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Wind doughnut

 
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6/7/2019 3:52:50   
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 >
AQ  Post #: 1
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