ruleandrew
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Wind doughnut Monster defence Fire element modifier: 0% Ice element modifier: 0% Light element modifier: 0% Darkness element modifier: 0% Wind element modifier: 0% Earth element modifier: 100% Water element modifier: 0% Energy element modifier: 0% Harm element modifier: 0% Void element modifier: 0% Equal combat defence for melee defence, ranged defence and magic defence. Monster stats: 300 Str, 300 Dex, 150 End, 0 Int, 0 Cha and 0 Luck Monster hp Monster hp (stage 1) is (7.2 melee units). Monster hp (stage 2) is (7.2 melee units). Monster hp (stage 3) is (7.2 melee units). Monster stage 1 end when its health reach 1 hp for the first time (cannot be defeated yet). Monster stage 2 end when its health reach 1 hp for the second time (cannot be defeated yet). Monster stage 3 end when its health reach 0 hp. Monster trick Potions are disable (both types). Soft mp regeneration cap (per one player turn) is 392 mp. Clawback level (for breaking soft mp regeneration cap) is 75%. Soft mp regeneration cap refer to total amount of mp gained over the course of one player turn. Note 1: weapon specials that restore player mp, pet attacks that restore player mp, guest attacks that restore player mp does not count towards soft mp regeneration cap. Note 2: use of items like purple rain count towards soft mp regeneration cap. Monster stage 1 Regular mean output damage per turn: 324 hp Earth element modifier: 100% Monster stage 2 (first rebirth) Rebirth mean output damage per turn: 1296 hp Regular mean output damage per turn: 108 hp Earth element modifier (rotate every turn): 0% (start position), 0%, 100% Monster stage 3 (second rebirth) Rebirth mean output damage per turn: 1944 hp Regular mean output damage per turn: 162 hp Earth element modifier (rotate every turn): 0% (start position), 100% Monster attack Random lean: 0.5 3 equal powerful ranged wind hits. This attack occur if rebirth attack is not used. Rebirth attack Random lean: 0.5 6 equal powerful ranged wind hits. This attack occur when monster enter stage 2 or monster enter stage 3. Player cannot stop rebirth attack in any manner. Special monster attack 1 288 sp damage to player sp bar (harm element, auto hit). Special monster attack 1 occur before player next turn, should monster lose its normal attack turn. If player sp amount reach 0 during special monster attack 1, player take hp damage instead of sp damage (1 sp : 5.75 hp). Special monster attack 2 If player regenerate sp using quick time action, player take (1.4375*[sp regenerate]) hp damage immediately (harm element, auto hit). Player assumption (level 150) Player hp is 4141. Player assume element modifier is 14%. Player sp regeneration per turn is 96. Armor lean is neutral. Player hit rate to monster is 85%. Monster assumption Monster hit rate to player is 85%. Player stats assume build Str: 250 Dex: 250 Luck: 250 Str: 0 End: 0 Cha: 0
< Message edited by ruleandrew -- 6/7/2019 8:13:41 >
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