- Location
- Earth
...nice save.The specifics for that I'll leave up to Naron since it's his quest.
Guess I have to keep that note around in case someone wants to earn some extra EXP. Or stick it to Argus, both can be viable motivations.
...nice save.The specifics for that I'll leave up to Naron since it's his quest.
Yes. It takes an action to intercept an attack.
Okay, so I wrote up a theoretical way to fight it on discord. I would not want to risk fighting it, but she's theoretically (read, without any of its soft mechanics or unrevealed abilities) capable of killing it. It requires Paoras, a reasonable MM roll, and enough enemies to gain some APT.I do not recommend trying this, but thought I'd make it available off discord.Synch with Paoras, use Paradox Charge (+7876 to 11375 damage block and boost), use Aetheric tide. That's at least 30,000 (up to 40,000ish) per attack (about 12,500-17,500 after its defenses) So 30-40 attacks to kill it.
With 3 uses of overdrive seal, she technically only needs 3-5 bonus APT. She just also needs to be able to deal with it's actions.
If it were just attacking her, she could let it through. Between the ~10,000 damage block, Paoras's Health, Vampire, and the safety net of defiant streak, she is in no danger from it's 5000 per attack (2,500 after DR per attack, 25,000 total, 46,000ish health, and a healing buffer of 250k from vampire+defiant streak.) Body modifiers could be a problem, though.
Intercepts, however, are a problem. Between vorpal and Juggernaut, it wins the intercept with her. So she needs to negate each intercept. That would add 20 actions to the necessary total, but riposte means she should only need 10 more. Reaper's will could win them, but drops her damage to about 20k per hit and gives up vampire's safety net.
Hence, she needs somewhere from 5 to 8 bonus APT, depending on the Paradox Charge MM roll.
This is all done in one turn because she needs to skill negate it's attacks. Also because of the laser. And defiant streak. And using overdrive seals only mattering for that turn. And me being unsure whether it could negate the buff.
A single laser cast isn't a problem unless it gives a heavy body mod. If the hits are unified damage, Paoras's once/fight will negate it. If they aren't, they will be reduced by paradox charge and end up as 5-100k, which is easily healed during defiant streak. Even if they are unified and not negated, it's still only 21 to 315k, most of which can still be outhealed. (Remember, killing it is 250k healing.)
Of course, she does need to get into melee range and have it not disengage. Or have her weapon broken/lose limbs from body modifiers. Hence the soft mechanic limitation.
Only one spell per turn. Also x8, not x10. It has only one affinity.I was thinking that if we could force the Imperal golem to take off
and we can somehow stock up on a 100 argent stars. Then we could do about (100 argent stars * 750 base damage * 10 anti-air + purge) * 0,50 VERY BIG - 4,500 Resilience = 370,500 spell damage the first turn before argent stars become ineffective (I'm not accounting for dice.) We would need to merge them in order to overcome the interception.
I think that this will take us 25 actions with quadracaster. which translates to about two turns build-up with the current amount of enemies.
--Size-based Defenses: Not technically ignored, but reduced. Size-based defenses grant damage reduction against anything smaller than the colossal being themselves. Heidi's magic, when encountering an opponent sufficiently large, runs off her strikes and tears greater wounds; it does not scale to the target, though. The size of the extension is set, lowering the defense by one step. Large Enemy, the first step, is ignored; the next step is treated as being Large Enemy instead, and so on.
Well, uh. That's a lot easier.The soft mechanics section got a little patch. People on Discord made a good point on the matter and I talked about it with Lost.
This here is new under Defy the Rules:
Mounted combat is pretty easy: no hitting people yourself unless you want to inconvenience yourself, but rather direct ten fire-breathing monsters to scorch the earth where you want them to. Or go after anything that tries to up and fly away.Anyway, immediate concerns. I...honestly don't understand the whole mounted combat thing. At all. Any plans I come up with will probably start with "jump off this thing"
The soft mechanics section got a little patch. People on Discord made a good point on the matter and I talked about it with Lost.
This here is new under Defy the Rules:
Well, aside from NO!, Heidi does not have Apocalypse and will never have it. So this is kind of a moot point.So could she theoretically use an attack with Apocalypse to target a World scale divine being, since normally Apocalypse can target Continental scale?
So could she theoretically use an attack with Apocalypse to target a World scale divine being, since normally Apocalypse can target Continental scale?
"Oh, I forgot to mention: they also shoot a number of condensed mana beams, a power which they can pass on to lesser golems in their vicinity."
...
Okay. So they have lasers, too. Now it is a really big maybe, but you might be able to deal with it. If you have a good idea, at least.
Of note about the Imperial Golem is that they have either an unmentioned Proxy Caster on their Mana Laser spell, or actually give this spell and casting actions to golems around them. Considering that I doubt their secret spell is responsible, and that there is exactly one ability - Wrath of the Empire - that isn't revealed on either Imperial Golem or War Golem character sheets... I'm guessing it is the ability responsible for spell transfer.Mana Laser
Level 30
Base Damage: 15,000
Magic Modifier: 15
Affinities: Magic
Abilities: Cast by Modifier | Armor Pierce | Ordnance
Wrath of the Empire
-???
@Mellithae I think you forgot to account for two, well three variables.Okay, so I wrote up a theoretical way to fight it on discord. I would not want to risk fighting it, but she's theoretically (read, without any of its soft mechanics or unrevealed abilities) capable of killing it. It requires Paoras, a reasonable MM roll, and enough enemies to gain some APT.I do not recommend trying this, but thought I'd make it available off discord.Synch with Paoras, use Paradox Charge (+7876 to 11375 damage block and boost), use Aetheric tide. That's at least 30,000 (up to 40,000ish) per attack (about 12,500-17,500 after its defenses) So 30-40 attacks to kill it.
With 3 uses of overdrive seal, she technically only needs 3-5 bonus APT. She just also needs to be able to deal with it's actions.
If it were just attacking her, she could let it through. Between the ~10,000 damage block, Paoras's Health, Vampire, and the safety net of defiant streak, she is in no danger from it's 5000 per attack (2,500 after DR per attack, 25,000 total, 46,000ish health, and a healing buffer of 250k from vampire+defiant streak.) Body modifiers could be a problem, though.
Intercepts, however, are a problem. Between vorpal and Juggernaut, it wins the intercept with her. So she needs to negate each intercept. That would add 20 actions to the necessary total, but riposte means she should only need 10 more. Reaper's will could win them, but drops her damage to about 20k per hit and gives up vampire's safety net.
Hence, she needs somewhere from 5 to 8 bonus APT, depending on the Paradox Charge MM roll.
This is all done in one turn because she needs to skill negate it's attacks. Also because of the laser. And defiant streak. And using overdrive seals only mattering for that turn. And me being unsure whether it could negate the buff.
A single laser cast isn't a problem unless it gives a heavy body mod. If the hits are unified damage, Paoras's once/fight will negate it. If they aren't, they will be reduced by paradox charge and end up as 5-100k, which is easily healed during defiant streak. Even if they are unified and not negated, it's still only 21 to 315k, most of which can still be outhealed. (Remember, killing it is 250k healing.)
Of course, she does need to get into melee range and have it not disengage. Or have her weapon broken/lose limbs from body modifiers. Hence the soft mechanic limitation.
The possibly negative variable is that Determined Soldier boost is not exactly static. We'll need to account (read - ask Naron) if Faeries and their War Golems will try and interfere with us. Or simply leave fighting to Imperial Golem (and have us drop APT)...-Determined Soldier: Defiance +19 ApT
(You have three Mana Batteries to distribute; if not specified otherwise, each holder (Heidi, Paoras, the Sorcerer) will keep theirs. The Sorcerer will buff on their own priority unless specified what to use the battery on)
The latter. It is a soft mechanics effect that lets the big one remote-control the small ones as if they were part of it; they get improved stats and a weaker version of the laser.Of note about the Imperial Golem is that they have either an unmentioned Proxy Caster on their Mana Laser spell, or actually give this spell and casting actions to golems around them.
You mean aside from the distances involved?3) For no explainable reason, Imperial Golem didn't burn us down with Mana Laser while we were playing Dragonball Z Genki Dama charge-up. No reason.
I will note that this Ability is my creation and was originally made for the small ones. Whose task is to protect the Fairies behind them, not win at fighting. Their numbers reflect that as well. Crys left it on the big one as well, so that has the same limitations.
Yes and yes, though the latter is only possible due to Heidi's currently massive ApT.Depends entirely on whether our Hell Beasts can do volley fire, and on Heidi being able to Argent Star at the same time