Under the Open Sky (CWMGQ Spinoff)

We have been told that Balrogs aren't going to Roar immediately. We also can one-shot them in melee. And we can survive one roar - but not our allies.

This is why my plan includes an attempt to appeal to the Balrogs, mediocre as it is. I hope this would stall them enough (read - break for vote) that we have time to tell our allies to teleport away via Delusional Illusion.

And also why I think my plan is weak - it does not cover that contingency explicitly.
 
I still think our best bet for killing the demon is to wait for him to leave his flock form to melee us with his weapon (which is a weapon type that's extremely implausible to see used by a flock of birds) and then Intercept his attack.
 
We have been told that Balrogs aren't going to Roar immediately. We also can one-shot them in melee. And we can survive one roar - but not our allies.
Hmm? Lemme check that real quick...

Darkslayer+Crush+Rain of Blows+Multi-Slash
mathmathmath...
I'm getting that you'd need impressive luck to two-shot one of the nasties. As a freebie, Summit considers it very unlikely that Aer wants to talk, she gets a sense that he's petulant at the moment.
 
Hmm? Lemme check that real quick...

Darkslayer+Crush+Rain of Blows+Multi-Slash
mathmathmath...
I'm getting that you'd need impressive luck to two-shot one of the nasties. As a freebie, Summit considers it very unlikely that Aer wants to talk, she gets a sense that he's petulant at the moment.
Replace Rain of Blows with Heavy Caliber
 
Replace Rain of Blows with Heavy Caliber
Exactly. Damage is 7000+1400+200=8600, multiplied by 9.

Even if they intercept, they die. I pointed it out in my omake:
(Darkslayer Panoply: 1400 Base Damage, Dice Nullified, +200 Light of Discovery, +700 Ramming Speed, +7000 Darkslayer, x3 CRUSH = 27900 Total damage
Darkslayer Panoply: 1400 Base Damage, Dice Nullified, +200 Light of Discovery, +700 Ramming Speed, +7000 Darkslayer, x3 CRUSH = 27900 Total damage
Darkslayer Panoply: 1400 Base Damage, Dice Nullified, +200 Light of Discovery, +700 Ramming Speed, +7000 Darkslayer, x3 CRUSH = 27900 Total damage
83700 Unified Damage

Quasi-Intercept!
Hell Blade: 6500 Base Damage, +13000 Dice, +3250 Juggernaut, -650 Weak to Darkslayer, +400 Epic Power = 22500 Total Damage

61200 Difference, Darkslayer Panoply Wins
Darkslayer Panoply: 61200 Intercept Damage, Dice Nullified, +200 Light of Discovery = 61400 Total Damage

Balrog: 4000 Base Resilience, +13000 Dice, -800 Weapon Cleaved Right Through = 16200 Damage reduction
45200 Total End Damage
Huge Size Negated by Heavy Caliber
45200 Final End Damage
Balrog: 45'000-45'200 = -200 Health)
I've been generous with it getting quasi-intercept and max modifier roll, twice. It still died.

Edit: Also amending my plan now to Wave Force them in the face if they attack.

Edit: Also my plan specifically named Darkslayer, 3-Slash, Crush and H-Caliber for Balrog hunt. No weaseling out of it.
 
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Just gonna point out that you can't apply HC to melee attacks any more than you can apply Crush to a gun.
 
Just gonna point out that you can't apply HC to melee attacks any more than you can apply Crush to a gun.
That is not what the character sheet says. And an oversized Buster Sword has the same qualities for ignoring large size as an oversized Hand Cannon.
The configuration it assumes is quite unique. Hundreds of pinhole-sized projectors rapidly emit energy bursts that can either be directed at a foe or sent along a thread of glowing light to be focused by a spike. For the first time you can remember the actual stream of power has changed from its usual orange color to a pale blue. The stream directed through the spike would stick to further attack to drive deeply into larger foes.
This is previous HC use. Energy of an attack focuses itself on a spike to drive itself ever deeper in a larger foe. It was a Danmaku ranged attack, but the principle is sound in theory.

Have the afterimage slashes superimpose themselves on and over the Crush panoply, and it goes much the same way.

Hmm. 3-Shot, Danmaku, D-Slayer has 1400+3500+200+7000=12100, multiplied by 3. Not enough to kill a Balrog on first shot, but with HC is a safe kill on second.

With Wave Force dealing ~9000 damage, it's just a smidgen short of being a one-two combo to WF and then one-shot-kill a Balrog.
 
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The list of Protean-Abilities notes which ones are ranged only; Heavy Caliber does not have that note and was thus assumed to not have such a limit.
Someone probably forgot to add that note or something...
>_>

EDIT: I'm not seeing any statements where H.Caliber is said to apply to melee with a quick search. I added the (Ranged) reminder to the Ability list.
 
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Pouts.

3-Shot Danmaku D-Slayer HC has 36300-38400 damage vs 4000-17000 defense. On average, it does ~26k vs Balrog, so two-shots one.

3-Hit RoB Crush D-Slayer has 90000-96300 damage vs 4000-17000 defense, then divided by 4. On average, it does ~20.5k vs Balrog, so three-shots one.

Due to lack of mooks, our APT is still low-ish. Ray is not effective enough. If used instead of Danmaku, results in 51600-53700, so mm roll above 5k saves the Balrog.

Assuming Ray panoply allows us to treat three Balrogs as a single entity for damage purposes, it would have combined defense of ~168k (max 186k), which needs 7-ish APT (25800*7=180600) to overcome. We have less, right now.

A two-Balrog group would have 98-124k defense, so a 5-APT burst deals with two while Hound takes the third one. Still a problem with Roar.
 
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Pouts.

3-Shot Danmaku D-Slayer HC has 36300-38400 damage vs 4000-17000 defense. On average, it does ~26k vs Balrog, so two-shots one.

3-Hit RoB Crush D-Slayer has 90000-96300 damage vs 4000-17000 defense, then divided by 4. On average, it does ~20.5k vs Balrog, so three-shots one.

Due to lack of mooks, our APT is still low-ish. Ray is not effective enough. If used instead of Danmaku, results in 51600-53700, so mm roll above 5k saves the Balrog.

Assuming Ray panoply allows us to treat three Balrogs as a single entity for damage purposes, it would have combined defense of ~168k (max 186k), which needs 7-ish APT (25800*7=180600) to overcome. We have less, right now.

A two-Balrog group would have 98-124k defense, so a 5-APT burst deals with two while Hound takes the third one. Still a problem with Roar.
if we choose to spend 910 XP for fireslayer + Versatility of Form III we can get the 3-shot danmaku darkfire-slayer to 57300 - 59400 damage, which has a chance, though not a guarantee, to oneshot a Balrog.

though I am more partial to only buy the versatility of form and add Collateral Damage to the 3-Shot Danmaku D-Slayer HC. we won't kill a balrog with a single attack, but we kill 3 Balrogs with 2 attacks. gotta make sure to start off with Grand Dispel to shut down spells though.
 
if we choose to spend 910 XP for fireslayer + Versatility of Form III we can get the 3-shot danmaku darkfire-slayer to 57300 - 59400 damage, which has a chance, though not a guarantee, to oneshot a Balrog.

though I am more partial to only buy the versatility of form and add Collateral Damage to the 3-Shot Danmaku D-Slayer HC. we won't kill a balrog with a single attack, but we kill 3 Balrogs with 2 attacks. gotta make sure to start off with Grand Dispel to shut down spells though.
It isn't really necessary. Balrogs are an annoying but known quantity. Val-Kroppi is the wild card, but not the most dangerous one.

Once we deal with Val-Kroppi Balrogs become trivial, as we can kill them in 2-3 turns. All four of them.
 
It isn't really necessary. Balrogs are an annoying but known quantity. Val-Kroppi is the wild card, but not the most dangerous one.

Once we deal with Val-Kroppi Balrogs become trivial, as we can kill them in 2-3 turns. All four of them.
one of them is named. probably shouldn't assume that one is as run of the mill as the others.
 
I'll be reviewing my plan later, and splitting it into four points.
1) Challenge Val-Kroppi, kill
2) Attempt to Parlay with Balrogs
3) Fight a delaying action with Hound while allies retreat
4) Cool Guys Don't Look at Explosions Finale - switch to collateral damage and collapse all the ceilings. Leave through the chasm entrance and lead the mob on merry chase to UD.

Or something like that.
 
I see.

But yeah no, Heavy Cal is gun exclusive and always has been.
Someone probably forgot to add that note or something...
>_>

EDIT: I'm not seeing any statements where H.Caliber is said to apply to melee with a quick search. I added the (Ranged) reminder to the Ability list.
The ability bible doesn't denote it as ranged only and never has.

Even with that being ranged only, we can still easily two shot him with Multi-Shot + Danmaku + Darkslayer + Heavy Caliber.
 
Like, straight up, H.Cal only exists because Crush is melee only and guns needed a counterpoint. Being gun exclusive was literally the reason it was made.
 
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