Celestine takes the Test of Essence

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The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Celestine takes the Test of Essence

Post by The Nottest of Daves »

Celestine begins the Test of Essence against a Totem of Life!
Name: 'Seventh Holy Imperial Challenge of Power: Test of Essence'
Location: Holy Imperial Bureau of Officiating: Nexus Branch
Client: The First Holy Empire

Prerequisites:
Level 20

Requirements:
Defeat a Level 21 or greater entity from the Enemy List, with said entity being an opponent that was not summoned, with no items equipped and no allies in a standard arena match

Description:
This is the seventh of twelve tasks required to obtain a Holy Imperial Seal of Power.

Reward:

Items-
1/12 Holy Imperial Seal of Power

Awards-
Has Completed the Task "Seventh Holy Imperial Challenge of Power: Test of Essence"
Totem of Life
Level 23
Golem, Magic
HP- 230,000
MP- 205,000
STR- 3,200
AGI- 3,060
CON- 3,500
MIN- 3,300
SPI- 3,450
XP- 0
Defense- 2,700
Defense against Stat Damage- 230
Critical Chance- 22%
Resilience- 25%
To Hit- 124%
Dodge- 15%
Resistances and Immunities- Absorbs Light, 50% Earth Resistance, 50% Air Resistance, 50% Fire Weakness, 50% Darkness Weakness, Immune to Pain, Confusion, Impaired, Poison, Diseased, and Stat Drain
Prime Attribute- Spirit
Constant Effects-
Immobile- Possessor does not possess the ability 'Switch Rows', Constant Effect
Abilities-
Heal- 50,000 Damage, Heals, Light & Air, 0 MP
Life Bolt- 20,000 Damage, Deals 1/10 Damage, Light or Magic, 0 MP
Radiate Life- Places a buff on caster that heals all of caster's allies for 50,000 HP at the start of each round, stacks 10 times on caster and in terms of effects on others, Earth & Light, 15,000 MP
Cure Status- Cures all minor negative status effects and one moderate negative status effect on target, Light & Magic or Light & Air, 15,000 MP
Radiate Vibrancy- Places a buff on caster that provides +20,000 HP to all of caster's allies at the start of each round, including caster, stacks 10 times on caster as the original buff and 40 times as the buff provided by the buff on each individual, Light & Air, 30,000 MP
Induce Regeneration- Inflicts Rejuvination, 1 hit against 20, Light & Air or Light & Magic, 15,000 MP
Celestine von Reuter, the Clockwork Fairy (The Nottest of Daves)
Level 39 BA Member
Clockwork, Technology
HP: 9,750
MP: 14,625
STR: 690 (10) +300
AGI: 390 (10)
CON: 390 (10)
MIN: 585 (15)
SPI: 665 (15) +80
XP- 121,411,035
XP Required- 820,000, Holy Imperial Seal of Power
Fame- 28


Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience

Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor

Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points

Fancy Frilled Edges- (Passive Ability, Evermason) Possessor's Charm infliction chances are increased by 30%

Adept Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Clockwork summon, Possessor's unmodified stats increase by 200 points if possessor is an Clockwork
Baroque Ornamentation- (Passive Ability, Gearwright) If possessor is a Golem or a Clockwork, possessor's Charm infliction chances are increased by 10%
Beautiful Ceramic Casing- (Passive Ability, Gearwright) If possessor is a Clockwork and possessor's current HP is equal to possessor's Max HP, possessor's Charm infliction chances are increased by 10%
Built with Steampunk Tech- (Passive Ability, Gearwright) Possessor gains +200 to all stats if possessor is a Clockwork
Clockwork Traits- (Passive Ability, Gearwright) Possessor gains Pain Immunity, Confusion Immunity (Exception- System Overload), Impaired Immunity, Poison Immunity, and Diseased Immunity (Exception- Diseased: Computer Virus) so long as possessor is a Clockwork
Clockwork Wonder- (Passive Ability, Gearwright) Possessor's actions may gain a 75% chance of inflicting Awestruck, Charm: Impressed, Charm, Invigorated, Invigorated: High Morale, or Stat Boost if possessor is a Clockwork
Gratuitously Steampunk- (Passive Ability, Gearwright) If possessor is a Clockwork or has a Steam element Clothing equipped, possessor gains +500 to all stats, and all of possessor's passive abilities whose name includes 'Steam' have the stat bonuses they provide to possessor (including those present on buffs they provide) by 200 points (to a max of 20,000 points across all abilities)
Masterpiece of Engineering- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor's unmodified stats are increased by 200 points
Offensively Vent Steam- (Passive Ability, Gearwright) Whenever possessor performs a 'Vent Steam' action, possessor may deal 5,000 Flat Fire & Air element Damage to up to 5 targets
Precise Clockwork Mind- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains Confusion Immunity
Stained-Glass Mechanized Dragonfly Wings- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +600 AGI, possessor gains +600 SPI, and possessor's chances of inflicting Charm are increased by 10%
Vent Scalding Steam- (Passive Ability, Gearwright) When possessor performs a 'Vent Steam' action, possessor may attach an effect to the Zone it creates that does not stack on the same Zone and stacks 2 times across all Zones that deals 30,000 Flat Air & Fire element Damage to each individual in it at the start of each round
Vent Steam- (Active Ability, Gearwright) Possessor may spend an action to create a Zone of Air & Fire & Water & Technology that lasts 2 rounds

Apprentice Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 500 points
Basic Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 50 points
Improved Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 5,000 points



MODIFIED STATS
HP: 267,250
MP: 167,125
STR: 1790
AGI: 1490
CON: 6490
MIN: 6685
SPI: 1765

Defense: 12,980

Quantities of Air element Damage dealt by possessor are increased by 5,550 points
Quantities of Fire element Damage dealt by possessor are increased by 5,550 points

Possessor's actions may gain a 115% chance of inflicting Charm.
If possessor is a Clockwork and possessor's current HP is equal to possessor's Max HP, possessor's Charm infliction chances are increased by 10%

Vent Steam: Possessor may spend an action to create a Zone of Air & Fire & Water & Technology that lasts 2 rounds
When possessor performs a 'Vent Steam' action, possessor may attach an effect to the Zone it creates that does not stack on the same Zone and stacks 2 times across all Zones that deals 30,000+11,100 Flat Air & Fire element Damage to each individual in it at the start of each round
Whenever possessor performs a 'Vent Steam' action, possessor may deal 5,000+11,100 Flat Fire & Air element Damage to up to 5 targets
Totem of Life goes first, but because of the damage formula effect order has a max-damage crit of 3*(((3,450*5)+20,000)/10) = 11,175 Light or Magic Damage vs Celestine's Defense of 12,980.

The Totem of Life has 50% Air Resistance, but 50% Fire Weakness, so all instances of damage below remain unmodified by Enemy Resistance.

Every turn, Celestine will use Vent Steam, attach the effect to the created zone (41,100 Flat Damage at the start of round, stacks twice across two zones), and deal the additional flat damage (16,100) to the Totem of Life. This action gains a 125% chance of inflicting Charm (115% if Celestine is somehow not at full health).

The Totem of Life cannot resist Charm of this magnitude, but it gets two 25% chances to escape at the start of each round once both stacks of Vent Scalding Steam exist. If it fails to escape the Charm, it is directed to use Induce Regeneration on Celestine on its turn until it runs out of MP (in which case it swaps to targeting her with Heal) or is dead.

The Tree of Life cannot damage Celestine (seen above), and starting at round 3 cannot heal more than 69,550 Damage per round (max Heal + Rejuvenation) vs 90,200 Damage dealt by Celestine's Steam effects, so even without charm triggers this fight ends in her favor (it just takes so many more rounds to complete).
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