02-18-2021, 02:18 AM
(This post was last modified: 02-18-2021, 02:51 AM by Lord Windos.)
WELP, RNG has decreed Pyra to be the punching bag this Encounter, so who am I to argue or moan otherwise? A little misery builds character, as they say!
Jokes aside, the group traded pretty even with Hippowdon all things considered, taking off a big chunk of its HP even though Pyra and Kogeki ended up whiffing/getting their attacks and themselves whiffed. It should go down within 1-3 more Rounds if we can increase the pressure on it, and we always have our Tiny Revivers/Reviver Seeds should the beast manage to take some of us down before it gets CRUNKED. So yeah, keep faith everyone!
What I found funny is that Paralysis doesn't really affect Pyra all that much right now, as it can't cripple her past 1 DEX and Hippowdon hasn't yet managed to stack Pain to make it inconvenient. It'll be pretty hard to get rid of, though, since the group is more specialized in dealing with Damaging Status rather than Stun Status.
Also, quick note about Hippowdon's Stats at first glance: It has 4 STR, INS, and VIT, and Base 6 Accuracy for its Brawl Moves. It's not going to be taking much of anything Damagewise except from powerful STABs, SE Attacks, or potent Crits, while everyone's at minimum going to take 3D6 Damage from its neutral 2 BP Moves, and a whopping 5D6 from its STAB Dig. Given that everyone except maybe Marcus does not have more than 5 HP it'll only take on average 2 hits for it to clean you (or 1 if we factor in Sand Damage), so dodging (Evasion) might be something you want to que up as a Conditional Order.
Also also, Dig will have only a - 2 Action Mod at the start of the next Round, as Charge Moves only Roll Accuracy on the turn they would deal damage FYI, so you have a 3D6 Accuracy Roll (Account for Pain) to beat with Conditional Evasion if it's going for + 2 Attacks, or a 7D6 Roll if it decides to commit only to that Dig attack next Round. In the former case (3D6), that could easily (well, more reliably) be done for anybody with at least 2 or More DEX & Fight by committing to a Single Action to get + 2 Accuracy, while the later is a much more harrowing game of odds for anyone that ends up playing it BUT leaves it wide open for retaliation and prevents it from Charging another cheeky Dig until Round 3 or do similar BS.
Clash Mechanics are outside my sphere of interest and expertise, so anyone wanting to do one of those against Dig will have to figure out the math themselves to see if its worthwhile or not
Jokes aside, the group traded pretty even with Hippowdon all things considered, taking off a big chunk of its HP even though Pyra and Kogeki ended up whiffing/getting their attacks and themselves whiffed. It should go down within 1-3 more Rounds if we can increase the pressure on it, and we always have our Tiny Revivers/Reviver Seeds should the beast manage to take some of us down before it gets CRUNKED. So yeah, keep faith everyone!
What I found funny is that Paralysis doesn't really affect Pyra all that much right now, as it can't cripple her past 1 DEX and Hippowdon hasn't yet managed to stack Pain to make it inconvenient. It'll be pretty hard to get rid of, though, since the group is more specialized in dealing with Damaging Status rather than Stun Status.
Also, quick note about Hippowdon's Stats at first glance: It has 4 STR, INS, and VIT, and Base 6 Accuracy for its Brawl Moves. It's not going to be taking much of anything Damagewise except from powerful STABs, SE Attacks, or potent Crits, while everyone's at minimum going to take 3D6 Damage from its neutral 2 BP Moves, and a whopping 5D6 from its STAB Dig. Given that everyone except maybe Marcus does not have more than 5 HP it'll only take on average 2 hits for it to clean you (or 1 if we factor in Sand Damage), so dodging (Evasion) might be something you want to que up as a Conditional Order.
Also also, Dig will have only a - 2 Action Mod at the start of the next Round, as Charge Moves only Roll Accuracy on the turn they would deal damage FYI, so you have a 3D6 Accuracy Roll (Account for Pain) to beat with Conditional Evasion if it's going for + 2 Attacks, or a 7D6 Roll if it decides to commit only to that Dig attack next Round. In the former case (3D6), that could easily (well, more reliably) be done for anybody with at least 2 or More DEX & Fight by committing to a Single Action to get + 2 Accuracy, while the later is a much more harrowing game of odds for anyone that ends up playing it BUT leaves it wide open for retaliation and prevents it from Charging another cheeky Dig until Round 3 or do similar BS.
Clash Mechanics are outside my sphere of interest and expertise, so anyone wanting to do one of those against Dig will have to figure out the math themselves to see if its worthwhile or not
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.
Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!
Phantom is my OTP~
Online ID: 000650
Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!
Phantom is my OTP~
Online ID: 000650


