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[SP-F09] Dust to Dust


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Posted (edited)

He decided to open up with a stun again, given the success of his last time trying the same. Pinball charged forward. Fire flew through the air, humming past his ears and exploding in miniature blasts of flame behind him. He closed the distance quickly, despite the danger. He leapt through the air, this time daring a melee attack. With knives in both hands, he'd dig deep and cut across the phoenix's body, causing him to spin through the air and eventually land unbalanced on his feet behind the phoenix. If he had failed his attack, he could have very easily been punished for such a clumsily executed maneuver. But luckily, he hadn't. The phoenix suddenly found its body too heavy to support, or perhaps it was simply too disoriented to keep itself aloft. It fell to the earth, gripped by Pinball's stun effect. Pinball took the opportunity to reorient himself. It had worked, hadn't it? 

***

Action Taken: {Well Rested} [TECH-A] [-10 EN] 
ID#227005 BD: 7 MD: 2 (Stunned) - 20+8= 28*16= 448-50= 398 DMG

Pinball | HP: 400/400 | EN: 58/68 | DMG: 20 | ACC:6 | EVA:5 | BH:22 | LD:8 | HLY: 8 | FLN: 8 | Phase 

Phoenix | HP: 577/975 | MIT:50 | DMG:90 | ACC:2 | EVA:2 {STUNNED}
Abilities:

  • Ashborn | Upon dropping to 0 HP, the Phoenix’ health will go back to 225, and its DMG will be boosted to 110. This can only happen once per battle.
  • Inferno| On an MD 9-10, the Phoenix will rain fire onto its opponents, hitting the Player with the highest hate for 150 mitigatable DMG and applying T2 Burn to the entire party.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 2. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 will still have T1 stats.
Edited by Pinball
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The Field Boss had begun to recover, and Pinball needed to seize this opportunity attack as soon as possible. He stayed his distance this time, now somewhat worried he'd mess up and flub in melee, throwing his knives at the bird while it was recovering and getting back to its feet. The knives glowed a brilliant gold as they streaked through the air, and Pinball knew that the Holy effect had been triggered. It dealt massive damage, putting the boss insanely low -- but it didn't quite finish the job. So far, Pinball realized that Hellfire and his Astral Blades were about neck in neck in terms of damage -- but the Astral Blade was far ahead in efficiency. Why would he waste all that energy on a sneak attack and applying DoTs if he could just do the same damage in raw burst? There was also another fact to consider: Astral Blade was an unfinished weapon, with a useless slot on it. If he had another slot of Fallen or Holy on it, Pinball thought that he could have very easily finished the job there. Or at least there'd be a chance to. It didn't matter. The fight was still on, and the phoenix was back in the air. 

*** 

Action Taken: {Well Rested} [TECH-D] [-9 EN] 
ID#227006 BD: 6 MD: 5 - 20+8*16= 448-30= 418 DMG 

Pinball | HP: 400/400 | EN: 51/68 | DMG: 20 | ACC:6 | EVA:5 | BH:22 | LD:8 | HLY: 8 | FLN: 8 | Phase

Phoenix | HP: 159/975 | MIT:30 (-20) | DMG:90 | ACC:2 | EVA:2 [Shatter: 1/3] 
Abilities:

  • Ashborn | Upon dropping to 0 HP, the Phoenix’ health will go back to 225, and its DMG will be boosted to 110. This can only happen once per battle.
  • Inferno| On an MD 9-10, the Phoenix will rain fire onto its opponents, hitting the Player with the highest hate for 150 mitigatable DMG and applying T2 Burn to the entire party.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 2. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 will still have T1 stats.
Edited by Pinball
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Pinball stayed his distance. The phoenix attempted more fly by attacks, but Pinball dodged and weaved, until he realized that the phoenix was almost exclusively going for those attacks. Pinball had an idea. He waited patiently for the phoenix to approach, standing his ground. He only needed one more attack anyhow -- and when the phoenix was practically right in his face, Pinball let his attack fly. 

And then the unthinkable happened. 

Instead of turning into a clowd of ash, the phoenix exploded. At point blank range. The blast took Pinball completely off his feet and sent him sprawling. The phoenix was down, out, vanished, a pile of ash. Pinball weakly pushed himself to his feet, unsteady and shocked he'd been hit at all. It was certainly a rare thing. Pinball looked at his health. It was a little below half. He immediately regretted getting rid of Emergency Recovery. There was also the fact he was under the Burn effect too, and it was practically cancelling out his Battle Healing. Pinball grimaced. With practiced fingers he retrieved a healing crystal and cracked it. His health bar jumped a little, but it didn't do much to assuage his fears. 

One more hit like that, and... 

***
Action Taken: {Well Rested} [TECH-D] [-9 EN] 
ID#227007 BD: 6 MD: 10 - 20+8*16= 448-10= 438 DMG to Phoenix || 110+150 DMG to Pinball 
Free Action: Using Lacrimosa - +60 HP 

Pinball | HP: 200/400 | EN: 44/68 | DMG: 20 | ACC:6 | EVA:5 | BH:22 | LD:8 | HLY: 8 | FLN: 8 | Phase [[Squeaky Clean] 21 BRN: 0/2] 

Phoenix | HP: 225/975 | MIT:10 (-20, -20) | DMG:90 | ACC:2 | EVA:2 {Ashborn} [Shatter: 2/3] 
Abilities:

  • Ashborn | Upon dropping to 0 HP, the Phoenix’ health will go back to 225, and its DMG will be boosted to 110. This can only happen once per battle.
  • Inferno| On an MD 9-10, the Phoenix will rain fire onto its opponents, hitting the Player with the highest hate for 150 mitigatable DMG and applying T2 Burn to the entire party.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 2. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 will still have T1 stats.
Edited by Pinball
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Well, he wouldn't have to worry about it. Pinball put a safe amount of distance between them again, and like every time before, waited patiently for the phoenix to respawn. That perfect window of opportunity was there, and he wouldn't mess up... there was a split second where Pinball worried that something unplanned would happen a second time. Maybe the ground beneath him would just open up and douse him in flame, or multiple copies of the phoenix would descend from the heavens to burn his unfortunate form to a crisp. But that wasn't the case. Just as the last two times he'd fought him, he let his knives fly at the perfect moment, and just like the last two times he'd fought him, the phoenix exploded into a cloud of light. Pinball breathed easy. His health was at about half now, and the burn was still canceling his healing. 

But it was over now, and he'd gotten exactly what he'd came for. 

It was as good a time to call it as any. 

***

Action Taken: [TECH-D] [-9 EN] 
ID#227008 BD: 4+6= 10 MD: Dead - 20*16= 320 DMG 

Pinball | HP: 201/400 | EN: 37/68 | DMG: 20 | ACC:6 | EVA:5 | BH:22 | LD:8 | HLY: 8 | FLN: 8 | Phase [[Squeaky Clean] 21 BRN: 1/2] 

Phoenix | HP: 0/975 | MIT:10 (-20, -20, -20) | DMG:110 | ACC:2 | EVA:2 {ASHBORN} [Shatter: 3/3]
Abilities:

  • Ashborn | Upon dropping to 0 HP, the Phoenix’ health will go back to 225, and its DMG will be boosted to 110. This can only happen once per battle.
  • Inferno| On an MD 9-10, the Phoenix will rain fire onto its opponents, hitting the Player with the highest hate for 150 mitigatable DMG and applying T2 Burn to the entire party.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 2. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 will still have T1 stats.
Edited by Pinball
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It was finally time to leave. The burn damage subsided, and his health began to heal slowly but surely. Pinball let out a breath of relief. He finally had them. The three Hellstorms that the Phoenix had dropped would help him a lot in the future, he was sure of it. He was gearing up for a massive hunt. He was low on col, and had a desire to gather as many Demonic Shards and Gleaming Scales as he could - but he wanted to make sure that he did it as efficiently as possible. The Hellstorm would help make sure he could take out a mob in a single hit. Pinball nodded, let his health heal up a bit more, and continued onwards. 

As he left, he thought he caught a glimpse of something along the clifface -- some slight indentation he thought led to a cave, but upon further inspection, he found nothing. Weird. Setting the thought aside, he continued home. He would investigate further, but he thought that he wanted to get off the floor as soon as humanly possible. 

The 9th Floor absolutely sucks. 

*** 

Searching for Dungeon: ID#227049 LD: 6+8= 14 (Fail) 
should have had that ld cloak ready. woops. 

Edited by Pinball
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<<THREAD SUMMARY>> 

Pinball Receives:
Pinball | [Word Count: 4284/10 = 428.4] * [True Tier: 8] * [Group Factor: 1] = 3427 EXP + 240+240+240 (T2 Field Boss Bonus EXP) +1,600 EXP (Yui's Grace) = 5,747 EXP
 Laurel Wreath: 514 col

x3 Hellstorm:  (T2/Consumable/Single Use); Apply an additional (20*Player's Tier) unmitigated damage to every attack for a single thread.

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