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Night and Shadows

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Post by Silver Tue Sep 28, 2010 1:26 pm

The R-Ability is super annoying. Luckily he won't be going anywhere thanks to Icicle Prison!
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Post by Greycat Tue Sep 28, 2010 1:37 pm

Due to the nature of the R-ability, it has been chanced.

And Silv, if a target is trapped in icicle prison, their critical hit rate goes up (so they have a chance of breaking out.)
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Post by Zerifachias Tue Sep 28, 2010 2:01 pm

Beginning total annihilation of Knight.

48 damage dealt so far.

=)
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Post by Masquerade Tue Sep 28, 2010 4:02 pm

Thanatos can deal 4 Dmg at most with Flash/Basic Attack/Flash/Trine Slash. ^ ^;;
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Post by Zerifachias Tue Sep 28, 2010 4:05 pm

That's okay.

Just survive. Sunny will kill Knight next turn since she has 35 MP, and has only used 16 so far. =3

Another Thorn Wrap and Sunny will have Knight Overkilled. =333

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Post by Masquerade Tue Sep 28, 2010 4:09 pm

I really don't see how that move is 16 MP. I would have totally made it 48 or something. lmao XD
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Post by Zerifachias Tue Sep 28, 2010 4:13 pm

Yeah, but everyone is different. ^^;

I would have made it 20-something.
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Post by Greycat Tue Sep 28, 2010 4:26 pm

Sorry Zeri, but Masq is right. I overlooked the piercing part... Not 48 though. Just 32.
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Post by Zerifachias Tue Sep 28, 2010 4:28 pm

You didn't see the piercing? >>

Whatever~
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Post by Masquerade Tue Sep 28, 2010 4:29 pm

Well, at least you don't have to change it until after this battle~~
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Post by Silver Tue Sep 28, 2010 5:19 pm

Does Verity need to trap Knight then?
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Post by Masquerade Tue Sep 28, 2010 5:27 pm

No. Just try and do as much damage as you can this turn.
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Post by Silver Tue Sep 28, 2010 6:00 pm

Quite impossible without her use of a D-Ability. Should I leave her until she gets into range?
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Post by Zerifachias Tue Sep 28, 2010 8:40 pm

Hm...

I think I'm going to get rid of the Piercing capabilities of Thorn Wrap.

Is that okay Zaneko? After this battle, I kinda think it's a bit overpowered for a character at this level. ^^;

Still 16 MP?
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Post by Greycat Tue Sep 28, 2010 8:43 pm

Yeah.
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Post by Masquerade Tue Sep 28, 2010 10:13 pm

A-Ability for Halloween~~

+The Exorcist: With a head spinning 360 degrees, the user frightens a foe, acting like its possessed by something. 100% Int Dmg. Range: 3 cells. Chance of Fear. ? MP.
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Post by Zerifachias Wed Sep 29, 2010 7:56 am

For Sunny~<3

+ Relocation - Sunny dives down into the ground and comes back up in a different spot. This can be used to escape enemies or get closer to them. Moves from one cell to a different cell. Nature cells do not affect the teleport range. ??? MP.
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Post by Seraphiel Wed Sep 29, 2010 10:34 am

For Shekal

+ Book of Life - Shekal turns his pages to the section of eternity, scribbling his allies names within this section grants them a second chance at life. Reviving them with 50% of their health and 20% of their mana. MP ?
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Post by Greycat Wed Sep 29, 2010 1:39 pm

8 MP for both Masq and Zeri. As for Shekal, drop it to one ally with 4 cell range and it's 45 MP.
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Post by Seraphiel Wed Sep 29, 2010 2:40 pm

45 MP to revive within a 4 cell range?

Alright...

Guess I'll need to up my mana a bit.
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Post by Zerifachias Wed Sep 29, 2010 3:27 pm

Reviving is serious business dude. It's gonna cost a lot. >>
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Post by Silver Wed Sep 29, 2010 3:46 pm

At least with 50% Hp it will. If it was 20% it would cost less, granted not a lot less, but less all the same.
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Post by Zerifachias Wed Sep 29, 2010 3:51 pm

With 20% healing and 20% mana restore, it would be around 32 for one of my role plays.

20% healing and same-mana-as-before-KO, it would be 28. You don't lose mana when you die in my role play. >>

50% healing would be 48, 70-80% would be 56, and 100% healing would be 78. ^^;
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Post by Silver Wed Sep 29, 2010 4:01 pm

50% Hp revival with same mana as before (My roleplays you don't lose mana when you die.) it would be 36, 100% Hp would be 72.

I shouldn't have moved Verity >.>
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