@Naron - assuming we knock out both Benign Twins, can we spare 10-20 seconds to land beside them, then (in a moment of action) deliver a coup de grace to both and resurrect them in synch?

[...]

What if Moon and Sun switch their Scepters, and/or one of them takes both into battle?

1) Do the weapon abilities work for both - does Sun get Overwhelm, and can Moon "borrow" Sun's Magic Modifier value - and in what cases?
2) Does Sun get to have her Veil damage with Moon's Scepter (while not benefitting from Godlike Strength)?
3) Does Moon add her Strength bonus, small it may be, to Sun Scepter's damage?

And, incidentally (of no use in Benign Twins encounter, but might be used in Nightmare Guard encounter):

4) Can Sun borrow Ana's Happy Trumpet for multiple Ray triggers of her Veil in the same attack string? We did practice with it in the timeskip.
5) Can Sun apply her 1/turn damage boost to this Ray string of Veil hits?
6) Does Happy Trumpet always disappear when Ana transforms into Caterpillar - or it's possible for her to hand her trumpet over to someone before transforming?

[...]

How good is Moon at throwing and Return-ing her Scepter to attack her opponents, and do her Overwhelm and Godlike Strength apply to thrown Scepter? This will mean the difference between "Eva gets into melee with Rogue and Guardian" and "Eva throws her scepter in a curved trajectory knocking one attack of Rogue's off course then hits Rogue with her thrown Scepter - then Returns scepter and throws it again - hovering all the while".
You can do a synch-kill, but the condition is that you manage to knock them out first.

If one carries both scepters, she has two two-handed weapons in one hand each. Imagine what that does.
1) Moon can use Modifier Save, but only on her own MM; Sunlight Scepter's other stuff works for her, too.
Sun can not use Overwhelm and Return, though.

In general, Superior Discipline allows you to use any Ability not directly tied to a character; Intercept-variants are unusable, for example. Crush or Slayer-Abilities are generally usable. You would also be able to use Ana's trumpet properly.

With Bianca's Equaliser, you could use everything except Return and Sunder.
Additionally, any given weapon gives you its Base Damage while you supply your own Magic Modifier.

2) Yes.
3) Yes. Though keep in mind that Godlike Strength only applies in Intercepts.

4) No.
5) Yes.
6) Yes and No respectively.

Overwhelm and Godlike Strength apply to a Thrown Scepter Intercept, but that thing eats a malus for being a thrown scepter.
Additionally, the "knocking one of Rogue's attacks off-course" is an application of Skilled.

Should Ana's Catterpilar Mode have Discipline as well now that her human form has it?
It is implied.

I meant for the sake of playing it safe. Try to get a situation that lets us use Reincarnation, but don't spend the EXP on it until we think we actually have a decent chance of pulling it off. Have the ability to spend the EXP elsewhere if we can't figure out a good way to pull it off.

That's what I meant.
I understood it as such.
The problem is that until you actually get Reincarnation, Pris will go for a lethal hit if she finds an opening. If you have not bought it because you think there is still time, the twins are dead and you have no chance of reviving them because you did not buy it.
 
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Eh. If she complains about headaches, I'm blaming you.

Ana is still going through the motions with your scepter; she borrowed it at the time she offered her own weapon, mostly to familiarise herself. You did your best to teach her what Bianca taught you... when her headache allowed it, that was. With her senses becoming farther reaching, she had to spend a lot of time getting used to so many sensations coming in at once.
@justinkal, it's your fault. There, I've said it.

On another note.
Then Guard sighs and shakes her head. "I'm afraid not. I swore to serve her out of my free will, so I will accept all of her-"

(Sunlight Scepter: +1022 Base Damage, +511 Superior Discipline, +18348 Veil of the Solar Goddess, +13849 dice = 33,730 Total Damage

Attack negated)


You surge forward while she still speaks; it is only a few metres between you, she has no chance to stop you... is what you think. Her blade pushes your scepter aside mid-swing and Guard easily sidesteps you. She does not even pause her sentence: "-decisions."

She immediately turns her shield around upon hearing the roar of Ana's trumpet.

(Intercept

Happy Trumpet: +750 Base Damage, +750 Ray, +750 Ray, +750 Ray, +750 Ray, +750 Ray, +1125 Discipline, +478 dice = 6,103 Total Damage
Dreams: +4000 Base Damage, +1108 dice = 5,108 Total Damage

995 Difference, Happy Trumpet wins.

Happy Trumpet: +995 Intercept Damage, +248 Discipline, +95 dice = 1,338 Total Damage
Nightmare Guard: +3500 Base Damage, +1405 dice, x8 Defensive Bulwark = 39,240 Total Damage Reduction

Not a chance, no damage)


You stand still for a few moments while Ana skillfully fills the air with exploding bubbles. Concrete cracks and nearby storefronts are shredded in seconds, the noise nearly deafening as dust begins to settle on everything like a grey blanket. You do not like having to do this, but she made clear she will not change her mind. Her boss did not even try to listen, which makes you a little angry to boot.

When the stream ends and Ana lowers her weapon to catch some air, you can see that your opponent is completely unharmed. Her eyes gleam indifferently as she raises a clawed hand upward, which makes you explode into action. But it is too late...

"Dream-"

Everything around you begins to shiver as if reality itself had just taken a gut-punch. Guard's eyes widen in confusion, but she does not stop casting.

"-C0M€-"

Her voice distorts into an inhuman rumbling that makes the surroundings break apart; light explodes from everywhere and you can feel a faint sensation in the back of your mind. Something you felt before, while you were still two. An idea, formed yet incoherent. Understood yet primordial. It is not yours and not Ana's. Something else is there, here, around, everywhere.

[CONFUSION] is what you feel, from everywhere and nowhere. For but an instant, your mind warps inside out and an image of you both appears from Ludger's perspective.

"-tRO3!"

And then everything becomes light.

Nightmare Guard does not have Master Skill.
1) I assume her spell was supposed to be "Dream Control"?
2) I consider this to be an overly narrow question given an overly specific answer, Naron. :p As in, she may or may not have Inhuman Skill instead, that Chariot.

On another note.

Regarding Benign Twins, the game plan (subject to QM clarifications) is this:
1) Check them for obvious weaknesses and strengths
2) Knock them both out
3) Perform a killing blow and a Reincarnation
4) Enjoy the new additions to your family
[X] EXP Plan Promise of Salvation (Moon Edition)
-[X] Become Whole Again LVL 3-20 (1870/3220, 1350 remaining)
-[X] Primordial Moon - Flight LVL 4-10 (390/1350, 960 remaining)
-[X] Veil of the Lunar Goddess 15-18 (480/960, 480 remaining)
-[X] Moonlight Scepter 15-18 (480/480, 0 remaining)

[X] Plan Opening Salvos
-[X] Goals: Test the strength of your opponents, try and disable Rogue, do not get killed. Additional Goals: Try and get Ana and Ludger reinforce you; kill your opponents on the same turn without using magic, then resurrect them.
-[X] Sun takes flight above to take advantage of her Radiant Shine Unbroken, Moon closes in with the other twins while screening Sun from danger (one goes vertically, the other interposes herself between Sun and Rogue and dives at Rogue).
-[X] Sun casts Scorching Sunlight at Rogue, synchronized with Moon casting Supernova to blind the other twins. Moon intercepts one of Rogue's attacks to test her, attacks her in turn if she is blinded (do not kill outright, but don't hold back otherwise), then disengages.
-[X] If the results of Rogue intercepts are promising, continue doing so. If Guardian intercepted your own attack, make note of it. If Rogue got taken out, check it then have Sun close the distance. Otherwise, keep Sun out of the thick of it so Moon can Dodge if necessary.
-[X] Have Sun cast Soothing Moonlight on Ana and Ludger, too. See if it wakes them up. If it succeeds, ask for a time out to tell them the situation.
So. I am happy my plan is getting approved.

I'd like some more fine-tuning. Please state some more opinions:

1) Should I try and press attack some more at Benign Rogue? My approach has been cautious, so Moon is disengaging early.
2) Any important things I've forgotten to add? Please, don't hesitate to tell me.
3) The following is the alternate version of third and fifth lines. Should I be doing this?

[Q3] Sun casts Scorching Sunlight at Rogue, synchronized with Moon casting Supernova to blind the other twins. Moon intercepts one of Rogue's attacks to test her, attacks her in turn if she is blinded (do not kill outright, but don't hold back otherwise), then disengages. Both intercepting Rogue's attacks and attacking her is preferrably done by throwing Moon's Scepter without closing to melee range - or at least while remaining out of easy reach of both Benign Twins at once.
[Q5] Have Sun cast Soothing Moonlight on Moon once she's wounded, and on Ana and Ludger, too. See if it wakes them up. If it succeeds, ask for a time out to tell them the situation.

The third line takes advantage of Return to hopefully prevent the Benign Twins from easily ganging up on our own twins.
The fifth line takes advantage of Target-by-Level function AND of the fact we don't exactly have perfect folding of the extra beams into one. We should be able to heal everyone at once. However, WOQM is it won't work, so I'm specifying helping Moon and making an attempt on Ana and Ludger as a side note.

4) Can Sun borrow Ana's Happy Trumpet for multiple Ray triggers of her Veil in the same attack string? We did practice with it in the timeskip.
Clarification needed. Veil of the Solar Goddess is a Personal Ability and usually applies to any applicable uses. As you are saying no to "multiple Veil triggers", is the end result this:
Sun uses Happy Trumpet with its Base Damage, with Sun's own Magic Modifier, with Veil trigger, and with Superior Discipline 50% base damage boost - with additional Ray Triggers only copying Base Damage and Superior Discipline?

(Happy Trumpet (Sun): 750 Base Damage, +13402 Dice, +375 Superior Discipline, +18348 Veil of the Solar Goddess, +750 Ray Trigger, +375 Superior Discipline = 34000 Total Damage, x2 Radiant Shine Unbroken = 68000 Total Damage)

So does it mean Sun can still borrow Happy Trumpet and shoot strong attacks - she just won't be able to compound them with Ray into a single overpowered string, and they will be subject to randomized dice rolls?

Additionally, the "knocking one of Rogue's attacks off-course" is an application of Skilled.
...Not really, I mean if you shoot a bullet (throw a scepter) at another bullet (a thrown kunai), and your bullet hits it head-on, pushes through it, and hits the other shooter, it's kinda Overwhelm and not Skilled... Am I wrong?
 
1) I assume her spell was supposed to be "Dream Control"?
The Spell is Dream Come True
is the end result this:
Sun uses Happy Trumpet with its Base Damage, with Sun's own Magic Modifier, with Veil trigger, and with Superior Discipline 50% base damage boost - with additional Ray Triggers only copying Base Damage and Superior Discipline?

(Happy Trumpet (Sun): 750 Base Damage, +13402 Dice, +375 Superior Discipline, +18348 Veil of the Solar Goddess, +750 Ray Trigger, +375 Superior Discipline = 34000 Total Damage, x2 Radiant Shine Unbroken = 68000 Total Damage)

So does it mean Sun can still borrow Happy Trumpet and shoot strong attacks - she just won't be able to compound them with Ray into a single overpowered string, and they will be subject to randomized dice rolls?
Yes.

...Not really, I mean if you shoot a bullet (throw a scepter) at another bullet (a thrown kunai), and your bullet hits it head-on, pushes through it, and hits the other shooter, it's kinda Overwhelm and not Skilled... Am I wrong?
Negating her attack and attacking her were described as different actions (push attack aside, then hit her) instead of a sequence. What you describe now is an Intercept, but you will eat a big malus for it. That kind of stuff is not easy and your weapon is not made for it.
 
[X] EXP Plan Promise of Salvation (Moon Edition)
-[X] Become Whole Again LVL 3-20 (1870/3220, 1350 remaining)
-[X] Primordial Moon - Flight LVL 4-10 (390/1350, 960 remaining)
-[X] Veil of the Lunar Goddess 15-18 (480/960, 480 remaining)
-[X] Moonlight Scepter 15-18 (480/480, 0 remaining)
Buying Soothing Moonlight to 14 instead of Moonlight Scepter to 18 is worth considering, because that will allow us to recover from mistakes.
(74kish heal).

Also we now can do a Scorching Sunlight with Armor Pierce(False) instead of Burn, if we want to.
 
[X] EXP Plan Promise of Salvation (Moon Edition)
Buying Soothing Moonlight to 14 instead of Moonlight Scepter to 18 is worth considering, because that will allow us to recover from mistakes.
(74kish heal).

Also we now can do a Scorching Sunlight with Armor Pierce(False) instead of Burn, if we want to.
What even is the purpose in leveling Moonlight Scepter to 18 right now? To be able to win an Intercept against Rouge if Rouge's many hidden abilities don't include a damage increase or Unstoppable?

Considering how many possible ways she could beat us in an Intercept even with level 18, I think we should hold off on that.

Especially if she has Unstoppable. You can't win an Intercept against Unstoppable.

Indestructible, which we have, does let you deflect an Unstoppable attack, but our weapon type doesn't seem like it would work very well for that.

I feel like we really should try to leave some EXP leftover so that we can react once we find out more of their sheets.

Those Moonlight Scepter levels don't seem to contribute much to us surviving this first set of turns, and we have no way of knowing if they'll help us actually win.
 
[X] EXP Plan Promise of Salvation (Moon Edition)
-[X] Become Whole Again LVL 3-20 (1870/3220, 1350 remaining)
-[X] Primordial Moon - Flight LVL 4-10 (390/1350, 960 remaining)
-[X] Veil of the Lunar Goddess 15-18 (480/960, 480 remaining)
-[X] Moonlight Scepter 15-18 (480/480, 0 remaining)

[X] Plan Opening Salvos
-[X] Goals: Test the strength of your opponents, try and disable Rogue, do not get killed. Additional Goals: Try and get Ana and Ludger reinforce you; kill your opponents on the same turn without using magic, then resurrect them.
-[X] Sun takes flight above to take advantage of her Radiant Shine Unbroken, Moon closes in with the other twins while screening Sun from danger (one goes vertically, the other interposes herself between Sun and Rogue and dives at Rogue).
-[X] Sun casts Scorching Sunlight at Rogue, synchronized with Moon casting Supernova to blind the other twins. Moon intercepts one of Rogue's attacks to test her, attacks her in turn if she is blinded (do not kill outright, but don't hold back otherwise), then disengages.
-[X] If the results of Rogue intercepts are promising, continue doing so. If Guardian intercepted your own attack, make note of it. If Rogue got taken out, check it then have Sun close the distance. Otherwise, keep Sun out of the thick of it so Moon can Dodge if necessary.
-[X] Have Sun cast Soothing Moonlight on Ana and Ludger, too. See if it wakes them up. If it succeeds, ask for a time out to tell them the situation.

For now.
 
Naron did state that we cant wake them up. Therefore that would waste a spell.
If Moon is wounded and we're healing her with the same action, then the spell isn't really wasted. Soothing Moonlight has Target by Level, it can handle both primarily healing Moon and delivering a jolt to Ana and Ludger. It won't work, but it's not breaking action economy.

Also, another point:
Of all the things they could have asked, that was not among those you expected. 'Eva' takes over again, though her voice turns into more of a whisper by now: "We don't know how this will end. If it is like flipping a switch and we are gone, or if we have to fade away bit by bit. We, uh, talked about it while you were unconcious and... I'd rather die in battle than withering away. Rico thinks the same and you are the only ones we can ask. And... and... and we want to know if your powers were really worth erasing us, so we won't hold back."
In some way, it's showing off our powers to the other us. They are powerful Legends (I mean, Eva has a 40k/4k per level on her defenses - even Solid Core only topped out at effective 200k with her INDESTRUCTABLE CORE), so showing them we can hold our own and have versatility can only help.

It did say she got used to it, so no real harm. Also, that shop item I was hoping for did appear.

If that isn't enough, this should satisfy you. The whole 'does Reincarnation work here' thing was my idea.
I thought that discord quote from LDj mentioned LightLan?

Buying Soothing Moonlight to 14 instead of Moonlight Scepter to 18 is worth considering, because that will allow us to recover from mistakes.
(74kish heal).

Also we now can do a Scorching Sunlight with Armor Pierce(False) instead of Burn, if we want to.

What even is the purpose in leveling Moonlight Scepter to 18 right now? To be able to win an Intercept against Rouge if Rouge's many hidden abilities don't include a damage increase or Unstoppable?

Considering how many possible ways she could beat us in an Intercept even with level 18, I think we should hold off on that.

Especially if she has Unstoppable. You can't win an Intercept against Unstoppable.

Indestructible, which we have, does let you deflect an Unstoppable attack, but our weapon type doesn't seem like it would work very well for that.

I feel like we really should try to leave some EXP leftover so that we can react once we find out more of their sheets.

Those Moonlight Scepter levels don't seem to contribute much to us surviving this first set of turns, and we have no way of knowing if they'll help us actually win.
You disapprove. How do you suggest we use EXP then?

Fact is, damage enhancers on weapons are mostly typical of the lower Growth Affinity girls, with higher GA MGs having the more esoteric effects on standby.

Moonlight Scepter contributes by providing us both a defense, AND a means of a less-than-lethal strong attack because we do not want to kill them outright. And don't point out Baleful Eclipse to me please - at 1/turn limit, and burning out our spell slots, it is an even worse gamble. Especially since Rogue (D&D Rogue have Evasion, she is a Kunoichi, and has Skill affinity) is all but guaranteed to Dodge it. In fact, Moonlight Scepter helps here as well - after all, post-Intercept damage cannot be dodged. Or blocked.
Assume we invest into healing. At her worst, Rogue will hit us for 50-60k per attack that hits Sun or gets Intercepted by Moon with Scepter 15. Well, she has 8-to-12 attacks like that. She'll wipe us out if we cannot outmatch her.

Assume we invest into Sun's Scepter. It gives us 75k on her Magic Modifier - and is just as useless against Unstoppable as Moon's Overwhelm is... except she cannot Intercept attacks made on Moon, or deliver unblockable damage if she does win her Intercept.

Assume we invest into Baleful Eclipse. 3 levels give us 350k or so damage, if I eyeball it. Except, see Rogue dodging it, and it's still not enough to 1HKO Guardian.

Assume we invest into Supernova. It gets to Level 10 with 60 EXP to spare. It's a lethal spell, and even if it somehow picks up Target: Army to go with its Collateral Damage, we're only hurting Ludger and Ana if we cast it.

Assume we invest into Scorching Sunlight. Again, lethal spell. Again, dodgeable. MAYBE enough damage to synch-kill Guardian, but it betrays our goal, again.

Assume we invest into Moon's Veil... Well, we now have 750k health, and Rogue does 600k-ish per turn... We cede initiative and die? Or try and snipe them from above while dodging their retaliation?
And another fact is - unless we can gain a method of decisively and reliably removing one of them, preferrably Rogue, from equation, we will not win this battle at all.

Assume, for a moment, that things went our way and there are no OVERLY nasty surprises (Silver Crystals is Limitless-Homing-Punch-Through and there are no damage enhancers, for example)?

(Silver Crystals: 150'000 Base Damage, +15'000 Dice, Out of Balance = 165'000 Total Damage

Intercept!

Moonlight Scepter: 40642 Base Damage, +335 Dice, +20321 Superior Discipline, +50802 Godlike Strength, +112'500 Overwhelm, +400 Rebalanced Existence = 225'000 Total Damage

60000 Difference, Moonlight Scepter Wins
Silver Crystals Punches Through!

Moonlight Scepter: 60000 Intercept damage, +100 Dice, +30000 Superior Discipline, +75000 Godlike Strength, +400 Rebalanced Existence = 165'500 Final Damage
Silver Crystals: 165'000 Punch-Through Damage, +15000 Dice, Out of Balance = 180'000 Final Damage)


And the end result is Moon is at 110k health, and Rogue is knocked out even if she had a 50% Final End Damage reduction. And Guardian is all that is left to deal with, with EXP rolling in for defeating 'Rico' that never was. This scenario is impossible if we hold back on the Scepter levels, though.

Also, keep in mind that while Rogue and Guardian are really powerful their weapons are merely Level 15, and chances are so are their spells. It's enough to pick up three abilities and an upgrade to one of them, true - but it's not very likely they have Unstoppable, which I remind you is a second upgrade to Armor Piercing.
 
I thought that discord quote from LDj mentioned LightLan?
You'll notice in there some messages from "Vertex". That's me. Also, that very first message by Lost in the Discord log is quoting and responding to what I said.
You disapprove. How do you suggest we use EXP then?

Fact is, damage enhancers on weapons are mostly typical of the lower Growth Affinity girls, with higher GA MGs having the more esoteric effects on standby.
High tier people can definitely get stuff like Unstoppable and Slash Hell on their weapons, which would curbstomp the level increase.

I'm saying to not leave us with 0 remaining EXP, because we don't want to run into a situation at the next vote like "Oh crap, we didn't up our speed enough to actually hit them", "Oh crap, we didn't level Moon's HP enough", "Oh crap, we can't actually hurt them unless we level up Sun's offense", etc but not have any EXP left to make corrections.
 
We still could try to seperate them somehow and use our connection to our advantage (the fact that we know what our other body does and where it is).
 
even Solid Core only topped out at effective 200k with her INDESTRUCTABLE CORE)
Um...

INDESTRUCTABLE CORE
Level 25
-The ultimate CORE frame. Once per turn if Nepgear would be killed, instead reduce her Health to 1. Nepgear is also immune to damage over time effects, as well as any form of mental pollution or mind control. In order for Nepgear to receive damage, the damage must exceed 99% of her total health. If this threshold is surpassed, reduce the incoming damage by 99%. Frame is capable of surviving CORE BREACH.
Segarite Core
-Self-sustaining love... Each turn Nepgear gains 75% of her maximum health with no upper limit. Excess health is shed after the fight ends.

This is Solid Core's main defense, with No Longer Human providing another 50%-reduction. She has 6,000 Health, getting 200 for each level of ICore above.
It means that her effective Health is actually
6,000 x 100 x 2 = 1,200,000
And she gains another 4,500 (effectively 900,000) every turn with no upper limit.

Benign Guardian has nothing on her defenses... though, in fairness, it is no good to try comparing linear growth to exponential growth.
However, if you said that Benign Guardian has the highest Health of all non-exponential MGs observed in any CWMGQ-storyline, you would be right.
 
We still could try to seperate them somehow and use our connection to our advantage (the fact that we know what our other body does and where it is).
If Rogue's kunai really are throwing weapons with Limitless, we can actually pick them up off the ground and then start using them with Superior Discipline. Since most of Sun's damage comes from her MM and Veil, this is very effective for her due to their ridiculous Base Damage.
 
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fuggit, bandwagon it is

[X] EXP Plan Promise of Salvation (Moon Edition)
-[X] Become Whole Again LVL 3-20 (1870/3220, 1350 remaining)
-[X] Primordial Moon - Flight LVL 4-10 (390/1350, 960 remaining)
-[X] Veil of the Lunar Goddess 15-18 (480/960, 480 remaining)
-[X] Moonlight Scepter 15-18 (480/480, 0 remaining)

[X] Plan Opening Salvos
-[X] Goals: Test the strength of your opponents, try and disable Rogue, do not get killed. Additional Goals: Try and get Ana and Ludger reinforce you; kill your opponents on the same turn without using magic, then resurrect them.
-[X] Sun takes flight above to take advantage of her Radiant Shine Unbroken, Moon closes in with the other twins while screening Sun from danger (one goes vertically, the other interposes herself between Sun and Rogue and dives at Rogue).
-[X] Sun casts Scorching Sunlight at Rogue, synchronized with Moon casting Supernova to blind the other twins. Moon intercepts one of Rogue's attacks to test her, attacks her in turn if she is blinded (do not kill outright, but don't hold back otherwise), then disengages.
-[X] If the results of Rogue intercepts are promising, continue doing so. If Guardian intercepted your own attack, make note of it. If Rogue got taken out, check it then have Sun close the distance. Otherwise, keep Sun out of the thick of it so Moon can Dodge if necessary.
-[X] Have Sun cast Soothing Moonlight on Ana and Ludger, too. See if it wakes them up. If it succeeds, ask for a time out to tell them the situation.
 
-[] Have Sun cast Soothing Moonlight on Ana and Ludger, too. See if it wakes them up. If it succeeds, ask for a time out to tell them the situation.

We have been told trying to wake up Ana and Ludger will fail, can you remove this part from the plan @Faraway-R ?
 
-[] Have Sun cast Soothing Moonlight on Ana and Ludger, too. See if it wakes them up. If it succeeds, ask for a time out to tell them the situation.

We have been told trying to wake up Ana and Ludger will fail, can you remove this part from the plan @Faraway-R ?
I can leave it as is, change it to the line below, or remove it altogether. When I asked for input on this change nobody really answered, though.

[Q5] Have Sun cast Soothing Moonlight on Moon once she's wounded, and on Ana and Ludger, too. See if it wakes them up. If it succeeds, ask for a time out to tell them the situation.


(Intercept

Happy Trumpet: +750 Base Damage, +750 Ray, +750 Ray, +750 Ray, +750 Ray, +750 Ray, +1125 Discipline, +478 dice = 6,103 Total Damage
Dreams: +4000 Base Damage, +1108 dice = 5,108 Total Damage

995 Difference, Happy Trumpet wins.

Happy Trumpet: +995 Intercept Damage, +248 Discipline, +95 dice = 1,338 Total Damage
Nightmare Guard: +3500 Base Damage, +1405 dice, x8 Defensive Bulwark = 39,240 Total Damage Reduction

Not a chance, no damage)
Hmmm.
Assuming the same thing happens, Sun deals damage like this:

(Intercept

Happy Trumpet: +750 Base Damage, +375 Superior Discipline, +8478 dice, +18348 Veil of the Solar Goddess = 27,951 Total Damage
Dreams: +4000 Base Damage, +1108 dice = 5,108 Total Damage

22843 Difference, Happy Trumpet wins.

Happy Trumpet: +22843 Intercept Damage, +11421 Superior Discipline, +8095 dice = 42,349 Total Damage
Nightmare Guard: +3500 Base Damage, +1405 dice, x8 Defensive Bulwark = 39,240 Total Damage Reduction

3,109 End Damage)

Not that much. Although I have a suspicion Defense Bulwark is a conditional multiplier that may or may not be subject to Equality. And RSU-given boost propels this to +27,951+13,976=+41,927 damage... Enough to probably KO Nightmare Guard.

Then again KISS Baleful Eclipse is our opener in this case.

Is it me or both Nightmare MGs are really tanky/esoteric? One is a Summoner with damage offload, other has World Sphere and (probably) Phantasm spells along with Defensive Bulwark multiplier.
 
I can leave it as is, change it to the line below, or remove it altogether. When I asked for input on this change nobody really answered, though.
That seems like an improvement, but I'd take out the specification of who should cast.

Sun needs to be able to Dodge if an enemy jumps high enough to attack her from above and Moon isn't quick enough to Intercept.

Granted, that probably won't happen when they're just as blind about our abilities as we are about theirs.

Only reason to remove the line completely is if you think that taking a tiny bit of our focus off of our enemies in order to aim at Ana and Ludger will end badly, which I'd be worried about if we had a more harsh QM.


While on the topic, might as well change the line "kill your opponents on the same turn without using magic, then resurrect them" to use the word "spells" instead of "magic".
Assuming the same thing happens, Sun deals damage like this:
That's only if Happy Trumpet counts as a familiar weapon. We've experimented with using it a little bit, but I don't think we've practiced enough for Superior Discipline to kick in like that.

I think you left out Veil of the Solar Goddess from the second half of the calculation (after winning the Intercept)?
 
I can leave it as is, change it to the line below, or remove it altogether. When I asked for input on this change nobody really answered, though.

[Q5] Have Sun cast Soothing Moonlight on Moon once she's wounded, and on Ana and Ludger, too. See if it wakes them up. If it succeeds, ask for a time out to tell them the situation.


Hmmm.
Assuming the same thing happens, Sun deals damage like this:

(Intercept

Happy Trumpet: +750 Base Damage, +375 Superior Discipline, +8478 dice, +18348 Veil of the Solar Goddess = 27,951 Total Damage
Dreams: +4000 Base Damage, +1108 dice = 5,108 Total Damage

22843 Difference, Happy Trumpet wins.

Happy Trumpet: +22843 Intercept Damage, +11421 Superior Discipline, +8095 dice = 42,349 Total Damage
Nightmare Guard: +3500 Base Damage, +1405 dice, x8 Defensive Bulwark = 39,240 Total Damage Reduction

3,109 End Damage)

Not that much. Although I have a suspicion Defense Bulwark is a conditional multiplier that may or may not be subject to Equality. And RSU-given boost propels this to +27,951+13,976=+41,927 damage... Enough to probably KO Nightmare Guard.

Then again KISS Baleful Eclipse is our opener in this case.

Is it me or both Nightmare MGs are really tanky/esoteric? One is a Summoner with damage offload, other has World Sphere and (probably) Phantasm spells along with Defensive Bulwark multiplier.

My idea still stands: try to seperate the enemys and use our connection for us, because we know and see and so on was the other does. They dont have that advantage and the Idea Justinkal had was good too.
 
It actually is not. The Benign twins want to go 2on2 1, not 2on4 3. Even if you manage to wake them, Ana and Ludger will have to sit on the sidelines feeling useless.
Who said anything about making them join the fight? I meant to make 100% sure they're fully healed and not suffering weird affects from reality crashing.
 
Who said anything about making them join the fight? I meant to make 100% sure they're fully healed and not suffering weird affects from reality crashing.
They were fully healed before... and why would you think a run-off-the-mill healing Spell could do anything against side-effects induced by crashed reality?
 
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