Difference between revisions of "Kantaisen Flow"
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=== Other Pre-Scene Considerations === | === Other Pre-Scene Considerations === | ||
− | Before the scene starts, you can adjust your position in a multi-Field Scene as needed. You can also redeploy if you deployed with the wrong unit, or choose a boss posture | + | Before the scene starts, you can adjust your position in a multi-Field Scene as needed. You can also redeploy if you deployed with the wrong unit, or choose a boss posture with '''+boss''' if you expect to be fighting multiple people. +boss is a code tool that allows you to fight multiple people if dramatics allow. |
− | + | '''+boss #:''' sets your HP and starting EN to an appropriate amount for that number of people (though not as a direct multiplier). Bossing allows you to take a number of actions equal to the number of opponents you have. | |
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− | '''+boss #:''' sets your HP and starting EN to an appropriate amount for that number of people (though not as a direct multiplier) | ||
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==Exchanging Attacks== | ==Exchanging Attacks== | ||
=== Attacking === | === Attacking === | ||
− | "Attacking" covers actions that take your turn. | + | "Attacking" covers actions that take your turn. This includes both traditional attacks and the actions enabled by abilities like EWAC and Commander. |
− | |||
− | This includes both traditional attacks and the actions enabled by abilities like EWAC and Commander. | ||
'''+attack TARGET with ATTACK:''' places that attack in their queue, a list of all attacks they currently need to react to. To successfully make an attack, you must have enough EN to use that attack. | '''+attack TARGET with ATTACK:''' places that attack in their queue, a list of all attacks they currently need to react to. To successfully make an attack, you must have enough EN to use that attack. | ||
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'''+queue:''' shows all attacks currently in your queue. | '''+queue:''' shows all attacks currently in your queue. | ||
− | + | '''+round:''' If you are done taking attacks but still are entitled to actions, +round will manually end your round. If you take all your actions, +round is performed automatically. | |
+ | |||
+ | The end of a round triggers a "reactor cycle" -- i.e., the amount of energy you regain per turn is added to your pool, and temporary effects on you progress their duration. | ||
=== Reacting === | === Reacting === | ||
− | Reactions are how you deal with an attack. | + | Reactions are how you deal with an attack. |
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− | + | '''+defend ATTACKERNAME with REACTION:''' attempts that reaction on that character's attack in your queue. You can use the attack number or the attacker's name, if there's only one attack by that attacker. | |
− | + | The way that reactions work is that each reaction has a damage table that dictates how much damage you take from a given attack; in the case of a failed reaction or deliberate use, that reaction table is React's. Some reactions have penalties when used more than once in a row, and some reactions are disallowed for certain attacks. | |
− | + | {| class="wikitable sortable" style="width: 90%; text-align: center;" | |
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− | {| class="wikitable" | ||
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|- | |- | ||
− | ! | + | ! scope="col" | Reaction |
− | ! | + | ! scope="col" | Range |
− | ! | + | ! scope="col" class = "unsortable" | Attacker's Stats |
− | !Defender's Stats | + | ! scope="col" class = "unsortable" | Defender's Stats |
− | !Description | + | ! scope="col" class="unsortable" | Description |
|- | |- | ||
− | + | | '''React''' | |
− | | | + | | ''Melee'' or ''Ranged'' |
− | | | + | | '''SKL + SGT''' |
− | | | + | | '''SKL + MOB''' |
− | | | + | | Basic reaction. Any reaction will roll on this table if its attempt fails, but you can also use React by itself. Leads to a value between 75% and 120% of base damage. |
|- | |- | ||
− | + | | '''Charge''' | |
− | | | + | | ''Melee'' or ''Ranged'' |
− | | | + | | '''INT + ARM''' ''(Melee)'' OR '''INT + SGT''' ''(Ranged)'' |
− | | | + | | '''INT + ARM''' ''(Melee)'' OR '''PIL + ARM''' ''(Ranged)'' |
− | | | + | | Charge uses React's damage table, but affords a chance of a bonus on your next attack. |
|- | |- | ||
− | + | | '''Evade''' | |
− | | | + | | ''Melee'' or ''Ranged'' |
− | | | + | | '''PIL + MOB''' ''(Melee)'' or '''TAR + SGT''' ''(Ranged)'' |
− | | | + | | '''PIL + MOB''' ''(Melee)'' or '''INT + MOB''' ''(Ranged)'' |
− | | | + | | Evade works much like react, except that two of its values are x0. That is to say, it's possible to completely evade an attack, though not guaranteed. Final damage 0% to 120%. |
|- | |- | ||
− | + | | '''Intercept''' | |
− | | | + | | ''Ranged'' |
− | | | + | | '''TAR + SGT''' |
− | | | + | | '''TAR + SGT''' |
− | | | + | | Intercept is used against Missile attacks, which are always Ranged. It is reliably good, and has a chance of mitigating damage completely. Final damage 0% to 100%. |
|- | |- | ||
− | + | | '''Parry''' | |
− | | | + | | ''Melee'' |
− | | | + | | '''SKL + MOB''' |
− | | | + | | '''SKL + MOB''' |
− | | | + | | Parry can only be used in melee, and requires a weapon trait. When it works it's very effective. Using Parry or Block against consecutive attacks incurs a penalty. Final damage 50% to 100%. |
|- | |- | ||
− | + | | '''Block''' | |
− | | | + | | ''Ranged'' |
− | | | + | | '''SKL + SGT''' |
− | | | + | | '''SKL + SGT''' |
− | | | + | | Block can only be used at range, and requires a weapon trait. When it works it's very effective. Using Parry or Block against consecutive attacks incurs a penalty. Final damage 50% to 100%. |
|- | |- | ||
− | + | | '''Guard''' | |
+ | | ''Melee'' or ''Ranged'' | ||
+ | | '''PIL + MOB''' ''(Melee)'' or '''TAR + SGT''' ''(Ranged)'' | ||
+ | | '''INT + MOB''' ''(Melee)'' or '''PIL + MOB''' ''(Ranged)'' | ||
+ | | Guard is more reliable than react, and the high end of damage is lower. However, its maximum reduction is the same. Final damage 75% to 1.05%. | ||
|- | |- | ||
− | + | | '''Job''' | |
− | + | | ''Melee'' or ''Ranged'' | |
− | + | | None | |
− | + | | None | |
− | + | | This reaction automatically fails your reaction against the relevant attack and ensures a critical hit. Useful for dramatic purposes, but offers no strategic benefit. | |
|- | |- | ||
− | + | | '''Accept''' | |
− | | | + | | ''Melee'' or ''Ranged'' |
− | | | + | | None |
− | | | + | | None |
− | | | + | | This reaction is suited to buffs and debuffs, as it simply allows the attack to function. |
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|} | |} | ||
− | + | ||
+ | Reactions lead to a '''damage test'''. During a damage test: | ||
The attacker uses '''Skill + Morale''' against the defender's '''Skill + Armor'''. | The attacker uses '''Skill + Morale''' against the defender's '''Skill + Armor'''. | ||
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All else being equal, a damaging attack that achieves some kind of connection (i.e. does not get subjected to an Intercept, React, or Evade successfully) will deal a minimum of 10 damage. | All else being equal, a damaging attack that achieves some kind of connection (i.e. does not get subjected to an Intercept, React, or Evade successfully) will deal a minimum of 10 damage. | ||
+ | |||
+ | Note that the damage tables differ per reaction. | ||
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==Play Flow Example== | ==Play Flow Example== | ||
Latest revision as of 20:51, 1 September 2024
Data on Kantaisen will be covered in several pages for ease of reference. This page will cover the general flow of a combat scene in Kantaisen and relevant elements, while others will cover other elements as listed below.
Kantaisen Basics: Covers the introductory elements and terminology of Kantaisen.
Pilot Stats and Abilities: Covers pilot stats, abilities, spirit commands, and proficiencies.
Unit Stats and Abilities: Covers non-weapon elements that live on a unit, such as its base stats and abilities. You are here!
Weapons and Attacks: Covers units' attacks, including the construction of weapons in the system and attack attributes.
Kantaisen Flow: Covers how attacks are exchanged in the system, including relevant elements such as Engagement and Fields.
Inspirations and Differences: Covers the major inspirations for Kantaisen's various structures, and how things may differ for players used to one system or another.
Deployment
During the Deployment stage of a fight, several steps occur!
Scenes and Fields
One player selects the Scene appropriate to the scene from a list of available Fields. Players can also make their own Field Sets if nothing covers them; a Field Set includes both a description and a list of one or more Fields.
We'll look here at a sample Scene:
id: 11 name: Colony Nature Habitat scene: A space of artificial nature on a space colony, resembling a forested national park of Earth. Fields: 1: Lake {"Water", "Low-G"} 2: Forest {"Low-G"}
The ID is the label under which the Scene has been saved.
The Name is a short, appropriate declaration of the place it reflects, such as "City Battle" or "Ashford Academy" or, in this case, "Colony Nature Habitat."
The Scene is a short description of the scene with a little greater detail, not more than a single paragraph.
The Field listing contains all the Fields that that scene concept implies. A Field can have one or two terrains, in a similar way to how squares in Super Robot Wars sometimes have multiple terrains. The first terrain is the Primary Terrain, and if your unit has a good rating in that terrain, it will use it; if it doesn't, it will also check for the second terrain, it will average the two. Standing in the lake best serves water-use units; a Low-G-use unit can do it but will not do it as well as a water-use unit. Conversely, standing in the Forest is simply a Low-G activity.
Deployment
Deploying in a unit starts at typing +deploy. +deploy, without any argument, will give you a list of units you have access to and their numerical storage IDs. (Note that for this purpose, forms of units are stored as separate units; switching between a unit's modes happens using a different command.)
Typing a partial string match will bring up a list of units you could have deployed in with that match, like so:
+deploy Ghoul
leads to:
20: AMK-01 Mecha-Ghoulghilas 14: Ghoulghilas
(Note that +deploy Ghoulghilas would also be a mutual partial match; in this case, use +deploy 14 to get Ghoulghilas. Partial matching for AMK-01 would correctly pull Mecha-Ghoulghilas, however.)
Loadout
If you want to use an alternate, personalized loadout for a unit you have previously saved, once you have deployed the unit, please type:
+loadout #, where # is the number between 1 to 5 of the saved loadout.
This will load your weaponspace weapons et al.
Other Pre-Scene Considerations
Before the scene starts, you can adjust your position in a multi-Field Scene as needed. You can also redeploy if you deployed with the wrong unit, or choose a boss posture with +boss if you expect to be fighting multiple people. +boss is a code tool that allows you to fight multiple people if dramatics allow.
+boss #: sets your HP and starting EN to an appropriate amount for that number of people (though not as a direct multiplier). Bossing allows you to take a number of actions equal to the number of opponents you have.
Exchanging Attacks
Attacking
"Attacking" covers actions that take your turn. This includes both traditional attacks and the actions enabled by abilities like EWAC and Commander.
+attack TARGET with ATTACK: places that attack in their queue, a list of all attacks they currently need to react to. To successfully make an attack, you must have enough EN to use that attack.
+queue: shows all attacks currently in your queue.
+round: If you are done taking attacks but still are entitled to actions, +round will manually end your round. If you take all your actions, +round is performed automatically.
The end of a round triggers a "reactor cycle" -- i.e., the amount of energy you regain per turn is added to your pool, and temporary effects on you progress their duration.
Reacting
Reactions are how you deal with an attack.
+defend ATTACKERNAME with REACTION: attempts that reaction on that character's attack in your queue. You can use the attack number or the attacker's name, if there's only one attack by that attacker.
The way that reactions work is that each reaction has a damage table that dictates how much damage you take from a given attack; in the case of a failed reaction or deliberate use, that reaction table is React's. Some reactions have penalties when used more than once in a row, and some reactions are disallowed for certain attacks.
Reaction | Range | Attacker's Stats | Defender's Stats | Description |
---|---|---|---|---|
React | Melee or Ranged | SKL + SGT | SKL + MOB | Basic reaction. Any reaction will roll on this table if its attempt fails, but you can also use React by itself. Leads to a value between 75% and 120% of base damage. |
Charge | Melee or Ranged | INT + ARM (Melee) OR INT + SGT (Ranged) | INT + ARM (Melee) OR PIL + ARM (Ranged) | Charge uses React's damage table, but affords a chance of a bonus on your next attack. |
Evade | Melee or Ranged | PIL + MOB (Melee) or TAR + SGT (Ranged) | PIL + MOB (Melee) or INT + MOB (Ranged) | Evade works much like react, except that two of its values are x0. That is to say, it's possible to completely evade an attack, though not guaranteed. Final damage 0% to 120%. |
Intercept | Ranged | TAR + SGT | TAR + SGT | Intercept is used against Missile attacks, which are always Ranged. It is reliably good, and has a chance of mitigating damage completely. Final damage 0% to 100%. |
Parry | Melee | SKL + MOB | SKL + MOB | Parry can only be used in melee, and requires a weapon trait. When it works it's very effective. Using Parry or Block against consecutive attacks incurs a penalty. Final damage 50% to 100%. |
Block | Ranged | SKL + SGT | SKL + SGT | Block can only be used at range, and requires a weapon trait. When it works it's very effective. Using Parry or Block against consecutive attacks incurs a penalty. Final damage 50% to 100%. |
Guard | Melee or Ranged | PIL + MOB (Melee) or TAR + SGT (Ranged) | INT + MOB (Melee) or PIL + MOB (Ranged) | Guard is more reliable than react, and the high end of damage is lower. However, its maximum reduction is the same. Final damage 75% to 1.05%. |
Job | Melee or Ranged | None | None | This reaction automatically fails your reaction against the relevant attack and ensures a critical hit. Useful for dramatic purposes, but offers no strategic benefit. |
Accept | Melee or Ranged | None | None | This reaction is suited to buffs and debuffs, as it simply allows the attack to function. |
Reactions lead to a damage test. During a damage test:
The attacker uses Skill + Morale against the defender's Skill + Armor.
A number is rolled in the same way as during the hit check, and the attack does an appropriate amount of damage. Internally, this damage is "stepped;" the degree to which you succeed or fail the damage test dictates the multiplier applied to the attack's base power.
Dynamic Hit abilities trigger on attacks that achieve the 6th or 7th "step" (out of 7) of this damage.
All else being equal, a damaging attack that achieves some kind of connection (i.e. does not get subjected to an Intercept, React, or Evade successfully) will deal a minimum of 10 damage.
Note that the damage tables differ per reaction.
Play Flow Example
Builds used:
Combat Begins Here:
+scene 5
Amuro Ray has set the scene to Colony Interior Battle +--------------------------------< Test Arena >--------------------------------+ This Arena is used for testing. The terrain is LowG A field setup for a simple colony interior battle. There is currently no combat taking place. +---------------------------------< Players >----------------------------------+ Amuro Ray Char Aznable +---------------------------------< Objects >----------------------------------+ +----------------------------------< Exits >-----------------------------------+ Exit to Inexplicable Vending Machine Corner +------------------------------------------------------------------------------+
+deploy 93
KTS: Amuro Ray has deployed in RX-78-2 Gundam <Magnetic Coating> +---------------------------------< Stats >----------------------------------+ | You are currently piloting RX-78-2 Gundam <Magnetic Coating> | | | | The RX-78-2 Gundam was part of the Federation's V Project during the One | | Year War, and was their first mobile suit to have any meaningful success | | against Zeon. It was also one of the first mobile suits to carry | | portable beam weaponry, forcing military planners on all sides to | | quickly reevaluate their approach to mobile weapon design and | | deployment. The Gundam's pilot, Amuro Ray, eventually became so skilled | | that his emerging Newtype abilities outpaced the Gundam's ability to | | respond to him. An experimental magnetic coating to its joints was | | applied, which improved the Gundam's response time and enabled it to | | survive to the very end of the war before being mutually destroyed by | | the MSN-02 Zeong. GAME RULES: This unit was destroyed in late UC 0079, | | and is only in the database to help with code testing and documentation. | | Players must not use this unit (and if you see it in your unit list then | | please contact staff so we can fix that, thank you!). | | Controls: Autobalanced | |----------------------------------------------------------------------------| | Unit Stats | | Armor: 139 HP: 144 Mobility: 144 | | Parts: 4 RX: 132 Sight: 139 | | size: M tier: Obsolete weaponspace: 125 | |----------------------------------------------------------------------------| | Hitpoints: 14400(100%) | | Energy: 39 | | Morale: 100 (default) | | SP: 50 | | Not engaged. | | Default Ground | |----------------------------------------------------------------------------| | Terrain: air: - ground: C lowg: B space: B water: F | |----------------------------------------------------------------------------| | Defences: | | Can Parry with Standard Beam Saber | | Can Intercept with Head Vulcans | | Can Block with Standard Shield | |----------------------------------------------------------------------------| | Abilities | | Weapon-Carrying Backpack (Extra Hardpoint) | +---------------------------------< Parts >----------------------------------+ | Custom-Tuned OS Frame Reinforcement Range Enhancer | | Magnetic Coating | |----------------------------------------------------------------------------| | Pilot: | | Stats: | | Intuition: 170 Piloting: 135 | | Skill: 145 Targeting: 145 | | Controls: | | Autobalanced: S Crewed: F | | Cyber: - Cybernetic: C | | Kinesthetic: F Manual: F | | Mental: C | | Abilities: Gunfight L1, Predict L2, Apply Terrain, Outmaneuver, Blocking, | | Depth of Experience L1 | | Spirit Commands: Alert, Focus, Valor, Strike, Dash, Trick | +---------------------------------< SRTMOO >---------------------------------+ KTS: Char Aznable has deployed in MS-14S Gelgoog Commander Type <Char Custom>
+pstats
+-----< Pilot Stats For Amuro Ray >------------------------------------------+ | Targeting: 145 | | Piloting: 135 | | Intuition: 170 | | Skill: 145 | |----------------------------------------------------------------------------| | Auto: S | Manual: F | Kinesthetic: F | Crewed: F | Cyber: - | Mental: C | |----------------------------------------------------------------------------| | Morale Type: Active | |----------------------------------------------------------------------------| | Gunfight L1: - | | Predict L2: Newtype | | Apply Terrain: - | | Outmaneuver: Newtype Flash | | Blocking: - | | Depth of Experience L1: The White Devil | |----------------------------------------------------------------------------| | Spirit Cmds: Alert Focus Valor Strike Dash Trick | +---------------------------------< SRTMOO >---------------------------------+ KTS: Char Aznable targets Amuro Ray with Gelgoog Beam Rifle Maneuver Shot
+queue
Incoming attacks: 1: Char_Aznable attacking with Gelgoog Beam Rifle Maneuver Shot (Ranged, Beam, Initiation) ----
+defend 1 with Charge
KTS: Amuro Ray charges into the attack! KTS: Amuro Ray successfully avoids Char Aznable's Gelgoog Beam Rifle Maneuver Shot
+attacks
1: Gundam Beam Rifle Aimed Shot 4000(Cost 22) (Ranged, Beam, Accurate) 2: Gundam Beam Rifle Shot 3700(Cost 17) (Ranged, Beam) 3: Gundam Beam Rifle Rapid Fire 4400(Cost 24) (Ranged, Beam) 4: Gundam Beam Saber Strike 3700(Cost 17) (Melee, Beam) 5: Gundam Beam Saber Thrust 4300(Cost 28) (Melee, Beam, Penetrating) 6: Gundam Beam Saber Combo 4700(Cost 27) (Melee, Beam) 7: Head Vulcans Burst 2900(Cost 11) (Ranged, Physical, Intercept) 8: Head Vulcans Dash-and-Fire 3600(Cost 19) (Melee, Physical, Initiation) 9: Hyper Bazooka Shot 4400(Cost 25) (Ranged, Physical, Missile, Penetrating) 10: Hyper Bazooka Pellet Spray 4200(Cost 22) (Ranged, Physical, MAP) 11: Hyper Bazooka Barrage 5600(Cost 31) (Ranged, Physical, Missile) 12: Hyper Bazooka Anti-Ship Volley 5000(Cost 26) (Ranged, Physical, Missile, Ship-Killer) 13: RX-78 Shield Bash 3200(Cost 15) (Melee, Physical, Initiation) 14: Pass 0(Cost 0) (Ranged, Passive)
+spirit Strike
KTS: Amuro Ray has activated the Strike Spirit Command.
+attack Char with 5
KTS: Amuro Ray targets Char Aznable with Gundam Beam Saber Thrust KTS: Char Aznable fails to Parry Amuro Ray's Gundam Beam Saber Thrust, taking 4300 damage! KTS: Amuro Ray has engaged Char Aznable KTS: Char Aznable targets Amuro Ray with Goad
+queue
Incoming attacks: 1: Char_Aznable attacking with Goad (Ranged, Passive, Special) ----
+defend 1 with Accept
KTS: Char Aznable goads Amuro Ray, reducing his Intuition drastically.
+attack Char with 6
KTS: Amuro Ray targets Char Aznable with Gundam Beam Saber Combo KTS: Char Aznable blocks Amuro Ray's Gundam Beam Saber Combo, taking 3525 damage! KTS: Amuro Ray has engaged Char Aznable KTS: Char Aznable has activated the Spirit Spirit Command. KTS: Char Aznable has activated the Valor Spirit Command. KTS: Char Aznable targets Amuro Ray with Char Kick
+queue
Incoming attacks: 1: Char_Aznable attacking with Char Kick (Melee, Physical, Finisher) ----
+defend 1 with Retreat
KTS: Amuro Ray fails to retreat. KTS: Amuro Ray fails to react to Char Aznable's Char Kick, taking 4500 damage! KTS: Char Aznable has engaged Amuro Ray
+pot
=--------------------------------[ Test Arena ]--------------------------------= Name Idle Last Health % Energy Spirit Morale Amuro Ray 0s None 9900 (68%) 26 65 125 Char Aznable 1m None 6075 (43%) 46 40 128 =-----------------------[ Thu Dec 30 01:40:31 2021 ET ]------------------------=
+spirit Dash
KTS: Amuro Ray has activated the Dash Spirit Command and Has Disengaged
+spirit Trick
KTS: Amuro Ray has activated the Trick Spirit Command.
+pot
=--------------------------------[ Test Arena ]--------------------------------= Name Idle Last Health % Energy Spirit Morale Amuro Ray 0s None 9900 (68%) 34 35 125 Char Aznable 2m None 6075 (43%) 46 40 128 =-----------------------[ Thu Dec 30 01:41:17 2021 ET ]------------------------=
+spirit Strike
KTS: Amuro Ray has activated the Strike Spirit Command.
+spirit Valor
KTS: Amuro Ray has activated the Valor Spirit Command.
+attack Char with 11
KTS: Amuro Ray targets Char Aznable with Hyper Bazooka Barrage KTS: Char Aznable has activated the Alert Spirit Command. KTS: Char Aznable successfully Evades Amuro Ray's Hyper Bazooka Barrage KTS: Char Aznable has activated the Accel Spirit Command and Has Engaged with Amuro Ray KTS: Char Aznable has activated the Valor Spirit Command. KTS: Char Aznable targets Amuro Ray with Gelgoog Beam Naginata Combo
+pot
=--------------------------------[ Test Arena ]--------------------------------= Name Idle Last Health % Energy Spirit Morale Amuro Ray 0s None 9900 (68%) 29 5 130 Char Aznable 5s None 6075 (43%) 5 10 134 =-----------------------[ Thu Dec 30 01:44:32 2021 ET ]------------------------=
+defend 1 with Parry
KTS: Amuro Ray fails to Parry Char Aznable's Gelgoog Beam Naginata Combo, taking 5980 damage! KTS: Char Aznable Precision effect (Disruptor Jam L1) KTS: Char Aznable Precision effect (Enervator Shock) KTS: Char Aznable has engaged Amuro Ray
+pot
=--------------------------------[ Test Arena ]--------------------------------= Name Idle Last Health % Energy Spirit Morale Amuro Ray 0s None 3920 (27%) 24 15 109 Char Aznable 35s None 6075 (43%) 31 10 137 =-----------------------[ Thu Dec 30 01:45:02 2021 ET ]------------------------=
+spirit Trick
KTS: Amuro Ray has activated the Trick Spirit Command.
+attack Char with 5
KTS: Amuro Ray targets Char Aznable with Gundam Beam Saber Thrust KTS: Char Aznable fails to Parry Amuro Ray's Gundam Beam Saber Thrust, taking 4300 damage! KTS: Amuro Ray has engaged Char Aznable KTS: Char Aznable has activated the Spirit Spirit Command. KTS: Char Aznable targets Amuro Ray with Gelgoog Beam Naginata Slash
+queue
Incoming attacks: 1: Char_Aznable attacking with Gelgoog Beam Naginata Slash (Melee, Beam) ----
+defend 1 with Block
KTS: Amuro Ray blocks Char Aznable's Gelgoog Beam Naginata Slash, taking 1800 damage! KTS: Char Aznable has engaged Amuro Ray
+pot
=--------------------------------[ Test Arena ]--------------------------------= Name Idle Last Health % Energy Spirit Morale Amuro Ray 0s None 2120 (14%) 25 10 120 Char Aznable 33s None 1775 (12%) 36 0 150 =-----------------------[ Thu Dec 30 01:49:14 2021 ET ]------------------------=
+attack Char with 4
KTS: Amuro Ray targets Char Aznable with Gundam Beam Saber Strike KTS: Char Aznable fails to retreat. KTS: Char Aznable fails to react to Amuro Ray's Gundam Beam Saber Strike, taking 4255 damage! KTS: Amuro Ray Precision effect (Outmaneuver Control Bonus)] KTS: Char Aznable's MS-14S Gelgoog Commander Type <Char Custom> has been disabled