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27/50
44/100
7/500
is that good enough for you? Plus I'm adding another ability, if he's still alive when the round ends, he stays alive at the beginning of the round as if I'd just summoned him.
I have some bad news for you... if you wanted doomsday to be as powerful as you originally stated he would be, you would need THOUSANDS of posts. Also, there is no rounds-we've been chipping off the godmodders health for all 250 pages. Hence, I'm not even sure the godmodder will live long enough for 500 posts! You should probably reduce it to 100-200, as it will still be very powerful, just not game-decimating.
--My attack--
I upgrade NODUS to 1.6, put NODUS in my .jar file, then I op myself and summon 5,000 Iron Golems, but since this is not the best Minecraft server, it is lagging like crazy, so my Golem Squad will take a bit more turns to be summoned. 1/8
PEOPLE, HELP ME SUMMON HUNTER GROUPS 1 & 2 TO ATTACK!!!!!! WE ONLY NEED 2 MORE PEOPLE! 2/4
[rant] OK, I'm getting incredibly tired of people begging for others to charge their posts. All I'm beginning to see is, "GUYS PLZ HELP ME CHARGE THIS IT WILL MAKE EVERYTHING ZO MUCH EAZIER!!!!!1!!!!11!!!!one!!" Obviously this is not really what people are posting, but you get the picture. Look, if people like your charge, they'll help you charge it. If they don't, then they won't. It's as simple as that, and no amount of begging will change that. [/rant]
Because I don't like seeing people do this, I help out Thundercam with the hunter groups. 3/4.
Mega Man: 20/25 30! I'm boosting Mega Man's charge time so he can be more powerful.
I attack Turret A with the rage of my rant, condensed into a pure beam of red energy.
I don't like begging either. Unfortunately, there isn't much I can do, as it is just slight enough that I can't threaten anything, but just bad enough to be annoying. If it gets much worse, I may have to give a warning. 8000 damage to turret A!
Just picking them off, one at a time... I continue attacking Turret A with an orbital airstrike from space, plus a condensed ion supercannon that causes a sonic boom when it comes to earth.
Turret A is dead!
Turrets B and C use the shrine of seconding to triple their damage! One fires on the hinter groups for 7500 damage, and the other fires at the hexmobile for 40000 damage! The AXIS and hexmobile use their weapons on turret B for 22000 damage! The AXIS also heals the itself and the hexmobile for 8000 health, as well as fully healing the hunter groups! The mini army attacks turret C for 6000 damage, and the allied hunter groups use TNT to blow up the walls and TNT cannons to blow up turret C, dealing 8000 damage to both!
Hunter group 3: 60500/60500(51% bribed)(anti-godmodder)
Hunter group 4: 85500/85500(22% bribed)(anti-godmodder)
Hunter group 5: 110500/110500(23% bribed)(anti-godmodder)
Allied Hunter groups 1 and 2: 56000/56000(anti-godmodder)
4/5 dragon
I bribe group 3 with a very Large amount of Xychorium (decorative, looks AWESOME)
I fly to tower B and sit in the turret barrel Causing the bullet to hit me and bounce off. (or at least causing it to not hit anything)
I call in a repair squad to heal the hexmobile. (TOO MUCH went into that for it to die!)
Whatever you do. Dont. Mess. With. The. Dragon. EVER. It feeds on skydoesminecraft fans. Well, only the ones that act like they have been taking drugs.
I fill the entire barrel of turret B with bedrock, jamming it unless the godmodder gains creative powers and leaves his castle to unjam it (And I know he is not in creative because if he was he would be invincible)
29/50
46/100
Fine, I'll start with my lower level heroes/monsters and work my way up. I switch from my 500 charge, I sue the 9 to summon multiple heroes.
I summon Javar the Bandit Captain, he is a fairly skilled swordsman, but not particularly spectacular;
Kurak the Orc King; An orc who is a bit stronger than average and has plate armor and a big axe;
Grug the oversized troll: a troll who stands about 14 feet tall and is pretty strong,
Gelth the goblin shaman; a goblin with a fair grasp of basic elemental magic in lightning, fire and ice.
and Aeorna the great archer: a very skilled archer who uses many different arrows and a very strong bow.
The five of them storm castle turret C, Javar and Kurak take Grug's sides to keep enemies off his flank, while Aeorna picks off people who try and attack from a range. Gelth keeps enemies distracted by lobbing fireballs, lightning bolts and ice shards at the tower.
They also have earlier powers, they cannot be controlled or one-shotted.
sorry if I've being a bit obnoxious, I don't enjoy having to wait to charge.
29/50
46/100
Fine, I'll start with my lower level heroes/monsters and work my way up. I switch from my 500 charge, I sue the 9 to summon multiple heroes.
I summon Javar the Bandit Captain, he is a fairly skilled swordsman, but not particularly spectacular;
Kurak the Orc King; An orc who is a bit stronger than average and has plate armor and a big axe;
Grug the oversized troll: a troll who stands about 14 feet tall and is pretty strong,
Gelth the goblin shaman; a goblin with a fair grasp of basic elemental magic in lightning, fire and ice.
and Aeorna the great archer: a very skilled archer who uses many different arrows and a very strong bow.
The five of them storm castle turret C, Javar and Kurak take Grug's sides to keep enemies off his flank, while Aeorna picks off people who try and attack from a range. Gelth keeps enemies distracted by lobbing fireballs, lightning bolts and ice shards at the tower.
sorry if I've being a bit obnoxious, I don't enjoy having to wait to charge.
Just use single attacks if you don't like massive charges. Anyway before the Godmodder mindcontrols them or something I steal all their power and channel it into a beam that smashes into Turret B.
The snipers, tanks, and mortars begin bombarding Castle Turret C, as the previously mentioned goat that tried to scale the wall makes an attempt to dig under it! I also call in support from the goat empire to send a repair team and a field doctor that cannot attack and will arrive in 3 turns.
The Meaning of Life, the Universe, and Everything.
Location:
Both here
Join Date:
1/5/2012
Posts:
245
Location:
and there at once.
Minecraft:
same as this one
Xbox:
Don't have one
PSN:
Don't want one
Member Details
To remind myself: Mech Stats
Cool. Now I have some of my own stats to throw at you!
Main body of the mech:
I'm assuming all 100 TJ starts in here?
100 TJ: You take 25% damage from everything.
80 TJ: You take 50% damage from everything.
60 TJ: You take 75% damage from everything.
50 TJ: You take 100% damage from everything.
40 TJ: You take 125% damage from everything.
20 TJ: You take 150% damage from everything.
0 TJ: You take 175% damage from everything.
Right gun: Same as left gun.
They will fire in tandem, so if you divert 40 TJ to them, that's 20000 damage per auto-attack(players can only fire one at a time).
Shield generator:
What you said, but I'm buffing it to 500 per 5 TJ, having the shields block all damage, and letting the TJ in the main body effect how much damage the shields take.
Mortar: The mortar will deal 20000 damage per shot. 15TJ = once per 5 shots
Targeting system:
What you said, but I'll cap the TJ at 30. (+1% chance for crit and double damage per TJ)
Medical bay:
Will auto heal in addition to the attacks of the arm guns. It can also heal itself.
5 TJ: +1000 health to three different allied units.
10 TJ: +2500 health to three different allied units.
20 TJ: +6000 health to three different allied units.
40(max) TJ: +15000 health to three different allied units.
Additional notes:
You can only divert TJ in multiples of 5(and a max of 30).
Additional beneficial/detrimental effects will only take place once you have hit the TJ requirements listed here, rounding down(so, if you have 20 TJ in the med bay, and divert 15 TJ to it, you will still get the 20 TJ effects, not the 40 TJ effects, even though you have 35 TJ.)
Good thing I did that, I've been wasting 10TJ in the med bay all this time. Now, the strange thing is, no matter what offensive system I put the 10TJ in (mortar, right gun, or targeting system), it always deals a theoretical 44,000 damage per turn. I'll transfer it to main body because there it gets a large leap of 25% less damage.
Anyway, I fire the left gun right at the barrel of turret C.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/8/2013
Posts:
48
Location:
Everywhere and nowhere.
Minecraft:
Jillybean903
Xbox:
Nopeity nope
Member Details
3/30 SRMST
I deploy a monkey engineer (bloons tower defense 5) and it shoots nails at everything because they are classified as bloons.
The anti-godmodder and pro-player things are safe
And so Phil set off on his epic quest with his companion Phil and his sister Phil. Together they will face against many Phils to find out what happened to Phil before Phil destroys the world to get revenge on Phil for cheating on him with Phil.
4/100 SUPER VEHICLE
I steal parts from Turret C, increasing charge to 5/100.
New specs released!:
100000/100000 main body HP
100000/100000 force field
50000/50000 protection crystal (reduces all damage by 2500)
50000/50000 protection crystal (reduces all damage by 2500)
50000/50000 protection crystal (reduces all damage by 2500)
50000/50000 protection crystal (reduces all damage by 2500)
4000 damage!
I have some bad news for you... if you wanted doomsday to be as powerful as you originally stated he would be, you would need THOUSANDS of posts. Also, there is no rounds-we've been chipping off the godmodders health for all 250 pages. Hence, I'm not even sure the godmodder will live long enough for 500 posts! You should probably reduce it to 100-200, as it will still be very powerful, just not game-decimating.
You associated with Lisharon. His natural aura of evil seems to rub off on people.
5000 damage to the wall!
It fires and disables turret A(just for this post) and halves the damage of turrets B and C!
You can not "scale the wall"! The ceiling is invincible! You need to destroy it! 5000 damage!
That isn't going to be enough for 1000000 HP, unless you made it have really low attack damage.
I don't like begging either. Unfortunately, there isn't much I can do, as it is just slight enough that I can't threaten anything, but just bad enough to be annoying. If it gets much worse, I may have to give a warning. 8000 damage to turret A!
Yes, the hunter groups have moved to assault! If you bribe the other groups, they will join in the fight!
Turret A destroyed! Keep in mind-every time a player uses the shrine, the godmodder entities get to use it too!
It explodes you out, but takes 9000 damage in the process! Have you given up on the hexmobile?
They aren't!
Turret A is dead!
Turrets B and C use the shrine of seconding to triple their damage! One fires on the hinter groups for 7500 damage, and the other fires at the hexmobile for 40000 damage! The AXIS and hexmobile use their weapons on turret B for 22000 damage! The AXIS also heals the itself and the hexmobile for 8000 health, as well as fully healing the hunter groups! The mini army attacks turret C for 6000 damage, and the allied hunter groups use TNT to blow up the walls and TNT cannons to blow up turret C, dealing 8000 damage to both!
Hunter group 3: 60500/60500(51% bribed)(anti-godmodder)
Hunter group 4: 85500/85500(22% bribed)(anti-godmodder)
Hunter group 5: 110500/110500(23% bribed)(anti-godmodder)
Allied Hunter groups 1 and 2: 56000/56000(anti-godmodder)
Shrine: 177000/200000(neutral)(summoning powers)(seconding powers)
Hexmobile: 39000/125000+0/50000 shields(3/4 shield blocker)(+11500 shields/turn)(+6500 health/turn)(anti-godmodder)(armored, -5000 damage taken each post)
AXIS: 94500/130000(anti-godmodder)(-10% magic damage, +10% techno-damage)(Main body: 50 TJ)(left gun: 20 TJ)(Right gun: 0 TJ)(Mortar: 0 TJ)(shield generator: 0 TJ)(Targeting system: 0 TJ)(Med Bay: 30 TJ)
Mini army: 40000/40000(anti-godmodder)
Fortress walls: 617000/750000(pro-godmodder)(being destroyed by cannon, -5000 health per turn)
Castle turret B: 73000/100000(pro-godmodder)
Castle turret C: 71000/100000(pro-godmodder)
Godmodder HP: 5/80(pro-godmodder)(housed safely inside castle)
Check out my bad CTM map reviews here.
Thunder Lair: 18/30
And that Golem Squad I mentioned 3 posts ago is now 4/8. (I forgot to mention it in my other charging posts. Sorry..)
--I command the mini army and Hunter Groups 1 & 2 to attack Turrets B and C.--
I bribe group 3 with a very Large amount of Xychorium (decorative, looks AWESOME)
I fly to tower B and sit in the turret barrel Causing the bullet to hit me and bounce off. (or at least causing it to not hit anything)
I call in a repair squad to heal the hexmobile. (TOO MUCH went into that for it to die!)
46/100
Fine, I'll start with my lower level heroes/monsters and work my way up. I switch from my 500 charge, I sue the 9 to summon multiple heroes.
I summon Javar the Bandit Captain, he is a fairly skilled swordsman, but not particularly spectacular;
Kurak the Orc King; An orc who is a bit stronger than average and has plate armor and a big axe;
Grug the oversized troll: a troll who stands about 14 feet tall and is pretty strong,
Gelth the goblin shaman; a goblin with a fair grasp of basic elemental magic in lightning, fire and ice.
and Aeorna the great archer: a very skilled archer who uses many different arrows and a very strong bow.
The five of them storm castle turret C, Javar and Kurak take Grug's sides to keep enemies off his flank, while Aeorna picks off people who try and attack from a range. Gelth keeps enemies distracted by lobbing fireballs, lightning bolts and ice shards at the tower.
They also have earlier powers, they cannot be controlled or one-shotted.
sorry if I've being a bit obnoxious, I don't enjoy having to wait to charge.
DTG Co Labs
Nope, sorry guys, no Destroy the Godmodder relevant stuff here...
At least, not yet.
Just use single attacks if you don't like massive charges. Anyway before the Godmodder mindcontrols them or something I steal all their power and channel it into a beam that smashes into Turret B.
Thunder Lair: 19/30
Golem Squad: 5/8
--Tip: 80% of my posts will be nothing but charging--
Mech Stats
Main body of the mech:
I'm assuming all 100 TJ starts in here?
100 TJ: You take 25% damage from everything.
80 TJ: You take 50% damage from everything.
60 TJ: You take 75% damage from everything.
50 TJ: You take 100% damage from everything.
40 TJ: You take 125% damage from everything.
20 TJ: You take 150% damage from everything.
0 TJ: You take 175% damage from everything.
Sound fair? I gave the AXIS 130000 HP.
Left Gun:
5 TJ: 2000 damage/shot.
10 TJ: 4000 damage/shot.
15 TJ: 7000 damage/shot.
20(max) TJ: 10000 damage/shot.
Right gun: Same as left gun.
They will fire in tandem, so if you divert 40 TJ to them, that's 20000 damage per auto-attack(players can only fire one at a time).
Shield generator:
What you said, but I'm buffing it to 500 per 5 TJ, having the shields block all damage, and letting the TJ in the main body effect how much damage the shields take.
Mortar: The mortar will deal 20000 damage per shot. 15TJ = once per 5 shots
Targeting system:
What you said, but I'll cap the TJ at 30. (+1% chance for crit and double damage per TJ)
Medical bay:
Will auto heal in addition to the attacks of the arm guns. It can also heal itself.
5 TJ: +1000 health to three different allied units.
10 TJ: +2500 health to three different allied units.
20 TJ: +6000 health to three different allied units.
40(max) TJ: +15000 health to three different allied units.
Additional notes:
You can only divert TJ in multiples of 5(and a max of 30).
Additional beneficial/detrimental effects will only take place once you have hit the TJ requirements listed here, rounding down(so, if you have 20 TJ in the med bay, and divert 15 TJ to it, you will still get the 20 TJ effects, not the 40 TJ effects, even though you have 35 TJ.)
Good thing I did that, I've been wasting 10TJ in the med bay all this time. Now, the strange thing is, no matter what offensive system I put the 10TJ in (mortar, right gun, or targeting system), it always deals a theoretical 44,000 damage per turn. I'll transfer it to main body because there it gets a large leap of 25% less damage.
Anyway, I fire the left gun right at the barrel of turret C.
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
My Best Map so farAll my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
(3/5ths of the way! :D)
47/100
I deploy a monkey engineer (bloons tower defense 5) and it shoots nails at everything because they are classified as bloons.
The anti-godmodder and pro-player things are safe
WHY
48/100
Now that Turret A is dead and my primary objective for the moment is complete, I get back to bribing.
I bribe Hunter Group Three with centaurs that shoot lasers, which they can ride on.
I steal parts from Turret C, increasing charge to 5/100.
New specs released!:
100000/100000 main body HP
100000/100000 force field
50000/50000 protection crystal (reduces all damage by 2500)
50000/50000 protection crystal (reduces all damage by 2500)
50000/50000 protection crystal (reduces all damage by 2500)
50000/50000 protection crystal (reduces all damage by 2500)
I fire the operational superlaser at turret B (power:low)
Thunder Lair: 20/30 (2/3! Yay!)
Golem Squad: 6/8
Testing accuracy.
Result: Projectiles missed target and entered a sub-cosmic orbit, to then detonate on the testing area.
Note: ...
TT2000, you are genius.
49/100
Thunder Lair: 21/30
Golem Squad: 7/8