RE: Destroy the Godmodder: MSPAradox (Test Session)
12-27-2018, 03:28 AM
(This post was last modified: 12-27-2018, 06:27 PM by gutza1.
Edit Reason: Fixed Dersite Health
)
(12-26-2018, 04:46 PM)FlamingFlapjacks Wrote: »SCRAAAAA man becomes SREEEAAAAAAAAAAAAAAAAA Man
he now hits a additional entity with his attack.
Subtle Knife || Impossibly Sharp Point && Oblivion Magykks && Conceptual Deletion && Eraser && Sheath && Pure Nothingness && Portal Ripper && Atomsplitter
SCRAAAAA Man upgraded! He can now divide his damage among two entities! You fail to alchemize, because Alchemy has not been enabled yet!
(12-26-2018, 04:51 PM)Karpinsky Wrote: »1x Action: I start proving mathematically that the Simumodder’s armor is actually worthless. First of all, Infinity+1 is still Infinity. So is Infinity-1. So is Infinity*2. So is Infinity/43. So we’ve proven that no matter what you do to Infinity, it is still Infinity. Even, say, (Infinity/Infinity)-1. But wait. That makes zero. So logically, that means zero=Infinity, and conversely, Infinity=zero. And logically, that means all the Simumodder’s Infinity+1 equipment does nothing. And logically, the Simumodder is too busy following my logic to notice me stabbing him in the back.
And that’s where that pun was going.
Actions 2-3: +2 CP
The Simumodder's Infinity +1 Shield is named after a trope, not a mathematical concept! Still, you manage to confuse the Simumodder enough to slip a knife through his defenses! 2 damage!
(12-26-2018, 08:42 PM)Numbers Wrote: »I continue cracking open this can of BEES BEES. Someone, please give me at least one extra charge. This BEES BEES will be a minimaxed debuff thingy, I'm planning. (8/30)
I also upgrade the Potion dispenser to be more effective, with more concentrated potions.
You upgrade the Potion Dispenser to heal or damage for 1,000 more points of damage!
(12-27-2018, 01:20 AM)Ten11 Wrote: »Action 1: I give 1 charge to Numbers to help with opening the can of bees bees.
Action 2 & 3: 6/10 F-Drive.
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End of Turn Battle
The Simumodder, broken out of his logic loop by Karpinsky's attack, stares at the Battlefield, realizing that his entire force of entities were destroyed! Because of this, he suffers a moment of weakness and takes an additional 1 damage!
Simumodder: This... This is ridiculous! My minions were a bunch of weaklings! Well, I won't be making the same mistake again! You won't be able to damage me this easily again!
Suddenly, a familiar disembodied voice speaks into your minds yet again.
THE FIRST MAJOR ENTITY BATTLE HAS BEEN COMPLETED.
FROM NOW ON, ENTITY BATTLES WILL BE SIGNIFICANTLY MORE CHALLENGING, AS THE TUTORIAL MODE OF THIS SIMULATION HAS ENDED.
TO COMPENSATE, THE LAST OF YOUR DESCENDANT ABILITIES WILL BE UNLOCKED.
BEGIN PHASE 3.
LOADING PASSIVE CHARGING MODULE...
PASSIVE CHARGING MODULE INTIALIZED.
LOADING ALCHEMY MODULE...
ALCHEMY MODULE INITIALIZED
LOADING ECHELADDER MODULE...
ECHELADDER MODULE INITIALIZED.
DISTRIBUTING GRIST...
REWARDING XP RETROACTIVELY...
Suddenly, you feel a power flowing through you... You check your newfound stats screen, and see that you now have Grist Caches with 40,000 Build Grist, 20,000 Crude Grist, and 8,000 Refined Grist in it! You also have an Echeladder, with some XP already in...
+6,000 XP to Karpinsky!
+2,000 XP to Flaming_Flapjacks!
+1,000 XP to Numbers!
Looks like you'll need to deal damage or heal in order to gain XP... Suddenly, inside the Castle, you hear a loud "thunk." You check inside, and discover that the main hall of the Castle has been converted into an Alchemy Lab! Inside lies a fully functioning Alchemiter, complete with the SCP-914, Duplicator, Loom, and Holopad extensions! Meanwhile, the Medic heals the Potion Dispenser for 1,000 damage! The SREEEAAAAAAAAAAAAAAAAA Man and Potion Dispenser attempt to attack the Simumodder, but their attacks fail to connect! The Simumodder levels his Banhammer and strikes the SREEEAAAAAAAAAAAAAAAAA Man, destroying his Armor! He then snaps his fingers! Suddenly, some Carapician Dropships fly into the Battlefield. 150 more Dersite Pawns, as well as some new "elite" Dersite units, rappel or are dropped down from the Dropships! The Dropships then fly away. These Dersites seem to be... tougher than the previous ones.
Battlefield:
Medic: [AG] HP: 5,000/10,000
SREEEAAAAAAAAAAAAAAAAA Man: [AG] HP: 1,500/1,500
Potion Dispenser: [AG] HP: 4,000/5,000
Dersite Pawns: [PG] (x60) HP: 500/500
Dersite Rooks: [PG] (x5) HP: 3,000/3,000
Dersite Riflemen: [PG] (x20) HP: 250/250 Protected by Dersite Rooks
Simumodder: [GM] HV: 6/10
KeepOnRolling: [AG-P] HV: 16/20, Dodge: 50%, Grist: 40,000 Build, 20,000 Crude, 8,000 Refined, 0 Precious
Karpinsky: [AG-P] HV: 17/20, Dodge: 50%, Grist: 40,000 Build, 20,000 Crude, 8,000 Refined, 0 Precious
FlamingFlapjacks: [AG-P] HV: 20/20, Dodge: 50%, Grist: 40,000 Build, 20,000 Crude, 8,000 Refined, 0 Precious
HunterX55: [AG-P] HV: 17/20, Dodge: 50%, Grist: 40,000 Build, 20,000 Crude, 8,000 Refined, 0 Precious
Ten11: [AG-P] HV: 20/20, Dodge: 50%, Grist: 40,000 Build, 20,000 Crude, 8,000 Refined, 0 Precious
Numbers: [AG-P] HV: 16/20 Dodge: 50%, Grist: 40,000 Build, 20,000 Crude, 8,000 Refined, 0 Precious