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[SP-28] Meat to the Grinder


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Posted (edited)

Emerging from the Fire Woods, having only just broken off from the rest of the party that had faced off against Owib'je, Freyd found himself near familiar ground.  A farmstead he'd encountered during his initial escape from Glyndebourne lay several hundred yards to the east, barely visible through the tree line. Morningstar, Hirru and Mina were already safely clear of the forest, having regrouped with Ariel, but he preferred to make his own way.  It seemed prudent for him to approach the town separately in case whatever crimson menace had afflicted his previous passage somehow still afflicted its residents.  And he could sneak past far more effectively on his own, if necessary.

Preferring to avoid the derelict farmstead infected by strange skin-shedding amoeba-like mobs somehow linked to whatever metaplot was brewing in the back lot of this floor, Freyd followed the logging road back the other way towards town.  He'd simply ring his way around to one of the far gates or amble over the walls, if necessary.  They weren't really that high, all things considered.

***

Note: CS (Shades of the Gemini) is in use.  

Freyd consumes:

Gugnir’s Shard (Untradeable/Unique/Reusable Consumable): Crème Brûlée Tray | ACC 2 | Feast (6/6)
Madlad Muffin | Tierless Rare Meal | EVA 2 | 220090f + [Filled]
Stalwart's Stew | T4 Perfect Meal | MIT 3 | 216706
kintsugi. | TIER 4 PERFECT SALVE | TOXIC VENOM | 223936g
Flavoured Yogurt Shot (snack) | T4 Perfect Snack | Probiotics 3 | 217008-2
Shrimp Gumbo | Tierless Perfect Meal | Overhealth 3 | 216724
Terra Firma Scale (T3/Unique/Consumable/Single-Use) | +18 Mitigation. This item can stack with other sources and its effect lasts for one thread. | https://www.sao-rpg.com/topic/39350-f05-pp-shark-bait-training-program/?do=findComment&comment=677996
Mega-Duper Anti-Everything Sauce (Salve) | Antidote 3 | 197164
[Draft of Keen Edge] - T1 Perfect Potion | Damage 3 | 183695
Snowfrost salve [apply a slot of Frostbite to user's weapon for one thread] | 214158c
Iron Will | Applies BLOODCLOT to the user for a single thread. | 223563
Troll’s Blood | 202544e

Freyd | HP: 1357/1357 | EN: 156/156 | DMG: 24 | MIT:123 | ACC:6 | F-SPIRIT | EVA:4 | PARA-IM | BH:75 | VAMP-D: 149 | REC: 8 | FLN: 16 | HLY: 16 | TRLBLD | TXC-V: 32 | FRSTBT 40 | LD:6 | DOTE: 3/3 | PROB:36 | Bloodclot

Spoiler

Name: Freyd, The Whisper in Shadows
True Tier: 17
Level: 33
Paragon Level: 132
HP: 1357/1357
EN: 156/156

Stats:
Damage: 24
Mitigation: 123
Accuracy: 6
Evasion: 4
Battle Healing: 75
Loot Die: 6
PARA-IM
VAMP-D: 149
REC: 8
FLN: 16
HLY: 16
TXC-V: 32
FRSTBT: 40
DOTE: 3/3
PROB:36
BLOODCLOT

Equipped Gear:
Weapon/Armor/Trinket: 
  - Samael's Pride | T4 MA | FLN 2 | HLY 2
Armor/Trinket: 
  - Black Cowled Traveling Garb | T4 CA | VD 2 | REC 2
Shield/Armor/Trinket: 
  - The Shadowed Rose | ACC 3 | Para-Imm

Combat Mastery:
  - Combat Mastery: Damage R3

Combat Shift:
  - AOE Shift

Familiar Skill:
  - Grappling Familiar

Custom Skill:
  - Shades of the Gemini

Skills:
  - Battle Healing R5
  - Charge
  - Cloth Armor R5
  - Energist
  - Extended Mod Limit
  - Extended Weight Limit
  - Fighting Spirit
  - Howl
  - Martial Arts R5
  - Quick Change
  - Searching R4

Extra Skills:
  - Meditation
  - Survival
  - Brawler
  - Parry

Inactive Extra Skills:
  - Frozen Hide
  - Hiding R2
  - Lady Luck
  - Assault Mode
  - Disguise
  - Photosynthesize
  - Forgotten King's Authority

Addons:
  - Focus
  - Focused Howl
  - Nimble
  - Precision
  - Reveal
  - Stamina

Mods:
  - Athletics
  - Detect
  - Emergency Recovery
  - Night Vision
  - Tracking
  - Justified Riposte

Inactive Mods:
  - 

Battle Ready Inventory:
  - Crystal of Divine Light (Reusable) x1
  - Hope's Covenant - Resolve +4 (T4 Demonic Weapon (MA) - AA, Phase, Frostbite,,VO x1
  - Rhino's Horn (Reusable) x1
  - The Thing Behind All Lies (T4 Demonic MA, AA, Blight, Static, Para.Ven (Off))  x1
  - T4 Vitality (+16 EN) x7
  - Teleport Crystals x7
  - Mass HP Rec [Inst] (+10% HP) x7
  - Mass HP Rec [Inst] (+10% HP) x7

Housing Buffs:
  - Bedroom: -1 energy cost for the first two expenditures of each combat
  - Bathroom: The first time you would suffer DoT damage in a thread, reduce damage taken from DoT each turn by 20% (rounded down)
  - Basic Kitchen: Increase the effectiveness of a single food item consumed in a thread by +1 T1 slot. This can exceed normal Cook enhancement caps. Ex: A perfect T2 MIT food gives 35 MIT instead of 30.
  - Storage Closet: +1 Battle Ready Inventory Slot
  - Living Room: Increases out of combatHP regen by (5 * Tier HP) and decreases full energy regen to 2 Out of Combat Posts.
  - Attic (Bedroom): +1 Expertise to declared utility skill. Cannot boost a skill without ranks, or increase a skill past its maximum rank. Cannot boost a skill the user has not learned yet. Ranks obtained using this buff will make the mods of that rank available for purchase. Mods obtained this way are unusable if this buff is removed until the skill is returned to the appropriate rank by way of SP purchase.
  - Basement: Gain +1 to LD, Stealth Rating, Stealth Detection, or Prosperity to one post in a thread. Can be applied after a roll
  - Guest Room: Players can have one «Amenity» in a «Guest Room» and the «Amenity» cannot be recovered. Players are allowed to change which «Amenity» is in the «Guest Room». Multiple instances of the same «Amenity» do not stack. This buff affects the player and their choice of up to two party members.
  - Extended Workshop: +2 Crafting EXP per crafting attempt and +1 crafting attempt per day
  - Ornate Fishing Pond: +2 Fishing EXP per Attempt and additional +1 LD & CD to fishing attempts.
  - Dining Hall: Turn 3 identical food items (same quality, tier, & enhancements) into a Feast. A Feast contains 6 portions of the food items sacrificed. Feasts created this way cannot be used outside of the thread they are created. Limit 1 item created per thread.
  - Mega Slime Farm: +10% EXP to a thread. Limit one use per month. Must be used on a player's first post in a thread. Cooldown begins counting down when used in a post.

Guild Hall Buffs:
  - Trading Hall: Reduce LD needed for Salvage by 5 (10+ for Alchemist crystals, 6+ for everything else). +2 EXP per craft. Rank 9 crafters and Rank 4 merchants/performers receive +1 crafting/identification attempt per day. Rank 10 crafters and Rank 5 merchants/performers receive +2 crafting/identification attempts per day.
  - Treasury: +5% bonus col from last-hit monster kills and +10% bonus col from treasure chests.

Scents of the Wild Totem:
  - Tanos

Wedding Ring:

Crafting Profession:
 - Appraising[3478exp] R5

Gathering Profession:
 - Fishing[576exp] R5                                                                                                                         

 

Edited by Freyd
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Posted (edited)

That one extra step was all it took for the stench to waft through the forest and assault his nostrils with pure decay and rot one might normally associate with the aftermath of a massacre.  Freyd nearly wretched on the spot, clenching his abdomen hard to keep his avatar from upchucking his latest round of buffs on the spot.

"What the hell is that?"  Whatever it was bypassed Survival's common protections, meaning that the system didn't consider it an environmental effect.  Fists clenched and taking on a defensive posture, the Whisper waded forward with as much stealth as could be mustered.  Not that his stomach was about to let him sprint through a cloud of toxic ass gas.  The forest thinned as he approached a large industrial structure of some sort - what he'd initially thought to be a lumber camp, until spotting the pools of blood flowing into narrow rivulets that bled into a nearby stream.  This was no lumber yard.  It was a slaughterhouse.

***

Freyd activates PARRY (Justified Riposte): 9 EN applied upon proc.  (Lasts 3 turns)

 

Edited by Freyd
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Posted (edited)

Great, stinking piles of putrid meat, staked like cordwood, lined the outer edges of the camp, most bled to grey and wretched with flies.  Nearby pits filled with offcast bones and skins too gruesome to explore amplified the level of gore to beyond extreme.  A charnel house might have been more welcoming.  In the centre of it all, a massive, hulking thing on two legs, layered in chains and wielding cleavers, heaved its bulk as it stomped about the place with perverse, demented glee.  Though it bore none of the treacherous red threads he'd encountered across the floor, this place certainly followed its themes, which meant it had to die.

Tapping his chest, a pool of inky black slithered from beneath his vest to gather at his feet, opening slivers of its slotted azure eyes as if awaiting instructions.

"Shark bait," was all Freyd had to say.  Persi knew what to do.

***

Note: Roll ID 225016 is void.  Rec not applicable at this time.
Note: Roll ID 225017 is void as it was posted on the wrong account and the linked post had to be deleted.

Freyd's Action:

Spoiler

Freyd regains +4 EN
CD 4 (No REC proc) ID #225016
Parry lasts 2 more turns.

Post Action | TECH-D (12 EN): 12 EN (Rested 1/2, Stamina) = 9 EN
Free Action [skill] | Grappling Familiar (CD 0/5)
Free Action [item] | Crystal of Divine Light (1/thread)

ID #225018 | BD: 10 (Crit +3, Holy +24, TRLBLD) | DMG (12*51=612*2=1224-80=1144) to Midnight Ripper.  F-STUN applied.  TXC-V applied. FRSTBT applied. (CD4 | ST-B Locked)

Freyd takes double damage until his next turn.

Freyd | HP: 1357/1357 | EN: 147/156 (156-9) | DMG: 24 | MIT:123 | PARRY-JR | ACC:6 | F-SPIRIT | EVA:4 | PARA-IM | BH:75 | VAMP-D: 149 | REC: 8 | FLN: 16 | HLY: 16 | TRLBLD | TXC-V: 32 | FRSTBT 40 | LD:6 | DOTE: 3/3 | PROB:36 | Bloodclot

Midnight Ripper | HP: 2456/3600 (3600-1144) | MIT: 100 (-20, 0/3) | DMG: 400 | ACC: 4 (-1. 0/2) | EVA: 5 (0) | TXC-V: 32 (0/3) | FRSTBT 40 (0/2) | F-STUNNED

  • Dark Harvest | Whenever the Midnight Ripper makes a successful attack, he applies [Blight 2] (-40 Mitigation, 64 unmitigated damage over 2 turns) and two stacks of [Shatter] (-40 Mitigation) to his victims. For every point of damage dealt by [Blight 2] the Midnight Ripper recovers an equal amount of HP. Purify/Antidote will remove/block the [Blight] but not the [Shatter].
  • Sinister Grin | Whenever the Midnight Ripper rolls a CD: 10+ on an attack, as a free action after his attack he inflicts [Paralyze] on one victim using his LD the below table to determine the target:
    • LD: 1-5 (Player 1)
    • LD: 6-10 (Player 2)
    • LD: 11-15 (Player 3)
    • LD: 16-20 (Player 4)
    • These values are determined by the order at which players joined the thread the Midnight Ripper is spawned in. In the event of less than 4 players being present, when the LD would land where there is no player, this ability fails to function. If the players present exceed 4 (I.E. 5), they are ignored.
  • Letting | On a BD 9, Midnight Ripper applies [Bleed 4] to his victim (96 unmitigated damage over 2 turns) 
  • CHAIN THEM UP! | On a BD 10, Midnight Ripper strikes all available targets and applying [Rend 2] (56 unmitigated damage over 2 turns) in addition to standard damage. Wearing Bloodclot makes the target immune to this effect.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 4. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1, Tier 2, or Tier 3 will still have T1, T2, or T3 stats, respectively.

Enemy's Action:

Spoiler

Midnight Ripper suffers 40 damage from Frostbite.
Midnight Ripper suffers 32 damage from Toxic Venom

Midnight Ripper is stunned.  Stun fades.

Freyd | HP: 1357/1357 | EN: 147/156 | DMG: 24 | MIT:123 | PARRY-JR | ACC:6 | F-SPIRIT | EVA:4 | PARA-IM | BH:75 | VAMP-D: 149 | REC: 8 | FLN: 16 | HLY: 16 | TRLBLD | TXC-V: 32 | FRSTBT 40 | LD:6 | DOTE: 3/3 | PROB:36 | Bloodclot

Midnight Ripper | HP: 2384/3600 (2456-40-32) | MIT: 100 (-20, 1/3) | DMG: 400 | ACC: 4 (-1. 1/2) | EVA: 5 (0)TXC-V: 32 (1/3) | FRSTBT 40 (1/2) | F-STUNNED | F-STUN-IMM (1/3)

  • Dark Harvest | Whenever the Midnight Ripper makes a successful attack, he applies [Blight 2] (-40 Mitigation, 64 unmitigated damage over 2 turns) and two stacks of [Shatter] (-40 Mitigation) to his victims. For every point of damage dealt by [Blight 2] the Midnight Ripper recovers an equal amount of HP. Purify/Antidote will remove/block the [Blight] but not the [Shatter].
  • Sinister Grin | Whenever the Midnight Ripper rolls a CD: 10+ on an attack, as a free action after his attack he inflicts [Paralyze] on one victim using his LD the below table to determine the target:
    • LD: 1-5 (Player 1)
    • LD: 6-10 (Player 2)
    • LD: 11-15 (Player 3)
    • LD: 16-20 (Player 4)
    • These values are determined by the order at which players joined the thread the Midnight Ripper is spawned in. In the event of less than 4 players being present, when the LD would land where there is no player, this ability fails to function. If the players present exceed 4 (I.E. 5), they are ignored.
  • Letting | On a BD 9, Midnight Ripper applies [Bleed 4] to his victim (96 unmitigated damage over 2 turns) 
  • CHAIN THEM UP! | On a BD 10, Midnight Ripper strikes all available targets and applying [Rend 2] (56 unmitigated damage over 2 turns) in addition to standard damage. Wearing Bloodclot makes the target immune to this effect.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 4. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1, Tier 2, or Tier 3 will still have T1, T2, or T3 stats, respectively.

 

Edited by Freyd
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Posted (edited)

Like a midnight missile, streaking silently through the night, Persi struck the bilious butcher square in the small of the back of his knee.  Buckling instantly, Freyd seized the opening created and leapt high to deliver his first blow.  Snaring and tossing one of the thing's chains into what looked like a massive meat grinder, he flicked a lever with a passing foot and started the steam-driven conveyor, all the while pummeling his foes to keep it from regaining its balance.

It managed to rise to its knees again before a well placed pile driver flattened the Ripper's face back into the bloody muck of the disgusting soil serving as their battlefield.  A few extra blows were added to add insult to injury before the Whisper finally rolled clear to catch his breath and his footing.  All around them, the meaty mounds began groaning and ambling, meat puppets animating to come to their meat man's defense.

"Ugh.  This place reeks."

***

Freyd's Action:

Spoiler

Freyd regains +4 EN
CD 7 (+8 REC proc) ID #225021
Parry lasts 1 more turn.
Cooldowns: Grappling Familiar (CD 1/5)

Post Action | TECH-A (13 EN): 13 EN (Stamina) = 11 EN
Free Action | None

ID #225020 | BD: 6+6-5=7 (hit, Fallen +16) | DMG (12*40=480-80=400) vs Midnight Ripper.  Stun applied. (CD 7 | ST-B Locked)

Freyd | HP: 1357/1357 | EN: 145/156 (147+4+8[cap]-11) | DMG: 24 | MIT:123 | PARRY-JR | ACC:6 | F-SPIRIT | EVA:4 | PARA-IM | BH:75 | VAMP-D: 149 | REC: 8 | FLN: 16 | HLY: 16 | TRLBLD | TXC-V: 32 | FRSTBT 40 | LD:6 | DOTE: 3/3 | PROB:36 | Bloodclot

Midnight Ripper | HP: 1984/3600 (2384-400) | MIT: 100 (-20, 1/3) | DMG: 400 | ACC: 4 (-1. 1/2) | EVA: 5 TXC-V: 32 (1/3) | FRSTBT 40 (1/2) |  F-STUN-IMM (1/3) | STUNNED

  • Dark Harvest | Whenever the Midnight Ripper makes a successful attack, he applies [Blight 2] (-40 Mitigation, 64 unmitigated damage over 2 turns) and two stacks of [Shatter] (-40 Mitigation) to his victims. For every point of damage dealt by [Blight 2] the Midnight Ripper recovers an equal amount of HP. Purify/Antidote will remove/block the [Blight] but not the [Shatter].
  • Sinister Grin | Whenever the Midnight Ripper rolls a CD: 10+ on an attack, as a free action after his attack he inflicts [Paralyze] on one victim using his LD the below table to determine the target:
    • LD: 1-5 (Player 1)
    • LD: 6-10 (Player 2)
    • LD: 11-15 (Player 3)
    • LD: 16-20 (Player 4)
    • These values are determined by the order at which players joined the thread the Midnight Ripper is spawned in. In the event of less than 4 players being present, when the LD would land where there is no player, this ability fails to function. If the players present exceed 4 (I.E. 5), they are ignored.
  • Letting | On a BD 9, Midnight Ripper applies [Bleed 4] to his victim (96 unmitigated damage over 2 turns) 
  • CHAIN THEM UP! | On a BD 10, Midnight Ripper strikes all available targets and applying [Rend 2] (56 unmitigated damage over 2 turns) in addition to standard damage. Wearing Bloodclot makes the target immune to this effect.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 4. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1, Tier 2, or Tier 3 will still have T1, T2, or T3 stats, respectively.

Enemy's Action:

Spoiler

Midnight Ripper suffers 40 damage from Frostbite.
Midnight Ripper suffers 32 damage from Toxic Venom

Midnight Ripper is stunned.  Stun fades.

Freyd | HP: 1357/1357 | EN: 145/156 | DMG: 24 | MIT:123 | PARRY-JR | ACC:6 | F-SPIRIT | EVA:4 | PARA-IM | BH:75 | VAMP-D: 149 | REC: 8 | FLN: 16 | HLY: 16 | TRLBLD | TXC-V: 32 | FRSTBT 40 | LD:6 | DOTE: 3/3 | PROB:36 | Bloodclot

Midnight Ripper | HP: 1912/3600 (1984-40-32) | MIT: 100 (-20, 2/3) | DMG: 400 | ACC: 4 (-1. 2/2) | EVA: 5 TXC-V: 32 (2/3) | FRSTBT 40 (2/2) |  F-STUN-IMM (2/3) | STUNNED | STUN-IMM (1/3)

  • Dark Harvest | Whenever the Midnight Ripper makes a successful attack, he applies [Blight 2] (-40 Mitigation, 64 unmitigated damage over 2 turns) and two stacks of [Shatter] (-40 Mitigation) to his victims. For every point of damage dealt by [Blight 2] the Midnight Ripper recovers an equal amount of HP. Purify/Antidote will remove/block the [Blight] but not the [Shatter].
  • Sinister Grin | Whenever the Midnight Ripper rolls a CD: 10+ on an attack, as a free action after his attack he inflicts [Paralyze] on one victim using his LD the below table to determine the target:
    • LD: 1-5 (Player 1)
    • LD: 6-10 (Player 2)
    • LD: 11-15 (Player 3)
    • LD: 16-20 (Player 4)
    • These values are determined by the order at which players joined the thread the Midnight Ripper is spawned in. In the event of less than 4 players being present, when the LD would land where there is no player, this ability fails to function. If the players present exceed 4 (I.E. 5), they are ignored.
  • Letting | On a BD 9, Midnight Ripper applies [Bleed 4] to his victim (96 unmitigated damage over 2 turns) 
  • CHAIN THEM UP! | On a BD 10, Midnight Ripper strikes all available targets and applying [Rend 2] (56 unmitigated damage over 2 turns) in addition to standard damage. Wearing Bloodclot makes the target immune to this effect.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 4. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1, Tier 2, or Tier 3 will still have T1, T2, or T3 stats, respectively.

 

Edited by Freyd
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Posted (edited)

Persi tore through the ranks of shambling meat - more like scampered, actually.  Freyd couldn't help wondering whether she thought it was some kind of buffet.  The distraction was enough for him to have lost focus, even if only for an instant, which was all the Midnight Ripper needed to recover.  The man-thing roared, drawing a pair of jagged, deeply stained hooks with chunks of prior victims still attached.  Freyd zigged when he should have zagged, missing his own attempted strike.  The Ripper didn't.  Snaring the Whisper by the back of his cowl, it flung him sideways into a pile of rusty, blood-covered machinery.  Something crunched upon impact.

"Ugh.  gonna need a tetanus shot after this, I think.  Also really hoping that wasn't me that just broke."

Having recovered from Freyd's initial assault, as well as shattered his initiative, the Ripper surpassed expectations in speed and agility, lugging his impressive girth across the battlefield like a missile and forcing Freyd to spiral into a tumble to steer clear.

"Dude.  Have you considered breath mints... by which I mean... everywhere?"

***

Freyd's Action:

Spoiler

Freyd regains +4 EN
CD 10 (+8 REC proc) ID #225022
Parry fades.  Cooldown complete.
Cooldowns: Grappling Familiar (CD 2/5)

Post Action | TECH-G (12 EN): 13 EN (Stamina) = 10 EN (-0 miss)
Free Action | None

ID #225023 | BD: 2+6-5=3 (miss)

Freyd | HP: 1357/1357 | EN: 156/156 (+4+8[cap]-0) | DMG: 24 | MIT:123 | PARRY-JR | ACC:6 | F-SPIRIT | EVA:4 | PARA-IM | BH:75 | VAMP-D: 149 | REC: 8 | FLN: 16 | HLY: 16 | TRLBLD | TXC-V: 32 | FRSTBT 40 | LD:6 | DOTE: 3/3 | PROB:36 | Bloodclot

Midnight Ripper | HP: 1912/3600 | MIT: 100 (-20, 2/3) | DMG: 400 | ACC: 4 | EVA: 5 TXC-V: 32 (2/3) |  F-STUN-IMM (2/3) | STUN-IMM (1/3)

  • Dark Harvest | Whenever the Midnight Ripper makes a successful attack, he applies [Blight 2] (-40 Mitigation, 64 unmitigated damage over 2 turns) and two stacks of [Shatter] (-40 Mitigation) to his victims. For every point of damage dealt by [Blight 2] the Midnight Ripper recovers an equal amount of HP. Purify/Antidote will remove/block the [Blight] but not the [Shatter].
  • Sinister Grin | Whenever the Midnight Ripper rolls a CD: 10+ on an attack, as a free action after his attack he inflicts [Paralyze] on one victim using his LD the below table to determine the target:
    • LD: 1-5 (Player 1)
    • LD: 6-10 (Player 2)
    • LD: 11-15 (Player 3)
    • LD: 16-20 (Player 4)
    • These values are determined by the order at which players joined the thread the Midnight Ripper is spawned in. In the event of less than 4 players being present, when the LD would land where there is no player, this ability fails to function. If the players present exceed 4 (I.E. 5), they are ignored.
  • Letting | On a BD 9, Midnight Ripper applies [Bleed 4] to his victim (96 unmitigated damage over 2 turns) 
  • CHAIN THEM UP! | On a BD 10, Midnight Ripper strikes all available targets and applying [Rend 2] (56 unmitigated damage over 2 turns) in addition to standard damage. Wearing Bloodclot makes the target immune to this effect.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 4. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1, Tier 2, or Tier 3 will still have T1, T2, or T3 stats, respectively.

Enemy's Action:

Spoiler

Midnight Ripper suffers 32 damage from Toxic Venom.  TXC-V fades.
Shatter fades.

ID #225023 | BD: 9 (Crit +1) | DMG (400-83=317) vs Freyd.

Blight from Dark Harvest is negated by Antidote.
Letting is negated by Bloodclot.
Shatter -40 is applied for 2 turns.
Sinister Grin will be ignored during this combat, as Freyd has Paralytic Immunity.

Freyd | HP: 1040/1357 (1357-317) | EN: 156/156 | DMG: 24 | MIT:123 (Shatter -40, 0/2) | ACC:6 | F-SPIRIT | EVA:4 | PARA-IM | BH:75 | VAMP-D: 149 | REC: 8 | FLN: 16 | HLY: 16 | TRLBLD | TXC-V: 32 | FRSTBT 40 | LD:6 | DOTE: 2/3 | PROB:36 | Bloodclot

Midnight Ripper | HP: 1880/3600 (1912-32) | MIT: 100 (-20, 3/3) | DMG: 400 | ACC: 4 | EVA: 5 TXC-V: 32 (3/3) |  F-STUN-IMM (3/3) | STUN-IMM (2/3)

  • Dark Harvest | Whenever the Midnight Ripper makes a successful attack, he applies [Blight 2] (-40 Mitigation, 64 unmitigated damage over 2 turns) and two stacks of [Shatter] (-40 Mitigation) to his victims. For every point of damage dealt by [Blight 2] the Midnight Ripper recovers an equal amount of HP. Purify/Antidote will remove/block the [Blight] but not the [Shatter].
  • Sinister Grin | Whenever the Midnight Ripper rolls a CD: 10+ on an attack, as a free action after his attack he inflicts [Paralyze] on one victim using his LD the below table to determine the target:
    • LD: 1-5 (Player 1)
    • LD: 6-10 (Player 2)
    • LD: 11-15 (Player 3)
    • LD: 16-20 (Player 4)
    • These values are determined by the order at which players joined the thread the Midnight Ripper is spawned in. In the event of less than 4 players being present, when the LD would land where there is no player, this ability fails to function. If the players present exceed 4 (I.E. 5), they are ignored.
  • Letting | On a BD 9, Midnight Ripper applies [Bleed 4] to his victim (96 unmitigated damage over 2 turns) 
  • CHAIN THEM UP! | On a BD 10, Midnight Ripper strikes all available targets and applying [Rend 2] (56 unmitigated damage over 2 turns) in addition to standard damage. Wearing Bloodclot makes the target immune to this effect.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 4. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1, Tier 2, or Tier 3 will still have T1, T2, or T3 stats, respectively.

 

Edited by Freyd
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"Laugh it up, puppet.  I'll have you back on my hook n a minute, and then it'll be time to fillet you."

Freyd snorted.  

"I'm more of a striploin kinda guy, actually.  Just ask Aldenbrook.  She'll be sure to tell you all about it once she gets her panties un-knotted. Come to think of it, that could take awhile."

The hearty bellow that followed shone an unexpected sense of humour, and opportunity.  Freyd lunged mid-guffaw, his legs spinning like a helicopter as he slid through the mucky slime soil, tripping his enemy and flensing a good chunk of his groin away with a devouring pass of Samael's hangry aspect.  The keening almost covered up the yelp.  Almost.

"GET BACK HERE, YOU LITTLE RUNT!"

Hooks flung and flailed, missed, as Freyd tossed aside any sense of godliness and pride, embracing the muck to his advantage and slithering among it like he used to do on the ice.  He lacked the skates, mind you, but the principles were comparable, and he was jonesing to give the Ripper a good overhead jersey pull.

***

Freyd's Action:

Spoiler

Freyd regains +4 EN - no effect.  At cap.
Freyd regains 75 HP from BH
CD 11 (+8 REC proc) ID #225025 - no effect.  At cap.
CD 10 (+149 VD proc) ID #225026
Cooldowns: Grappling Familiar (CD 3/5)

Post Action | AoE-I (x15, 11 EN , +2 shift, +2/hit): 15 EN - (Stamina): 13 EN
Free Action | None

ID #225027 | BD: 8 (Crit +1, Fallen +16) | DMG (15*41=615-100=515) vs Midnight Ripper.  TXC-V applied.  FRSTBT applied. (CD 1 | ST-B locked)

Freyd | HP: 1264/1357 (1040+75+149) | EN: 143/156 (156-13) | DMG: 24 | MIT:123 (Shatter -40, 1/2) | ACC:6 | F-SPIRIT | EVA:4 | PARA-IM | BH:75 | VAMP-D: 149 | REC: 8 | FLN: 16 | HLY: 16 | TRLBLD | TXC-V: 32 | FRSTBT 40 | LD:6 | DOTE: 2/3 | PROB:36 | Bloodclot

Midnight Ripper | HP: 1365/3600 (1880-515) | MIT: 100 | DMG: 400 | ACC: 4 (-1, 0/2) | EVA: 5 | TXC-V: 32 (0/3) |  FRSTBT : 40 (0/2) | STUN-IMM (2/3)

  • Dark Harvest | Whenever the Midnight Ripper makes a successful attack, he applies [Blight 2] (-40 Mitigation, 64 unmitigated damage over 2 turns) and two stacks of [Shatter] (-40 Mitigation) to his victims. For every point of damage dealt by [Blight 2] the Midnight Ripper recovers an equal amount of HP. Purify/Antidote will remove/block the [Blight] but not the [Shatter].
  • Sinister Grin | Whenever the Midnight Ripper rolls a CD: 10+ on an attack, as a free action after his attack he inflicts [Paralyze] on one victim using his LD the below table to determine the target:
    • LD: 1-5 (Player 1)
    • LD: 6-10 (Player 2)
    • LD: 11-15 (Player 3)
    • LD: 16-20 (Player 4)
    • These values are determined by the order at which players joined the thread the Midnight Ripper is spawned in. In the event of less than 4 players being present, when the LD would land where there is no player, this ability fails to function. If the players present exceed 4 (I.E. 5), they are ignored.
  • Letting | On a BD 9, Midnight Ripper applies [Bleed 4] to his victim (96 unmitigated damage over 2 turns) 
  • CHAIN THEM UP! | On a BD 10, Midnight Ripper strikes all available targets and applying [Rend 2] (56 unmitigated damage over 2 turns) in addition to standard damage. Wearing Bloodclot makes the target immune to this effect.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 4. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1, Tier 2, or Tier 3 will still have T1, T2, or T3 stats, respectively.

Enemy's Action:

Spoiler

Midnight Ripper suffers 40 damage from Frostbite.
Midnight Ripper suffers 32 damage from Toxic Venom

ID #225029 | BD: 1 (miss) vs Freyd.

Freyd | HP: 1264/1357 | EN: 143/156 | DMG: 24 | MIT:123 (Shatter -40, 1/2) | ACC:6 | F-SPIRIT | EVA:4 | PARA-IM | BH:75 | VAMP-D: 149 | REC: 8 | FLN: 16 | HLY: 16 | TRLBLD | TXC-V: 32 | FRSTBT 40 | LD:6 | DOTE: 2/3 | PROB:36 | Bloodclot

Midnight Ripper | HP: 1293/3600 (1365-32-40) | MIT: 100 | DMG: 400 | ACC: 4 (-1, 1/2) | EVA: 5 | TXC-V: 32 (1/3) |  FRSTBT : 40 (1/2) | STUN-IMM (3/3)

  • Dark Harvest | Whenever the Midnight Ripper makes a successful attack, he applies [Blight 2] (-40 Mitigation, 64 unmitigated damage over 2 turns) and two stacks of [Shatter] (-40 Mitigation) to his victims. For every point of damage dealt by [Blight 2] the Midnight Ripper recovers an equal amount of HP. Purify/Antidote will remove/block the [Blight] but not the [Shatter].
  • Sinister Grin | Whenever the Midnight Ripper rolls a CD: 10+ on an attack, as a free action after his attack he inflicts [Paralyze] on one victim using his LD the below table to determine the target:
    • LD: 1-5 (Player 1)
    • LD: 6-10 (Player 2)
    • LD: 11-15 (Player 3)
    • LD: 16-20 (Player 4)
    • These values are determined by the order at which players joined the thread the Midnight Ripper is spawned in. In the event of less than 4 players being present, when the LD would land where there is no player, this ability fails to function. If the players present exceed 4 (I.E. 5), they are ignored.
  • Letting | On a BD 9, Midnight Ripper applies [Bleed 4] to his victim (96 unmitigated damage over 2 turns) 
  • CHAIN THEM UP! | On a BD 10, Midnight Ripper strikes all available targets and applying [Rend 2] (56 unmitigated damage over 2 turns) in addition to standard damage. Wearing Bloodclot makes the target immune to this effect.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 4. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1, Tier 2, or Tier 3 will still have T1, T2, or T3 stats, respectively.

 

Edited by Freyd
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"Sorry, bud, but that's a definite 'nope.'"

Skating by in the sludge, Freyd scooped from below and sent the fearsome Ripper flailing, then falling on his ass once more.  As his arms went up in his failed efforts to catch himself against the air, so did his meathooks.  The Whisper was more than willing to abscond and add a little insult and injury. Flipping acrobatically over his fallen foe, Freyd caught and supercharged the enemy's weapons with his sword art, punching downward to drive them into their master with painfully powerful intent.

The Ripper howled, thrashing about as his own tools bit deep into his virtual flesh.  From all around, the meat men golems rising up from the surrounding piles laughed as if mocking their master's misery.  Any victim would celebrate their tormentor's comeuppance, given the chance.  Persi kept them at bay, but what once seemed an added threat had suddenly become an audience, enraptured and thrilled at the formerly unthinkable possibility of the Ripper's demise.

***

Freyd's Action:

Spoiler

Freyd regains +4 EN
Freyd regains 75 HP from BH
CD 5 (No REC proc) ID #225030
CD 3 (No VD proc) ID #225031
Cooldowns: Grappling Familiar (CD 4/5)
Shatter fades.

Post Action | AoE-II (x18, 14 EN , +2 shift, +2/hit): 18 EN - (Stamina) = 16 EN.
Free Action | None

ID #225032 | BD: 6+6-5=7 (hit, Fallen +16) | DMG (18*40=720-100=620) vs Midnight Ripper | (CD 5 | ST-B locked)

Freyd | HP: 1339/1357 (1264+75) | EN: 131/156 (143+4-16) | DMG: 24 | MIT:123 (Shatter -40, 2/2) | ACC:6 | F-SPIRIT | EVA:4 | PARA-IM | BH:75 | VAMP-D: 149 | REC: 8 | FLN: 16 | HLY: 16 | TRLBLD | TXC-V: 32 | FRSTBT 40 | LD:6 | DOTE: 2/3 | PROB:36 | Bloodclot

Midnight Ripper | HP: 673/3600 (1293-620) | MIT: 100 | DMG: 400 | ACC: 4 (-1, 1/2) | EVA: 5 | TXC-V: 32 (1/3) |  FRSTBT : 40 (1/2) 

  • Dark Harvest | Whenever the Midnight Ripper makes a successful attack, he applies [Blight 2] (-40 Mitigation, 64 unmitigated damage over 2 turns) and two stacks of [Shatter] (-40 Mitigation) to his victims. For every point of damage dealt by [Blight 2] the Midnight Ripper recovers an equal amount of HP. Purify/Antidote will remove/block the [Blight] but not the [Shatter].
  • Sinister Grin | Whenever the Midnight Ripper rolls a CD: 10+ on an attack, as a free action after his attack he inflicts [Paralyze] on one victim using his LD the below table to determine the target:
    • LD: 1-5 (Player 1)
    • LD: 6-10 (Player 2)
    • LD: 11-15 (Player 3)
    • LD: 16-20 (Player 4)
    • These values are determined by the order at which players joined the thread the Midnight Ripper is spawned in. In the event of less than 4 players being present, when the LD would land where there is no player, this ability fails to function. If the players present exceed 4 (I.E. 5), they are ignored.
  • Letting | On a BD 9, Midnight Ripper applies [Bleed 4] to his victim (96 unmitigated damage over 2 turns) 
  • CHAIN THEM UP! | On a BD 10, Midnight Ripper strikes all available targets and applying [Rend 2] (56 unmitigated damage over 2 turns) in addition to standard damage. Wearing Bloodclot makes the target immune to this effect.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 4. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1, Tier 2, or Tier 3 will still have T1, T2, or T3 stats, respectively.

Enemy's Action:

Spoiler

Midnight Ripper suffers 40 damage from Frostbite.  Frostbite fades.
Midnight Ripper suffers 32 damage from Toxic Venom

ID #225033 | BD: 2+4-4=2 (miss).

Freyd | HP: 1339/1357  | EN: 131/156  | DMG: 24 | MIT:123 | ACC:6 | F-SPIRIT | EVA:4 | PARA-IM | BH:75 | VAMP-D: 149 | REC: 8 | FLN: 16 | HLY: 16 | TRLBLD | TXC-V: 32 | FRSTBT 40 | LD:6 | DOTE: 2/3 | PROB:36 | Bloodclot

Midnight Ripper | HP: 601/3600 (673-40-32) | MIT: 100 | DMG: 400 | ACC: 4 (-1, 2/2) | EVA: 5 | TXC-V: 32 (2/3) |  FRSTBT : 40 (2/2) 

  • Dark Harvest | Whenever the Midnight Ripper makes a successful attack, he applies [Blight 2] (-40 Mitigation, 64 unmitigated damage over 2 turns) and two stacks of [Shatter] (-40 Mitigation) to his victims. For every point of damage dealt by [Blight 2] the Midnight Ripper recovers an equal amount of HP. Purify/Antidote will remove/block the [Blight] but not the [Shatter].
  • Sinister Grin | Whenever the Midnight Ripper rolls a CD: 10+ on an attack, as a free action after his attack he inflicts [Paralyze] on one victim using his LD the below table to determine the target:
    • LD: 1-5 (Player 1)
    • LD: 6-10 (Player 2)
    • LD: 11-15 (Player 3)
    • LD: 16-20 (Player 4)
    • These values are determined by the order at which players joined the thread the Midnight Ripper is spawned in. In the event of less than 4 players being present, when the LD would land where there is no player, this ability fails to function. If the players present exceed 4 (I.E. 5), they are ignored.
  • Letting | On a BD 9, Midnight Ripper applies [Bleed 4] to his victim (96 unmitigated damage over 2 turns) 
  • CHAIN THEM UP! | On a BD 10, Midnight Ripper strikes all available targets and applying [Rend 2] (56 unmitigated damage over 2 turns) in addition to standard damage. Wearing Bloodclot makes the target immune to this effect.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 4. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1, Tier 2, or Tier 3 will still have T1, T2, or T3 stats, respectively.

 

Edited by Freyd
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By now, Freyd had pieced together a strategy for the fight, divining what tactics would be needed to keep his enemy off balance until he could put him down for good.  Best laid plans came to fruition as the chains he'd previously tossed into that conveyor grew taught.  Already struggling against his own embedded weaponry, the butcher jerked and slipped into the much once more, now being dragged ever closer to the meat grinder to whom he'd previously fed so many meals.  Their descendants, or a kind, stood drearily watching, mostly though rib eyes.

"Oof.  Bud.  I almost feel bad for you, cuz this is really gonna hurt.  Judging by the crowd and the stench, though, you've really put this one on yourself."  Adding a hefty kick, Freyd's foot aided the mob towards his demise, eager to see such a vile villain felled by his own devices.  The poetic justice was simply too sweet to ignore.

"Wait.  No!  Aldenbrook!  I can reveal her secrets."

Another kick.

"Yeah.  I bet you could," Freyd replied.  "But after everything you did here, I kinda want to see you suffer for it first.  I'll catch you on the next pass, m'kay?"

***

Freyd's Action:

Spoiler

Freyd regains +4 EN
Freyd regains 75 HP from BH to cap.
CD 10 (+8 REC proc) ID #225034
Cooldowns: Grappling Familiar (CD 5/5)

Post Action | TECH-A (x12, 13 EN): 13 EN - (Stamina) = 11 EN.
Free Action | None

ID #225035 | BD: 10 (Crit +3, Holy +16) | DMG (12*43=516-100=416) vs Midnight Ripper.  Stun applied.  TXC-V refreshed.  FRSTBT applied. | (CD 10 | ST-B unlocked)

Freyd | HP: 1357/1357 (1339+75[cap]) | EN: 132/156 (131+4+8-11)  | DMG: 24 | MIT:123 | ACC:6 | F-SPIRIT | EVA:4 | PARA-IM | BH:75 | VAMP-D: 149 | REC: 8 | FLN: 16 | HLY: 16 | TRLBLD | TXC-V: 32 | FRSTBT 40 | LD:6 | DOTE: 2/3 | PROB:36 | Bloodclot

Midnight Ripper | HP: 185/3600 (601-416) | MIT: 100 | DMG: 400 | ACC: 4  | EVA: 5 (0) | TXC-V: 32 (0/3) |  FRSTBT : 40 (0/2) | STUNNED

  • Dark Harvest | Whenever the Midnight Ripper makes a successful attack, he applies [Blight 2] (-40 Mitigation, 64 unmitigated damage over 2 turns) and two stacks of [Shatter] (-40 Mitigation) to his victims. For every point of damage dealt by [Blight 2] the Midnight Ripper recovers an equal amount of HP. Purify/Antidote will remove/block the [Blight] but not the [Shatter].
  • Sinister Grin | Whenever the Midnight Ripper rolls a CD: 10+ on an attack, as a free action after his attack he inflicts [Paralyze] on one victim using his LD the below table to determine the target:
    • LD: 1-5 (Player 1)
    • LD: 6-10 (Player 2)
    • LD: 11-15 (Player 3)
    • LD: 16-20 (Player 4)
    • These values are determined by the order at which players joined the thread the Midnight Ripper is spawned in. In the event of less than 4 players being present, when the LD would land where there is no player, this ability fails to function. If the players present exceed 4 (I.E. 5), they are ignored.
  • Letting | On a BD 9, Midnight Ripper applies [Bleed 4] to his victim (96 unmitigated damage over 2 turns) 
  • CHAIN THEM UP! | On a BD 10, Midnight Ripper strikes all available targets and applying [Rend 2] (56 unmitigated damage over 2 turns) in addition to standard damage. Wearing Bloodclot makes the target immune to this effect.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 4. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1, Tier 2, or Tier 3 will still have T1, T2, or T3 stats, respectively.

Enemy's Action:

Spoiler

Midnight Ripper suffers 40 damage from Frostbite.  
Midnight Ripper suffers 32 damage from Toxic Venom

Midnight Ripper is stunned.  Stun fades.

Freyd | HP: 1357/1357 | EN: 132/156 | DMG: 24 | MIT:123 | ACC:6 | F-SPIRIT | EVA:4 | PARA-IM | BH:75 | VAMP-D: 149 | REC: 8 | FLN: 16 | HLY: 16 | TRLBLD | TXC-V: 32 | FRSTBT 40 | LD:6 | DOTE: 2/3 | PROB:36 | Bloodclot

Midnight Ripper | HP: 113/3600 (185-40-32) | MIT: 100 | DMG: 400 | ACC: 4  | EVA: 5 (0) TXC-V: 32 (1/3) |  FRSTBT : 40 (1/2) | STUNNED | STUN-IMM (1/3)

  • Dark Harvest | Whenever the Midnight Ripper makes a successful attack, he applies [Blight 2] (-40 Mitigation, 64 unmitigated damage over 2 turns) and two stacks of [Shatter] (-40 Mitigation) to his victims. For every point of damage dealt by [Blight 2] the Midnight Ripper recovers an equal amount of HP. Purify/Antidote will remove/block the [Blight] but not the [Shatter].
  • Sinister Grin | Whenever the Midnight Ripper rolls a CD: 10+ on an attack, as a free action after his attack he inflicts [Paralyze] on one victim using his LD the below table to determine the target:
    • LD: 1-5 (Player 1)
    • LD: 6-10 (Player 2)
    • LD: 11-15 (Player 3)
    • LD: 16-20 (Player 4)
    • These values are determined by the order at which players joined the thread the Midnight Ripper is spawned in. In the event of less than 4 players being present, when the LD would land where there is no player, this ability fails to function. If the players present exceed 4 (I.E. 5), they are ignored.
  • Letting | On a BD 9, Midnight Ripper applies [Bleed 4] to his victim (96 unmitigated damage over 2 turns) 
  • CHAIN THEM UP! | On a BD 10, Midnight Ripper strikes all available targets and applying [Rend 2] (56 unmitigated damage over 2 turns) in addition to standard damage. Wearing Bloodclot makes the target immune to this effect.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 4. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1, Tier 2, or Tier 3 will still have T1, T2, or T3 stats, respectively.

 

Edited by Freyd
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Panic gripped the Rip, but as his struggling increased so did his chains bind him tighter.  Bloodshot eyes bulged, desperation growing as sensations of impending doom bloomed, combined with awareness of his role in his own undoing.  Powerful as he might be, the Ripper's chains had been forged to keep even the strongest in line.  How ironic.  Screeching now, his voice having upped its game by three octaves, Freyd watched on as time ticked to the clock of a conveyor heading for the crunch.  It was going to be messy when this clock struck noon.

Something in him called to let it happen; to punish a villain for his villainy and feel righteous for having enabled it.  Freyd just stared from behind cowled, cold eyes, calculating how much time remained, until he didn't.  Hand on the lever, Freyd pulled and halted the machine.  The Ripper had already soiled himself, not that you could really tell, given the state of the site.

"Thank you!  THANK YOU!"  Frazzled and frantic, the mob was on the verge of failed sanity, possibly already tipped over its edge.

"Don't." A nearly callous reply.  "I'm not sparing you.  I'm just not the sadist you are, and won't stoop to that level.  Doing so ruins the point."

A fist came down, crushing the Ripper's skull into a thousand tiny skittering fragments.

"Decent cowl, though.  Too bad."

***

Freyd's Action:

Spoiler

Freyd regains +4 EN
CD 10 (+8 REC proc) ID #225036
Cooldowns: Grappling Familiar (CD 5/5)

Post Action | ST-B (x20, 20 EN): 20 EN - (Stamina) = 18 EN.
Free Action [skill] | Quick Change (Samael's Pride replaced with The Thing Behind All Lies)

ID #225037 | BD: 10 (Crit +3) | DMG (20*24=480-100=380) vs. Midnight Ripper.  Dies.

Freyd | HP: 1357/1357 | EN: 126/156 (132+4+8-18) | DMG: 24 | MIT:123 | ACC:7 (incl. AA) | F-SPIRIT | EVA:4 | PARA-IM | BH:75 | VAMP-D: 149 | REC: 8 | BLGT: 32 | STC: 40 | PV-O | TRLBLD | TXC-V: 32 | FRSTBT 40 | LD:6 | DOTE: 2/3 | PROB:36 | Bloodclot

Midnight Ripper | HP: 0/3600 (113-380) | MIT: 100 | DMG: 400 | ACC: 4  | EVA: 5 TXC-V: 32 (1/3) |  FRSTBT : 40 (1/2) | STUN-IMM (1/3)

  • Dark Harvest | Whenever the Midnight Ripper makes a successful attack, he applies [Blight 2] (-40 Mitigation, 64 unmitigated damage over 2 turns) and two stacks of [Shatter] (-40 Mitigation) to his victims. For every point of damage dealt by [Blight 2] the Midnight Ripper recovers an equal amount of HP. Purify/Antidote will remove/block the [Blight] but not the [Shatter].
  • Sinister Grin | Whenever the Midnight Ripper rolls a CD: 10+ on an attack, as a free action after his attack he inflicts [Paralyze] on one victim using his LD the below table to determine the target:
    • LD: 1-5 (Player 1)
    • LD: 6-10 (Player 2)
    • LD: 11-15 (Player 3)
    • LD: 16-20 (Player 4)
    • These values are determined by the order at which players joined the thread the Midnight Ripper is spawned in. In the event of less than 4 players being present, when the LD would land where there is no player, this ability fails to function. If the players present exceed 4 (I.E. 5), they are ignored.
  • Letting | On a BD 9, Midnight Ripper applies [Bleed 4] to his victim (96 unmitigated damage over 2 turns) 
  • CHAIN THEM UP! | On a BD 10, Midnight Ripper strikes all available targets and applying [Rend 2] (56 unmitigated damage over 2 turns) in addition to standard damage. Wearing Bloodclot makes the target immune to this effect.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 4. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1, Tier 2, or Tier 3 will still have T1, T2, or T3 stats, respectively.

Loot Midnight Ripper: ID #225038 | LD: 6+6+1=13 | CD: 8
26,460 col (HP[3600]*7 - incl. +4 CD/LD even +5% Col Deposit)
T4 Rare Weapon 225038a
T4 Uncommon Consumable 225038b

Edited by Freyd
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Mere moments passed before the rest of the Midnight Ripper joined its already ruined head, crumbling into little more than glittering diamond dust.  Even that soon vanished into oblivion.  A strange silence reigned over the stillness of the slaughterhouse that this part of Aincrad hadn't known in ages.  This was the first time the Ripper had ever died.  Even its meat puppets stood in frozen vigil, as if waiting for instructions on how to proceed.  Their vengeful spirits having been sated or quelled, or maybe just confused by the fulfillment of a possibility they had no precedent upon which to act.

"Persi." 

The mongoose came running, drawn to her lummox by the tone of his voice. There was still menace in this place. 

"You did well today.  I would have been in trouble without you."  Running his hand down her spine caught her off guard.  Though the two shared an unspoken respect, Freyd had never been the touchy feely type.  It seemed to freak her out a bit, despite appreciating the extra attention.

***

Freyd replaces gear as follows:

The Thing Behind All Lies -> Slighted Aurora - Soar (T3 Perfect MA weapon - Abs. Acc | ACC 3)
Black Cowled Traveling Garb -> Small Konpeito Sack | TIER 1 DEMONIC TRINKET | LOOT DIE III, QUALITY I
The Shadowed Rose -> Unbridled Potential | TIER 1 DEMONIC TRINKET | PROSPERITY III, QUALITY I

Replace battle-ready: Rhino Horn -> Magdalyn's Cuckoo

Updated stats:

Freyd | HP: 1357/1357 | EN: 126/156 | DMG: 24 | MIT:123 | ACC: 7 (inc. AA) | F-SPIRIT | EVA:4 | BH:75 | TRLBLD | FRSTBT 40 | LD:9 | PROSP: 3 | QTY: 2 |DOTE: 2/3 | PROB:36 | Bloodclot

EN recovery 1/2
QC CD (1/3)

 

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Having rested enough to recover his strength, Freyd bade them move towards the nearest exit.  Glyndebourne was still some distance from their present location and night was setting in.  Best to be clear of added dangers. He still hadn't made it off this floor since his original encounter with the red threads, Morningstar at his side.  Hopefully, Star and the others had made it back to the gate without interference.  Snapping a teleport crystal remained an option, but something inside him kept hesitating against the idea.

"It isn't far.  We can make the rest of the trek on foot."  

Barely two steps were taken before the surrounding meat golem horde shambled to block their path.  Freyd sighed.

"Come on, guys.  We did you a favour and got rid of the dude who did this to you.  Let's not do this."

Apparently unconvinced, the mobs seemed to have lost their former sense of connection.  Perhaps whatever part of them was driven by their hate for the Ripper had gone once he was felled.  Which, was now likely a problem.

***

Freyd consumes:

Fortune Cookie (Snack) | Loot Die 3 | 195412c
Mousse (Snack) | Prosperity 3 | 196147-3
Shore's Treasure | 202053c

Updated stats:

Freyd | HP: 1357/1357 | EN: 156/156 | DMG: 24 | MIT:123 | ACC: 7 (inc. AA) | F-SPIRIT | EVA:4 | BH:75 | TRLBLD | FRSTBT 40 | LD:12 | PROSP: 12 | QTY: 2 |DOTE: 2/3 | PROB:36 | Bloodclot

EN recovery 2/2
QC CD (2/3)

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"Are we really going to do this?  You know I have no beef with y..."  Facepalm moment confirmed.  "Okay.  That one's on me."

Animal rights activists claim that inhumane slaughtering practices can affect the flavour of meat.  Tasting the advancing meat-sicles was out of the questions, but a little shock and awe seemed highly appropriate.  Unleashing a succession of quick strikes against the advancing tide, focusing particularly on a group that seemed suspiciously seafood-based, Freyd pounded them enough to stagger their advance and buy himself enough space to maneuver.  

"I am not getting beat by... nope.  Not finishing that sentence.  Someone will somehow end up with a clip of this moment and I would never hear the end of.. ugh.  Maybe I should just stop talking?"

Persi seemed to agree, rolling his eyes at him for having taken so long to figure it out.  She never said a word, and everything always worked out fine.

***

Spoiler

Cooldowns: QC 3/3

Post Action | TECH-F (x8, 8 EN, +2/hit): 16 EN - (Rested 2/2; Stamina) = 13 EN.  
Free Action | None

Freyd | HP: 1357/1357 | EN: 143/156 (156-13) | DMG: 24 | MIT:123 | ACC: 7 (inc. AA) | F-SPIRIT | EVA:4 | BH:75 | TRLBLD | FRSTBT 40 | LD:12 | PROSP: 12 | QTY: 2 |DOTE: 2/3 | PROB:36 | Bloodclot

ID #225195 | BD:4+7=11 (hit).  DMG (8*24=192) Meat Golem #1 stunned.
ID #225196 | BD:8+7=15 (hit).  DMG (8*24=192) Meat Golem #2 stunned.
ID #225197 | BD:4+7=11 (hit).  DMG (8*24=192) Meat Golem #3 stunned.
ID #225198 | BD:8+7=15 (hit).  DMG (8*24=192) Meat Golem #4 stunned.

Note: ignoring hate, crits & DoTs because they don’t matter.

Meat Golem #1: HP: 360/552 | DMG 192 | STUNNED (552-192)
Meat Golem #2: HP: 360/552 | DMG 192 | STUNNED (552-192)
Meat Golem #3: HP: 360/552 | DMG 192 | STUNNED (552-192)
Meat Golem #4: HP: 360/552 | DMG 192 | STUNNED (552-192)

 

Edited by Freyd
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The rotten seafood soon surged again, seeking to place an assortment of claws, suction cups and tentacles onto unmentionable places, only to be denied by the Whisper's desperate contortions.  Two dozen assorted meats were closing on his position.  It was as if he'd pissed off the deli and butcher counters at the same time, the two seeking to trap him in a pincer move, with the seafood folk having a natural advantage.  So they had to go first. 

Smashing his way through the first line of enemies, Freyd resolved to treat this like any other grind, no matter how disgusting.  He's swallowed Ladonian sewer slimes, for crying out loud.  How bad could this be by comparison?  A whirling kick sprayed the discorparating dregs of the first few mobs into the next group, effectively scouring sand in there eyes.  Or it would have, if they actually had any.  In the absence of alternatives, and with no clear vulnerable points to exploit, this was looking more and more like a straight old grind.  Maybe, on some level, the Ripper had it right?

***

Spoiler

Freyd regains +4 EN

Post Action | AoE-I (x15, 11 EN, +2 Shift, +2/hit): 21 EN - (Rested 1/2; Stamina) = 18 EN.  
Free Action | Magdalyn's Cuckoo

Freyd | HP: 1357/1357 | EN: 129/156 (143+4-18) | DMG: 24 | MIT:123 | ACC: 7 (inc. AA) | F-SPIRIT | EVA:4 | BH:75 | TRLBLD | FRSTBT 40 | LD:12 | PROSP: 12 | QTY: 2 |DOTE: 2/3 | PROB:36 | Bloodclot

ID #225199 | BD:10 (crit).  DMG (15*24=360) Meat Golem #1 dead.
ID #225200 | BD:1+7=8 (hit).  DMG (15*24=360) Meat Golem #2 dead.
ID #225201 | BD:6+7=13 (hit).  DMG (15*24=360) Meat Golem #3 dead.
ID #225202 | BD:2+7=9 (hit).  DMG (15*24=360) Meat Golem #4 dead.

Note: ignoring hate, crits & DoTs because they don’t matter.

Meat Golem #1: HP: 0/552 | DMG 192 (360-360)
Meat Golem #2: HP: 0/552 | DMG 192 (360-360)
Meat Golem #3: HP: 0/552 | DMG 192 (360-360)
Meat Golem #4: HP: 0/552 | DMG 192 (360-360)

Loot Meat Golem 1: ID #225245 | LD: 4+12+1=17 | CD: 2+2=4
11,012 col (HP[552]*19 - incl. +4 CD/LD even, +12 Prosperity, +5% Col Deposit)
T4 Rare Consumable 225245a
T4 Rare Weapon 225245b

Loot Meat Golem 2: ID #225246 | LD: 10+12+1+3=26 | CD: 10+2=12 - Magdalyn's Cuckoo applied
11,012 col (HP[552]*19 - incl. +4 CD/LD even, +12 Prosperity, +5% Col Deposit)
Gleaming Scale x1
Random Dungeon Map 225246

Loot Meat Golem 3: ID #225247 | LD: 17+12+1=30 | CD: 7+2=9
+4 materials (+4 CD/LD odd)
8,694 col (HP[552]*15 - incl. +12 Prosperity, +5% Col Deposit)
Gleaming Scale x1
Random Dungeon Map 225247

Loot Meat Golem 4: ID #225248 | LD: 5+12+1=18 | CD: 1+2=3
+4 materials (+4 CD/LD odd)
8,694 col (HP[552]*15 - incl. +12 Prosperity, +5% Col Deposit)
T4 Rare Consumable 225248a
T4 Rare Weapon 225248b

Edited by Freyd
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Pressing his advantage, the Whisper whipped forward to tenderize the next row, snapping the blood soaked bits of string and occasional sausage casing holding different parts of his enemies together.  At least one smelled like rancid bacon, only motivating him further to dispel such a thing.  He even considered switching to TECH-G and having himself a good old style barbeque, but that sword art lacked multitargeting options.  Plus, no marinade or sauce could possibly overcome this degree of stench.

A few stray links of chain still remained, strewn all over the ground, providing an added tool that might serve to his benefit.  Slashing and snaring as many foes as he could, Freyd then swiveled to face a more mobile bunch while the first wound themselves into a particularly disgusting group hug.

"Please stop rubbing against each other like that.  It's just... WHO CAME UP WITH THIS PLACE?!"  The cringe and wretch factor combined with meme potential was overwhelming.

***

Spoiler

Freyd regains +4 EN

Post Action | TECH-F (x8, 8 EN, +2/hit): 16 EN - (Rested 2/2; Stamina) = 13 EN.  
Free Action | None

Freyd | HP: 1357/1357 | EN: 120/156 (129+4-13) | DMG: 24 | MIT:123 | ACC: 7 (inc. AA) | F-SPIRIT | EVA:4 | BH:75 | TRLBLD | FRSTBT 40 | LD:12 | PROSP: 12 | QTY: 2 |DOTE: 2/3 | PROB:36 | Bloodclot

ID #225203 | BD:2+7=9 (hit).  DMG (8*24=192) Meat Golem #5 stunned.
ID #225204 | BD:8+7=15 (hit).  DMG (8*24=192) Meat Golem #6 stunned.
ID #225205 | BD:7+7=14 (hit).  DMG (8*24=192) Meat Golem #7 stunned.
ID #225206 | BD:4+7=11 (hit).  DMG (8*24=192) Meat Golem #8 stunned.

Note: ignoring hate, crits & DoTs because they don’t matter.

Meat Golem #5: HP: 360/552 | DMG 192 | STUNNED (552-192)
Meat Golem #6: HP: 360/552 | DMG 192 | STUNNED (552-192)
Meat Golem #7: HP: 360/552 | DMG 192 | STUNNED (552-192)
Meat Golem #8: HP: 360/552 | DMG 192 | STUNNED (552-192)

 

Edited by Freyd
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They're just mobs like any others, Freyd.  Beat them off and... *headdesk*

"Great.  My own twisted imagination is going to get me killed, and do the bloody Ripper's job where he actually failed."

Freyd figured the weirder and less specific his names for them were, the safer his sensibilities.  Another wave of zombie golem meat thingies fell by the wayside, spilling their digital guts all over the mucky ground.

Does this turn them into fertilizer?

Are the sausage-based ones simultaneously full of ass?

*groan*

He couldn't destroy the things fast enough, and was already sure there was at least a year of therapy and meat-based nightmare fodder being cultivated for this future detriment through this infernal meme-based battle.

"He couldn't have just surrounded himself with a bunch of BDSM cultists or something?  It had to be this?!"  

Trying to focus exclusively on the mechanical aspects of the combat helped, at least a bit.  IN a weird way, this whole fight reminded him of a weird fever dream involving three crazy meme bosses from way back when he first started out, but he dismissed any connection as implausible.

***

Spoiler

Freyd regains +4 EN

Post Action | AoE-I (x15, 11 EN, +2 Shift, +2/hit): 21 EN - (Rested 1/2; Stamina) = 18 EN.  
Free Action | None

Freyd | HP: 1357/1357 | EN: 106/156 (120+4-18) | DMG: 24 | MIT:123 | ACC: 7 (inc. AA) | F-SPIRIT | EVA:4 | BH:75 | TRLBLD | FRSTBT 40 | LD:12 | PROSP: 12 | QTY: 2 |DOTE: 2/3 | PROB:36 | Bloodclot

ID #225207 | BD:8 (crit).  DMG (15*24=360) Meat Golem #5 dead.
ID #225208 | BD:9 (crit).  DMG (15*24=360) Meat Golem #6 dead.
ID #225209 | BD:3+7=10 (hit).  DMG (15*24=360) Meat Golem #7 dead.
ID #225210 | BD:4+7=11 (hit).  DMG (15*24=360) Meat Golem #8 dead.

Note: ignoring hate, crits & DoTs because they don’t matter.

Meat Golem #5: HP: 0/552 | DMG 192 (360-360)
Meat Golem #6: HP: 0/552 | DMG 192 (360-360)
Meat Golem #7: HP: 0/552 | DMG 192 (360-360)
Meat Golem #8: HP: 0/552 | DMG 192 (360-360)

Loot Meat Golem 5: ID #225249 | LD: 19+12+1=32 | CD: 6+2=8
+2 materials (+2 LD odd)
13,910 col (HP[552]*24 - incl. +2 CD even, +7 from roll, +12 Prosperity, +5% Col Deposit)
T4 Perfect Weapon 225249a
T4 Perfect Weapon 225249b
T4 Perfect Weapon 225249c

Loot Meat Golem 6: ID #225250 | LD: 8+12+1=21 | CD: 12+2=14
13,910 col (HP[552]*24 - incl. +4 CD/LD even, +5 from roll, +12 Prosperity, +5% Col Deposit)
T4 Perfect Trinket 225250

Loot Meat Golem 7: ID #225251 | LD: 20+12+1=33 | CD: 12+2=14
11.012 col (HP[552]*19 - incl. +4 CD/LD even, +12 Prosperity, +5% Col Deposit)
Demonic Shard x1
Random Dungeon Map 225251

Loot Meat Golem 8: ID #225252 | LD: 15+12+1=28 | CD: 5+2=7
+4 materials (+4 CD/LD odd)
12,751 col (HP[552]*22 - incl. +7 from roll, +12 Prosperity, +5% Col Deposit)
T4 Perfect Weapon 225252a
T4 Perfect Weapon 225252b
T4 Perfect Weapon 225252c

Edited by Freyd
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The herd... HORDE...  The horde was thinning.  Preferring to envision the shambling zombies from his old place in Angel's Point on Floor thirteen also helped.  Not that they were much better, but the idea of fighting animated humanoid corpses was somehow still preferable.  Maybe it was because his brain could never equate them with food?  Odd as it might seem, that distinction made all the difference and kept his wrenching stomach from churning any further.

Snaring one sack of sausages by its twistings, Freyd spun and smashed it into the nearest pressing foes, desperately trying not to think about it to much - or at all.  Pressing his advantage, he just stuck to the standard katas, working them by memory and allowing the system to guide his hands through the sword arts.  Anything more meant more self-inflicted punnery.  He'd already had his fill for the day.  After the mutant moose-elk thing and this, not to mention Magistrate Aldenbrook's manor, he was really rather done.

***

Spoiler

Freyd regains +4 EN

Post Action | TECH-F (x8, 8 EN, +2/hit): 16 EN - (Rested 2/2; Stamina) = 13 EN.  
Free Action | None

Freyd | HP: 1357/1357 | EN: 97/156 (106+4-13) | DMG: 24 | MIT:123 | ACC: 7 (inc. AA) | F-SPIRIT | EVA:4 | BH:75 | TRLBLD | FRSTBT 40 | LD:12 | PROSP: 12 | QTY: 2 |DOTE: 2/3 | PROB:36 | Bloodclot

ID #225211 | BD:9 (crit).  DMG (8*24=192) Meat Golem #9 stunned.
ID #225212 | BD:3+7=10 (hit).  DMG (8*24=192) Meat Golem #10 stunned.
ID #225213 | BD:9 (cit).  DMG (8*24=192) Meat Golem #11 stunned.
ID #225214 | BD:9 (crit).  DMG (8*24=192) Meat Golem #12 stunned.

Note: ignoring hate, crits & DoTs because they don’t matter.

Meat Golem #9: HP: 360/552 | DMG 192 | STUNNED (552-192)
Meat Golem #10: HP: 360/552 | DMG 192 | STUNNED (552-192)
Meat Golem #11: HP: 360/552 | DMG 192 | STUNNED (552-192)
Meat Golem #12: HP: 360/552 | DMG 192 | STUNNED (552-192)

 

Edited by Freyd
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Savaging the forward ranks, Freyd finally broke though the enemy's lines.  Free to roam freely, what first began as an awkward trap become a massacre.  The poor meats were having to face death a second time, though it wasn't like they'd really left him much choice.  Nor could he allow them to venture from this place and possibly endanger the populace of Glyndebourne.  That place had enough issues already.  It also reminded him to check these mobs for any red thread influence.  Seeing none, and having found no trace of it on or in the Ripper, he resigned himself to the fact that this was a gut-wrenching sidebar quest or field boss.  Every floor seemed to have one, and it only made sense that he'd stumble right into the thing's nest.  At least he could cross it off the list for future tracking purposes.  Maybe it might even have a neat drop, if he could wade through the last of its minions to collect it.

***

Spoiler

Freyd regains +4 EN

Post Action | AoE-I (x15, 11 EN, +2 Shift, +2/hit): 21 EN - (Rested 1/2; Stamina) = 18 EN.  
Free Action | None

Freyd | HP: 1357/1357 | EN: 83/156 (97+4-18) | DMG: 24 | MIT:123 | ACC: 7 (inc. AA) | F-SPIRIT | EVA:4 | BH:75 | TRLBLD | FRSTBT 40 | LD:12 | PROSP: 12 | QTY: 2 |DOTE: 2/3 | PROB:36 | Bloodclot

ID #225217 | BD:8 (crit).  DMG (15*24=360) Meat Golem #9 dead.
ID #225218 | BD:8 (crit).  DMG (15*24=360) Meat Golem #10 dead.
ID #225219 | BD:1+7=8 (hit).  DMG (15*24=360) Meat Golem #11 dead.
ID #225220 | BD:3+7=10 (hit).  DMG (15*24=360) Meat Golem #12 dead.

Note: ignoring hate, crits & DoTs because they don’t matter.

Meat Golem #9: HP: 0/552 | DMG 192 (360-360)
Meat Golem #10: HP: 0/552 | DMG 192 (360-360)
Meat Golem #11: HP: 0/552 | DMG 192 (360-360)
Meat Golem #12: HP: 0/552 | DMG 192 (360-360)

Loot Meat Golem 9: ID #225253 | LD: 4+12+1=17 | CD: 3+2=5
+2 materials (+2 CD odd)
9,853 col (HP[552]*17 - incl. +2 LD even, +12 Prosperity, +5% Col Deposit)
T4 Rare Consumable 225253a
T4 Rare Armor/Shield 225253b

Loot Meat Golem 10: ID #225254 | LD: 2+12+1=15 | CD: 7+2=9
+2 materials (+2 CD odd)
11,012 col (HP[552]*19 - incl. +2 LD even, +2 from roll, +12 Prosperity, +5% Col Deposit)
T4 Rare Armor/Shield 225254

Loot Meat Golem 11: ID #225255 | LD: 12+12+1=25 | CD: 6+2=8
15,069 col (HP[552]*26 - incl. +4 CD/LD even, +7 from roll, +12 Prosperity, +5% Col Deposit)
T4 Perfect Weapon 225255a
T4 Perfect Weapon 225255b
T4 Perfect Weapon 225255c

Loot Meat Golem 12: ID #225256 | LD: 11+12+1+1=25 | CD: 4+2=6 - Multipurpose applied
+2 materials (+2 LD odd)
13,910 col (HP[552]*24 - incl. +2 CD even, +7 from roll, +12 Prosperity, +5% Col Deposit)
T4 Perfect Weapon 225256a
T4 Perfect Weapon 225256b
T4 Perfect Weapon 225256c

Edited by Freyd
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With half the mooks dead, and the balance being little more than mindless automatons, Freyd managed to maneuver them around the battlefield isolating groups for separate focus.  All that remained was culling them one by one.  The latest batch were hemmed in by a series of mangled cages where their progenitors were likely kept before being reduced to their present state.  Reddish metal, part rust, but mostly blood, marred the pocked and pitted surface, as if acid had been sprayed upon them from the outside... probably to melt the skin.  Eww.

Tricking the golems into reaching for him through the opening was easy.  A quick joint lock, twist and snap, repeated a dozen times over.  Within a minute the entire group had been disassembled, largely by their own hand. Wonk. Wonk.

It was really getting painful, but at least progress was visible and an achievable end in sight.  Freyd's mind was already turning towards how best to address everything he'd encountered on the unexpectedly dark and dangerous floor.

***

Spoiler

Freyd regains +4 EN

Post Action | TECH-F (x8, 8 EN, +2/hit): 16 EN - (Rested 2/2; Stamina) = 13 EN.  
Free Action | None

Freyd | HP: 1357/1357 | EN: 74/156 (83+4-13) | DMG: 24 | MIT:123 | ACC: 7 (inc. AA) | F-SPIRIT | EVA:4 | BH:75 | TRLBLD | FRSTBT 40 | LD:12 | PROSP: 12 | QTY: 2 |DOTE: 2/3 | PROB:36 | Bloodclot

ID #225221 | BD:7+7=14 (hit).  DMG (8*24=192) Meat Golem #13 stunned.
ID #225222 | BD:9 (crit).  DMG (8*24=192) Meat Golem #14 stunned.
ID #225223 | BD:6+7=13 (hit).  DMG (8*24=192) Meat Golem #15 stunned.
ID #225224 | BD:2+7=9 (hit).  DMG (8*24=192) Meat Golem #16 stunned.

Note: ignoring hate, crits & DoTs because they don’t matter.

Meat Golem #13: HP: 360/552 | DMG 192 | STUNNED (552-192)
Meat Golem #14: HP: 360/552 | DMG 192 | STUNNED (552-192)
Meat Golem #15: HP: 360/552 | DMG 192 | STUNNED (552-192)
Meat Golem #16: HP: 360/552 | DMG 192 | STUNNED (552-192)

 

Edited by Freyd
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If Ojib'we - or Owij'be, or whatever the thing's name was supposed to have been -  was indeed the labyrinth guardian, and the Midnight Ripper was its field boss, what did that make Magistrate Aldenbrook?He'd never found any indication of a quest in his UI for any of them, though his current bout might require final clearing of his remaining foes to declare itself.  Cardinal could be a weird-ass cranky pants about these things sometimes.

The last of the caged meat fell apart, its bits and bobs having stuck themselves into inappropriate openings and paid the price.  Glory to the fallen, etc., or some such. Freyd had already moved on to one of the two remaining groups.  This one had wandered into the site's low point and so slathered itself in slick much that it could hardly move.  Lubricated to the extreme, it was actually tough to land a proper strike on the mobs.

***

Spoiler

Freyd regains +4 EN

Post Action | AoE-I (x15, 11 EN, +2 Shift, +2/hit): 21 EN - (Rested 1/2; Stamina) = 18 EN.  
Free Action | None

Freyd | HP: 1357/1357 | EN: 51/156 (60+4-13) | DMG: 24 | MIT:123 | ACC: 7 (inc. AA) | F-SPIRIT | EVA:4 | BH:75 | TRLBLD | FRSTBT 40 | LD:12 | PROSP: 12 | QTY: 2 |DOTE: 2/3 | PROB:36 | Bloodclot

ID #225225 | BD:3+7=10 (hit).  DMG (15*24=360) Meat Golem #13 dead.
ID #225226 | BD:2+7=9 (hit).  DMG (15*24=360) Meat Golem #14 dead.
ID #225227 | BD:2+7=9 (hit).  DMG (15*24=360) Meat Golem #15 dead.
ID #225228 | BD:4+7=11 (hit).  DMG (15*24=360) Meat Golem #16 dead.

Note: ignoring hate, crits & DoTs because they don’t matter.

Meat Golem #13: HP: 0/552 | DMG 192 (360-360)
Meat Golem #14: HP: 0/552 | DMG 192 (360-360)
Meat Golem #15: HP: 0/552 | DMG 192 (360-360)
Meat Golem #16: HP: 0/552 | DMG 192 (360-360)
 

Loot Meat Golem 13: ID #225257 | LD: 13+12+1=26 | CD: 2+2=4
+2 materials (+2 LD odd)
9,853 col (HP[552]*17 - incl. +2 CD even, +12 Prosperity, +5% Col Deposit)
T4 Perfect Consumable 225257a
T4 Perfect Consumable 225257b
T4 Perfect Armor/Shield 225257c
T4 Perfect Armor/Shield 225257d

Loot Meat Golem 14: ID #225258 | LD: 19+12+1=32 | CD: 12+2=14
+2 materials (+2 LD odd)
9,853 col (HP[552]*17 - incl. +2 CD even, +12 Prosperity, +5% Col Deposit)
Gleaming Scale x1
Random Dungeon Map 225258

Loot Meat Golem 15: ID #225259 | LD: 5+12+1=18 | CD: 9+2=11
+4 materials (+4 CD/LD odd)
8,694 col (HP[552]*18 - incl. +3 from roll, +12 Prosperity, +5% Col Deposit)
T4 Rare Trinket 225259

Loot Meat Golem 16: ID #225260 | LD: 11+12+1=24 | CD: 4+2=6
+2 materials (+2 LD odd)
9,853 col (HP[552]*17 - incl. +2 CD even, +12 Prosperity, +5% Col Deposit)
T4 Perfect Armor/Shield 225260a
T4 Perfect Weapon 225260b
T4 Perfect Weapon 225260c

Edited by Freyd
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With a little inginuity, Freyd rigged one of the overhead pulleys to a platform that could bear his weight, releasing the large metal bucket that had previously been attached, which promptly fell onto a solitary stone outcrop with a resounding *DONG*.

Closing his eyes and shaking his head, Freyd swung over top of the mired meat puppets, using his momentum to provide the needed extra force to make them really feel the full force of his thrusted fists and kicks.  Too dazed to effectively resist, the mobs were left to flail aimlessly as he passed, taking a slow but steady beating until all slumped forward in a stupor.

A series of chains and meat hooks left nearby could then be used to haul each mob out, one at a time, and promptly pummel it until it popped.  Dragging them out also tended to wipe off the worst of the much, depriving them of their unexpected protection.

***

Spoiler

Freyd regains +4 EN

Post Action | TECH-F (x8, 8 EN, +2/hit): 16 EN - (Rested 2/2; Stamina) = 13 EN.  
Free Action | None

Freyd | HP: 1357/1357 | EN: 51/156 (60+4-13) | DMG: 24 | MIT:123 | ACC: 7 (inc. AA) | F-SPIRIT | EVA:4 | BH:75 | TRLBLD | FRSTBT 40 | LD:12 | PROSP: 12 | QTY: 2 |DOTE: 2/3 | PROB:36 | Bloodclot

ID #225229 | BD:6+7=13 (hit).  DMG (8*24=192) Meat Golem #17 stunned.
ID #225230 | BD:10 (crit).  DMG (8*24=192) Meat Golem #18 stunned.
ID #225231 | BD:3+7=10 (hit).  DMG (8*24=192) Meat Golem #19 stunned.
ID #225232| BD:1+7=8 (hit).  DMG (8*24=192) Meat Golem #20 stunned.

Note: ignoring hate, crits & DoTs because they don’t matter.

Meat Golem #17: HP: 360/552 | DMG 192 | STUNNED (552-192)
Meat Golem #18: HP: 360/552 | DMG 192 | STUNNED (552-192)
Meat Golem #19: HP: 360/552 | DMG 192 | STUNNED (552-192)
Meat Golem #20: HP: 360/552 | DMG 192 | STUNNED (552-192)

 

Edited by Freyd
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