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I point out that the terrors killed Orix, not Oryx. Since Oryx is still alive, he calls forth his dragon lords while he charges a summon to regenerate the rest of his minions.
Meanwhile, The super tank drops the teleporter entrance in the End. Moments later, hordes of enderman stream out the teleporter exit. each enderman is equipped with an obsidian shield to block incoming attacks and a void cannon that shoots compressed void energy at opponents. They immediately teleport away and spread out, preventing more than 5 from being hit by a single attack.
Enderman army: 500 enderman (500 HP, 25% chance to deflect 90& of attack damage with shield, +250 enderman each turn from teleporter entrance).
The level 7 Sentry Gun regenerates itself again with the Level 5 Dispenser. I then aim my Wrangler at the Terror Ghast, and mash m1 and m2, spraying bullets and rockets again, though this time, there are many more bullets and rockets.
Meanwhile, The super tank drops the teleporter entrance in the End. Moments later, hordes of enderman stream out the teleporter exit. each enderman is equipped with an obsidian shield to block incoming attacks and a void cannon that shoots compressed void energy at opponents. They immediately teleport away and spread out, preventing more than 5 from being hit by a single attack.
Enderman army: 500 enderman (500 HP, 90% defense each, +250 enderman each turn from teleporter entrance).
Errr... I have to say, that is insanely over powered. If each enderman has 90% damage resistance then that means they need to take 5,000 damage in order to die. So, in order to overcome the natural spawn rate, The godmodder's allies would have to deal 1,255,000 per turn. (And of corse they would have to keep up that damage for 500 turns, as that damage would kill 251 endermen) And because you say that only up to 5 can be hit at once, the army would need to be hit by at least 50.2 attacks per turn each dealing 25,000 damage in order for there to be any lowering of the endermen's numbers.
TL;DR: That army starts with 2,500,000 HP and they gain 1,250,000 HP per turn, enough said.
Sorry, but I just had to go on a rant about how over powered that last attack was... Open at your own risk...
Edit- Crusher's attack, not your's Opel.
Errr... I have to say, that is insanely over powered. If each enderman has 90% damage resistance then that means they need to take 5,000 damage in order to die. So, in order to overcome the natural spawn rate, The godmodder's allies would have to deal 1,255,000 per turn. (And of corse they would have to keep up that damage for 500 turns, as that damage would kill 251 endermen) And because you say that only up to 5 can be hit at once, the army would need to be hit by at least 50.2 attacks per turn each dealing 25,000 damage in order for there to be any lowering of the endermen's numbers.
TL;DR: That army starts with 2,500,000 HP and they gain 1,250,000 HP per turn, enough said.
Elemental Relic: ========== (5/10)
TT2000 has found solutions to more overpoered things, while still making an entertaining response.
I wouldn't worry.
I call on thee.
I call on theee.
I call on theeeeeeeeeeeeee.
.....What am I summoning again?!
Rollback Post to RevisionRollBack
Would you like to know the atomic structure of a piece of bread?
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
Well, I assumed that TF2000 would have to block it in one way or another, I just had to point it out.
Could I suggest that you are summoning the giant banana monster from pluto?
Elemental Relic: ========== (6/10)
Relic's elemental bonuses:
The relic gains these bonuses when it is full on that type of energy. (now takes 4 charges rather than 3) All of these effects can only occur once per attack.
Twin Fires: When the relic has 4 fire charges, any attack from the relic gains a 1/3 chance of dealing 500 damage per turn for 3 turns if the attack didn't already, this damage stacks with other burning effects. If the relic hits an enemy taking burning damage, another enemy instantly takes damage equal to the amount the first enemy will take at the end of the turn.
Grace of Air: When the relic has 4 air charges, any attack from the relic will also give an ally the empowered effect. (next attack is 10% more effective)
Tranquil Waters: When the relic has 4 water charges, any attack from the relic will also heal an ally for 250 per turn for 3 turns. This effect stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 hp per turn.
Thundering Earth: When the relic has 4 earth charges, any attack from the relic will also deal a low amount of damage to another enemy.
Fire Beam: Deals a medium amount of damage to one enemy. Has a 1/3 chance to deal 500 damage per turn for 3 turns, this damage stacks with other burning effects. Generates 1 fire charge.
Lightning Lance: Deals a medium amount of damage to one enemy. It also gives one ally the empowered effect, causing their next attack to be 10% more effective. Generates 1 air charge
Soothing Waters: Heals one ally for a low amount of health and causes them to gain 250 health per turn for 3 turns. This effects stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 health per turn. Generates 1 water charge.
Tremor: Deals a low amount of damage to 3 enemies. Generates 1 earth charge.
Im not sure exactly how much damage they should deal, but based on other attacks, low damage would be around 1000-2500, and medium damage should be around 4000-8000.
PS: I plan to use my posts to command this thing.
I point out that the terrors killed Orix, not Oryx. Since Oryx is still alive, he calls forth his dragon lords while he charges a summon to regenerate the rest of his minions.
Meanwhile, The super tank drops the teleporter entrance in the End. Moments later, hordes of enderman stream out the teleporter exit. each enderman is equipped with an obsidian shield to block incoming attacks and a void cannon that shoots compressed void energy at opponents. They immediately teleport away and spread out, preventing more than 5 from being hit by a single attack.
Enderman army: 500 enderman (500 HP, 25% chance to deflect 90& of attack damage with shield, +250 enderman each turn from teleporter entrance).
The corpses of the trillions and trillions of hellkite dragons that have been killed by the attacks of someonewhosenameiforget are suddenly affected by gravity and crash to Earth directly on top of Oryx, the endermen, and Oryx's minions, killing them all.
The level 7 Sentry Gun regenerates itself again with the Level 5 Dispenser. I then aim my Wrangler at the Terror Ghast, and mash m1 and m2, spraying bullets and rockets again, though this time, there are many more bullets and rockets.
The l5 dispenser was destroyed, 10000 damage to the terror ghast!
Sorry, but I just had to go on a rant about how over powered that last attack was... Open at your own risk...
Edit- Crusher's attack, not your's Opel.
Errr... I have to say, that is insanely over powered. If each enderman has 90% damage resistance then that means they need to take 5,000 damage in order to die. So, in order to overcome the natural spawn rate, The godmodder's allies would have to deal 1,255,000 per turn. (And of corse they would have to keep up that damage for 500 turns, as that damage would kill 251 endermen) And because you say that only up to 5 can be hit at once, the army would need to be hit by at least 50.2 attacks per turn each dealing 25,000 damage in order for there to be any lowering of the endermen's numbers.
TL;DR: That army starts with 2,500,000 HP and they gain 1,250,000 HP per turn, enough said.
Well, I assumed that TF2000 would have to block it in one way or another, I just had to point it out.
Could I suggest that you are summoning the giant banana monster from pluto?
Elemental Relic: ========== (6/10)
Relic's elemental bonuses:
The relic gains these bonuses when it is full on that type of energy. (now takes 4 charges rather than 3) All of these effects can only occur once per attack.
Twin Fires: When the relic has 4 fire charges, any attack from the relic gains a 1/3 chance of dealing 500 damage per turn for 3 turns if the attack didn't already, this damage stacks with other burning effects. If the relic hits an enemy taking burning damage, another enemy instantly takes damage equal to the amount the first enemy will take at the end of the turn.
Grace of Air: When the relic has 4 air charges, any attack from the relic will also give an ally the empowered effect. (next attack is 10% more effective)
Tranquil Waters: When the relic has 4 water charges, any attack from the relic will also heal an ally for 250 per turn for 3 turns. This effect stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 hp per turn.
Thundering Earth: When the relic has 4 earth charges, any attack from the relic will also deal a low amount of damage to another enemy.
The summoning continues!
In the meantime, I distract the Godmodder with an Axew (Look it up on bulbapedia.bulbagarden.net) Progress: ██████████ 20%
Godmodder distracted for this turn(I've played pokemon, I know what an Axew is.)!
5 of the terrors attack the Bedrock Cthulthu, dealing 50000 damage. Three more destroy the level 3 teleporter exit. The remaining 2 attack the l7 sentry for 17000 damage. The Three ghosts, Bedrock Cthulthu, and Super Tank attack the Terror zombie for 15000 damage. Steve clashes with the terror magma cube, dealing 20000 damage and upgrading to eff 1 diamond pickaxe level. The godmodder notices none of this, distracted by Axew!
Professional mincebag
Alsi great to see yee back TT2000.
I missed me daily dose a DtG!
TT2000, you are genius.
I colllect the health bars of all of the terrors, give the health bars a physical presence, and do this to them.
Meanwhile, The super tank drops the teleporter entrance in the End. Moments later, hordes of enderman stream out the teleporter exit. each enderman is equipped with an obsidian shield to block incoming attacks and a void cannon that shoots compressed void energy at opponents. They immediately teleport away and spread out, preventing more than 5 from being hit by a single attack.
Enderman army: 500 enderman (500 HP, 25% chance to deflect 90& of attack damage with shield, +250 enderman each turn from teleporter entrance).
Edit- Crusher's attack, not your's Opel.
Errr... I have to say, that is insanely over powered. If each enderman has 90% damage resistance then that means they need to take 5,000 damage in order to die. So, in order to overcome the natural spawn rate, The godmodder's allies would have to deal 1,255,000 per turn. (And of corse they would have to keep up that damage for 500 turns, as that damage would kill 251 endermen) And because you say that only up to 5 can be hit at once, the army would need to be hit by at least 50.2 attacks per turn each dealing 25,000 damage in order for there to be any lowering of the endermen's numbers.
TL;DR: That army starts with 2,500,000 HP and they gain 1,250,000 HP per turn, enough said.
Elemental Relic: ========== (5/10)
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.
TT2000 has found solutions to more overpoered things, while still making an entertaining response.
I wouldn't worry.
I call on thee.
I call on theee.
I call on theeeeeeeeeeeeee.
.....What am I summoning again?!
TT2000, you are genius.
Could I suggest that you are summoning the giant banana monster from pluto?
Elemental Relic: ========== (6/10)
Relic's elemental bonuses:
The relic gains these bonuses when it is full on that type of energy. (now takes 4 charges rather than 3) All of these effects can only occur once per attack.
Twin Fires: When the relic has 4 fire charges, any attack from the relic gains a 1/3 chance of dealing 500 damage per turn for 3 turns if the attack didn't already, this damage stacks with other burning effects. If the relic hits an enemy taking burning damage, another enemy instantly takes damage equal to the amount the first enemy will take at the end of the turn.
Grace of Air: When the relic has 4 air charges, any attack from the relic will also give an ally the empowered effect. (next attack is 10% more effective)
Tranquil Waters: When the relic has 4 water charges, any attack from the relic will also heal an ally for 250 per turn for 3 turns. This effect stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 hp per turn.
Thundering Earth: When the relic has 4 earth charges, any attack from the relic will also deal a low amount of damage to another enemy.
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.
While Magikarp works his magic, I laugh as the foes fall off spear pillar into a different map, where they get trapped in a spike pit.
Why does everyone think I don't have an avatar? Is there anyone who can see the one black pixel.
TT2000, you are genius.
In the meantime, I distract the Godmodder with an Axew (Look it up on bulbapedia.bulbagarden.net)
Progress: ██████████ 20%
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Outpost Defenders: Retribution!
5000 damage to the terror magma cube!
You can post as often as you like, as long as it isn't a double post and you aren't part of 2-3 people spamming hundreds of posts.
Steve can't really use any permanent health-increasing items...
Yes!
6000 damage to the terror wither skeleton!
What?
The godmodder is the UBER TROLL. Almost nothing can simply "troll" the godmodder.
The godmodder yanks it off, then throws it back!
Seems ok.
2000 damage to the terror skeleton!
Why?
4000 damage to the terror zombie!
Bedrock cthulthu added! And, thank you!
1000 damage to all terrors!
The corpses of the trillions and trillions of hellkite dragons that have been killed by the attacks of someonewhosenameiforget are suddenly affected by gravity and crash to Earth directly on top of Oryx, the endermen, and Oryx's minions, killing them all.
The l5 dispenser was destroyed, 10000 damage to the terror ghast!
MadScientist answers your question.
But nothing happened...
5000 damage to the terror zombie!
Godmodder distracted for this turn(I've played pokemon, I know what an Axew is.)!
5 of the terrors attack the Bedrock Cthulthu, dealing 50000 damage. Three more destroy the level 3 teleporter exit. The remaining 2 attack the l7 sentry for 17000 damage. The Three ghosts, Bedrock Cthulthu, and Super Tank attack the Terror zombie for 15000 damage. Steve clashes with the terror magma cube, dealing 20000 damage and upgrading to eff 1 diamond pickaxe level. The godmodder notices none of this, distracted by Axew!
Large bacon acidic creepy dummy: 16/20
Mystery gate: 937500/1000000(neutral)
Level 7 sentry gun: 5000/112000(anti-godmodder)
The Three ghosts: 23000/30000(anti-godmodder)
Steve: 10/10(anti-godmodder)(respawn ability)(at diamond pickaxe level)
Terror skeleton: 65000/75000(bodyguard)
Terror blaze: 138000/150000(bodyguard)
Terror zombie: 14000/60000(bodyguard)
Terror enderman: 243000/250000(bodyguard)
Terror Spider: 34000/40000
Terror wither skeleton: 68000/80000
Terror Zombie Pigman: 90000/100000(bodyguard)
Terror Ghast: 234000/250000(total boss)
Terror magma cube: 64000/94000
Super tank: 80000/100000 HP+ 10000/50000 shields(anti-godmodder)
Bedrcock cthulthu: 30000/80000
Godmodder HP: 25/80
Check out my bad CTM map reviews here.
"HURRY UP" *whip whip whip* (i once killed a spy like that)
Professional mincebag
Why does everyone think I don't have an avatar? Is there anyone who can see the one black pixel.
Slowly, but surely.
Continues to search in his pockets.
*Where did I put it? GODDAMN!*
1/10 of summoning complete.
TT2000, you are genius.