CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (6/8/2019 17:15:38)
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Resplendent Kitsune Example: Level: 150 Power: 4 Location: The Void Monster lean: Defensive (*0.5 input/output) Element: Fire Resists: Fire: -100% Water: 110% Wind: 90% Ice: 110% Earth: 90% Energy: 90% Light: 50% Darkness: 50% Low M/R/M. More health to compensate Stat Distribution: STR: 0 DEX: 0 INT: 275 END: 225 CHA: 275 LUK: 0 Effect: Gains 'Boss Boost' +30, Freedom, and Form Shift Immunity. Possesses 1/5 the health of a standard boss. The remaining 4/5s are equally divided into eight different foxfire companion monsters that accompany the boss. Two are randomly spawned at the start of the fight. The boss starts the fight with an Elemental Shield (*0.125 damage, infinite rounds). If a foxfire dies, the shield multiplier will increase by 0.125 (i.e. if one pet is dead = *0.25, four pets = *0.625). Once the multiplier reaches *1, it disappears. Additionally, the kitsune will increase in damage by 12.5% (i.e. a maximum of *2 damage). On the turn that a foxfire dies, the Kitsune receives a 1-turn Elemental shield dealing *0 damage (basically makes it temporarily immune to damage). If you try to attack the kitsune while a foxfire is active, the attack will redirect to it* The foxfire leads you astray! Each foxfire is a different element and possesses a different effect. They are distinguished by colour: Fire: Damages both your HP and SP. Water: Damages both your HP and MP. If you run out of MP, redirects to SP. Wind: Deals -75% damage and can inflict Bleeding* Ice: Deals -75% damage and can inflict Paralysed (1 turn)** Earth: Deals -75% damage and can Poison you*** Energy: Deals -75% damage and can Burn you**** Light: Deals -75% damage and can Blind you***** Darkness: Deals -75% damage and can Choke you****** Each of the these effects (except paralysis and bleed) are permanent, but can be resisted at a -20 save: Level: PowLvl vs MonsterLvl Major: MonsterCHA vs PlayerCHA Minor: MonsterLUK vs PlayerLUK *The flames somehow leave you bleeding! You endure the lacerating flames! **The flames somehow leave you paralysed! You endure the stunning flames! ***The flames somehow leaves you poisoned! You endure the toxic flames! ****The flames leave you burned! You endure the burning flames! *****The flames somehow leave you blinded! You endure the blinding flames! ******The flames somehow leave you choked! You endure the choking flames! While the Kitsune still has foxfire companions, its attacks will deal -75% fire damage and attempt to Prismatically burn the player* (infinite duration, same save as above)*. The Kitsune can also pay MP and attempt to permanently steal some of your CHA to bolster its own (status effects "Wooden" and "Dazzling" on the player/monster respectively). You cannot resist this effect** *The flames leave you prismatically burned! You endure the prismatic flames! **The flames somehow sap your CHA! If the boss has enough SP, it can spend it to increase the potency of the existing status effects on the player. You can cleanse these statuses. However, doing so will increase the Kitsune's damage to the maximum, and it will retain the *0.125 elemental shield indefinitely. Once its companions have been defeated, the boss will switch to an offensive lean (*1.5 damage output/intake) and will deal increased damage based on the potency of the existing statuses on the player. This does not consume the statuses. Appearance: A silver Kitsune, 9 tails as standard. It looks 'normal' when foxfires are still active, but will glow brightly after switching into offensive mode Description: Kitsunes are rare and mysterious creatures that love to trick and mislead young adventurers using their foxfire. This individual, however, is an ancient and extremely powerful member of its species, able to wield prismatic flames. Dare you face it in battle? Seth Hydra Example: Level: 150 Power: Equivalent to the staff bosses Location: Arena of Enthusiasts Monster lean: Offensive (*1.5) Element: Darkness/Earth Resists: Fire: 120% Water: 60% Wind: 90% Ice: 60% Earth: 20% Energy: 90% Light: 120% Darkness: 20% Melee/Magic focus on blocking. Stat Distribution: STR: 250 DEX: 0 INT: 250 END: 75 CHA: 0 LUK: 150 Effect: Standard "Boss Boost +30" that applies to all Arena bosses, Freedom, and Form Shift Immunity His regular attacks randomly deal earth/darkness damage. A penalty is applied for this effect When fighting this boss, you gain +100% heal resistance (so your overall heal resistance is 0% and you cannot heal). His heal resistance is reduced by 50% (so -150%, meaning he heals more from heal element attacks). Every turn, if he has enough SP, he'll spend it and use a quickcast skill to inflict you with Panic*. This can stack. If you have 3 stacks applied, he will instead use his SP to use a healing skill. You can resist at a -20 bonus: Level: MonsterLvl vs PlayerLvl Major: MonsterSTR vs PlayerEND Minor: MonsterLUK vs PlayerLUK *The roar sends you into a panic! The roar unnerves you, but you manage to keep calm Before his regular attack, he will regenerate HP. His regular attack deals *0.5 damage and will heal him based on the damage dealt. At low health, he will turn into his beast form and will heal some HP. This will also increase his damage output (he will still regenerate like his standard form). This form will persist even if his health is taken out of his low zone. Appearance: Seth, wielding the ninemares in his standard form and wearing werepyre class armour. Darkovian bulwark shield. Description: Seth is an ancient werepyre, who has managed to control his powers over regeneration so well he can enhance his own regeneration and block yours! Mew-Three Example: Level: 150 Power: Equivalent to the staff bosses Location: Arena of Enthusiasts Monster lean: Offensive (*1.5) Element: Darkness/Earth Resists: Fire: 100% Water: 10% Wind: 10% Ice: 40% Earth: 100% Energy: 90% Light: 80% Darkness: 40% Melee/Magic focus on blocking. Stat Distribution: STR: 300 DEX: 175 INT: 0 END: 0 CHA: 0 LUK: 300 Effect: Standard "Boss Boost +30" that applies to all Arena bosses. Also, +100 Initiative and Form Shift Immunity He starts with a full bar of SP. Whenever you cast a skill using SP, You will be inflicted with Bleed* *You activated his trap card! He can use a quickcast skill to store kindred charges. This costs SP* *Mew-Three calms his mind and focuses on delivering his next strike He can use charges to increase the damage/accuracy of his attacks, have his next strike elementally seek, or a combination of all three* *Mew-Three unleashes his fury! Appearance: Mew-Three, wearing the kindred armour, weapon and shield Description: Mew-three is a member of the ancient kindred. He's able to punish those using SP against him, and can calm his mind to deliver incredible strikes against his enemies!
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