soro_lost: The crit was from the Heavy Beam, so Phase Shift Barrier doesn't work against it. Also unless otherwise noted damage multipliers work by D&D scaling so 1/4 guard combined with 1/2 empyreal results in 1/5 damage, not 1/8.
Ahh you should have noted it's beam damage then.
There is no beam damage, there is damage from Beam weapons and the enemy specifically called their attack as a Beam.
Phase Shift doesn't apply but the Beam Coat all Wild Falkens have does.
Barriers/coats/Fields do not stack, meaning you can't have both active at a time. If your Phase Shift Barrier is up, the Beam Coat has to be down.
Also are you sure on the math? Since presumably you're not trying to one hit kill everyone with your impressively balanced homebrew now that your players are attempting to take full advantage of all your little miscellaneous defensive measures buried in various threads. That would seem a little off. With Empyreal, as a standard D&D effect, I have ability to stack it in whatever order I wish which means I can apply it before DR.
Then Beam Coat must be applied after DR and Guard explicitly says
Guard[Super Pilot](20): For 1 round all damage you take is reduced to 1/4, after applying any other reductions you may have. If an effect would ignore this, instead round the damage to 1/3.
So based on your rules text as written at the time of my post Guard cannot be combined with Barrier/Coat like you say.
Silly me, of course the player and not the DM gets to rule how spells work in unclear cases. But ok, I'll let empyreal apply first which just means we need to add the DR reduction to the middle. So first you apply the empyreal for 1/2, then DR, then either Guard for the beam crit (going from 1/2 to 1/5 means 40% damage gets through after DR after empyreal 50%) or Phase Shift Barrier+Guard for the mook attack (going from 1/2 to 1/6 means 34% (rounding up for your benefit) damage gets through after DR after empyreal 50%).
Here, I'll even give you the final results for this round:
-Baha takes 16 damage since they lack DR themselves.
-Your mecha takes 7,14+ 65,4 damage, round down for 72 damage total.
Now considering how long it took me to type this down and I usually expect to be paid actual money to do math nowadays, this particular discussion is over. You have your final damage result, I trust you at least can do the subtraction from your HP values.
Anyway that one Heavy attack managed to deal 26% of my mech's HP. I feel it's a little much for one attack, specially when tallied against multiple opponents and I have focused the Mech entirely on HP/defense with an astronomically high AC in a game we're supposed to be the highest leveled, but I suppose it can be said it's a reasonable amount if those enemies burned Spirit on offense to counter their target burning Spirit for defense since I am applying magical defenses to compensate for the magical losses as well.
You also aggroed two enemy groups when you may've been fighting just one and may've even got one group as allies against the other. Baha also got unlucky with taking a confirmed crit from a high multiplier weapon, but that's RNG for you.
Yeaaaah, about that...
1) If it's in-built how can it be disarmed, especially considering nanomachines?
2) I don't mind being brought along. I can hold my breath, am currently under the effect of Greater Blink, plus I have Extraordinary Spell Aim so I won't be held down by my own tentacles. Or I could put them on a pull-string timer, use iterative attacks on the remaining disks or something.
3) Yeah, that's why I asked you if Nei had used the Neikapool before - so I knew exactly where the cockpit was.
4) "Gundam 0079 was shoddily animated" is not a valid argument because one, it was aired 39 years ago (and we are using material as late as 2018), and two, even in nebulous MU scale, our mecha DO have semi-consistent size.
1) Yes, Raineh had that same question for this round.
2) and 3) Teleporting anything into cockpits just doesn't work, point.
4) Behold the Gundam Barbatos from the last serious (non-gunpla) Gundam series:
(funnels were drawn in by paint, can't find the original pic at moment but otherwise you can see that shoddy scales remains a mecha constant).
Perhaps more to the point, Phantasy Star is not by default a mecha setting, except once PSO2 Episode 4 rolled in (and even then dispatching units on foot seemed a much better option for fighting off eldritch abominations for some reason, even though said eldritch abominations could be as big as a freakin' castle). Even then, there is more evidence for teleporting people into a mecha than against in that setting, especially since they use teleportation circles as elevators (just check the animation for boarding an AIS in the Magatsu Bonus Quest).
Yet when in Phantasy Star you have to fight giant robots/battleships, the solution is never "we'll just teleport a bomb inside them and call it a day".
Anyway in case I hadn't been clear enough yet, this setting is a custom mix of Phantasy Star and assorted mecha series. In particular I'm pretty sure Nei wasn't your ex-girlfriend in the original series. And even if she was, her natural life expectancy was 3 years as a prototype newearl so even if nothing had happened to her she would've died of old age by now.
Now, if you absolutely MUST cockblock teleporting either people or objects to/from/into a mecha, what I suggest is that you use the Schlock Mercenary solution.
In SM, Teraports (their version of Teleports) basically revolutionized the entire military industry because it flew in the face of the concept of defending airspace. If you can literally fling shit around time and space, you could just teleport nukes around and no amount of point defenses and interception systems would do ZILCH. (Keep in mind that the setting in question uses low-level A.I. to guide missiles around.) In order to enable defensive perimeters, the creator of the Teraport invented (and subsequently became filthy rich off) the TADS, or Teraport Area Denial System, which does exactly what it says on the tin, it projects a field within which Teraports are impossible without proper authorization. The energy required to project and maintain such fields, however (along with miniaturization issues), limits their mobile applications to putting them onboard gigantic mobile weapons platforms called battleplates or keeping them on massive defensive facilities, often on the planet itself, making finding them on such locations near impossible. Breaching a TAD is possible via use of something called a Teraport Cage, which basically connects two previously prepared 'cages' and allows one to walk through them like a portal (however, the other end of the cage must first be deployed on-site, and punching through a TAD requires a lot of energy so you can't bring something bigger than a small tank along). In any case, those are considered proper military-level tech and a buncha pirates would never have a ship big enough to have a cage OR a TADS onboard.
Well you just pointed out why that isn't a solution. By mecha standards when mecha pirates show up, the solution should be to send your own mechas, not "lol just teleport bombs inside their cockpits".
Some people confuse mecha with hard sci-fi. It's not. Mecha is rule of cool first and foremost, and just sniping cool mechas by teleporting nasty stuff inside their cockpits is not cool.
Also, Murakumo has been updated, along with my charsheet. You'll find it is... a bit beefier than it used to be.
Thank you, I'll take a closer look when I have the time.
EDIT: Mechas aren't alive so comparing them to giant monsters isn't really a good point, especially since they're especially prepared to contain living things.
Monster with Swallow Whole clearly have plenty of space, and as pointed out some mecha series are literally "we'll take this giant monster and add a bunch of plating and a cockpit to it".