Dardiel
Member
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Unnamed/Unflavored Enemy Boss Overview: A boss that encourages the player to be thoughtful about resource spending, weapon and status usage, and battle speed. Appearance/Description: Can be whatever, I just went for mechanics on this one. Details: Level: 150 Resists: Fire: 130% Water: 70% Wind: 40% Ice: 10% Earth: 70% Energy: 100% Light: 100% Dark: 40% Heal: -200% Harm: -10% Blocking: 100 each Lean: Neutral Stats: 275 STR, 250 LUK, 225 END HP: 2,000% melee (about 7,000) MP: Maximum is 350% melee (1831); starts at full. SP: Maximum is 350% melee (1372); Starts at full but has 0 passive SP gain. Resilience 1 - Immobilizing, Fragile, and Blind: ~~ is immune to immobilizing effects and being inflicted with fragile or blinded; this effect applies to the first 1 of every 2 immobilizing/fragiling/blinding effects that he fails the roll to prevent. Plot Armor - 25% max HP, multiplied by eleShield : Whenever the player loses HP, MP, or SP, ~~ heals its matching resource for 25% of that amount (boosted to 50% from heal resist). Excess healing is converted to a 3-turn regeneration that gives 10% of that excess value each turn (boosted to 20% from heal resist, making a total of 60% over 3 turns). Battle Start Effect: Before the first turn of the battle, ~~ spends 105% melee each of HP, MP, and SP for the following buffs: - 1-turn eleShield, 25% damage taken - Barrier worth 105% melee - 3-turn SP regen, 21% melee per turn (42% after heal resist) Turn Start Effect, MP: At the start of ~~'s turns, if it has at least 105% melee MP and doesn't have a 25% or less melee eleShield multiplier, it spends that much MP for a 1-turn 25% damage taken eleShield. If it has at least 140% melee after that (including if it had an existing eleShield and didn't spend MP), it spends that much MP for a turn of celerity and extends the eleShield by 1 turn so it continues to last for 1 player turn. If ~~ didn't spend MP on an eleShield or on celerity, it gives the player 70% melee in MP and its next attack this turn gains an additional hit that deals 70% melee harm damage to MP. Turn Start Effect, SP: At the start of ~~'s turns, if it has 1+ negative statuses on itself, it spends 50% melee SP per status to cleanse them (or as many as it can). Then if the player has 1+ positive statuses on themselves, it spends 50% melee SP per status to cleanse them (or as many as it can). If no statuses were cleansed this way, it spends 50% melee SP to gain a 75% eleEmpower for 1 turn (the x1.5 effectiveness is to compensate for the amount of counterplay the player has, with the ability to apply cheap statuses). Attack: 2 hits, 1/3rd damage each (The healing for 50% damage accounts for the other 1/3rd damage). The first hit is autohit with x0.85 damage, the other has a -15 accuracy lean with x85/70 damage. One of the hits (chosen at random each attack) will be harm, the other will be one of the following - ice (40% chance), player held weapon element (30% chance), and standard 8-element eleSeek (30% chance). Can't drop below 50% HP until a player turn ends with the monster at <60% HP; when the 60% trigger is hit, the boss enters phase 2. Upon entering phase 2: Check the current battle turn, capped at 20; the boss gains a permanent eleShield that multiplies incoming damage by [CurrentTurn]*5 %, and permanent eleEmpower that increases outgoing damage by [20-CurrentTurn]*5 %. The boss also gains permanent MP and SP regen worth [Absolute Value of 10-CurrentTurn]*2 % melee per turn.
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