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| Tweet Topic Started: Feb 16 2010, 07:17 PM (9,099 Views) | |
| fantheflames | Feb 16 2010, 07:17 PM Post #1 |
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All planning should go here. |
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| guild525 | Feb 27 2010, 12:37 AM Post #2 |
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Activate Magic Card - D~A - x times 25 mana: Support Type Use a support card to help you and your allies. Can be set and activated like a Trap Card, or activated immediately on a Support Phase. Effects vary based on value chosen for x: x=1: Raise one stat by a + for one target. x=2: Raise one stat by a 1 full and heal 50% of health and mana for one target. Mana is not healed if the target is yourself. x=3: Raise all ranks by one + and fully heals mana and health for one target. Mana is not healed if the target is yourself. x=4: Heals all mana and health and raises all stats one rank and one + for the duration of the battle. Mana is not healed if the target is yourself. Healing Touch - EX - 100 mana: Support Type Draws the shape of a star in the air, enhancing this Master's focus to such a degree that time itself seems to slow. Raises this Master's Agility to EX, and doubles the amount of actions he can take per turn. In addition, foes targeting this Master have their Agility treated as half its normal value for calculations (but not attack priority or action count). Lasts three turns. If activated while already active, the effects stack, giving this Master four times the normal amount of actions and treating foes' Agility as one-fourth the normal value. Each layer of Healing Touch fades individually after the normal three turns. Okay Cross_Blade, I have effectively come up with our most broken combo yet. Turn 1: Derek will use Healing Touch twice on the first turn. Jack will heal him with the x=3 magic card. Derek will use it twice again. Derek's Amount of Actions: 16 Turn 2: Jack will heal Derek again and Derek will again use Healing Touch twice. Derek's Amount of Actions: 64 Turn 3: Jack will heal Derek again and Derek will use Healing Touch twice. He will then search out enemy servants and hit them 100 times with his special melee attack which stacks wounds so they lose 100% health next turn. Derek's Amount of Actions: 256 And the Magic Card increases all of Derek's ranks by one. If it stacks ranks, even better because we can kill every servant in one turn. |
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| Cross_Blade | Mar 4 2010, 03:01 AM Post #3 |
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Sorry I haven't been checking for a bit, I just checked today before I'm off for the day. I will check more often now and especially when it starts. Dang....that is not a bad idea at all. That's way better than my combo. I could post it if you want but that seems to be pretty powerful. That sounds like a plan to me. |
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| guild525 | Mar 5 2010, 04:48 PM Post #4 |
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^Having a balanced alternative is not a bad idea. I have no doubts this will get fixed because we just need to hit a servant 100 times to kill them. Also, that was without factoring in if Jack can move more than once in a turn. Anyway, killing all servants in one turn is an exaggeration. We can probably kill 1 or 2 but if Jack can move more than once in a turn, 3 definitely. Edited by guild525, Mar 5 2010, 05:27 PM.
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| Cross_Blade | Mar 5 2010, 05:50 PM Post #5 |
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Well, my plan is basically a One Turn kill but it only work on low AGI or low END (ie. This is my mostly an Anti-Caster plan). Also, this plan only considers Rider though a lot of Rider's mana will likely be out when this is over. This does not factor any external influences like command spells so this is just an IDEAL plan (likely not to happen but it might be unexpected if we do it immendiately) Another flaw with this plan is that I believe Rider is a very very well known servant so once we use this plan, people can likely guess his identity I'll just use Caster as an example here (Assuming Caster has C or B agility and around a C endurance) Noble Phantasm: Red Dragon Archfiend - A - 120 mana: Anti-Army Type Summon and ride your strongest monster, the great Red Dragon. Raises your Agility to EX and allows you to attack first this turn. Rains fire from the sky to start for Magical Energy ranged damage, reduced by foe's Magical Defense, then follows up with physical attacks of Strength melee damage, reduced by foe's Endurance. After the turn summoned, can be kept on for extra turns by paying an upkeep of 60 mana and 40 health. 1. Use Red Demon's Dragon to bump up AGI to EX (100), if Caster has B (33) agility we still take 3 turns. If Caster has C agility (22) we take 4 turns. First attack also. 2. Use Command Spell "Focus on X" to bump STR to EX (100) (assuming Caster has low END than MDef) 3. Engage in battle and take 3 turns. Assuming Caster has C endurance, (100-15)x3= 255 HP, likely dead of on the verge of death, then follow through with the rain of fire for Magical Energy ranged damage to finish Caster |
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| guild525 | Mar 5 2010, 08:08 PM Post #6 |
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Bah, nevermind about killing multiple servants in one turn. The movement rule screws that up. Yo, fantheflames, the agility rule doesn't clarify if there is no enemies in the area. Does that mean if there is no enemies in the area Jack will only get one action or does he have to double Derek's values? |
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| fantheflames | Mar 6 2010, 04:39 PM Post #7 |
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Well, time to nerf the Healing Touch! Healing Touch can only be used in battle, and only if Stiles has less than 120 health And I'll work on the Agility rules |
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| Psi | Mar 10 2010, 06:35 PM Post #8 |
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Woah, woah, woah. Hold it. Healing Touch only stacks up to twice as per canon; any more kills Derek due to brain melting. Ergo, those nerfs are not necessary. Please disregard them. Nice plan, though. I almost hate to kill it. Re: Multiple actions outside of combat, it's not possible. Everyone gets only one support action when not in combat. However, if you attack each other, you technically count as 'in combat', so you might be able to get around it. Re: One-rounding Caster, that doesn't violate any rules... although it might be a bit broken. Oh well. Edited by Psi, Mar 10 2010, 06:49 PM.
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| Cross_Blade | Mar 20 2010, 02:27 PM Post #9 |
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I'll be around here and there and try to answer when I can. I have a general outline that is purely suggestion. If you have a better idea then by all means say it. First, we should get a mount depending on how good it is. Then, we should scout to the church via zoo to fortune teller to church although only you will get mana regen but meh. Also, the church is a likely spot for Caster to appear. If Caster does appear then we should try to one hit kill. I'll detail a better fighting plan eventually. Questions to GM/IGM: 1) How good would a mount that EX skill mounting gets you in the zoo? 2) If we pick a mount say with 200 HP and someone ends up killing the mount? Will that affect Rider or the Master in any way? 3) What happens if I'm on a mount and then I use the D-Wheel or Red Demon's Dragon? |
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| Psi | Mar 20 2010, 02:53 PM Post #10 |
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1. Depends on what you choose. Be creative, and the upper limits are around 120 HP (for animals; vehicles are higher). Various buffs are applied as well. 2. When a vehicle you're riding is destroyed, it blows up, and you take damage equal to 50% of its max health. When an animal you're riding dies, the resulting depression results in no mana regen for two turns. 3. You can only ride one thing at a time; you have to abandon the previous mount. |
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| guild525 | Mar 20 2010, 03:29 PM Post #11 |
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Strength: 22 Endurance: 10 Magical Energy: 36.3 Magical Defense: 16.5 Agility: 49.5 Luck: 10 Our stat values. Anyway, I'm going to have to disagree with your plan Cross. If we can find a flying Mount in the Zoo we could just move to the Sky and move anywhere we want. Questions: 1) If we leave our Zoo Mount for another, will they still fight for us? 2) Do any of the Zoo Mounts get an attack? 3) Do the buffs from Magic Cards stack? (Ex. I use x=1 Magic Card and then x=2 in battle, would it stack?) 4) Can more than one Trap Card be placed in an area? 5) Can Screw the Rules ignore Mana costs or just specific requirements needed for an ability? 6) Does the Paradox Spiral Apartments negate upkeep? 7) What happens when a monster we summon is attacked? (By Physical and/or Magical attacks because some monsters have END but no Magical Defense value was given.) 8) Is the 100 damage done by Jack's NP affected by Magical Attack? Also Cross they changed your NP so it isn't as good. Edited by guild525, Mar 20 2010, 03:34 PM.
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| Psi | Mar 20 2010, 03:44 PM Post #12 |
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1. No. 2. Yes. 3. Magic Cards do not stack, ever. Later ones override previous ones. 4. Yes, up to five; but only one may be activated per phase. 5. Just specific things. For you, the only thing it applies to (I think) would be your NP's upkeep... 6. Yes. 7. The Monsters have no HP, but are only destroyed if they are attacked by someone with a higher Strength stat than them. I didn't think any of them had Endurance... but any stats that aren't listed are considered F (value of 0). 8. No, your NP's attacks are raw damage with no stat input. |
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| guild525 | Mar 20 2010, 03:57 PM Post #13 |
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My bad, they don't have END >_>...... |
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| guild525 | Mar 20 2010, 04:00 PM Post #14 |
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More questions! 1) Can Masters protect servants? 2) Can we activate the Trap Card as we play it? 3) So a trap card can be activated in the support and then offensive and then movement phase? 4) Since HP is ranked as E D C B A etc. can we use the CS to raise our HP stat to EX? In addition can we use Magic Cards to raise our HP stat? 5) Even if we use a Magic Card the CS to raise all stats would stop a stat the would reach EX from other means from reaching EX? Edited by guild525, Mar 20 2010, 04:06 PM.
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| Psi | Mar 20 2010, 04:26 PM Post #15 |
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1. Sure. 2. Play in Support Phase -> Activate in Active Phase works. 3. Movement takes place in the Active Phase, in place of attacking. There are only two phases. 4. No, that's just an average rank thingy, so you can estimate other Players' health. Those ranks doesn't really exist. 5. ...I'm not sure what you're asking here. Fight Harder CS boosts add +++ instead of a rank if the stat is A or above, but anything that's currently at EX would just stay EX. |
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| guild525 | Mar 20 2010, 04:30 PM Post #16 |
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I'm asking say in the situation that we use the CS while we have A+ agility and then use the Magic Card to raise a rank, would our Agility stay at the rank of A or would it go to EX? |
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| Psi | Mar 20 2010, 04:55 PM Post #17 |
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Magic card boosts follow the same rules. If above A, +++ instead of a rank. |
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| Cross_Blade | Mar 20 2010, 05:31 PM Post #18 |
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Right, I forgot about the sky part. Well I still say we should try to take out Caster and avoid Berserker or Saber. Not too sure about the other servants. I was also thinking that later we could plant a trap at the Virtual Arcade so if anyone fails and has 1 HP, we can just blow them up EDIT: Whoa, didn't see the changed Red Demon's Dragon....alright I'll see how that changes things. Though I still believe Caster to be the biggest threat. Plans I got, Critique them Guild when you can: 1) Should we try to attack everyone while they're in battle, ie. Take to the sky on Red Demon's Dragon and just rush in or would that be too reckless? 2) Camp Paradox Spiral Apartment with Traps and Red Demon's since RDD needs no upkeep there? Question: 1) Is there a place we can check mounts because I used CTRL+F "Mount" and I couldn't get any info on in the rules section? Edited by Cross_Blade, Mar 20 2010, 05:40 PM.
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| guild525 | Mar 20 2010, 05:36 PM Post #19 |
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"In addition, foes targeting this Master have their Agility treated as half its normal value for calculations (but not attack priority or action count). Lasts three turns. If activated while already active, the effects stack, giving this Master four times the normal amount of actions and treating foes' Agility as one-fourth the normal value" Was hoping Jack could attack multiple times but after reading this....I am disappointed ![]() |
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| Psi | Mar 20 2010, 05:36 PM Post #20 |
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There's no way to know the effects of any given mount beforehand; you're supposed to be creative. Pick something awesome, and it'll likely have awesome effects. |
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| Cross_Blade | Mar 20 2010, 06:06 PM Post #21 |
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Alright, well if we can think of what we want...maybe we should mount something that'll throw everyone off yet is awesome. Maybe something like the Kirin, Phoenix or Suzaku if we can find those or maybe a cool horse like Lu Bu's Red Hare. Any suggestions would be welcome. |
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| guild525 | Mar 20 2010, 06:06 PM Post #22 |
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None were listed. Also I wouldn't go after Caster so soon. We'll be trying to recuperate from killing him for a while then. And we only do raw 100 magic damage with no stat booster now so... |
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| Cross_Blade | Mar 20 2010, 06:39 PM Post #23 |
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Good point about the not going after Caster thing. |
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| guild525 | Mar 21 2010, 10:46 AM Post #24 |
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Questions: 1) Are we allowed to stay in Sky for a turn? 2) Can we use location abilities then move to the next location and then use location abilities again? (Ex. Take a petting animal, move to Fortune Teller, take a Fortune) 3) What if I change my mount from a flying animal to D-Wheel in Sky? 4) Does the 5% mana sap from trap card x=4 let us gain mana or does it just take away from whoever it's hitting? 5) So our NP can hit civilians and let us inadvertently gain mana? 6) Can Ogre of the Scarlet Sorrow be summoned with no mana if Derek hits Jack? |
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| Cross_Blade | Mar 21 2010, 10:51 AM Post #25 |
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I won't be on if the moves are due noon EST. I'll leave it to you and I'll try to be on when I can. I believe Question 3 was answered with we lose the mount and instead ride the D-Wheel |
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| guild525 | Mar 21 2010, 10:52 AM Post #26 |
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^ Yeah but Sky requires flight so I'm wondering would we still be in Sky with a land mount? |
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| fantheflames | Mar 21 2010, 11:03 AM Post #27 |
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1) No, you must land 2) Yes if you have enough movement 3) You can not change in mid air without saying where you want to land 4) It gives you the amount of mana 5) No, it kills all civilians but since you didn't consume them you don't get the mana 6) If Jack has no mana, he disappears due to Mana burn |
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| Psi | Mar 21 2010, 11:08 AM Post #28 |
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I think you misunderstood 6, FF. The answer is no. |
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| guild525 | Mar 21 2010, 11:08 AM Post #29 |
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^I meant for the cost of no mana lol not if Jack had no mana. Sorry if that wasn't clear >_<. Edit: Damn Sniped :/. Edited by guild525, Mar 21 2010, 11:09 AM.
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| guild525 | Mar 21 2010, 11:10 AM Post #30 |
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So are the Mounts supposed to be anime mounts, mythical, or just regular plain animals? Says legendary but... |
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| fantheflames | Mar 21 2010, 11:10 AM Post #31 |
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Mythical and Legendary like that. Stuff you see in fiction |
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| guild525 | Mar 21 2010, 11:21 AM Post #32 |
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So we can't be attacked after the movement phase I'm guessing? Say if I move to Fortune Teller or Sky this turn, their won't be an active phase? Or will it reset so there is another Active Phase? |
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| fantheflames | Mar 21 2010, 11:23 AM Post #33 |
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There is only one Active Phase per turn, so when you move it's the end of the Active Phase, and since everyone moves at the same time, no one will be able to attack that turn |
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| Cross_Blade | Mar 21 2010, 11:46 AM Post #34 |
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Alright I like this move. Guild, would you say we should adopt a wait and see strategy and maybe get some identities on servants first before making any moves? |
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| guild525 | Mar 21 2010, 02:19 PM Post #35 |
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Question: Does the mount's attack take away from Rider's actions? Edit: And does our magical attack effect that 30 damage at all? Edited by guild525, Mar 21 2010, 02:20 PM.
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| fantheflames | Mar 21 2010, 02:27 PM Post #36 |
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The mount is considered a familiar, so it attacks along with Jack, and doesn't take up his own phase And no your magic energy does not |
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| guild525 | Mar 21 2010, 05:05 PM Post #37 |
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Yes. |
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| guild525 | Mar 21 2010, 05:07 PM Post #38 |
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Didn't see this but alright: 1) I wouldn't rush into the battle, instead I'd let them come to us. 2) That's true but we get no regeneration either. :/ |
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| guild525 | Mar 21 2010, 05:20 PM Post #39 |
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Question: 1) Is the mana cost for Trap Cards as we set it down but not activate or for when we activate it? |
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| Psi | Mar 21 2010, 05:51 PM Post #40 |
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...I'm honestly not sure; FF made this skill. Personally, I would assume it's only incurred when you set it, but it's probably best to await FF's confirmation. |
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| guild525 | Mar 21 2010, 06:31 PM Post #41 |
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Cross what times are you on? Would help if we could set a time to get on and discuss things <_< Edit: I'm on 2pm EST to 12 AM EST on weekdays. Whenever needed on weekends. Edited by guild525, Mar 21 2010, 06:32 PM.
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| fantheflames | Mar 21 2010, 07:07 PM Post #42 |
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The mana upkeep occurs with Trap cards when it is set, then it can be activated at any time |
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| Cross_Blade | Mar 21 2010, 07:17 PM Post #43 |
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Depends. I have university classes so the time varies a lot. Usually 4 PM-1AM EST I'm good unless it's Thursday then it's 8 PM. I'm still on beforehand but after 4PM is the time I'm most likely on. Weekends I should be around a lot. Edited by Cross_Blade, Mar 21 2010, 07:18 PM.
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| Cross_Blade | Mar 21 2010, 07:25 PM Post #44 |
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This is just a note and I don't advise pressing it yet but based on the info we got Caster might be Evangeline from Negima. I don't want to press it because it would give away that we went to the Fortune Teller but I think we should keep that in mind. Basis is alignment, Eva specializes in ice magic, is a female, summons dolls and is a vampire. If it is Evangeline, I bet she has a LOT of firepower which is bad for us but she has no magic barrier to my knowledge. Also, I agree with the wait and see attitude because our playstyle benefits us best when they come to us (preferably triggering our TRAP CARD!!! in the process) and right now we lost some agility which is arguably our strongest trait so we might want to wait for it to recover |
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| guild525 | Mar 21 2010, 07:48 PM Post #45 |
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Hmm, would be interesting if it was Eva... Also Question: 1) If we used Screw the Rules! on our NP how long would the upkeep be negated? 2) What's the point of our Magical Energy stat now that we don't have a magical attack? Edited by guild525, Mar 21 2010, 11:39 PM.
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| Cross_Blade | Mar 22 2010, 08:57 AM Post #46 |
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Sorry I wasn't on much yesterday, my wireless to say the least isn't cooperative. I'll try to get it fixed and I'll probably just drop theories and ideas until I can fix it. If I don't respond, assume I agree with your plan. Also, if we do another fortune telling, we should definitely camp Question: 1) If we plant a trap and leave, will it still remain? 2) If it does, will we get a notice when someone steps on it? Edited by Cross_Blade, Mar 22 2010, 09:01 AM.
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| guild525 | Mar 22 2010, 02:34 PM Post #47 |
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Trap probably isn't going to work but I'm setting them at the Back Alley since that's the best possible place we can fight. Start of the wars are so much fun. |
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| Psi | Mar 22 2010, 02:40 PM Post #48 |
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Guild: 1. The CS would last until you desummoned the dragon, I assume (so, the end of battle). 2. Stats are useful things to have. Just trust me. Cross: 1 + 2. Not sure... ask FF. |
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| guild525 | Mar 22 2010, 03:30 PM Post #49 |
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Bah, might have to go soon. Don't know when I'll be back though, hopefully before 6 P.M. |
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| Cross_Blade | Mar 22 2010, 06:21 PM Post #50 |
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I think based on the GFaqs Forum, Boct's team and Mecasonic's team are likely to form an alliance. Do you think it's wise to stay so close to them considering that both Saber and likely Berserker will benefit from Back Alley's bonus? Not sure if that's their servants but it's possible. I'm also a bit worried about our lowered stats so do you think we should take to the sky for a bit. Question: In the catacombs, there's a 25% chance that offensive skills and normal attacks will miss. Do traps and magic cards count as offensive skills? |
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