongest Totem in Defense (Weird Symbol Totem) first to make all of the other totems weaker.

    You also learn that probably destroying Corvus's bow would make her inable to use a lot of her Bow Movesets...

    Oh, and you also learn some of her Movesets

    When the bow Shimmers Gold: Watch out for an explosive golden arrow that deals major AoE damage. It generally takes a couple turns to charge up.

    When the Bow Shimmers Blazing White: Watch out for a rapid succession of featherlike arrows (like arrow storm) that deal very little damage individually but are all homing arrows. It's best adviced to keep moving to avoid taking on the full damage of the feathers.

    When the Bow Shimmers Green: Watch out for a piercing arrow that deals major damage in a single line.

    And that's about it.

    - Player's Turn Ends -

    - Opponent's Turn -

    And uh, speak of the devil, two other normal wooden looking bows appear floating next to Corvus. All three bows shimmer white and suddenly, there's a massive bullet hell of white looking feather arrows homing in on all six of you from all directions...

    What now?

    - Available Interruptive Movesets -

    Justin: Slingshot - Unavailable, not enough energy -
    Rose: Starlight Rush - Unavailable, not enough energy -
    Fov:
    N/A
    Ariane: Afterimage - ACTIVE -
    Hibct:
    N/A
    Fabio: N/A

    So basically, uh, you're all available to dodge... i guess.
     
  12. PikaLegend

    PikaLegend Shocking VIP+

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    Alright. I got this. This shall be my plan:

    Learning that they are all homing arrows, trying to run from the start won't work that well as they will follow you, making it just harder to dodge them all. As such, I will first move backwards slowly to allow all arrows from the front to conjugate together, and then at the last second address the arrows from behind with the front by strafing to the right and then sliding down to possibly duck the arrows on the right and come nearer to Corvus. If the arrows from the left are still following me, I shall run towards the Weird Symbol Totem and then roll again to the left immediately as soon as they come close enough that their momentum cannot be stopped and hit the Totem.
     
  13. H0Y

    H0Y H0Y HERO

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    Dodge and everyone target the eye totem?
    ________________________________
    Ok use doc as my meat shield
    ________________________________
    Fov I mean as my shield
     
  14. JoshLegacy

    JoshLegacy Well-Known Adventurer HERO

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    Well I mean, afterimage is already active.
     
  15. HyperHypa

    HyperHypa UWU

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    I decided that I will try my best to use the same plan.
     
  16. iiGhostlyOREO

    iiGhostlyOREO Skilled Adventurer

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    I’ll just keep on dodging, and I’ll tank for anyone that is about to get hit
     
  17. Aquila

    Aquila Freedom Specialist VIP+

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    So I'm probably gonna an option where you can see all the math I'm doing for all the damages if you want to see the math...

    just to show your base defenses actually do something

    @H0Y0Y0Y0Y0B0Y
    @PikaLegend
    @Leonardonox
    @Host_Legacy
    @iiGhostlyOREO
    @LS_412

    Ariane takes 0 damage due to having Afterimage active. She does a counter-attack but it still does zero damage. However, another Blue Crystal starts to orbit Corvus.

    Rose and Fabio do some extensive dodging maneuver taking miniscule damage and also using some of the arrows to attack the Green and Red Wierd Symbol Totem. Corvus's base defense dropped a little.

    Rose HP: [144/900] (-21 damage)
    Fabio HP: [808/850] (-42 damage)


    Corvus
    HP: [540/2600]
    Base ATK: 100
    Base Defense: 270

    Hmm, the eye totem hasn’t been used yet...
    X2 Green Crystals are orbiting around Corvus
    X1 Red Crystal is orbiting around Corvus
    X2 Blue Crystals are orbiting around Corvus


    Justin hides behind Fov but forgets about the arrows from the back so Hibct tanks those for him.

    Fov HP: [159/1500] (-500 damage)
    Hibct HP: [1000/1550] (-550 damage)


    - Opponent's Turn Ends -

    - Player's Turn -

    ...

    The Green and Red Wierd Symbol Totem is now flickering instead of staying a dominant lit up color like the rest (with exception to the unused eye totem).

    I guess you all are also realizing this battle gets easier the more people join in.

    Slingshot: Sling an item at anything to deal damage. Full Counter may be cast on the object beforehand to sling an object that can counter a magic spell. Can be used as a counter-attack. When used during Player Turn, Slinging a Rock can be used while doing another magic spell. However, Slinging Magic or Slinging any other item will end Justin’s turn like any ordinary attack.

    Slinging Rocks: (RN between 3-11)
    Equation: RN*4+3
    Min DMG: 15
    Max DMG: 47

    Slinging Magic: (Costs 10% Energy)
    Equation: RN*9+4
    Min DMG: 31
    Max DMG: 103
    20% chance of dealing 50% more damage.

    Slinging Anything Else
    Equation: RN*4 + (depends on item)
    Min DMG: ?
    Max DMG: ?
    Recall: Upon cast, it teleports any object or person he knows exists in a twelve meter radius to anywhere in a six meter radius around him that he has touched beforehand. Can be used during an opponent's turn. Can teleport up to two objects for the price of one (-20% Energy).

    Energy: -20%

    ---

    Lesser Restoration: Heal a target some health or energy. Cannot be yourself

    Heal: Heal 30% of missing health on a teammate.

    Energy: Allow someone to restore an extra 20% energy next turn.

    Energy Cost: -30%

    ---

    Full Counter: Upon cast, himself or anything he touches affects it with a magic reflecting charm. This reflects and protects the next magic spell cast or attack upon the object completely. The spell's duration is until the next magic spell is cast upon it or attack is thrown, if it is dispelled, or 5 minutes.

    Energy Cost: -60
    Defend
    Revive - Unavailable -
    Chat (Talk - Doesn’t end turn)
    Flee
    Staff
    Bag of Rocks
    Wallet
    Harmonica
    Bonk: (Bonk! Bonk an enemy with the staff! Kind of just use it as a club. Single Target)

    Bonk (RN Between 50-80)
    Equation: RN+15
    Min DMG: 65
    Max DMG: 95
    Conjure Light - Seek Truth: (The Staff has knowledge for those who wields it... Scans the strengths and weaknesses of the enemy, and using a bit of magic, identify the truth beneath them. Single Target)

    Energy Cost: -20%

    ---

    Starlight Rush: (It's really just a normal attack, but cooler name, and maybe infused with a bit of light magic! Rushes towards enemy with the staff, and give them a good beating. Chance to Stun enemy for that turn. Single Target)

    Starlight Rush (RN1 Between 40-90)(RN2 Between 1-5)
    DMG Equation: RN1*2+(RN1 / 5)
    Min DMG: 88
    Max DMG: 198
    Stun Equation: RN2=5
    If RN2=5, the opponent will be stunned (cancels the opponent's next turn). (20% Chance or 1/5 Chance)

    Energy Cost: -35%

    ---

    Conjure Light - Gamma Ray Burst: (Light in its purest form is energy, and with enough of it, it can vaporize even matter! A blinding light shines from the staff, and explodes in a burst of energy, dealing radiant Damage and also a chance to blind to those in its path. AoE Straight)

    Gamma Ray Burst (RN1 Between 20-30)(RN2 Between 1-3)
    DMG Equation: RN1*11+(RN1 / 3)
    Min DMG: 227
    Max DMG: 340
    Blind Equation: RN2=3
    If RN2=3, the opponent(s) will be blinded (50% chance they hit or miss). (33% Chance or 1/3 Chance)

    Energy Cost: -65% You will not get any passive energy next turn.
    Defend
    Revive - Unavailable -
    Chat (Talk - Doesn’t end turn)

    Flee
    Staff
    Standard Attack: Cleave: Deals piercing damage (ignores base defense) to a singular target

    Cleave (RN between 4-11)
    Equation: RN*12 + (RN / 2)
    Min DMG: 50
    Max DMG: 138

    ---

    Special Attack: Inertia Manipulation - Unrelenting Onslaught (aka kms cuz of how gimmicky it is):
    Deals major damage and knockback to all enemies in a straight line by charging with the shield. Enemies hit by the shield have a chance to be confused and/or stunned. The user takes minor damage if any of the charge targets are abnormally large. The user Slices nearby enemies with the halberd while charging, dealing normal damage. The user then rests, hidden behind his shield the next turn, regenerating more energy than usual whilst covered by the same protective barrier made by the Reinforce spell.

    Unrelenting Onslaught (RN1 between 30 - 60)(RN2 between 4-7)(RN3 between 1-6)
    Shield DMG: RN1*4 + (RN1 / 3 )
    Min DMG: 130
    Max DMG: 260
    Halberd DMG: RN2*10
    Min DMG: 40
    Max DMG: 70

    Stun Chance: RN3=3
    If RN3=3 the opponent will be stunned (cancel's the opponent's next turn). (16.6% Chance or 1/6 Chance)
    Confused Chance: RN3=6
    If RN3=6 the opponent will be confused (50% chance of hitting themselves). (16.6% Chance or 1/6 Chance)
    Energy Regen Next Turn: 18%

    Energy Cost: -45%
    - ACTIVE -
    Reinforce:
    Shields two party members with a protective barrier for 2 or 3 turns. The barrier mainly shields from magical attacks, but also mildly from physical. He may use it on himself.

    Reinforce
    Add +70% defense to magic (added onto all passive defenses that are in play)
    Add +20% defense to regular non-magic attacks (added onto all passive defenses that are in play)
    If shielding two people, the effect is cut in half.


    Energy Cost: -20%
    ---
    - UNACTIVE -
    Inertia Manipulation - Stunning Stance:

    Shouts a battle cry, directing all attacks towards himself for 2 or 3 turns. AoE attacks deal increased damage to the user and decreased damage to the other targeted party members. All damage received by the user this turn is minorly reduced. One enemy is rendered immobile for 1-3 turns, the weaker the longer. Exceptionally strong/large enemies either aren’t stunned or require an extra amount of energy to stun.

    Stunning Stance: (RN between 2-3)
    How Many Turns this is in Effect = RN
    Non-AoE Attacks deal their full damage towards Fov.
    80% of the damage of AoE Attacks will be dealt against Fov
    Fov takes 10% less damage overall.
    Chosen target will be stunned for ___ turns depending on several factors.

    Energy Cost: -30%
    Defend
    Revive - Unavailable -
    Chat (Talk - Doesn’t end turn)

    Flee
    Shield
    Halberd
    Sword Strike: Basic attack with Virgo.

    Sword Strike (RN between 28-51)
    Equation: RN*2 + (RN / 3 )
    Min DMG: 66
    Max DMG: 119
    Crystal Rejuvenation: Ariane targets any crystal currently orbiting a foe. She crushes it and applies an effect on her or her allies based on the color. Red applies an attack buff. Blue applies a defense buff. Green restores health points.

    Crystal Rejuvenation
    Red: +30% Dmg

    Blue: 30% Defense Added onto other passive defenses
    Green: 15% of missing health regened

    Energy: -25%

    ---
    - ACTIVE -
    Afterimage:
    Ariane enters a defense stance and seems to be blinking in and out of existence. In reality, she's moving super fast. The next time an enemy attacks her, the attack automatically misses and Ariane counters with a sword attack of her own. Can be activated during the opponent's turn.

    Afterimage (RN between 5-11)
    Counter DMG Equation: RN*10+RN
    Min DMG: 55
    Max DMG: 121

    Energy Cost: -30%

    ---

    Crystal Shatter: Ariane targets a foe with at least one crystal orbiting it and shatters all crystals orbiting them. The target receives an attack debuff for every red crystal destroyed this way, a defense debuff for every blue crystal destroyed this way, and takes damage for every green crystal destroyed this way.

    Crystal Shatter
    Every red shard gives a -10% debuff on Attacks for the next 3 turns

    Every blue shard gives a -10% debuff added onto other Passive Defenses for the next 3 turns
    Every green shard does damage (RN between 2-5)
    Equation: RN*25
    Min DMG: 25
    Max DMG: 125

    Energy: -45%
    Defend
    Revive - Unavailable -
    Chat (Talk - Doesn’t end turn)

    Flee
    Virgo
    chunga hoo: chunga hoo; chants "chunga hoo" into the enemy. multiples damage every single time it has been used in a turn. start small if used alot could be rly op, but have a drawback

    chunga hoo

    base dmg: 16
    current dmg: 20 (Uses: 1)

    increases in dmg by 25% each usage.
    starting at the 3rd usage, Hibct loses 5% of his current health each turn.

    ---

    9 yr old army, eat your vegetables: throws carrots at everyone fighting. ff there is only one opponent, the damage dealt will be increased by 50%

    9 yr old army, eat your vegetables: (rn between 3-7)
    gives +15% dodging chance to all companions.
    dmg equation against opponents: rn*11+rn
    min dmg: 36
    max dmg: 84


    energy: -20%

    ---

    crusher [only appears if in lArGe form]: crusher; stomps on enemy with tremendous power. unlimited use, does a medium amount of damage consistently. also has a small chance to create a poison (suffocation because of its body) effect that decreases a small amount of energy to the enemy

    crusher: (rn1 between 40-80)(rn2 between 1-6)
    dmg equation: RN1*3+(RN1/3)
    min dmg: 133
    max dmg: 266

    poison chance equation: RN2=6
    poison dmg: -5% of the opponent's current health for the next 3 turns. cannot kill but can bring down opponent's health to 1.

    energy: -25%
    t-pose [disappears if in large form]: does a magic calling (reeeeee lol) and to heal himself, he falls asleep for one - three turns. during this period, he cannot attack nor defend and has a -10% defense applied to him. after this tho, he will be able to recover % of its missing health (depending on the # of turns, the health recovery will be higher due to the amount of sleeping).

    t-pose (rn1=25-40)(rn2=41-60)(rn3=61-75)
    -10% defense is applied adding onto any other passive defenses in play
    you can choose when to stop resting. you will be forced to stop resting after the 3rd turn.
    if rests for one turn: rn1
    if rests for two turns: rn2
    if rests for three turns
    heal equation (1 Turn): heal rn1% of missing health.
    heal equation (2 Turns): heal rn2% of missing health.
    heal equation (3 Turns): heal rn3% of missing health.


    energy: . . . simply no passive energy is gained. however, Hibct will gain energy at the end of rest / t-pose if they don't get hit by any attacks while sleeping.
    if not hit and rests for one turn: +10% energy
    if not hit and rests for two turns: +15% energy
    if not hit and rests for three turns: +20% energy


    ---
    - UNACTIVE -
    dat will hold em alright:
    dat wil hold em alright; shapeshifts into the tanky version of himself for 3 turns. increases health and dmg 2x (dmg added on to attack) but looses a small-medium amount of max health and energy after being back to normal. maximum uses of "dat wil hold em alright" is 5. Also changes move set.

    uses: 4
    increases all attacks by 100% (double damage).
    doubles current amount of health and doubles max health cap for the three turns. the doubled current health will stay after the 3 turns but the max health cap will go back to normal and decrease.
    loses 5% of max energy cap each use.
    loses 150 max base health each use.

    allows you to use the move "crusher" while in large form
    doesn't allow you to use the move "t-Pose" while in large form

    energy per turn activated: -8%
    Defend
    Revive - Unavailable -
    Chat (Talk - Doesn’t end turn)

    Flee
    X2 Carrots
    Smack (Smack your target with the bow. Single Target)

    Smack (RN Between 8-12)
    Equation: RN*4+7
    Min DMG: 39
    Max DMG: 55
    Raining Shards (Shoot a huge arrow in to the sky. Shards will fall down next turn. huge AoE)

    Raining Shards (RN between 13-20)
    Equation: RN*5+8
    Min DMG: 73
    Max DMG: 108
    If there is one opponent, the shards do double damage.

    If there are two opponents, the shards do 50% extra damage.


    Energy: -30%

    ---

    Fade Shot (The arrow will go though any armor and blocks. Will steal energy from the opponent. However, there will be less passive energy next turn. Single Target)

    Fade Shot (RN1 between 60-100)(RN2 between 1-20)(RN3 between 1-5)
    Equation: RN1*2+11
    Min DMG: 131
    Max DMG: 211

    Energy Steal Equation: RN2+(RN1/20)
    Min Energy Steal: 4%
    Max Energy Steal: 25%
    If RN3=5, you will deal double damage.

    Energy: -35% (You will only regen 4% Passive Energy Next Turn)

    ---

    Arrow Storm (Shoot rapidity with with the bow. Single Target or AoE)

    Arrow Storm (RN Between 9-201)
    Equation: RN*3
    Min DMG: 27
    Max DMG: 603

    Also deals knockback.
    Note that either the Base Defenses of Opponents or Passive Defenses against Attacks will lower the damage each single arrow does. Each single arrow does a base damage of 3. If the opponent has a Base Defense of 3 or higher, each arrow will only do 0.5 damage. Passive Percentage Defenses of enemies will be able to completely block all the damage if they are high enough however.

    Energy: -40%
    Defend
    Revive - Unavailable -
    Chat (Talk - Doesn’t end turn)

    Flee
    Bow

    Corvus
    HP: [540/2600]
    Base ATK: 100
    Base Defense: 270

    The bows shimmer Crimson...
    X2 Green Crystals are orbiting around Corvus
    X1 Red Crystal is orbiting around Corvus
    X2 Blue Crystals are orbiting around Corvus
     
    Last edited: Jan 21, 2019
  18. H0Y

    H0Y H0Y HERO

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    Shoot the eye totem thing
     
  19. Aquila

    Aquila Freedom Specialist VIP+

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    with a rock or magic?
     
  20. H0Y

    H0Y H0Y HERO

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    Can I pluck a magic arrow out of either Fov or Hibet to shoot him?

    If not rock
     
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