DemonicDarkwraith
ArchKnight DragonFable
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Keelhaul, the Sunken Golem Location: Keelhaul, the Sunken, Blades and Bones, Keelhaul Appears! Level: As player Damage: Scaled Damage Type: Melee Element: Water HP: Scaled MP: Scaled Experience rewarded: Scaled Gold rewarded: Scaled Stats STR: Level*5/2 DEX: Level*5/4 INT: Level*5/4 CHA: 0 LUK: Level*5/4 END: Level*5/8 WIS: 0 Offense Boost: 0% Bonus: 15 + Level/5 Crit: 10 + LUK/10 Damage Multipliers Non-Crit: [100+STR*3/20]% Dex: [100+DEX/40]% DoT: [100+DEX/4]% Crit: [175+INT/10]% Defense Melee: 10 * Level/90 + LUK/20 Pierce: 10 * Level/90 + LUK/20 Magic: 10 * Level/90 + LUK/20 Block: 10 * Level/90 + LUK/20 Parry: 10 * Level/90 + LUK/20 Dodge: 10 * Level/90 + LUK/20 Damage Reduction Non-Crit: 0% DoT: 0% Crit: 0% Resistances Shrink: 300 Immobility: 300 Attack Types Attack Type 1 - Summon skeletal ghosts to strike his target for 3 hits of 55% damage, amounting to 165% damage; applies 'Ghost's Crew Curse' (-25 All Resist, +50 Health Resist) to target for 4 turns inclusive. Attack Type 2 - Drinks a potion, dealing no damage; recovers 2.5% of his maximum HP; applies 'Lime-Aid', a HoT effect equal to 2.5% of Keelhaul's maximum HP, to himself for 2 turns; purges all status effects (except Keelhaul's statuses) from himself. Attack Type 3 / 3.1 - Readies his cutlass before approaching and striking the target with his cutlass for 6 hits of ~29.17% damage, amounting to 175% damage; applies 'Sealegs' (+180 Melee/Pierce/Magic Avoidance) to himself for 1 turn. Attack Type 4 - Approaches the target and strikes it with his cutlass thrice for 3 hits of ~62.5%% damage, amounting to 187.5% damage; applies 'Sea's Grasp' to target, stunning it for 2 turns. Attack Type 5 - Summons a parrot to strike his target for 2 hits of 50% damage, amounting to 100% damage; applies 'Go For The Eyes' (-40 Bonus) to the target for 3 turns. Attack Type 6 - Uses his pistol to shoot his target for 2 hits of 100% damage, amounting to 200% damage. Attack Type 7 - Fires a cannon from his back for 1 hit of 300% damage, with +200 Crit; applies 'Resounding Cannonade' (-20% Boost, -20 Bonus) to target for 5 turns. Attack Type 8 - Readies his cutlass, dealing no damage but applying 'Ghostly Backstab' (+140 Block/Parry/Dodge Defense) for 3 turns; while affected by 'Ghostly Backstab', Keelhaul retaliates equal to 100% of his damage range to the player once per turn. Attack Type 9 - Approaches and strikes his target with his cutlass for 1 hit of 300% damage; applies 'Wind and Waves' [+(100-20X) Crit, +(100-20Y)% Boost, floored at 0, see other information] to himself for 99 turns inclusive and will reapply this status for every subsequent turn. (Pop-up: Keelhaul: 'The wind and the waves are mine to command for eternity... and beyond!') Other information Keelhaul begins the battle with 'Opening' applied to the player for 1 turn. While affected by 'Opening', Keelhaul gains 2 additional hits of 50% damage, amounting to 100% damage and will apply the effects of his next attack. 'Opening' is also applied if the player misses or glances a hit against Keelhaul. (Pop-up: Keelhaul spots an opening!) Upon his first turn, Keelhaul applies 'Ghostly Plunder' [+5Z% Boost, +2.5Z Bonus (rounded up), where Z is the number of times Keelhaul's hits have landed, decreased by 5 and 2.5 respectively each time Keelhaul's hits misses the target, capped at +100% Boost, +50 Bonus] for 100 turns inclusive and will reapply this status for the rest of the battle. At the start of every Keelhaul's turn, Keelhaul automatically applies 'Creeping Decay' (-15A END, +3A Immobility Resist, where A is the number of times Keelhaul had attacked) for 5 turns and will reapply this status if Keelhaul is alive. Stacks of 'Creeping Decay' will be reset to 0 if the player drinks a HP or MP potion upon Keelhaul's next attack. The Crit and Boost of 'Wind and Waves' can be decreased if Keelhaul receives direct damage from the player's Wind and Water element attacks:- X is the number of times Keelhaul was damaged by a Wind element attack from the player. If the Crit from 'Wind and Waves' was reduced to 0, additional Wind element attacks from the player causes 'Bottled Wind' (+20B Crit, where B is the number of times the player hits Keelhaul with a Wind element attack after the Crit from 'Wind and Waves' was reduced to 0, capped at +50 Crit) to be applied to the player for 5 turns and will be reapplied for the rest of the battle.
- Y is the number of times Keelhaul was damaged by a Water element attack from the player. If the Boost from 'Wind and Waves' was reduced to 0, additional Water element attacks from the player causes 'Bottled Waves' (+20C% Boost, where C is the number of times the player hits Keelhaul with a Water element attack after the Boost from 'Wind and Waves' was reduced to 0, capped at +50% Boost) to be applied to the player for 5 turns and will be reapplied for the rest of the battle.
- 'Wind and Waves' can only be decreased by a Wind or Water element attack from the player once per turn.
Keelhaul follows the skill rotation: Attack Type 1 -> Attack Type 2 -> Attack Type 3 -> Attack Type 4 -> Attack Type 5 -> Attack Type 6 -> Attack Type 7 -> Attack Type 8 -> Repeat., and will pause this rotation to use Attack Type 9 once if Keelhaul falls below 50% of his maximum HP. Thanks to Solanaceae for attack information.
< Message edited by DemonicDarkwraith -- 6/5/2024 20:01:57 >
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