Jay
Marauderator 🧭
|
Intaym Human Location: Summon Gem: Intaym, Summon Gems: Duty & Rebellion, Intaym Appears! Level: As player Damage: Scaled Damage Type: Magic Element: ??? HP: Scaled MP: Scaled Experience rewarded: Scaled Gold rewarded: Scaled Stats STR: Level*5/8 DEX: Level*5/4 INT: Level*5/2 CHA: 200 LUK: Level*5/4 END: Level*5/4 WIS: 0 Offense Boost: 0% Bonus: 5 + 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: 25 * Level/90 + LUK/20 Pierce: 25 * Level/90 + LUK/20 Magic: 25 * Level/90 + LUK/20 Block: 25 * Level/90 + LUK/20 Parry: 25 * Level/90 + LUK/20 Dodge: 25 * Level/90 + LUK/20 Damage Reduction Non-Crit: 0% DoT: 0% Crit: 0% Resistances Light: 50 Darkness: 50 Good: 100 Evil: 100 Immobility: 300 Attack Types Attack Type 1 - Throws spear at target for 4 hits of 100% damage, amounting to 400% damage; - If in Early Flow, attack gains +100 Bonus. (Pop-up: Intaym's Early Flow boosts his throw's accuracy!)
- If at least 2 out of 4 hits connect, target is "marked". (Pop-up: Intaym's Spear marks you for his next attack.)
Attack Type 2 - Summons spikes to pierce target for 5 hits of 100% damage, amounting to 500% damage; applies 'Time's Reckoning', a 50% Magic ??? DoT effect, to target for 3 turns; - If target was "marked" during the previous turn, DoT effect is increased to 100% damage per turn. (Pop-up: Intaym's Mark explodes, dealing more damage over time!)
Attack Type 3 - Summons chains to restrain target for 5 hits of 100% damage, amounting to 500% damage; adds 2 turns to all active skill cooldowns (excluding trinket skills and On-Demand weapon specials), regardless if the hits connect; (Pop-up: 'You cannot change the past. The future, however...') - If target was "marked" during the previous turn, attack gains +100 Bonus. (Pop-up: Intaym's Mark explodes, increasing the accuracy of the attack!)
Attack Type 4 - Summons daggers to pierce target for 9 hits of 100% damage, amounting to 900% damage; applies 'Time's Inevitability', a 25% Magic ??? DoT effect, to target for 6 turns; - If target was "marked" during the previous turn, attack gains +100 Bonus. (Pop-up: Intaym's Mark explodes, increasing the accuracy of the attack!)
Attack Type 5 - Throws spear at target for 4 hits of 400% damage, amounting to 1,600% damage, with +50 Bonus; applies 'Pinned' to target, stunning it for 5 turns; (Pop-up: 'Stay there!') - If target was "marked" during the previous turn, attack gains +400 Crit. (Pop-up: Intaym's Mark explodes, hitting for critical damage!)
Attack Type 6 - Intaym recovers HP dependant on current Flow, and applies a Flow Capstone; - If in Early Flow: Recovers 7.5% max HP; applies 'Early Flow Capstone' (+50 All Resist, -50 Health Resist) to himself for 10 turns.
- If in Middle Flow: Recovers 5% max HP; applies 'Middle Flow Capstone' (+50 Bonus) to himself for 10 turns.
- If in Late Flow: Recovers 7.5% max HP; applies 'Late Flow Capstone' (+50% Boost) to himself for 10 turns.
- Intaym may only have one Flow Capstone effect at any given time.
Other information Intaym begins the battle with 'My Turn' (+600 Melee/Pierce/Magic Avoidance) applied to himself (and Illumina in Summon Gems: Duty & Rebellion) for 1 turn; - Upon Intaym's first turn, he will purge all status effects (excluding 'Stuffed' and permanent effects) from himself and his target (and Illumina in Summon Gems: Duty & Rebellion). (Pop-up: 'I shall begin.')
Intaym begins the battle in Middle Flow. Intaym enters either Early Flow, Middle Flow, or Late Flow, dependant on the number of times struck during the previous turn; - If struck 6 or more times: Enters Early Flow; applies 'Early Flow Offense' (+15% Boost) and 'Early Flow Defense' (+120 Melee/Pierce/Magic Avoidance) to himself for 99 turns.
- If struck between 3 and 5 times inclusive: Enters Middle Flow; applies 'Middle Flow Offense' (+30% Boost) and 'Middle Flow Defense' (+60 Melee/Pierce/Magic Avoidance) to himself for 99 turns.
- If struck between 0 and 2 times inclusive: Enters Late Flow; applies 'Late Flow Offense' (+60% Boost) and 'Late Flow Defense' (+30 Melee/Pierce/Magic Avoidance) to himself for 99 turns.
- Intaym may only enter one Flow at any given time.
Intaym follows either of the following skill rotations, at random;- Attack Type 1 -> Attack Type 2 -> Attack Type 1 -> Attack Type 3 -> Attack Type 6 (Resets rotation).
- Attack Type 1 -> Attack Type 4 -> Attack Type 1 -> Attack Type 5 -> Attack Type 6 (Resets rotation).
Thanks to Solanaceae for attack type information and other information.
< Message edited by DemonicDarkwraith -- 6/6/2024 14:13:19 >
|