The Handle
Level 6 -----> 7 -----> 8 -----> 9 -----> 10
Magic Modifier: 315 -----> 330 -----> 345 -----> 360
Attacks Per Turn: 3 -----> 4
Affinities: Defiance | Interference
Ability: Indestructible | Mode Shift | Priority-1
Naron, there's a math error. One of Magic Modifier ticks is missing from this particular entry, so we ended up with 15 MM less than we should.
Heidi's current MM value is 615, however her weapon levels are 10-8-8-8-8, which amounts to 42*15=630.
This incidentally also affects all the other upgrade boxes, and the damage calculation during the stab-the-angel attempt.
Then...
SHAAARTTGAE'EN'SNST_FSSOETLAALLRY!!!
You can hear yourself speak something completely different and become quite satisfied even as black and bright blue rush together, then split off. They form two spheres that still connect to each other with thin strands of mana, crashing into the the stone toward the edge.
(Satan's Folly: 9750 Base Damage, no dice = 9750 Total Damage
Satan's Folly: 9750 Base Heal, no dice = 9750 Total Damage Healed
Structures can not be healed.
Unbreakable Sanctum: Damage nullified)
Even before they impact the stone and are repelled by something innate, the two orbs partly eradicate each other. You eye where your spell ended and exchange a glance with Lu, who shrugs. "Well, I was getting to that. Some of these spells are quite powerful while others are more or less useless. We apparently ended up with something in the latter category."
Hilariously enough,
not quite useless. But very, very situational. Targets affected by Maim line (lowers healing on the target), or targets with specific defensive abilities, can depending on those particulars either treat it as a healing spell or as a destructive spell. Depending on the target.
For example, don't think that it's useless at all - it's only because of
Unbreakable Sanctum that the fortress suffered no damage. This IS a viable demolition spell against non-living targets such as ground, walls and the like.
Also, hilariously enough, due to Lu's Blood Soaked Cross
weapon and
Blood Soaked Cross Super Ability having one and the same name, this effect of damage-heal is
exactly what I thought about her weapon, back during our first exchange of blows. That the weapon has Total Heal (IIRC this is the one that resets health of all targets), AND Lu keeps her Dispel wrapped around the cross to prevent healing from actualization and actually hit someone with the cross.
You can see the staff lash out in perfect clarity, but your body moves far too slow to even attempt to dodge...
(Riposte triggers!
Blood Soaked Cross: +5000 Base Damage, dice suppressed, +3333 Horrific Speed Gap, +1000 Exploited Opening, -8500 Trying Not to Kill You = 833 Total Damage
Defiance: +100 Base Resilience, +11 dice, +445 Conundrum Dispelled, -20 Wide Open = 91 Total Damage Reduction
742 Final End Damage
Defiance Health: 300 - 742 = -442
Ouch)
Conundrum's shroud disperses without so much as slowing the polished metal and her staff rams into your stomach, sending you flying back a full metre as pain explodes all through your body; you roll over the ground and curl up, barely able to breathe for a few seconds.
(Blood Soaked Cross: Defiance's Health resets)
But then something soothes the pain, a cold touch snuffing out the burning sensation. You take a shaky breath and keep lying on the ground, unwilling to get up just yet.
See what I mean?
Also, regarding the other exchange of blows:
Blood Soaked Cross: Attack Negated
Blood Soaked Cross: Attack Negated
Blood Soaked Cross: Attack Negated
Wing Punch: Attack Negated
Shouldn't we be adding four attack negations to the counter of
Guardian's Excellence Shop Item?
Also, I know that
Deny the Reaper is not a save-from-death, but (given how Defiance already ignores Sudden Death, AND after given the appearance of
Refuse the Hunter), I expect that Defiance will have a "immune to Auto Kill", and a "Negate Slayer", abilities in the aforementioned two.
Not even Grey can skill negate something after the intercept conflict has started.
That requires either an explicit personal ability, or the ridiculous pile of improbabilities that is Heidi's magic.
Umm. Would that let Defiance auto-win Intercept Conflicts then?
And, just for fun.
Paradox Charge
Level N/A
Base Boost: (Iron Shell Boost + Conundrum Boost) x3
Magic Modifier: (Sum of both Spells' MM) x2
Affinity: Iron | Interference
Ability: Boost-Self | Damage Barrier | Boost Weapon | (Synchronize Only)
1500-250 for
Iron Shell. 375-500 for
Conundrum. 5625 Base Boost, 1500 Magic Modifier.