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(06-21-2025, 03:23 PM)Lord Windos Wrote: (06-21-2025, 11:22 AM)Spiritmon Wrote: (06-20-2025, 09:46 PM)Lord Windos Wrote: (06-20-2025, 07:24 PM)Spiritmon Wrote: Question. The 16 XP Oz already get by default is also already cut in half so its 8 XP for Oz and 8 XP for Hecate? Or its only start be divided after I decided to split the 30 XP I receive? And what you mean by Hecate get +5 XP after getting copy what she learnt?
No.
First, total/decide how much XP will get: your PC auto gets 16 XP, and from there can decide how much XP they want to take from the Pool of 30.
Second, once you have a Total - let's say 40 XP, to keep it simple - you then divide that number by half: give half that number to Hecate while maintainiiing the original amount for yourself. In this case 40 / 2 = 20 XP for Hecate, while Oz still keeps the 40 XP. Think of it Hecate having the modern gen EXP Share, where she gets 1/2 the XP you earn (and ultimately decide upon) without actually subtracting from it (Pure gains for her at no cost to you, in other words, aside from still be stuck as a Fusion).
Third, add the + 5 XP to whatever amount of XP you end up 'sharing' with her - in the above case it would be 20 + 5 = 25 XP
Alright then. Then let's see if the math is right...16XP is for Oz. As for how I gonna share the XP, I think I gonna give half of the XP to Oz (and by extension Hecate) and the other half to give to Fortuna. The black raven did make a huge difference in the battle, specially with the power to literally force the enemy go last. So that's 15 XP to Fortuna and +15 XP to Oz. Fortuna had 5 XP before, so with the new XP add she now have 20 XP by my calculations.
Oz at the moment have 18 XP. With the +15 XP she receive, she will have 33 XP. Nice. Hecate have 1 XP, so she will get half so it 15+5=20 XP. Is this right mate?
16 + 15 = 31 XP for Oz gains, which means that Hecate gains 16 + 5 = 21 XP . Fortuna gains same XP as Oz (31) . Ultimately, add 31 XP to Oz , 31 XP to Fortuna, and 21 XP to Hecate.
*Taking notes* Perfect! Now gonna work on my post right away;
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Just a heads up that I probably won't be posting today due to being busy with work. Post will likely come tomorrow.
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Sorry about the lack of posts myself yesterday, but work has kept me busy and will continue to do for for the rest of the day. I’ll get to everything ASAP , but it might take a bit due to having a lot on my plate right now.
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@ Spiritmon
' Before I do the ritual, what stats I will be using for this ritual? Want to make sure so I may use the XP to increase the ones I might need. Need to make sure I get a good dice and not be forced to use Will Points since I need to save Will Points in case I be forced to use Megidoloan against Sandlossugeist. '
DEX + Contest + Perform
Fortuna's Feathers and your special Soothe Bell give bonuses, and if you come up with a simple but good chant I'll provide more. Lucky Chant is there to prevent misshaps and counteract the Curse from trying to sabotage things in its favor. Good ideas will further enhance things - I do like the idea of using a flute as a melodic chant instead of verbal words, for example.
Keep in mind that even with your stats the bar will be pretty high for what qualifies as a purely good outcome; the worse you overall do the greater the burden the Priestess will have and the worse off Lopzu will be regardless if their Curse is removed. The only certainty is that neither Oz or her Coven is at risk here unless you do something REALLY idiotic, so failure in terms of mechanical advantage will only cost you Lopzu and possibly the Mysterious Priestess as allies for the upcoming Fight(s).
Now that you're aware of this a bit more, do you still wish to try and Save Lopzu?
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(06-23-2025, 06:50 AM)Lord Windos Wrote: @Spiritmon
' Before I do the ritual, what stats I will be using for this ritual? Want to make sure so I may use the XP to increase the ones I might need. Need to make sure I get a good dice and not be forced to use Will Points since I need to save Will Points in case I be forced to use Megidoloan against Sandlossugeist. '
DEX + Contest + Perform
Fortuna's Feathers and your special Soothe Bell give bonuses, and if you come up with a simple but good chant I'll provide more. Lucky Chant is there to prevent misshaps and counteract the Curse from trying to sabotage things in its favor. Good ideas will further enhance things - I do like the idea of using a flute as a melodic chant instead of verbal words, for example.
Keep in mind that even with your stats the bar will be pretty high for what qualifies as a purely good outcome; the worse you overall do the greater the burden the Priestess will have and the worse off Lopzu will be regardless if their Curse is removed. The only certainty is that neither Oz or her Coven is at risk here unless you do something REALLY idiotic, so failure in terms of mechanical advantage will only cost you Lopzu and possibly the Mysterious Priestess as allies for the upcoming Fight(s).
Now that you're aware of this a bit more, do you still wish to try and Save Lopzu?
Yes. I still determined to go forward with this. And I know the right chant for it. And know what stats to raise. If I not mistaken, Oz and Hecate specialties is combined correct because of the fusion correct based in what you said when Oz taken the control of the form?
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Uh oh. -5 Will on Ceruledge puts her at 0. Think I need to double check my math on how much Will has been accumulated and spent throughout the game so far, because that doesn't sound right to me if we're at the end of the first week of the game...
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Huh. Either I'm having a complete brainfart and can't see the forest for the trees, or there's some slight inconsistency about Potion Effectiveness here, @ Lord Windos. Not meant in a way of nitpicking or any sort of negative (dear heavens, no, not over something like that), I kinda just want this to be 100%ly clear for this case and future references:
--> You mentioned that my calculation of healing up Nox is incorrect - that is indeed true, now that I've taken a closer look (ugh, proof again that mental math really isn't my strength, sorry). Thanks for noticing and pointing out indeed, my dear!~ So, let's break this down in small steps:
- One Super Potion usually heals up 8 normal damage points, or 4 lethal points, or 2 extra-lethal points. (Under the assumption that no Potion has been used on the 'Mon that day before).
- A second Super Potion should heal up again 8 normal damage points, or 4 lethal points, or 2 extra-lethal points. Because I did some digging and found your houserule of Halved Potion Effectiveness only kicking in after the second Potion is used:
Source Post linked here. Crazy to see it's a tad bit than a year old - but then again, there's been the hiatus in between. Note the after the SECOND Potion has been used
The same is noted down under Halved Potion Effectiveness in my charasheet, and has been there for as long as I remember:
- A third Super Potion would only heal up 4 normal damage, or 2 lethal damage, or 1 extra-lethal damage.
---> Let's get back to hurt Equinox, who suffered 4 extra-lethal damage. Every point of extra-lethal damage requires 4 normal healed up points to be eliminated. That'd be 4x4 = 16 healed up points to bring her back to 12/16 HP. ...Right? Is that correct until this point?
And NOOOOWWW this is where things get interesting, because you brought up a very good hint indeed:
Quote:Alternatively, if you're willing to do so, you could spare more XP from the XP you got from the Duo Leaders fight and upgrade its Regenerator for 50XP, the process of which + the severe damage Nox has sustained will 'super charge' it into overdrive to rapidly regenerate and heal away their/her injuries as a 'One-Time Emergency Full Restore (Without incurring P.E.) . You'll have to stifle a bit more XP from Bern and delay whatever purchases you wanted to make, but on the other hand Wild Lands Regenerator is hella good and will serve Nox and Bern well now and going forward.
.. .That point being upgrading dear Equinox's Regenerator before she/they will jump into that Super-Boss fight. I would need to recton the 21 XP Bernhard and Nox gained from the pool (with Bernhard getting 1 XP and Nox the 20 XP, if that's legal and valid; as well as drastically delay upgrading Synchronize), but then the chimeravee sits at exactly 50 XP and without any Halved Potion Effectiveness on her:
Before I'll do that, can you give me the exact mechanics of Upgraded Regenerator in your campaign? If I upgrade here and now before dear Equi jumps off into battle, can she/they indeed....heal up ALL the damage, bringing her/'em back into 16/16 HP and totally fighting fit, as you hinted here?
Quote:(...)and upgrade its Regenerator for 50XP, the process of which + the severe damage Nox has sustained will 'super charge' it into overdrive to rapidly regenerate and heal away their/her injuries as a 'One-Time Emergency Full Restore (Without incurring P.E.)(...)
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(06-23-2025, 07:29 AM)Spiritmon Wrote: Yes. I still determined to go forward with this. And I know the right chant for it. And know what stats to raise. If I not mistaken, Oz and Hecate specialties is combined correct because of the fusion correct based in what you said when Oz taken the control of the form?
Indeed, your Specialties are combined.
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(06-23-2025, 02:19 PM)PhantomUnderYourDesk Wrote: (…)
---> Let's get back to hurt Equinox, who suffered 4 extra-lethal damage. Every point of extra-lethal damage requires 4 normal healed up points to be eliminated. That'd be 4x4 = 16 healed up points to bring her back to 12/16 HP. ...Right? Is that correct until this point?
And NOOOOWWW this is where things get interesting, because you brought up a very good hint indeed:
Quote:Alternatively, if you're willing to do so, you could spare more XP from the XP you got from the Duo Leaders fight and upgrade its Regenerator for 50XP, the process of which + the severe damage Nox has sustained will 'super charge' it into overdrive to rapidly regenerate and heal away their/her injuries as a 'One-Time Emergency Full Restore (Without incurring P.E.) . You'll have to stifle a bit more XP from Bern and delay whatever purchases you wanted to make, but on the other hand Wild Lands Regenerator is hella good and will serve Nox and Bern well now and going forward.
...That point being upgrading dear Equinox's Regenerator before she/they will jump into that Super-Boss fight. I would need to recton the 21 XP Bernhard and Nox gained from the pool (with Bernhard getting 1 XP and Nox the 20 XP, if that's legal and valid; as well as drastically delay upgrading Synchronize), but then the chimeravee sits at exactly 50 XP and without any Halved Potion Effectiveness on her:
Before I'll do that, can you give me the exact mechanics of Upgraded Regenerator in your campaign? If I upgrade here and now before dear Equi jumps off into battle, can she/they indeed....heal up ALL the damage, bringing her/'em back into 16/16 HP and totally fighting fit, as you hinted here?
Quote:(...)and upgrade its Regenerator for 50XP, the process of which + the severe damage Nox has sustained will 'super charge' it into overdrive to rapidly regenerate and heal away their/her injuries as a 'One-Time Emergency Full Restore (Without incurring P.E.)(...)
Doh! KNEW I was forgetting something about PE in my games.
Yes, you would be 100% Correct - only AFTER the 2nd Potion is used is when PE kicks in. Thank you for reminding me dearest! *Gives the a hug and chocolate cookie!*
As for Upgrading and Regenerator:
-Synchronize is already max upgraded right now.
- Wild Lands Regenerator : Restore + 1 HP per Action OR up to 4 HP per Round of combat; effectiveness may vary based on species and Size. Outside of Battle the Ability user practically automatically and instantly heals all but Lethal , Extra Lethal, and More Than Lethal Damage; the former two can take multiple Encounters, while the later is a form of Damage that can’t be treated Physically.
Also removes the - 1 Pain Threshold, and due to their high speed regen you could ‘mildly butcher’ them for food or magical supplies without killing them and they heal quickly , though given Nox’s radioactivity I wouldn’t recommend chowing down. In terms of Berns interests getting Blood Samples, Teeth, Skin, and other ‘surface level’ stuff is relatively easy to do at Day Start, while organ harvesting is on the table if you are real careful and Nox trusts you enough for it.
- In regards to your main question: yes, upgrading Regenerator would effectively Full Heal Nox. Anyone with Skill Swap could also benefit from this , FYI. You could also just use 20 xp to ‘switch’ which ability of Nox’s is upgraded (from Synchronize to Regenerator), but that’s a bit of a waste in the long term run over max upgrading every ability of its/hers
- Upgrading Imposter technically can also deal with the Damage, but given doing so downgrades all non-upgraded abilities and locks you out of getting Acceleration it’s a fairly high cost to doing so compared to simply upgrading Regenerator. If you are curious I can tell you how Imposter works, since between Bern’s and Seddi’s backgrounds you should know how the quirky ability functions.
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(06-23-2025, 02:14 PM)Dragonstrike Wrote: Uh oh. -5 Will on Ceruledge puts her at 0. Think I need to double check my math on how much Will has been accumulated and spent throughout the game so far, because that doesn't sound right to me if we're at the end of the first week of the game...
Welp, hope the crawl goes well and it isn’t too long. If the results do come back to 5-5=0 I’ll give 1 Will back so she can at least Fight.
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