Author Topic: Wintermoor Tactics Club  (Read 1083 times)

Pyro

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Wintermoor Tactics Club
« on: July 20, 2020, 02:28:09 AM »
Wintermoor Tactics Club:

An SRPG game about a group of Dungeons and dragons (Curses and Catacombs) players having snowball fights and crushing the hopes and dreams of others.
Stats:
HP: Standard. Doesn't change.
PDef: Physical defense. Reduces physical damage by that amount. Usually 0
MDef: Magicla defense. Reduces magic damage by that amount. Usually 0.
Threat Range: The range that a unit can attack from turn 1. Made a bit complicated by diagnol movement oddities but we can ignore that.
Physical/Magical durability. The ability to take a physical hit, taking into account HP and how much damage a character takes from magical/physical attacks. (For these, I made a list of enemies and compared everyone's defenses against them).

Considerations:
- Enemy Pdef/Mdef is considered to be '0.5', since for the mosts part half of enemies have at least 1 Pdef, and half have at least 1 Mdef. A few enemies have 0 of either, and average enemy defenses gives approximately 0.5.
- Tactics Powers. There are 'special moves' called Tactics Powers that consume a resource called Tactics Points (TP). These TP are a shared resource amongst the 3 deployed PCs, and the gauge always starts a battle at 5 and maxes out at 15. For the most part, a single (non Tactic Power) attack generates 1 TP. There are rare exceptions, only one of which is viable in a duel. Tactic Powers have a cooldown of 1 turn, so even with enought TP can't be used in succession. I'll list damage and Threat range averages with 2 starting TP and 5 starting TP.

Status/Effects:
Fire Tile: Some moves leave a fire tile, which deals 1 magical fire damage at the end of the player phase. Standing in fire reduces physical defense by 1 regardless. Since an Mdef of '1' or greater will negate the damage, this counts as 0.5 magic fire damage.
Magmist Tile: Some moves leave a Magmist Tile, and any creature standing in it after creation suffers -1 to Mdef (Mdef can go negative)
Brambles TIle: Some moves leave a Bramble Tile, and any creature starting their turn in it takes 1 (0.5 after Mdef average) magic damage, and has their movement set to '1'.
Taunt: Taunt forces the afflicted to target the one who inflicted the status. This extends to healing and buffing moves... so if a Taunted character would want to heal or buff themselves or an ally they would be unable to do so.
Weaken/damage down: Some moves reduce the damage (both physical and magical) dealt by the target. These always work.

Averages:
HP: 6.9
Damage (0/2 starting TP) : 2 (5 Kill Point)
Damage (5 starting TP):  2.48 (6.19 Kill Point)
Threat Range (0/2 TP): 5.29
Threat Range (5 TP): 6.43

Anjaya (played by Alicia):
HP: 5 (72.9%)
Pdef: 0 (90.2% durability modifier)
Mdef: 0 (80.3% durability Modifier)
0/2TP Threat Range: 4   
5TP Threat Range: 8   
Phys durability: (65.8%)   
Mag Durability: (58.6%)   
      
Damage:      
Brightfire Breath: 1.5 Fire Damage to a cone. Leaves 'fire' tiles that deal 0.5 magic damage at the end of player phase)      
[ Can instead opt for Spark: 1.5 magic damage, (chain AoE effect) ]      
      
Tactic Power:      
Brilliant Beam (5TP): 4.5 magic damage, 8 threat range, leaves behind 'Fire' (which deals 0.5 magic damage at the end of the Player's turn)      

Comments: Without TP, she tries to use Brightfire Breath to KO a target. But her durability is attrocious, and utterly average damage isn't going to cut it. With 5 starting TP, she can score a 2HKO via Brilliant Beam -> Brightfire Breath with above-average turn 1 threat range. The durability is always going to be horrific though.


Roguey (Played by Banksy Jacob):
HP:  7 (102%)
Pdef: 0 (90.2% durability modifier)
Mdef: 0 (80.3% durability Modifier)
0TP Threat Range: 5 (4 with Shadow Shove, 7 with Grappling Hook/Smoke Bomb)
5TP Threat Range: 5
Phys durability: (92%)   
Mag Durability:    (82%)   
      
Damage: (If Roguey opts to make both magical, he loses the '+1 if target at full HP' feature)
Shadow/Spirit Shove: 2.5 (+1 if target has full HP) Magic or Physical damage, pushes target 2 away
Grappling Hook: 1.5 (+1 if target has full HP) Physical or magic damage. If magic, reduces target Mdef by 1 for 1 turn.   
      
Tactics:      
Smokeblight Bomb (5TP): 2.5 physical damage AoE, leaves Smoke behind (-1 damage while in it)
Super Hard Kick (10TP):   7.5 physical damage, Push effect

Comments: With 0 TP averages, he has either a physical or magical 2HKO, with the Ambush effect being good against healers, along with Super Hard Kick's OHKO waiting in the wings. With 5 TP his damage is lower but he works the same way. Either way, he is frail.



Eodwald: (Played by Colin)
HP:  8 (117%)   
Pdef: 1 (137% modifier) [284% modifier attacking, nigh infinite if Dazing enemy]
Mdef: 0 (80.3% Modifier) [149% after attacking, 400%+ if Dazing enemy]
0TP Threat Range: 5      
5TP Threat Range: 5      
Phys durability: 160% ( 331% after attacking)
Mag Durability: 93.7% (174% after attacking)
         
Damage:         
Hammer Hook:   1.5 damage, Target deals 1 less damage for 1 turn. Gives 3 Tactic Points instead of 1 if Eodwald took damage before this turn. Taunts target
         
Tactic Power:
Stunhammer Slam: (5TP): 3.5 physical damge. Dazes enemy for 2 turns (Deals 2 less damage, 1 less move). Hits adjacent enemies to target.
Absolution (10TP): 1.5 physical damage to a wide AoE. Taunts enemies, and raises Eodwald's P/Mdef by 3 for 2 turns   
         
Comment:         
Eodwald is all about tanking and lining up Stunhammer Slams, then tanking... more. He's fragile to magic before attacking, but not after. If he has 5 starting TP, he may want to sacrifice trade Hammer Hook out (for a melee 1.5 damage attack with Taunt) and gain a 7 threat range 1.5 damage attack that Dazes a target for 1 turn.



Janya: (Played by Jania)
HP: 6 (87.5%)   
Pdef: 0 (90.2% modifier) [137% modifier after attacking]
Mdef: 1 (149% modifier) [418% modifier after attacking]
0TP Threat Range: 5      
5TP Threat Range: 5      
Phys durability: 78.9%   (119% after attacking)
Mag Durability: 130%   (366% after attacking)
         
Attacks:         
Psychic Shout:   1.5 magic damage to a cone, leaves “Magmist” that makes anyone inside of it take 1 extra damage from magic attacks. Reduces target's damage by 1 for 1 turn.      
Power Word: Fortiify Grants 3 extra Def/Mdef to one ally for one turn (virtual invulnerability)

Tactic Powers:
Confusion powers, which are useless in a duel.

Comments: Hopes she fights a mage. She'd also appreciate it if one assumed targets didn't just move out of Magmist to attack her, giving her an extra point of damage every turn after the first.



Sir Ardemaine (Played by Batu):         
HP: 9 (131%)   
Pdef: 0 (90.2% modifier)   
Mdef: 1    (149% modifier)   
0TP Threat Range: 9      
5TP Threat Range: 9      
Phys durability: 118%      
Mag Durability:   196%      
         
Attacks:
Trample: 1.5 physical damage to a line (moves Sir Ardemaine to a new location). Taunts enemy, and inflicts -1 Movement for 2 turns on targets.
[Alternate: Astral Trample: 1.5 Magical damage to a line as above. Leavs behind Magmist Tiles]
         
Tactics power:         
Arrow (5TP): 2.5 physical damage to a large AoE. Leaves fire tiles (0.5 damage at end of player turn, -1 Pdef while in them)
Valiant Charge (10TP): 3.5 physical damage to a large AoE. Reduces targets Pdef by 1 for 2 turns

Comments: Magic tank. Hopes to get to loose an Arrow, or for one to see targets as unable to avoid the Magmist (which may be true, epsecially for melee units)



Hecate (played by Sarah Baphomet):      
HP: 7 (102%)
Pdef: 0 (90.2% modifier)
Mdef: 1 (149% modifier)
0TP Threat Range: 4   
5TP Threat Range: 5   
Phys durability: 92.08% (68.70% if in fire)
Mag Durability: 152.10%
      
Attacks:   
Hellburst: 1.5 magic damage to an AoE surrounding Hecate. +2 damage if Hecate took damage last turn. Targets suffer -1 Mdef for one turn.
[Alternatively: Leave Fire Panels, which deal 0.5(+1 due to the -1Mdef) damage at the end of turn, but effectively reduces Hecate's Physical Defense by 1 because she is in the fire]
      
Tactic Powers:      
Soul Vortex (5TP): 3.5 Magic damage to a wide AoE surrounding Hecate. +2 damage if Hecate took damage last turn.

Comments: Hecate has good magical durability, and if the physical durability hit is acceptable she can improve her damage significantly with fire tiles that deal 1.5 instead of 0.5 due to the Mdef debuff. Soul Vortex doing 3.5+2+1 = 6.5 damage if she took damage and got off Hellburst the turn before is also pretty crazy. Dependent on whether you allow 5 starting TP or not, and whether she faces someone who can make her pay for suffering the physical durability hit of using fire. Note that for damage averages I ignored the Mdef debuff, assumed no fire (because of the massive Pdef hit), and counted only one attack as benefitting from the +2 Vengeance damage.



Yin (played by Duncan)      
HP: 6 (87.50%)
Pdef: 1 (137% modifier) [284% after attacking]
Mdef: 0 (80.3% Modifier) (149% after attacking)
0TP Threat Range: 5      
5TP Threat Range: 8      
Phys durability: 119.88% (248.50% after attacking
Mag Durability:   70.26%   (130.38% after attacking)
         
Attacks:
Plague Bite: 2.5 physical damage to a target. Target's damage is reduced by 1 for one turn.
         
Tactic Power:         
Seed Disepersal (5TP): 3 range, 1.5 magical damage over an area. Leaves 'brambles' (enemies take 0.5 magic damage and also have 1 move). Creates a Snipesprout.      
(Snipesprout: Can act the turn summoned, Can attack a target for 1.5 physical damage, and Taunts target so they can only target Snipesprout!)         

Comments: Solid damage (and durability after turn 1). His Tactic Power is quite brutal, since the Snipesprout that it creates will Taunt a target, so that they can't attack Yin unless they use MT (they can't even heal/buff). So with or without starting TP he's relatively solid.