Ampere v Hotaru - Printable Version +- HELOVIA || The Way to the Sun (http://helovia.com) +-- Forum: Out of Character (http://helovia.com/forumdisplay.php?fid=1) +--- Forum: Archives (http://helovia.com/forumdisplay.php?fid=11) +---- Forum: Battle Archives (http://helovia.com/forumdisplay.php?fid=64) +----- Forum: Battle Rolls (http://helovia.com/forumdisplay.php?fid=89) +----- Thread: Ampere v Hotaru (/showthread.php?tid=22609) |
Ampere v Hotaru - Ampere - 01-30-2016 AMPERE atk: 8.5 def: 11.5 dam: 4 HP: 72 Buff: SWIFT HOTARU atk: 8.5 def: 10.5 dam: 3 HP: 67.5 Buff: NOVICE RE: Ampere v Hotaru - Time - 01-31-2016 Character Name: Hotaru Attack Number: 1/4 Attack: 1d14 rolled for a total of: 3 + 1d2 rolled for a total of: 1 + 8.5 Damage: 1d6 rolled for a total of: 6 + 3 If Attack > than opponent defense, attack hits. If d14+d2 = 2, critical miss: take 1/2(damage) to yourself (if damage ends up with a .25 it gets rounded down) If d14+d2 = 16, critical hit: opponent takes 6 + damage stat. This damage is best taken from one source, if realistically possible. 12.5 > Ampere's defense of 11.5, so the attack HITS. Ampere takes 9 points of damage from Hotaru. Hotaru HP: 67.5 Ampere HP: 72-9= 63 RE: Ampere v Hotaru - Odd - 02-01-2016 Character Name: Ampere Attack Number: 1/4 Attack: 1d14 rolled for a total of: 9 + 1d2 rolled for a total of: 2 + 8.5 Damage: 1d6 rolled for a total of: 6 + 4 If Attack > than opponent defense, attack hits. If d14+d2 = 2, critical miss: take 1/2(damage) to yourself (if damage ends up with a .25 it gets rounded down) If d14+d2 = 16, critical hit: opponent takes 6 + damage stat. This damage is best taken from one source, if realistically possible. 19.5 > Hotaru's defense of 10.5, so the attack HITS. Hotaru takes 10 points of damage from Ampere. Hotaru HP: 67.5 - 10 = 57.5 Ampere HP: 63 RE: Ampere v Hotaru - Time - 02-03-2016 Character Name: Hotaru Attack Number: 2/4 Attack: 1d14 rolled for a total of: 7 + 1d2 rolled for a total of: 2 + 8.5 Damage: 1d6 rolled for a total of: 3 + 3 If Attack > than opponent defense, attack hits. If d14+d2 = 2, critical miss: take 1/2(damage) to yourself (if damage ends up with a .25 it gets rounded down) If d14+d2 = 16, critical hit: opponent takes 6 + damage stat. This damage is best taken from one source, if realistically possible. 17.5 > Ampere's defense of 11.5, so the attack HITS. Ampere takes 6 points of damage from Hotaru. Hotaru HP: 57.5 Ampere HP: 63-6= 57 RE: Ampere v Hotaru - Ampere - 02-06-2016 Ampere used a spark amulet in her 2/4 RE: Ampere v Hotaru - Time - 02-06-2016 Character Name: Ampere Attack Number: 2/4 Attack: 1d14 rolled for a total of: 8 + 1d2 rolled for a total of: 1 + 8.5 Damage: 1d6 rolled for a total of: 6 + 4 + 2 (spark amulet) If Attack > than opponent defense, attack hits. If d14+d2 = 2, critical miss: take 1/2(damage) to yourself (if damage ends up with a .25 it gets rounded down) If d14+d2 = 16, critical hit: opponent takes 6 + damage stat. This damage is best taken from one source, if realistically possible. 17.5 > Hotaru's defense of 10.5, so the attack HITS. Hotaru takes 12 points of damage from Ampere. Hotaru HP: 57.5-12= 45.5 Ampere HP: 57 +2 to Ampere's Defense on Hotaru roll 3/4 RE: Ampere v Hotaru - Hotaru - 02-09-2016 Hotaru used a spark amulet on her 3/4 attack RE: Ampere v Hotaru - Time - 02-09-2016 Character Name: Hotaru Attack Number: 3/4 Attack: 1d14 rolled for a total of: 5 + 1d2 rolled for a total of: 1 + 8.5 Damage: 1d6 rolled for a total of: 6 + 3 + 2 (spark amulet) If Attack > than opponent defense, attack hits. If d14+d2 = 2, critical miss: take 1/2(damage) to yourself (if damage ends up with a .25 it gets rounded down) If d14+d2 = 16, critical hit: opponent takes 6 + damage stat. This damage is best taken from one source, if realistically possible. 14.5 > Ampere's defense of (11.5 + 2 [spark amulet])= 13.5, so the attack HITS. Ampere takes 11 points of damage from Hotaru. Hotaru HP: 45.5 Ampere HP: 57-11= 46 +2 to Hotaru's Defense on Ampere roll 3/4 RE: Ampere v Hotaru - Time - 02-13-2016 Character Name: Ampere Attack Number: 3/4 Attack: 1d14 rolled for a total of: 12 + 1d2 rolled for a total of: 1 + 8.5 Damage: 1d6 rolled for a total of: 6 + 4 If Attack > than opponent defense, attack hits. If d14+d2 = 2, critical miss: take 1/2(damage) to yourself (if damage ends up with a .25 it gets rounded down) If d14+d2 = 16, critical hit: opponent takes 6 + damage stat. This damage is best taken from one source, if realistically possible. 21.5 > Hotaru's defense of (10.5 + 2 [spark amulet])= 12.5, so the attack HITS. Hotaru takes 10 points of damage from Ampere. Hotaru HP: 45.5-10= 35.5 Ampere HP: 46 RE: Ampere v Hotaru - Time - 02-15-2016 Character Name: Hotaru Attack Number: 4/4 Attack: 1d14 rolled for a total of: 1 + 1d2 rolled for a total of: 1 + 8.5 Damage: 1d6 rolled for a total of: 3 + 3 If Attack > than opponent defense, attack hits. If d14+d2 = 2, critical miss: take 1/2(damage) to yourself (if damage ends up with a .25 it gets rounded down) If d14+d2 = 16, critical hit: opponent takes 6 + damage stat. This damage is best taken from one source, if realistically possible. CRITICAL MISS. Hotaru takes 3 points of damage from Hotaru. Hotaru HP: 35.5-3= 32.5 Ampere HP: 46 RE: Ampere v Hotaru - Time - 02-17-2016 Character Name: Ampere Attack Number: 4/4 Attack: 1d14 rolled for a total of: 2 + 1d2 rolled for a total of: 1 + 8.5 Damage: 1d6 rolled for a total of: 6 + 4 If Attack > than opponent defense, attack hits. If d14+d2 = 2, critical miss: take 1/2(damage) to yourself (if damage ends up with a .25 it gets rounded down) If d14+d2 = 16, critical hit: opponent takes 6 + damage stat. This damage is best taken from one source, if realistically possible. 11.5 > Hotaru's defense of 10.5, so the attack HITS. Hotaru takes 10 points of damage from Ampere. Hotaru HP: 32.5-10= 22.5 Ampere HP: 46 |