@captainawesome: I already summoned the terror silverfish in zerg territory, and the zerg killed it.
Speaking of zerg and silverfish, the zergfish turn into 99% damaged CCs, causing nearby SCVs to come up and repair it. however, the zergfish pop back out and kill all enemy SCVs. Drones burrow in random locations around the map.
If you're doing it right fseftr, it should eliminate the Silverfish block as well. I encase the silverfish block in a shield, causing Captain Awesome to stop summoning it. Since I can project my shields and projectiles anywhere, it does go around the block, and breaks it, causing the terror silverfish to be unable to spawn. If it does spawn, it's life is being slowly drained by the shield crushing it.
Captain Awesome, you need to stop. I'm not even enjoying this thread anymore because of you. I was tempted to not post this.
Rollback Post to RevisionRollBack
"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
The godmodder suddenly jumps off a giant cliff, randomly punching himself. when he hits the bottom, he flies back up and starts drinking potions of harming. feel free to beat him up while I hack him to make him beat himself up.
@captainawesome: I already summoned the terror silverfish in zerg territory, and the zerg killed it.
Speaking of zerg and silverfish, the zergfish turn into 99% damaged CCs, causing nearby SCVs to come up and repair it. however, the zergfish pop back out and kill all enemy SCVs. Drones burrow in random locations around the map.
If you're doing it right fseftr, it should eliminate the Silverfish block as well. I encase the silverfish block in a shield, causing Captain Awesome to stop summoning it. Since I can project my shields and projectiles anywhere, it does go around the block, and breaks it, causing the terror silverfish to be unable to spawn. If it does spawn, it's life is being slowly drained by the shield crushing it.
Captain Awesome, you need to stop. I'm not even enjoying this thread anymore because of you. I was tempted to not post this.
There appears to have been a HUGE spamfest going on while I was gone, so a very large portion of the posts have not been quoted. If you get into a "fight" with another player, please become aware of the fact that you are spamming an stop.
The red lines in the relic fade as it relises that its allies are taking a beating. So it shifts to healing mode! The sky army is surrounded in a purifying mist. (Soothing waters on sky army)
4 earth charges; 1 water charge
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
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.
Hacking Godmodders Systems...2/5
I throw another nuke directly at the godmodder and he cant reflect it or dodge it or anything and he dies in the explosion. right before it explodes I make everyone who isnt on the godmodders side Nuke-Proof.
The godmodder INTERCEPTS it with his own missile defense 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
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 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.
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.
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.
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.
+5000 health to the l9 sentry, relic filled with water charges!
Herobrine, being both evil AND anti-godmodder, is healed by both lava AND water. His strength is now tripled, and he has decided that he doesn't like you. Your days are numbered, and the number's small.
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.
Being Dr. Fate and having the powers of flight, I am not touched by the lava. The relic starts to get worn down by the lava, causing it to take damage. My shields are still in place, stopping the lava from touching the l9 sentry and Relic, so they take no damage.
I use the relic's soothing waters on the prozerg army.
The zergfish use their ability to look like a building to hide in the terran base. when the terrans leave for a final push, they transform back and trash up the terran base. this cannot be countered because no terran expects it, and detectors see them as usual buildings (the only way to detect them is to hit them, but no sane terran would hit his own building). the supply loss renders the main army vulnerable.
+5000 health to the prozerg army, and the zergfish happened to transform into the bunkers at the edge of the base. They were salvaged...
Herobrine, straight from the [strikethrough] underworld [/strikethrough] Nether, summons his minions to attack Captain awesome. Captain is now surrounded by zombie pigmen and wither skeletons on the sides, ghasts and blazes above him, and a Wither coming directly at him. Then, he hears the sound of pistons and a drop to [strikethrough] lava [/strikethrough] the void opens up underneath him. By the way, I do </gamemode BeastofAwesome 2> so he can't fly or even break any blocks.
@Captian: I know I cannot kill you, I've been trying to disable you with the flood, quake, and logic. I now know that wont work because by the time an update comes you have already done your next action.
@Crusher: If you do use the relic, please copy the chart and everything in the spoiler into your post, it makes it easier for TT2000 and other people reading it. I would also recommend to use your actions on something else as the prozerg army is not at all competent.
The relic uses another soothing waters on itself. ...........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
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.
@captainawesome: I already summoned the terror silverfish in zerg territory, and the zerg killed it.
Speaking of zerg and silverfish, the zergfish turn into 99% damaged CCs, causing nearby SCVs to come up and repair it. however, the zergfish pop back out and kill all enemy SCVs. Drones burrow in random locations around the map.
If you're doing it right fseftr, it should eliminate the Silverfish block as well. I encase the silverfish block in a shield, causing Captain Awesome to stop summoning it. Since I can project my shields and projectiles anywhere, it does go around the block, and breaks it, causing the terror silverfish to be unable to spawn. If it does spawn, it's life is being slowly drained by the shield crushing it.
Captain Awesome, you need to stop. I'm not even enjoying this thread anymore because of you. I was tempted to not post this.
It is best to ignore spammers. Feeding them tends to make it worse.
The godmodder suddenly jumps off a giant cliff, randomly punching himself. when he hits the bottom, he flies back up and starts drinking potions of harming. feel free to beat him up while I hack him to make him beat himself up.
The godmodder, although temporarily locked out of his own computer by you, gets back in on another computer and uses a hack so that both of you control his character. This causes the godmodder to be completely immobile due to the conflicting controls. The firewall will kick you out after 8 turns, but until then, you have completely disabled the godmodder!
I use a relaxation beam on ALL posters, stopping their stupid fights.
10/15 built
It(hopefully) works!
Steve is killed by the terror enderman, the terror blaze recovers from stun, while the other 4 terrors attack and destroy the sky army completely. The l9 sentry attacks the ghast for 8000 damage. The terran army rushes into the prozerg base, winning engagement after engagement with the small remains of the defenses. The troops finishing from the buildings come out scattered and few, and the buildings are destroyed before they can produce more. The last of the prozerg gather in the back of the base as the terrans close in from all sides, ready for a last stand... 15000 damage to the prozerg army, 3000 to the terran army!
Large bacon acidic creepy dummy: 15/20
Mystery gate: 819500/1000000(neutral)(being destroyed by herobrine, -5000 health per turn)
I thank MadScientist, and keep crushing the Silverfish block. I also proceed to attack the Mystery Gate, using each and every one of my elemental powers.
EDIT:: I enjoy that TT2000 did not quote Captain "Awesome" at all...
EDIT 2:: Well, it seems that either TT2000 isn't bothering to do anything with us, or he's taking a crap-load of time to set this up...
"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
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.
It's covered in pure bedrock..
7/25
You can't destroy him before he spawns, you know.
I toss steve an enchanted diamond pick and tell him to mine the silverfish block
The OP will be the judge of that
8/25
I ground pound the silverfish block
9/25
I use tricks to break bedrock: sapling, minecart cactus, etc.
10/25
Speaking of zerg and silverfish, the zergfish turn into 99% damaged CCs, causing nearby SCVs to come up and repair it. however, the zergfish pop back out and kill all enemy SCVs. Drones burrow in random locations around the map.
23/50
Captain Awesome, you need to stop. I'm not even enjoying this thread anymore because of you. I was tempted to not post this.
"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
"AC-130 Spectre now in your airspace. Ready to fire, mark your targets."
AC-130 Spectre health: 125,000
I mark the Godmodder as a target
"Target confirmed, firing now."
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
The godmodder suddenly jumps off a giant cliff, randomly punching himself. when he hits the bottom, he flies back up and starts drinking potions of harming. feel free to beat him up while I hack him to make him beat himself up.
If you're doing it right fseftr, it should eliminate the Silverfish block as well. I encase the silverfish block in a shield, causing Captain Awesome to stop summoning it. Since I can project my shields and projectiles anywhere, it does go around the block, and breaks it, causing the terror silverfish to be unable to spawn. If it does spawn, it's life is being slowly drained by the shield crushing it.
Captain Awesome, you need to stop. I'm not even enjoying this thread anymore because of you. I was tempted to not post this.
That's what makes it fun.
I throw captian awesome a note reading "ALL YOUR POSTS SHALL NOW BE DISREGARDED DUE TO STUPIDITY KTHXBYE"
The OP will decide that, as you are a petty fool.
11/25
The Godmodder rips Captain "Awesome"'s arms off and uses them to beat himself up.
10/15 built
TT2000, you are genius.
7000 damage to the mystery gate!
+5000 health to sky army!
The godmodder INTERCEPTS it with his own missile defense system.
+5000 health to sky army!
+5000 health to the l9 sentry!
+10000 health to the relic!
+5000 health to the l9 sentry, relic filled with water charges!
1000 damage to all terrors!
+5000 health to the relic!
4000 damage to the relic!
+5000 health to the prozerg army, and the zergfish happened to transform into the bunkers at the edge of the base. They were salvaged...
+5000 health to the relic!
It is best to ignore spammers. Feeding them tends to make it worse.
The godmodder, although temporarily locked out of his own computer by you, gets back in on another computer and uses a hack so that both of you control his character. This causes the godmodder to be completely immobile due to the conflicting controls. The firewall will kick you out after 8 turns, but until then, you have completely disabled the godmodder!
It(hopefully) works!
Steve is killed by the terror enderman, the terror blaze recovers from stun, while the other 4 terrors attack and destroy the sky army completely. The l9 sentry attacks the ghast for 8000 damage. The terran army rushes into the prozerg base, winning engagement after engagement with the small remains of the defenses. The troops finishing from the buildings come out scattered and few, and the buildings are destroyed before they can produce more. The last of the prozerg gather in the back of the base as the terrans close in from all sides, ready for a last stand... 15000 damage to the prozerg army, 3000 to the terran army!
Large bacon acidic creepy dummy: 15/20
Mystery gate: 819500/1000000(neutral)(being destroyed by herobrine, -5000 health per turn)
Steve: 10/10(anti-godmodder)(respawn ability)(at fist level)
Terror blaze: 65500/150000(bodyguard)
Terror enderman: 130500/250000(bodyguard)(burned, -1000 health per turn for 2 more turns)
Terror wither skeleton: 37500/80000
Terror Zombie Pigman: 62500/100000(bodyguard)
Terror Ghast: 145000/250000(total boss)
Terror magma cube: 37000/94000
Relic: 97750/150000(anti-godmodder)(full of earth charges)(+500 health per turn for 2 more turns)
Level 9 sentry: 84500/122700(anti-godmodder)(+500 health per turn for 2 more turns)
Terran army: 141000/165000
Prozerg army: 5250/100000(anti-godmodder)(+250 health per turn for 2 more turns)
Godmodder HP: 23/80(disabled for 7 more turns!)
Check out my bad CTM map reviews here.
EDIT:: I enjoy that TT2000 did not quote Captain "Awesome" at all...
EDIT 2:: Well, it seems that either TT2000 isn't bothering to do anything with us, or he's taking a crap-load of time to set this up...
"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