SayakaQuest Thread 10: Glory To The Death

[x] Throw an explosive sword forward. Detonation should divert the barrage. Shield up and boost foward.
[x] Kyouko should keep trying to constrain Mami's movements.
[x] Slice. Expect a dodge. Keep pressing her.
[x] Detonate sword immediately on a good hit.
 
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[x] Muramasa

Blueberry using the magical equivalent of ERA*. I can dig it.

*ERA is an acronym for explosive reactive armor. It literally explodes to redirect/deform/divert an incoming projectile on a tank.
 
Assuming for the moment, we continue trying to win without Homura bailing us out...

I think a dodge attempt is pretty much null vs the million gun salute. That means shift to full blocking defense.

Currently we have 45 (sword skill) + 30 (armor) + 20 (kite shield). We can bump the kite shield to a great shield for another +20, and add the helmet for +5. That would give us a grand total of +120 defense, vs Mami's +90. That would give us a 75% chance to block (66% if we add in an Offensive Boost), perhaps more if we can continue destabilizing her.

Multilayer shield charge? Make the biggest shield we can manage, then put several layers of platforms in front to dampen the shots?
Decent idea, but dunno if we'd have time to get the platforms up in addition to the shield change and the helmet. Kyouko may toss up a barrier to help us, though, which would be another small edge.

One thing from the update, which might just be flavor text because of the imbalanced roll, is that we jumped back after stabbing Mami with the sword. If we stab with the sword, we need to stay right up in her face.

If we go full defense first (ie: defend against the gun barrage, then attack), we don't have to worry as much about the sword; we can change to the greatsword when we attack. The other option is to go full defense, but bring out the big sword at the same time and charge. That would continue pushing our momentum, rather than letting Mami get the momentum back, but could potentially add extra risk to the defensive side of things (or maybe make defense better, since the shot angle would be more difficult and we'd no longer be sitting still waiting to get hit).

One other trick that we pulled on Sora way back when was to add blades to the shield and charge into her.

And we still have Kyouko making her own plays.

Assuming aggressive, to keep momentum against the distracted Mumi...

[x] Upgrade kite shield to great shield, sword to great sword, and add the helmet.
[x] Kyouko to continue doing anything to constrain her movement; barriers galore. Or, take advantage of Sayaka being the distraction now.
[x] Charge at the fake-Mami. Manifest blades on the shield and ram with a shield bash.
-[x] Use a simultaneous strike with the sword to cut off avenues of escape.

Not sure whether to add the offensive boost or not.
 
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Calling Homu, I see is a personal failure. We were left to our own devices because Homu expected us to be able to handle this.

Personally, I feel like we're just calling in the resources necessary to quickly defeat a very dangerous enemy. Remember, we are on a time limit, namely that of Walprugisnacht counting down until it flips again and completely destroys the city. To me, time efficiency matters a lot more in this situation than personal responsibility.
 
Personally, I feel like we're just calling in the resources necessary to quickly defeat a very dangerous enemy. Remember, we are on a time limit, namely that of Walprugisnacht counting down until it flips again and completely destroys the city. To me, time efficiency matters a lot more in this situation than personal responsibility.
One other concern I have — and it may be invalid, depending on how Moid works it — is that Homura is also on bail duty for everyone else. Each time we call her over, she has to leave everyone else to their own devices. So, it may be good for us, but we may also be pulling help away from someone else that needs it.
 
[jk] Scream at Mami, try to open a dialogue so you can convince her to join the side of GOOD and JUSTICE
-[jk] "Say something, I'm giving up on you!"
-[jk] "Tea! Cake! Friends! Kittens!"
 
One other concern I have — and it may be invalid, depending on how Moid works it — is that Homura is also on bail duty for everyone else. Each time we call her over, she has to leave everyone else to their own devices. So, it may be good for us, but we may also be pulling help away from someone else that needs it.
True, but the faster we defeat Mami, the faster Sayaka and Kyouko can also go on bail duty for everyone else.
 
True, but the faster we defeat Mami, the faster Sayaka and Kyouko can also go on bail duty for everyone else.

Not sure we're going to have time to do this and intercept Walpy before the time limits up. Also no guarantee the next time stop is a guaranteed Mami kill. She dodged our last attempt.

I really think we should save the next timestop for a Walpy intercept. A prolonged one will drain our seeds and we have no clue what to expect from stage 3.
 
Mura: I really can't see throwing an explosive sword being in any way effective against the gun barrage. Also, I think we should play to our strengths as a tank; fancy swordplay is not going to cut it as a major determinator.
 
Mura: I really can't see throwing an explosive sword being in any way effective against the gun barrage. Also, I think we should play to our strengths as a tank; fancy swordplay is not going to cut it as a major determinator.

The barrage just needs to be diverted and we'll charge through the opening. The shields there just in case. I'm going to insist melee's a better position to be in then a one-shot charge.
 
Mura: I really can't see throwing an explosive sword being in any way effective against the gun barrage. Also, I think we should play to our strengths as a tank; fancy swordplay is not going to cut it as a major determinator.
Explosive sword is to divert the barrage. And as much as being a tank that we are, Sayaka has more offensive buffs than kyouko, so we're going to have get in there. Granted Mumi isn't a slouch in melee either but we don't really have a choice here.
 
Revising, primarily for Kyouko's role, as well as adding the offensive boost to counter the bullet knockback:

[x] Upgrade kite shield to great shield with blades, sword to great sword (should still have Rending Blade active), and add the helmet.
[x] Offensive Boost for closing speed, and to push through the knockback of the fired bullets.
[x] Charge at the fake-Mami, and ram with a shield bash.
-[x] Use a simultaneous strike with the sword to cut off avenues of escape.
-[x] If bash connects, and Mami is impaled, if possible, add Rending Blade effect to the blades on the shield.
-[x] Make this an opportunity for Kyouko to go for the offensive strike while we act as the distraction this time.
-[x] If we manage to impale with the sword, detonate, but don't pull back when doing so.
 
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Not sure we're going to have time to do this and intercept Walpy before the time limits up. Also no guarantee the next time stop is a guaranteed Mami kill. She dodged our last attempt.
Which is why I proposed meleeing her instead doing it at range like we did last time. It takes less time, both in and out of timestop. And we don't necessarily need to play bailer to the others, we can go straight for walmartnight instead, if that seems to be a more efficient use of our time.
I really think we should save the next timestop for a Walpy intercept. A prolonged one will drain our seeds and we have no clue what to expect from stage 3.
Again, this will be a very short time stop. A few seconds plus whatever amount of time it takes Homura to reach us. Which would take (at an absolute maximum) 1-2 cleanses.
 
A bit of a mash up, and my first actual contribution. Why only use one great idea?

[x] Upgrade kite shield to great shield and add the helmet.
[x] Throw an explosive sword forward. Detonation should divert the barrage. Tank the invisible firing squad.
-[x] Make this an opportunity for Kyouko to go for the offensive strike while we act as the distraction this time.
-[x] If successful, charge at the fake-Mami. Offense boost. Manifest blades on the shield and ram with a shield bash.
-[x] Use a simultaneous strike with the sword to cut off avenues of escape.
-[x] If bash connects, and Mami is impaled, if possible, detonate all shield blades and use shield as a shield to shield us from the boom boom.
 
And we don't necessarily need to play bailer to the others, we can go straight for walmartnight instead, if that seems to be a more efficient use of our time.
No, we don't want to ignore the others. We're not nearly that pressed for time, anyway. Each update seems to be about 15 seconds, at most, and we had a total of 15 minutes til the next boom. We've only used up maybe 90-120 seconds out of 900.
 
One more revision. Put the shield blades in only after we get the shield bash to connect, to avoid giving away part of the intended tactic.

I'm not sure whether the -10 damage avoidance on the Offensive Boost should actually apply, since any attempt to move (particularly straight towards the source, with the guns arrayed around that) should improve our damage avoidance against the gun barrage. It's mostly being used to enhance momentum, to avoid the knockback, anyway.

I'm actually curious if we have a tactical advantage in charging, here. I'm not entirely sure how much movement flexibility Mami has while operating the giant gun barrage (attempting to sidestep might put her in her own line of fire). And of course she's down an arm again.

[x] Upgrade kite shield to great shield, sword to great sword (should still have Rending Blade active), and add the helmet.
[x] Offensive Boost for closing speed, and to push through the knockback of the fired bullets.
[x] Charge at the fake-Mami, and ram with a shield bash.
-[x] Use a simultaneous strike with the sword to cut off avenues of escape (most likely upwards, if her own guns mostly box her in).
-[x] If bash connects, sprout blades on the shield to help pin/damage.
-[x] Let Kyouko use this opportunity to make an offensive strike while we act as the distraction.
-[x] If we miss on the bash, turn the attack into a spin with the whip sword to try to catch Mami before she gets out of range.
[x] Strike/detonate with the sword if we're keeping the grapple relatively secure; entangle with whip sword if she tries to disengage.

I would not entirely object to the Homu-gank vote at this point, but I think we have enough of a chance right now that I'd prefer to charge forward ourselves.
 
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