Under the Open Sky (CWMGQ Spinoff)

oh damn, that's fucked up. on the plus side, i'm no longer even vaguely guilty about denying him a duel in my plan. he deserves to die frustrated at the hands of a foe he cannot reach.
 
[X] Plan King of the Battlefield
-[X]Stage One - Killing the Summoners
--[X] Call in artillery fire directly on the Dark Star Summoners.
--[X] Morph the Panoply into Double Tap and Ordnance and bombard the Summoners.
--[X] Repeat as necessary till they are dead.
--[X] If they get off the ground and start flying, engage them in aerial combat and shoot them down.
-[X] Stage Two - Weeding out the Chaff
--[X] Destroy the tunnel by calling artillery fire on it or using Wave Force to cut off their line of reinforcements.
--[X] A downed Hell Beast is a dead Hell Beast, or will be shortly. Rip off their wings to render them impotent.
--[X] Strafe Hell's infantry if you get the chance, but otherwise focus on the Hell Beasts and cutting off reinforcements.
--[X] Call any artillery we have left on the foot soldiers or grounded Hell Beasts.
-[X] Stage Three - Kill the Captain
--[X] Whatever happens, fight smart. Negate any attacks from the Shrieking Spear with Inhuman Skill.
--[X] Avoid Rope Dart if at all possible, but if it does connect, Shift out of it as it does not inhibit magic.
--[X] Lay out the pain train. Full-auto/Double Tap with any remaining actions.
-[X] Contingencies and Standing Orders
--[X] Be liberal with Wave Force. We need that Teleport Homer gone if at all possible. Maybe we can get it as collateral?
--[X] If more Summoners show up, kill them ASAP.

[X][EXP] Plan Double the Fun
-[X] Skydance (140 XP)
-[X] Double Tap (30 XP)

It's complicated, and I know that the enemies actions are probably going to invalidate a hell of a lot of it. Plans are the first thing to go after contact with the enemy after all, but I still think that our best chance of holding them here lies with cutting off their reinforcements, Hell Beasts and infantry both. Without them, Summit is more than capable of defeating them in detail. How does one eat an elephant? One bite at time. How can Summit destroy the forces arrayed against us without support? By cutting off their legs and blowing them to hell, one Summoner, one Hell Beast, one foot soldier at a time.
 
[X] Crystalwatcher's Nuking Strategy
-Call down ALL THE ARTILLERY for as long as possible.
--Ordinance + Collateral Damage centered on the Summoners until dead, or Artillery slacks off.
-After Artillery slacks off or the Summoners are dead, Challenge the Commander to a duel.
--Apply Wave Force to his face, followed by Crush and Laser.
---Repeat until Commander is dead or dying.
-If there's still time until reinforcements inbound, Laser and Collateral Damage until time is up, or everything is dead.

[X] Buy Skydance
 
hey @Decim is there a reason you are using double tap rather than full auto? we have an ability that boosts each hit by 200, so full auto gets an extra 1800 damage over double tap.
 
hey @Decim is there a reason you are using double tap rather than full auto? we have an ability that boosts each hit by 200, so full auto gets an extra 1800 damage over double tap.
Because that's not how it works? Like, firing a rifle with full-auto is one attack, not the nine you somehow came up with.
 
I could have sworn I saw someone say it applied per hit, though I could be wrong. Though if per attack effects work the same on full auto or double hit I do wonder why they are separate abilities since they are mechanically identical.
 
Because that's not how it works? Like, firing a rifle with full-auto is one attack, not the nine you somehow came up with.
If we get Rain of Blows instead of Double Tap, we could however kill a Summoner in two attacks via Crush + Rain of Blows.

That would be (if I'm remembering the system correctly):
Panoply: 1040 Base Damage + [1-520] Dice + 208 Rain of Blows + 208 Rain of Blows + 208 Rain of Blows + 208 Rain of Blows + 208 Rain of Blows + 200 Peerless Explorer = [2281-2800] x3 Crush = [6843-8400] Damage.

9000 Health + 700 Resilience does not stand long against that. Neither does 20000 Health + 200 Resilience.

Granted, melee only.
 
We should probably not get too close to Mr. MG Slayer, btw.
You'll note the spear has Return on it, so he's not limited to melee.
 
We should probably not get too close to Mr. MG Slayer, btw.
You'll note the spear has Return on it, so he's not limited to melee.
Well, yeah.

That would be for if the Summoners separate from the leader or we try to hunt down Hell Beasts.

I don't want to get close to something that has a Bind+Vacuum spell, a weapon with Magical Girl Slayer, and a chance for its attacks to have Juggernaut.
 
If we get Rain of Blows instead of Double Tap, we could however kill a Summoner in two attacks via Crush + Rain of Blows.

That would be (if I'm remembering the system correctly):
Panoply: 1040 Base Damage + [1-520] Dice + 208 Rain of Blows + 208 Rain of Blows + 208 Rain of Blows + 208 Rain of Blows + 208 Rain of Blows + 200 Peerless Explorer = [2281-2800] x3 Crush = [6843-8400] Damage.

9000 Health + 700 Resilience does not stand long against that. Neither does 20000 Health + 200 Resilience.

Granted, melee only.
It's actually better than that. If the Ramming Speed buff (not the spell) is applied to that attack, it's an additional 1560 damage after the Crush multiplier (.5*1040*3), which would give a very small chance to one shot the sons of bitches with a very good MM roll. If surprise is achieved and they're dealt a 'holyshitwtf' debuff, there'd be a pretty good chance at pulling off a one hit kill.

On the other hand, that's melee only. If we call in artillery like pretty much everyone wants, it would put us directly into danger close. Besides, I see getting up in front of a Summoner or the Captain's face with Rain of Blows + Crush as being highly ill advised. We're tough, but hardly invincible. If we take the wrong choice or fuck up somehow, death is very much a possibility. Between the Captain and the Summoners, they could totally kick our shit in if given half a chance. Which they'd totally get in close quarters, so let's try to avoid that mmmkay?

We should probably not get too close to Mr. MG Slayer, btw.
You'll note the spear has Return on it, so he's not limited to melee.
Yeah, I saw that. I also noticed that the poor SOB only has one attack per turn. Inhuman Skill trumps that pretty easily so long as we don't get caught up fighting others at the same time and get caught with our pants down.
 
Yeah, I saw that. I also noticed that the poor SOB only has one attack per turn. Inhuman Skill trumps that pretty easily so long as we don't get caught up fighting others at the same time and get caught with our pants down.
Well, if that fancy new ability hadn't been nerfed from "all attacks per turn" to "half attacks per turn", we could fly in, attempt to oneshot a Summoner, use Inhuman Skill to block the Commander, and then either finish off the first Summoner or do massive damage to the second.

All in one turn.
 
Last edited:
Well, if that fancy new ability hadn't been nerfed from "all attacks per turn" to "half attacks per turn", we could fly in, attempt to oneshot a Summoner, use Inhuman Skill to block the Commander, and then either finish off the first Summoner or do massive damage to the second.

All in one turn.
To be fair, if Skydance allowed for all attacks per turn to be used in Aerial combat, it'd be blatantly OP. So I don't blame @kelllogo for the nerf. On the other hand, it's still borderline OP, or will be once we get Ceaseless Warrior. Over ten attacks per turn in the air. Gaia why.
 
TBF, Blue Sky had what was basically pre-nerf Skydance, and she had almost as many attacks as us right now.
I do approve of the nerfing of Skydance due to the context of Ceaseless Warrior though.
 
To be fair, if Skydance allowed for all attacks per turn to be used in Aerial combat, it'd be blatantly OP. So I don't blame @kelllogo for the nerf. On the other hand, it's still borderline OP, or will be once we get Ceaseless Warrior. Over ten attacks per turn in the air. Gaia why.
Another thing worth noting is that we can currently grab Spell Boost if we really want to, which gives a massive damage increase to Ramming Speed and (depending on the exact mechanics of Scale To Target) greatly increases the chances of oneshotting stuff with Wave Force.

Changing from
(80% of targetcs max health) damage + [1-400] Dice.
to
((80% of target's max health) + 1040) damage + [1-920] Dice.

Thanks to Unstoppable, that means that it's guaranteed to oneshot anything with 5200 or less max health.


Actually, on the topic of Wave Force, I wonder what we can Inspect to get Double Cast :V
 
Another thing worth noting is that we can currently grab Spell Boost if we really want to, which gives a massive damage increase to Ramming Speed and (depending on the exact mechanics of Scale To Target) greatly increases the chances of oneshotting stuff with Wave Force.

Changing from
(80% of targetcs max health) damage + [1-400] Dice.
to
((80% of target's max health) + 1040) damage + [1-920] Dice.

Thanks to Unstoppable, that means that it's guaranteed to oneshot anything with 5200 or less max health.


Actually, on the topic of Wave Force, I wonder what we can Inspect to get Double Cast :V
I was going to tell you off for getting the details of Spell Boost wrong and that it only added the main weapons MM to the spell... but then I checked LDJ's ability bible. I guess I was wrong and you got it right. :V
 
I was going to tell you off for getting the details of Spell Boost wrong and that it only added the main weapons MM to the spell... but then I checked LDJ's ability bible. I guess I was wrong and you got it right. :V
And Wave Force + Double Cast as a Fuse ability oneshots everything that doesn't have unnegatable defensive hax :V
 
And Wave Force + Double Cast as a Fuse ability oneshots everything that doesn't have unnegatable defensive hax :V
I'm not sure we can get Double Cast on Wave Force. Multi-casting it was brought up as a possibility, though we'd need Inchoate Wave to do it. It'd cost a lot of XP to do too. I don't have the numbers on me and can't math it out since I need to get to bed, but it's over 3k at least. Probably closer to 4k.
 
I'm not sure we can get Double Cast on Wave Force. Multi-casting it was brought up as a possibility, though we'd need Inchoate Wave to do it. It'd cost a lot of XP to do too. I don't have the numbers on me and can't math it out since I need to get to bed, but it's over 3k at least. Probably closer to 4k.
I said getting Double Cast as a Fuse ability. Making it apply to ALL spells.
 
Back
Top