The relic has an energy system that can be represented visually like this: .........Air ..........| ..........| ..........| Fire------+------Water ..........| ..........| ..........| ........Earth
Each time the relic gains a charge of any kind of energy, it moves closer to that energy. For example, if it gains an air charge, the bar moves away from earth and to air, however, any fire/water energy will not be affected. Once it hits three charges for a element, it will gain special effects. If that was confusing, here is an example. If the relic gains two air charges and two water charges, the bars will look like this: .........Air ..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Now if it gains an air charge and a fire charge the bars will look like this: .........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth Now the relic gains effects from being full on air charges. Notice that the fire charge counteracted one of the two water charges. It can also be full on two different kinds of energy at the same time and gain effects from both. (EG: If the relic gained two water charges right now it would gain effects from both water and air, or you can call it mist if you prefer.)
Some of the relic's attacks
Fire Beam: Deals a medium amount of damage to one enemy. Has a 1/3 chance to deal 500 damage per turn for 3 turns, this damage stacks with other burning effects. Generates 1 fire charge.
Lightning Lance: Deals a medium amount of damage to one enemy. It also gives one ally the empowered effect, causing their next attack to be 10% more effective. Generates 1 air charge
Soothing Waters: Heals one ally for a low amount of health and causes them to gain 250 health per turn for 3 turns. This effects stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 health per turn. Generates 1 water charge.
Tremor: Deals a low amount of damage to 3 enemies. Generates 1 earth charge.
Im not sure exactly how much damage they should deal, but based on other attacks, low damage would be around 1000-2500, and medium damage should be around 4000-8000.
Relic's elemental bonuses:
The relic gains these bonuses when it is full on that type of energy. (now takes 4 charges rather than 3) All of these effects can only occur once per attack.
Twin Fires: When the relic has 4 fire charges, any attack from the relic gains a 1/3 chance of dealing 500 damage per turn for 3 turns if the attack didn't already, this damage stacks with other burning effects. If the relic hits an enemy taking burning damage, another enemy instantly takes damage equal to the amount the first enemy will take at the end of the turn.
Grace of Air: When the relic has 4 air charges, any attack from the relic will also give an ally the empowered effect. (next attack is 10% more effective)
Tranquil Waters: When the relic has 4 water charges, any attack from the relic will also heal an ally for 250 per turn for 3 turns. This effect stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 hp per turn.
Thundering Earth: When the relic has 4 earth charges, any attack from the relic will also deal a low amount of damage to another enemy.
More of the relic's attacks
These attacks are the relic's most powerful. Each one costs 4 charges of its corresponding energy type. After the attack, that energy type then drops to 0 charges.
Super Nova: Costs 4 fire charges to use. Deals a high amount of damage to one enemy and deals 1000 damage per turn for 3 turns. This damage stacks with other burning effects. It also deals 500 damage per turn for 3 turns to 3 other enemies. And again, this damage stacks with other burning effects.
Thundering Tempest: Costs 4 air charges to use. Summons a violent, un-attackable storm that lasts for 3 turns. Each turn, the storm will hit an enemy with a thunder bolt and deal a medium amount of damage. Each turn an ally gains +20% damage to their next attack. On the final turn, in addition to the thunder bolt, the storm will fling one enemy into the sky, causing them to be unable to attack for the next round and causing them to take a medium amount of damage when they land.
Flood: Costs 4 water charges to use. All enemies take a low amount of damage and all allies are healed for a low amount of health. Two allies are healed for 250 health per turn for 3 turns, this effects stacks with other H.O.T. effects to a maximum of 1000 health per turn.
Armageddon: Costs 4 earth charges to use. All enemies take a low amount of damage. Three enemies fall into the earth and take medium damage, they also can only use ranged attacks for their next attack.
Note: Of corse, in the rare case that the relic actually hits the godmodder, all attacks will instead deal 1 or 2 damage.
You forgot that I had godmodder powers that you never removed from before-hand. I get the godmodder to let me in his bodyguard circle, and I deactivate your Roblox-gun thingy.
You forgot that I had godmodder powers that you never removed from before-hand. I get the godmodder to let me in his bodyguard circle, and I deactivate your Roblox-gun thingy.
IT IS A SWORD, MORAN.
I jump out of the way (I am a vampire ninja, so I am able to move almost 3 times the speed of light) land in the bodygaurd circle, and throw you off a cliff after using the bluster buster on you.
I jump out of the way (I am a vampire ninja, so I am able to move almost 3 times the speed of light) land in the bodygaurd circle, and throw you off a cliff after using the bluster buster on you.
But you forgot that I deactivated it, so it fizzles out, and a bodyguard eats you alive.
We need an update soon, or we will have too long of one.
Also, I prove to you, using my logic, that Einstien's correct theory states that nothing can move faster than the speed of light.
I bring up another shield around the relic, stopping it from taking a beating, and allowing it to attack without disruption. With that said, I use the powers of telekinesis to start to hold back the Terran army, keeping it from attacking for two turns. I use the Element of Ice to attack the Terror Blaze while it is stopped by the Anvil, doing exponential damage.
EDIT:: I believe that you guys are going somewhat off topic.
"Every game has a story, but only one is a legend." - Archaois, DeviantArt
"They say you must walk a mile in a man's shoes to understand him. After that, who cares? You have this man's shoes and you're a mile away!" - Unknown
Hacking godmodder's systems... 3/5
Captain Awesome, give up. the godmodder will betray you anyways, and you cant stop or delay my hacking of the godmodder's systems.
Hacking godmodder's systems... 3/5
Captain Awesome, give up. the godmodder will betray you anyways, and you cant stop or delay my hacking of the godmodder's systems.
The Meaning of Life, the Universe, and Everything.
Location:
Both here
Join Date:
1/5/2012
Posts:
245
Location:
and there at once.
Minecraft:
same as this one
Xbox:
Don't have one
PSN:
Don't want one
Member Details
I prepare my ultimate attack against you Captain, ignoring you!
Edit- WAIT!!! I think I found a hole in your logic. If MC logic applies (you said it did as your reason for flying), than the theory of relativity does not apply. (you can travel faster than light in MC, enderpearls, nether portals, /tp, ect) However you said that both apply but they contradict each other! what do you have to say about that?
The relic has an energy system that can be represented visually like this: .........Air ..........| ..........| ..........| Fire------+------Water ..........| ..........| ..........| ........Earth
Each time the relic gains a charge of any kind of energy, it moves closer to that energy. For example, if it gains an air charge, the bar moves away from earth and to air, however, any fire/water energy will not be affected. Once it hits three charges for a element, it will gain special effects. If that was confusing, here is an example. If the relic gains two air charges and two water charges, the bars will look like this: .........Air ..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Now if it gains an air charge and a fire charge the bars will look like this: .........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth Now the relic gains effects from being full on air charges. Notice that the fire charge counteracted one of the two water charges. It can also be full on two different kinds of energy at the same time and gain effects from both. (EG: If the relic gained two water charges right now it would gain effects from both water and air, or you can call it mist if you prefer.)
Some of the relic's attacks
Fire Beam: Deals a medium amount of damage to one enemy. Has a 1/3 chance to deal 500 damage per turn for 3 turns, this damage stacks with other burning effects. Generates 1 fire charge.
Lightning Lance: Deals a medium amount of damage to one enemy. It also gives one ally the empowered effect, causing their next attack to be 10% more effective. Generates 1 air charge
Soothing Waters: Heals one ally for a low amount of health and causes them to gain 250 health per turn for 3 turns. This effects stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 health per turn. Generates 1 water charge.
Tremor: Deals a low amount of damage to 3 enemies. Generates 1 earth charge.
Im not sure exactly how much damage they should deal, but based on other attacks, low damage would be around 1000-2500, and medium damage should be around 4000-8000.
Relic's elemental bonuses:
The relic gains these bonuses when it is full on that type of energy. (now takes 4 charges rather than 3) All of these effects can only occur once per attack.
Twin Fires: When the relic has 4 fire charges, any attack from the relic gains a 1/3 chance of dealing 500 damage per turn for 3 turns if the attack didn't already, this damage stacks with other burning effects. If the relic hits an enemy taking burning damage, another enemy instantly takes damage equal to the amount the first enemy will take at the end of the turn.
Grace of Air: When the relic has 4 air charges, any attack from the relic will also give an ally the empowered effect. (next attack is 10% more effective)
Tranquil Waters: When the relic has 4 water charges, any attack from the relic will also heal an ally for 250 per turn for 3 turns. This effect stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 hp per turn.
Thundering Earth: When the relic has 4 earth charges, any attack from the relic will also deal a low amount of damage to another enemy.
More of the relic's attacks
These attacks are the relic's most powerful. Each one costs 4 charges of its corresponding energy type. After the attack, that energy type then drops to 0 charges.
Super Nova: Costs 4 fire charges to use. Deals a high amount of damage to one enemy and deals 1000 damage per turn for 3 turns. This damage stacks with other burning effects. It also deals 500 damage per turn for 3 turns to 3 other enemies. And again, this damage stacks with other burning effects.
Thundering Tempest: Costs 4 air charges to use. Summons a violent, un-attackable storm that lasts for 3 turns. Each turn, the storm will hit an enemy with a thunder bolt and deal a medium amount of damage. Each turn an ally gains +20% damage to their next attack. On the final turn, in addition to the thunder bolt, the storm will fling one enemy into the sky, causing them to be unable to attack for the next round and causing them to take a medium amount of damage when they land.
Flood: Costs 4 water charges to use. All enemies take a low amount of damage and all allies are healed for a low amount of health. Two allies are healed for 250 health per turn for 3 turns, this effects stacks with other H.O.T. effects to a maximum of 1000 health per turn.
Armageddon: Costs 4 earth charges to use. All enemies take a low amount of damage. Three enemies fall into the earth and take medium damage, they also can only use ranged attacks for their next attack.
Note: Of corse, in the rare case that the relic actually hits the godmodder, all attacks will instead deal 1 or 2 damage.
The relic now heals the Level 9 sentry.
...........Air
............|
............|
............|
............|
Fire--------+--------Water
............|
............|
............|
............|
..........Earth
The Relic's Energy System
The relic has an energy system that can be represented visually like this:
.........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Each time the relic gains a charge of any kind of energy, it moves closer to that energy. For example, if it gains an air charge, the bar moves away from earth and to air, however, any fire/water energy will not be affected. Once it hits three charges for a element, it will gain special effects.
If that was confusing, here is an example.
If the relic gains two air charges and two water charges, the bars will look like this:
.........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Now if it gains an air charge and a fire charge the bars will look like this:
.........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Now the relic gains effects from being full on air charges. Notice that the fire charge counteracted one of the two water charges. It can also be full on two different kinds of energy at the same time and gain effects from both. (EG: If the relic gained two water charges right now it would gain effects from both water and air, or you can call it mist if you prefer.)
Some of the relic's attacks
Lightning Lance: Deals a medium amount of damage to one enemy. It also gives one ally the empowered effect, causing their next attack to be 10% more effective. Generates 1 air charge
Soothing Waters: Heals one ally for a low amount of health and causes them to gain 250 health per turn for 3 turns. This effects stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 health per turn. Generates 1 water charge.
Tremor: Deals a low amount of damage to 3 enemies. Generates 1 earth charge.
Im not sure exactly how much damage they should deal, but based on other attacks, low damage would be around 1000-2500, and medium damage should be around 4000-8000.
Relic's elemental bonuses:
The relic gains these bonuses when it is full on that type of energy. (now takes 4 charges rather than 3) All of these effects can only occur once per attack.
Twin Fires: When the relic has 4 fire charges, any attack from the relic gains a 1/3 chance of dealing 500 damage per turn for 3 turns if the attack didn't already, this damage stacks with other burning effects. If the relic hits an enemy taking burning damage, another enemy instantly takes damage equal to the amount the first enemy will take at the end of the turn.
Grace of Air: When the relic has 4 air charges, any attack from the relic will also give an ally the empowered effect. (next attack is 10% more effective)
Tranquil Waters: When the relic has 4 water charges, any attack from the relic will also heal an ally for 250 per turn for 3 turns. This effect stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 hp per turn.
Thundering Earth: When the relic has 4 earth charges, any attack from the relic will also deal a low amount of damage to another enemy.
More of the relic's attacks
These attacks are the relic's most powerful. Each one costs 4 charges of its corresponding energy type. After the attack, that energy type then drops to 0 charges.
Super Nova: Costs 4 fire charges to use. Deals a high amount of damage to one enemy and deals 1000 damage per turn for 3 turns. This damage stacks with other burning effects. It also deals 500 damage per turn for 3 turns to 3 other enemies. And again, this damage stacks with other burning effects.
Thundering Tempest: Costs 4 air charges to use. Summons a violent, un-attackable storm that lasts for 3 turns. Each turn, the storm will hit an enemy with a thunder bolt and deal a medium amount of damage. Each turn an ally gains +20% damage to their next attack. On the final turn, in addition to the thunder bolt, the storm will fling one enemy into the sky, causing them to be unable to attack for the next round and causing them to take a medium amount of damage when they land.
Flood: Costs 4 water charges to use. All enemies take a low amount of damage and all allies are healed for a low amount of health. Two allies are healed for 250 health per turn for 3 turns, this effects stacks with other H.O.T. effects to a maximum of 1000 health per turn.
Armageddon: Costs 4 earth charges to use. All enemies take a low amount of damage. Three enemies fall into the earth and take medium damage, they also can only use ranged attacks for their next attack.
Note: Of corse, in the rare case that the relic actually hits the godmodder, all attacks will instead deal 1 or 2 damage.
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
All my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
You forgot that I had godmodder powers that you never removed from before-hand. I get the godmodder to let me in his bodyguard circle, and I deactivate your Roblox-gun thingy.
this.
IT IS A SWORD, MORAN.
I jump out of the way (I am a vampire ninja, so I am able to move almost 3 times the speed of light) land in the bodygaurd circle, and throw you off a cliff after using the bluster buster on you.
But you forgot that I deactivated it, so it fizzles out, and a bodyguard eats you alive.
We need an update soon, or we will have too long of one.
Also, I prove to you, using my logic, that Einstien's correct theory states that nothing can move faster than the speed of light.
THIS IS A VIDEO GAME, LOGIC DOES NOT MATTER
Oh, and you called the bluster buster a gun when you deactivated it, so the deactivation was rendered invalid.
Oh, and when the bodygaurds come, I simply murder them all with my scythe.
EDIT:: I believe that you guys are going somewhat off topic.
"They say you must walk a mile in a man's shoes to understand him. After that, who cares? You have this man's shoes and you're a mile away!" - Unknown
Fire at terror blaze
Captain Awesome, give up. the godmodder will betray you anyways, and you cant stop or delay my hacking of the godmodder's systems.
This.
Edit- WAIT!!! I think I found a hole in your logic. If MC logic applies (you said it did as your reason for flying), than the theory of relativity does not apply. (you can travel faster than light in MC, enderpearls, nether portals, /tp, ect) However you said that both apply but they contradict each other! what do you have to say about that?
The relic continues to heal the level 9 sentry.
...........Air
............|
............|
............|
............|
Fire--------+--------Water
............|
............|
............|
............|
..........Earth
The Relic's Energy System
The relic has an energy system that can be represented visually like this:
.........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Each time the relic gains a charge of any kind of energy, it moves closer to that energy. For example, if it gains an air charge, the bar moves away from earth and to air, however, any fire/water energy will not be affected. Once it hits three charges for a element, it will gain special effects.
If that was confusing, here is an example.
If the relic gains two air charges and two water charges, the bars will look like this:
.........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Now if it gains an air charge and a fire charge the bars will look like this:
.........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Now the relic gains effects from being full on air charges. Notice that the fire charge counteracted one of the two water charges. It can also be full on two different kinds of energy at the same time and gain effects from both. (EG: If the relic gained two water charges right now it would gain effects from both water and air, or you can call it mist if you prefer.)
Some of the relic's attacks
Lightning Lance: Deals a medium amount of damage to one enemy. It also gives one ally the empowered effect, causing their next attack to be 10% more effective. Generates 1 air charge
Soothing Waters: Heals one ally for a low amount of health and causes them to gain 250 health per turn for 3 turns. This effects stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 health per turn. Generates 1 water charge.
Tremor: Deals a low amount of damage to 3 enemies. Generates 1 earth charge.
Im not sure exactly how much damage they should deal, but based on other attacks, low damage would be around 1000-2500, and medium damage should be around 4000-8000.
Relic's elemental bonuses:
The relic gains these bonuses when it is full on that type of energy. (now takes 4 charges rather than 3) All of these effects can only occur once per attack.
Twin Fires: When the relic has 4 fire charges, any attack from the relic gains a 1/3 chance of dealing 500 damage per turn for 3 turns if the attack didn't already, this damage stacks with other burning effects. If the relic hits an enemy taking burning damage, another enemy instantly takes damage equal to the amount the first enemy will take at the end of the turn.
Grace of Air: When the relic has 4 air charges, any attack from the relic will also give an ally the empowered effect. (next attack is 10% more effective)
Tranquil Waters: When the relic has 4 water charges, any attack from the relic will also heal an ally for 250 per turn for 3 turns. This effect stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 hp per turn.
Thundering Earth: When the relic has 4 earth charges, any attack from the relic will also deal a low amount of damage to another enemy.
More of the relic's attacks
These attacks are the relic's most powerful. Each one costs 4 charges of its corresponding energy type. After the attack, that energy type then drops to 0 charges.
Super Nova: Costs 4 fire charges to use. Deals a high amount of damage to one enemy and deals 1000 damage per turn for 3 turns. This damage stacks with other burning effects. It also deals 500 damage per turn for 3 turns to 3 other enemies. And again, this damage stacks with other burning effects.
Thundering Tempest: Costs 4 air charges to use. Summons a violent, un-attackable storm that lasts for 3 turns. Each turn, the storm will hit an enemy with a thunder bolt and deal a medium amount of damage. Each turn an ally gains +20% damage to their next attack. On the final turn, in addition to the thunder bolt, the storm will fling one enemy into the sky, causing them to be unable to attack for the next round and causing them to take a medium amount of damage when they land.
Flood: Costs 4 water charges to use. All enemies take a low amount of damage and all allies are healed for a low amount of health. Two allies are healed for 250 health per turn for 3 turns, this effects stacks with other H.O.T. effects to a maximum of 1000 health per turn.
Armageddon: Costs 4 earth charges to use. All enemies take a low amount of damage. Three enemies fall into the earth and take medium damage, they also can only use ranged attacks for their next attack.
Note: Of corse, in the rare case that the relic actually hits the godmodder, all attacks will instead deal 1 or 2 damage.
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
All my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
USE FLOOD USE FLOOD USE FLOOD USE FLOOD USE FLOOD USE FLOOD.
DO IT.