Pikachuun

His Excellency is Still Fighting [Raid Boss]

Aug 10th, 2014
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  1. Royal Duke
  2. Difficulty: GOD PAINFUL
  3. 3000 HP, 149 Atk, 13 Def, 24 Spe
  4. HP and attack are for 10 participants. Multiply them by number of players/10. The minimum number of players is 7 for this calculation, regardless of how few players there actually are.
  5.  
  6. Passive Abilities:
  7. Neo-Immunity: Immune to status effects (Poison, Bleed, Burn) and other forms of Damage over time.
  8. Dual Attack: Attacks twice per turn.
  9. sanic sped: Cannot be attacked more than once per turn.
  10. No Guard 2.0: The attacks of this monster cannot miss. As such, they cannot be dodged.
  11. 99% Ignorant: Immune to all damage that is based on a percentage of the monster's HP, except for Repel Evil, Purity Blast, and Faith Seal.
  12. Definitely Evil: Repel Evil has a cap of 5 damage multiplied by its level. Faith Seal's 5% and 20% are capped at 5 and 20 damage respectively. The other effects of Faith Seal are ignored. Purity Blast does 12.5% of the damage it normally does.
  13. Immune to Dark: Shadow Blast, Dark Matter, Boney Strike, Dark Plot, and Black Lightning deal 0 damage to this monster, for these moves have a dark nature within them, and this boss is immune to dark. All other Dark Mage attacks work as normal.
  14. Excess Supply Lines: Immune to the effects of Sabotage.
  15. Evil Potential: For every 6 evil counters on this boss (maximum 18), increase the multiplier on its "Demon" and "Dark" attacks' true damage by 1, and decrease Dark Hand's divisor by 1.
  16. Holy Counting: Each time a Priest's skill, besides Basic Attack, Regenerate, and Defend, is used, place 1 Holy Counter on this boss.
  17. Dark Giga Rage: If the user is at 25% of its maximum HP or less, roll a 3-sided die before the normal attack roll. If the roll is not 1, use Dark Giga Flare instead of whatever attack roll you would've gotten (See Extra Abilities).
  18.  
  19. Active Abilities:
  20. 1-20: Basic Attack (Attacks 1 player. Roll 3 dice with the current attack stat as the number of sides then divide the result by 3. This is not true damage, obviously.)
  21. 21-30: Demon Shock (Attacks 1 player. Roll a 5-sided die and multiply the result by 5. This is true damage. The user gains 2 evil counters.)
  22. 31-40: Demon Shock / Demon Blast (Only usable if the user has 6 or more evil counters. Attacks 1 player, and those around it [1, 2, and 3 instead of just 2]. Roll a 5-sided die and multiply the result by 4. This is true damage. The user gains 2 evil counters.)
  23. 41-50: Demon Shock / Demon Blast / Demon Tempest (Only usable if the user has 12 or more evil counters. Attacks all players. Roll a 5-sided die and multiply the result by 3. This is true damage. The user gains 2 evil counters.)
  24. 51-60: Demon Shock / Holy Blessing B-type (Only usable if the user has 3 or more holy counters, and only on the first action. Heal HP equivalent to the number of holy counters that the user has multiplied by the user's maximum HP divided by 30. Get rid of all holy counters. Use Corrupted Charge as the second action, unless the user has 18 evil counters.)
  25. 61-65: Demon Shock / Corrupted Charge (Only usable if the user has 6 or more evil counters, or Holy Blessing B-type was recently used. Gain 6 evil counters.)
  26. 66-70: Dark Web (Attacks all players. Roll a 5-sided die and multiply the result by 2. This is true damage. The user gains 4 evil counters.)
  27. 71-75: Dark Hand (Attacks 1 player. Roll 3 dice with the current attack stat as the number of sides then divide the result by 5. This is not true damage. The user gains 2 evil counters.)
  28. 76-80: Dark Zapper (Attacks 1 player, and those around it [1, 2, and 3 instead of just 2]. Roll a 5-sided die and multiply the result by 4. Proceed to add 10% of the target's maximum HP to this number. This is true damage. The user gains 2 evil counters.)
  29. 81-90: Fang Crush (Attacks 2 players [This can be the same player twice]. Roll 3 dice with the current attack stat as the number of sides then divide the result by 4. This is not true damage.)
  30. 91-100: Vacuum Wave (Attacks 1 player. Roll 3 dice with the current attack stat as the number of sides then divide the result by 4. This is not true damage, however the defense stat of the target is treated as 0 for the calculation.)
  31. 101-111: Flare (Attacks 1 player. Roll a 6-sided die and multiply the result by 6. This is true damage.)
  32.  
  33. Extra Abilities:
  34. Dark Giga Flare (Only usable by the Dark Giga Rage passive. Attacks all players. Roll a 6-sided die and multiply the result by 6. To this number, add 6. This is true damage, and ignores any dampening/defending effects such as Magical Barrier or Protect. The user gains 3 evil counters.)
  35.  
  36. Rewards: 13/13 for killing, 3/3 for a loss
  37.  
  38. Considering how the Seraphim was a complete glomp-fest, the Royal Duke, its much more difficult successor in the same game, is far harder. While Repel Evil and Faith Seal deal damage [albeit miniscule] to this monster, the dark attacks that most Dark Mages (and Necromancers, especially with Boney Strike being a thing) rely on for damage output are nullified. Additionally, it can heal at any time for a lot of HP if your priests decide to do the same, and even powers up when doing so. When this boss hits 25% HP or less, it can pull a party-wipe and cripple those that live severely, proving that it is truly deserving of the GOD PAINFUL difficulty rank.
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