You already used Skillful Dodge to get Sun out of Avatar of Retribution, leaving you with no actions and a defensive malus for doing that with 3 ApT left.
Ahh. That makes sense, but didn't come across in the actual text very well. Sounded more like regular evasion and not actual Dodge.

Also, now that we've seen them in action, is Avatar of Retribution restricted to close range, or can Brave Heart do it at further range like she can with her regular attacks.

Also, how high up can Paladin jump when her super mode is active?
Thats why we need to level up Baleful Eclipse then it would be enough and if we level up Suns scepter up to level 12 it should be enough. I will add this.

Forgot the "Unwavering Shield" bonus, but now it should be enough.
Reminder that leveling up our weapon in the middle of a fight is the kind of thing that can cause it to do lethal damage. A sudden increase in its damage without a chance to train/practice will do that.

Baleful Eclipse is also a horrible choice for dealing with Brave Heart, because it cuts off our ability to heal and means that we need to spend multiple turns on "hit her with melee and then cast a spell at her". She will not give us the chance to do that.

And if you level up Baleful Eclipse enough that it can oneshot her even with her 90% reduction, Paladin will just counterattack with the same thing she did here.


I'm thinking that our best options might actually be to either somehow trick Paladin into using her super mode and then KOing her before she kills us, or flying into the air so that Paladin can't target us.
 
Ahh. That makes sense, but didn't come across in the actual text very well. Sounded more like regular evasion and not actual Dodge.

Also, now that we've seen them in action, is Avatar of Retribution restricted to close range, or can Brave Heart do it at further range like she can with her regular attacks.

Also, how high up can Paladin jump when her super mode is active?

Reminder that leveling up our weapon in the middle of a fight is the kind of thing that can cause it to do lethal damage. A sudden increase in its damage without a chance to train/practice will do that.

Baleful Eclipse is also a horrible choice for dealing with Brave Heart, because it cuts off our ability to heal and means that we need to spend multiple turns on "hit her with melee and then cast a spell at her". She will not give us the chance to do that.

And if you level up Baleful Eclipse enough that it can oneshot her even with her 90% reduction, Paladin will just counterattack with the same thing she did here.


I'm thinking that our best options might actually be to either somehow trick Paladin into using her super mode and then KOing her before she kills us, or flying into the air so that Paladin can't target us.

Yeah increasing its dmg could do lethal damage, because we are not trained with that BUT Brave Heart will negate the first hit anyways, therefore it wont be lethal no matter what.

We have enough ATP to use my Plan within 1 round and if we aim for them directly we have enough time to do it before she reaches us. Because Paladin will be hit while running towards us at least. If she evades it, she will be even more vulnerable towards Soul, because she doesnt have something like skillful dodge.

We dont have time for any fancy tricks anymore, even more so because ALL of our surprises are already gone. Right now the only thing we have is that we can become suddenly stronger and overwhelm them with higher numbers (within our skills).
 
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Yeah increasing its dmg could do lethal damage, because we are not trained with that BUT Brave Heart will negate the first hit anyways, therefore it wont be lethal no matter what.

We have enough ATP to use my Plan within 1 round and if we aim for them directly we have enough time to do it before she reaches us. Because Paladin will be hit while running towards us at least. If she evades it, she will be even more vulnerable towards Soul, because she doesnt have something like skillful dodge.

We dont have time for any fancy tricks anymore, even more so because ALL of our surprises are already gone. Right now the only thing we have is that we can become suddenly stronger and overwhelm them with higher numbers (within our skills).
Assuming that the attacks of Paladin and Avatar of Retribution are both close range only (still waiting on a confirmation of this, now that we've seen them), it might be worthwhile to fly straight upwards (away from Brave Heart) while casting Supernova to impair the vision of both enemies.

Brave Heart's anti-air spell isn't actually a gigantic threat unless she gets another super high roll, impairing Brave Heart's vision (which does not require actually doing damage) should make it easier to avoid Avatar of Retribution, and impairing Paladin's vision could let Soul do some real damage to her.

Then, once we are in the air, we can hurt Brave Heart the same way we did just now, but without being vulnerable to Paladin's response (be out of range of her attack so she can't target us).
 
Assuming that the attacks of Paladin and Avatar of Retribution are both close range only (still waiting on a confirmation of this, now that we've seen them), it might be worthwhile to fly straight upwards (away from Brave Heart) while casting Supernova to impair the vision of both enemies.

Brave Heart's anti-air spell isn't actually a gigantic threat unless she gets another super high roll, impairing Brave Heart's vision (which does not require actually doing damage) should make it easier to avoid Avatar of Retribution, and impairing Paladin's vision could let Soul do some real damage to her.

Then, once we are in the air, we can hurt Brave Heart the same way we did just now, but without being vulnerable to Paladin's response (be out of range of her attack so she can't target us).

All plans of that sort have the advantage of saving EXP but are far more risky. My plan will knock both of them out.
The only danger would be if their spells have long range, but nothing of that was indicated. The only plausible thing is that these are close range. (Brave Hearts move was already seen back then, when Igni was attacked.)

Assuming that they would have longer range without any hint of that, gives just the feeling of assuming unfair things. Besides if it has a higher range, even flying would not help much.
No it is logical that it has the same range as their swords AND they could have used it in the game over update.

Sadly with that game over even my goal of a Zero-Death-Run is shattered.
 
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Hmm...

Fighting her appears to be a bad idea, even if Brave does get hurt it just leads to Unyielding Paladin going hulk smash.

Trying to talk is out of character. :mad:

Brave has Inhuman Skill and is already in our collective face. She'll probably just catch us again if we try flying away with our flight speed and there's not enough EXP to raise flight enough to make a difference there. (I'm assuming it takes a turn to reach top speed without boosted flight. So if it takes a couple seconds for Brave to notice we're trying to leave and hit with her overpowered spell we'd only get a tenth of our speed. To reach 12 meters in the air would take Flight level 13 by my back of the envelope calculations. And there's a decent chance Brave can jump that high X_X)

[-] Plan One of these Options has to Progress the Story
-[-] Surrender to Brave Heart


Maybe lvl 15 on something would give some kind of Overdrive effect, but I doubt Sun has it on her weapon and there's not enough EXP to try Moon's weapon.
The scarier thing though is that she was fast enough that Sun couldn't use Skillful Dodge.
That was a mercy kill. Brave Heart could have just cut Moon's head off...
 
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Hmm...

Fighting her appears to be a bad idea, even if Brave does get hurt it just leads to Unyielding Paladin going hulk smash.

Trying to talk is out of character. :mad:

Brave has Inhuman Skill and is already in our collective face. She'll probably just catch us again if we try flying away with our flight speed and there's not enough EXP to raise flight enough to make a difference there. (I'm assuming it takes a turn to reach top speed without boosted flight. So if it takes a couple seconds for Brave to notice we're trying to leave and hit with her overpowered spell we'd only get a tenth of our speed. To reach 12 meters in the air would take Flight level 13 by my back of the envelope calculations. And there's a decent chance Brave can jump that high X_X)

[X] Plan One of these Options has to Progress the Story
-[X] Surrender to Brave Heart

Maybe lvl 15 on something would give some kind of Overdrive effect, but I doubt Sun has it on her weapon and there's not enough EXP to try Moon's weapon.

You know that surrendering is just making things worse and another form of Game Over?
 
What Dragou said, because of what our sister would do if nothing else. Calculate how high SS needs to go to kill them before you decide that surrendering is a better option.
 
1)Also, now that we've seen them in action, is Avatar of Retribution restricted to close range, or can Brave Heart do it at further range like she can with her regular attacks.

2)Also, how high up can Paladin jump when her super mode is active?
1) She charges forward while doing it. Unless you are a good bit away, you are in range.
2) Quite high.


And if you level up Baleful Eclipse enough that it can oneshot her even with her 90% reduction, Paladin will just counterattack with the same thing she did here.
Difference being that you would still have an action left, are not overextended and there is a chance to hit both of them with the Eclipse.
Keep in mind that lots of damage allow an attack to gain collateral damage by itself; it would not be much, but your opponents are close together.
 
We dont have time for any fancy tricks anymore, even more so because ALL of our surprises are already gone. Right now the only thing we have is that we can become suddenly stronger and overwhelm them with higher numbers (within our skills).
We actually do still have some surprises remaining. Supernova has not been used to disrupt anyone's vision, we haven't Stunned anything for a turn with Sunlight Scepter (15% chance), and Soul still has some tricks that even we don't know about.
Difference being that you would still have an action left, are not overextended and there is a chance to hit both of them with the Eclipse.
Keep in mind that lots of damage allow an attack to gain collateral damage by itself; it would not be much, but your opponents are close together.
A beam that doesn't explode anything doesn't tend to get much AOE though. Might get thicker, sure, but hitting both of them would still imply being able to find a point A such that you can draw straight lines (of any thickness) from Sun to A and Moon to A without any obstacles in the way AND can draw a line from A to Paladin that passes through Brave Heart.

Even if the beam is a meter in diameter, that's pretty hard to line up.
 
We actually do still have some surprises remaining. Supernova has not been used to disrupt anyone's vision, we haven't Stunned anything for a turn with Sunlight Scepter (15% chance), and Soul still has some tricks that even we don't know about.

A beam that doesn't explode anything doesn't tend to get much AOE though. Might get thicker, sure, but hitting both of them would still imply being able to find a point A such that you can draw straight lines (of any thickness) from Sun to A and Moon to A without any obstacles in the way AND can draw a line from A to Paladin that passes through Brave Heart.

Even if the beam is a meter in diameter, that's pretty hard to line up.

Blinding them would only work partly and we dont have time to talk to Soul and let her use somethink that would turn this situation around... IF she has something of that sort. Honestly I doubt it, because she would have used it within the game over update already.

Why you dont want to accept that fancy tricks wont help us anymore in this situation? Even if I will sound like an asshole:
First I need to ask this Question: Do you want to go game over again?
Seriously the most of your ideas are going into this direction. Even before this update.
I called quite a few times things, but no one believed them and when they happened it was ignored. Many things can easely be foreseen and everytime people are surprised. I really dont understand this.
Sorry again if I sound like an ass, but this is my point of view.
 
I didn't want to try this, but desperate measures and such. It's also gamey as all get-out.

Healing someone to force their Health above their max Health is bad for them. Super-Cancer making your skin explode bad. I'm betting that Pally and Brave can shed their Magical Girl forms to disperse that energy before it kills them, which will set up knocking them out via Baleful Eclipse.

Sun: Scorching Sunlight
Moon: Soothing Moonlight, two rays on Unyielding Paladin, one on Brave Heart. Try to push too much energy into their bodies
Pally and Brave: Fall over in pain and drop MG forms
Sun & Moon: Baleful Eclipse
 
I didn't want to try this, but desperate measures and such. It's also gamey as all get-out.

Healing someone to force their Health above their max Health is bad for them. Super-Cancer making your skin explode bad. I'm betting that Pally and Brave can shed their Magical Girl forms to disperse that energy before it kills them, which will set up knocking them out via Baleful Eclipse.

Sun: Scorching Sunlight
Moon: Soothing Moonlight, two rays on Unyielding Paladin, one on Brave Heart. Try to push too much energy into their bodies
Pally and Brave: Fall over in pain and drop MG forms
Sun & Moon: Baleful Eclipse
I am reasonably sure this was retconned when the Overheal-Ability was included some time ago.

And even if not, you would still need an Ability that lets you overheal (Overheal by Modifier) for this strategy. Normal Heal stops at full Health.
None of Moon's Spells has any form of Overheal yet
 
I didn't want to try this, but desperate measures and such. It's also gamey as all get-out.

Healing someone to force their Health above their max Health is bad for them. Super-Cancer making your skin explode bad. I'm betting that Pally and Brave can shed their Magical Girl forms to disperse that energy before it kills them, which will set up knocking them out via Baleful Eclipse.

Sun: Scorching Sunlight
Moon: Soothing Moonlight, two rays on Unyielding Paladin, one on Brave Heart. Try to push too much energy into their bodies
Pally and Brave: Fall over in pain and drop MG forms
Sun & Moon: Baleful Eclipse

You know that we cant overheal and that without a specific ability it wont do anything? We would just heal them full and then get rekt by the two of them.
 
You know that we cant overheal and that without a specific ability it wont do anything? We would just heal them full and then get rekt by the two of them.
Sun/Moon: ""Soothing Moonlight!""
Brave: "...What.... are you doing?"
Moon: "Healing you until you get whoozy!"
Sun: "It's got to work at some point!"

Brave/Paladin: Fuck, that's adorable.
->and then they wreck you to take you home with them

:V
 
So I've mainly been watching for a while, and I have a suggestion. Leveling Sunlight Scepter to 12 would bring the Magic Modifier to 18797, which is higher than Brave's current Absorbing Aegis bonus. Leveling Baleful Eclipse to 15 will bring the damage to 221,289, which is capable of knocking out Brave even with the 90% damage reduction. It's also above the threshold for numbers-induced Collateral Damage, so it has a good chance of getting Paladin as well.

So why not attack Brave, then cast Baleful Eclipse to take her out? Or attack her, then get Chitin to use Prison of Silk to hold Brave while Pris casts Baleful Eclipse on Paladin?
 
Ah. Well then I shall vote for it then.

[X] Sun attacks first with her Scepter to trigger Aegis
- [X] After that Baleful Eclipse against Brave Heart and then against Paladin.

[X] EXP-Plan
- [X] Baleful Eclipse 10-15
- [X] Sunlight Scepter 10-12
 
Blinding them would only work partly and we dont have time to talk to Soul and let her use somethink that would turn this situation around... IF she has something of that sort. Honestly I doubt it, because she would have used it within the game over update already.

Why you dont want to accept that fancy tricks wont help us anymore in this situation? Even if I will sound like an asshole:
First I need to ask this Question: Do you want to go game over again?
Seriously the most of your ideas are going into this direction. Even before this update.
I called quite a few times things, but no one believed them and when they happened it was ignored. Many things can easely be foreseen and everytime people are surprised. I really dont understand this.
Sorry again if I sound like an ass, but this is my point of view.
I'm not against spending EXP, I just feel that Baleful Eclipse is the wrong thing to spend it on. Having high damage for it would be nice right now, but in most other situations it's overkill that doesn't improve our performance in a noticeable way.

So here's an alternative to what you suggested (Sunlight Scepter to 12 and Baleful Eclipse to 15) that works the same way but uses less EXP and makes the EXP that does get used go towards something that's more likely to be useful more often.



Purchase Sunlight Scepter: Spellslinger (350 EXP)
Upgrade Baleful Eclipse 10->11 (100 EXP)

This would make it so that using only a single action from each body, we can have Sun cast Scorching Sunlight at Brave Heart in order to use up her negation, and then in the same action follow up with Baleful Eclipse to KO Brave Heart.

If the Scorching Sunlight cast is the same as in today's update, then Baleful Eclipse performed in the same action as it, but immediately afterwards, behaves as follows.

Baleful Eclipse: 29856 Base Damage, No Dice, +100 Rebalanced Existence = 29,956 Total Damage
Brave Heart: 600 Base Resilience, 15594 Absorbing Aegis, Dice Negated, -11695 Juggernaut, -100 Standing Still = 4,248 Damage Reduction

25,708 Total End Damage.

Unwavering Shield (-4,211): 21,708 Total End Damage

Absorbing Aegis (90%): 2,149 Total End Damage

Brave Heart Health: 2250 - 2149 = 101


If Radiance can be added to Baleful Eclipse, that's more enough to beat her. If not, then you can either hope that being at 5% of her max HP makes Brave Heart unable to fight until she gets healed, hope that a situational modifier or will cover the last bit, or put one extra level into Baleful Eclipse (level 12).

Even if raising Baleful Eclipse to level 12 instead of 11, this uses 560 EXP, as opposed to your plan using 810 EXP.
 
I am reasonably sure this was retconned when the Overheal-Ability was included some time ago.
Overheal lets you bring Health above Max Health without the 'melt into a pile of goo' drawback. You would need to suppress Overheal to melt someone. Healing spells typically stop when at max since the caster doesn't want to make their friends melt.

But I was expecting it to be unusable on a PC targeted heal anyways...

I'm a little annoyed that scouting out an area where our flyers could break sightlines quickly, have Chitin Dancer keep an eye on things for us, and the ruined buildings would hinder the walkers ended up like this. Cornered in a room whole enough to block flying, broken enough to let rain in, where our enemies can keep tabs on us perfectly. >:|
 
I'm a little annoyed that scouting out an area where our flyers could break sightlines quickly, have Chitin Dancer keep an eye on things for us, and the ruined buildings would hinder the walkers ended up like this. Cornered in a room whole enough to block flying, broken enough to let rain in, where our enemies can keep tabs on us perfectly. >:|
What?
You are in the center of a rubble-filled intersection, under the open sky (namedrop intentional :V).
It does not block flying, either. You are just not fast enough to get out of their range before they hit you.
 
I'm not against spending EXP, I just feel that Baleful Eclipse is the wrong thing to spend it on. Having high damage for it would be nice right now, but in most other situations it's overkill that doesn't improve our performance in a noticeable way.

So here's an alternative to what you suggested (Sunlight Scepter to 12 and Baleful Eclipse to 15) that works the same way but uses less EXP and makes the EXP that does get used go towards something that's more likely to be useful more often.



Purchase Sunlight Scepter: Spellslinger (350 EXP)
Upgrade Baleful Eclipse 10->11 (100 EXP)

This would make it so that using only a single action from each body, we can have Sun cast Scorching Sunlight at Brave Heart in order to use up her negation, and then in the same action follow up with Baleful Eclipse to KO Brave Heart.

If the Scorching Sunlight cast is the same as in today's update, then Baleful Eclipse performed in the same action as it, but immediately afterwards, behaves as follows.

Baleful Eclipse: 29856 Base Damage, No Dice, +100 Rebalanced Existence = 29,956 Total Damage
Brave Heart: 600 Base Resilience, 15594 Absorbing Aegis, Dice Negated, -11695 Juggernaut, -100 Standing Still = 4,248 Damage Reduction

25,708 Total End Damage.

Unwavering Shield (-4,211): 21,708 Total End Damage

Absorbing Aegis (90%): 2,149 Total End Damage

Brave Heart Health: 2250 - 2149 = 101


If Radiance can be added to Baleful Eclipse, that's more enough to beat her. If not, then you can either hope that being at 5% of her max HP makes Brave Heart unable to fight until she gets healed, hope that a situational modifier or will cover the last bit, or put one extra level into Baleful Eclipse (level 12).

Even if raising Baleful Eclipse to level 12 instead of 11, this uses 560 EXP, as opposed to your plan using 810 EXP.

We go the Non-Lethal run and you dont want to use our Non-Lethal spell more often? What is with that logic. Seriously I dont understand it at all, because bringing Baleful Eclipse up to lvl 15 would be enough for nearly all enemy
MG´s which arent absolute elites.

I am the only one who try to think a few steps ahead, so that we have more freedom and possibilitys afterwards/later?
 
We go the Non-Lethal run and you dont want to use our Non-Lethal spell more often? What is with that logic. Seriously I dont understand it at all, because bringing Baleful Eclipse up to lvl 15 would be enough for nearly all enemy
MG´s which arent absolute elites.

I am the only one who try to think a few steps ahead, so that we have more freedom and possibilitys afterwards/later?
Just for the record, I know I sure as hell never agreed to a non-lethal run.
 
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