I just have to wonder what kind of quest it would have been in their alt-verse.
From the backstory Naron gave me for that hypothetical? Ultra-Hardcore Mode. Level one Pris was a wimp and flew under the radar. Level 1 Benigns were still level one Epics (basically), and thus got everything and the kitchen sink thrown at them. They basically would need 100% perfect play and more than a little luck to survive.
 
[] Exp Plan: Supernova
-[] Neverending Sunlight (450 XP) # Sun will be able to cast more than 1 spell per turn, maybe even 4.
-[] Supernova 3 -> 15 (1020 XP) # Supernova damage increases to 58339 - enough to one-shot Benign Rogue. Also strong likelihood of upgrading Detonate to Collateral Damage, making it harder to dodge.
-[] Moonlight Scepter 18 -> 20 (370 XP) # Moon can now win intercept conflicts against Silver Diamonds, additional APT
-[] Veil of the Lunar Goddess 20 -> 21 (200 XP) # Health: 752,966 -> 1,204,745
-[] Soothing Moonlight 10 -> 14 (460 XP) # 73690 Heal

Other things that were considered:
-[] Soothing Moonlight 10 -> 15 (600 XP) # 132642 Heal
-[] Sunlight Scepter 15 -> 16 (160 XP) # Sun normal attack has a high chance of defeating Benign Rogue with a decent MM roll.
-[] Flight (Moon) 10 -> 19 (1260 XP) # Gives HSC 3. Would allow to intercept the hypersonic 3 weapon. Costs too much for gain.

[X] Plan: Supernova
-[X] whatever you do, stay ready to resurrect.
-[X] Go into melee with Rogue.
-[X] Moon goes first and either attacks or if Rogue plays it aggressive tries to intercept the attack if it's the Silver Diamonds.
-[X] Sun follows right in Moon's wake and if Rogue takes the bait of attacking Moon, casts Supernova trying to get Rogue caught in the AOE.
--[X] If Rogue somehow manages to dodge this, see if you can follow up with a Scorching Sunlight at her new position.
--[X] If you can't follow up with Scorching Sunlight (e.g. she teleported out of sight) use your newly found Multi/Omnicaster to heal Moon. The area ought to be clear of Kunais for a little bit.
-[X] Moon and Sun both try to stay close to each other, so that if Rogue negates an attack of one of them the other can try to attack Rogue while Rogue tries to hit with her Unblockable attack.

Comments?

The last X is an attempt to either force her to take damage or abandon No Opening Too Small to do damage.

Edit:
[X] Exp Plan: Supernova with Extra Bludgeoning
-[X] Neverending Sunlight (450 XP) # Sun will be able to cast more than 1 spell per turn, maybe even 4.
-[X] Supernova 3 -> 15 (1020 XP) # Supernova damage increases to 58339 - enough to one-shot Benign Rogue. Also strong likelihood of upgrading Detonate to Collateral Damage, making it harder to dodge.
-[X] Moonlight Scepter 18 -> 21 (570 XP) # Moon can now win intercept conflicts against Silver Diamonds, additional APT
-[X] Veil of the Lunar Goddess 20 -> 21 (200 XP) # Health: 752,966 -> 1,204,745
-[X] Soothing Moonlight 10 -> 13 (330 XP) # 40939 Heal, probably x2 from beam folding
 
Last edited:
From the backstory Naron gave me for that hypothetical? Ultra-Hardcore Mode. Level one Pris was a wimp and flew under the radar. Level 1 Benigns were still level one Epics (basically), and thus got everything and the kitchen sink thrown at them. They basically would need 100% perfect play and more than a little luck to survive.
What he said.
 
For the melee stuff, should take advantage of our mental connection and the restriction on where she can teleport to (only on top of a kunai).

One body tries to attack Rogue and the other body at the same time attacks a place she might teleport to.

Also, mention using the AOE to destroy kunai on the ground if we get a chance.
 
abandon No Opening Too Small to do damage.

I see the name and i start to worry. Besides that it seems solid.
Adhoc vote count started by Dragou on Jun 12, 2018 at 4:30 PM, finished with 4615 posts and 4 votes.

  • [X] EXP Plan Upgrade, Trade Veil for Moon Scepter
    -[X] Upgrade Sunlight Scepter to level 20 (850)
    -[X] Upgrade Moonlight Scepter to level 19 (180)
    -[X] Upgrade Veil of the Lunar Goddess to 21 (200)
    -[X] Upgrade Supernova to level 10 (350)
    -[X] Purchase Neverending Sunlight (450)
    -[X] Upgrade Soothing Moonlight to level 15 (600)
    [X] EXP Plan Intercept
    -[X] Upgrade Moonlight Scepter to level 20 (370)
    -[X] Upgrade Veil of the Lunar Goddess to level 22 (410)
    [X] EXP Plan Nova
    -[X] Upgrade Veil of the Lunar Goddess to level 22 (410)
    -[X] Upgrade Supernova to level 15 (1020)
    -[X] Purchase Neverending Sunlight (450)
    [X] Exp Plan: Supernova
    -[X] Neverending Sunlight (450 XP) # Sun will be able to cast more than 1 spell per turn, maybe even 4.
    -[X] Supernova 3 -> 15 (1020 XP) # Supernova damage increases to 58339 - enough to one-shot Benign Rogue. Also strong likelihood of upgrading Detonate to Collateral Damage, making it harder to dodge.
    -[X] Moonlight Scepter 18 -> 20 (370 XP) # Moon can now win intercept conflicts against Silver Diamonds, additional APT
    -[X] Veil of the Lunar Goddess 20 -> 21 (200 XP) # Health: 752,966 -> 1,204,745
    -[X] Soothing Moonlight 10 -> 14 (460 XP) # 73690 Heal
    [X] Plan: Supernova
    -[X] whatever you do, stay ready to resurrect.
    -[X] Go into melee with Rogue.
    -[X] Moon goes first and either attacks or if Rogue plays it aggressive tries to intercept the attack if it's the Silver Diamonds.
    -[X] Sun follows right in Moon's wake and if Rogue takes the bait of attacking Moon, casts Supernova trying to get Rogue caught in the AOE.
    --[X] If Rogue somehow manages to dodge this, see if you can follow up with a Scorching Sunlight at her new position.
    --[X] If you can't follow up with Scorching Sunlight (e.g. she teleported out of sight) use your newly found Multi/Omnicaster to heal Moon. The area ought to be clear of Kunais for a little bit.
    -[X] Moon and Sun both try to stay close to each other, so that if Rogue negates an attack of one of them the other can try to attack Rogue while Rogue tries to hit with her Unblockable attack.
 
For the melee stuff, should take advantage of our mental connection and the restriction on where she can teleport to (only on top of a kunai).

One body tries to attack Rogue and the other body at the same time attacks a place she might teleport to.

Also, mention using the AOE to destroy kunai on the ground if we get a chance.
predicting where she might teleport to is a fool's errand as long as she has several choices.

the increased damage and range from Supernova will only be a surprise once. I'd like to use it where it'll give us a chance to take her out.
It also causes damage to Moon.
 
The last X is an attempt to either force her to take damage or abandon No Opening Too Small to do damage.
I see the name and i start to worry. Besides that it seems solid.
I mostly look at what that statement says and grin to myself.
It sounds so wonderfully ironic to say "let's try to make the opening so small she can't exploit it" when the Ability's name says there is No Opening Too Small.

Granted, it still works if you take the opening itself away. Question is whether you can do that.
 
predicting where she might teleport to is a fool's errand as long as she has several choices.

the increased damage and range from Supernova will only be a surprise once. I'd like to use it where it'll give us a chance to take her out.
It also causes damage to Moon.
She can teleport lots of places, but the number of places within melee range that she can teleport are limited.

It prevents her from using her shuriken, because if she teleports into melee range to attack one body, the other body will immediately hit her.

As for Moon getting hurt by Supernova, she probably gets a big situational modifier to her defense against it due to knowing exactly when and how it will be cast.
 
I mostly look at what that statement says and grin to myself.
It sounds so wonderfully ironic to say "let's try to make the opening so small she can't exploit it" when the Ability's name says there is No Opening Too Small.

Granted, it still works if you take the opening itself away. Question is whether you can do that.
Honestly, I doubt we can prevent her from causing damage. What I hope for is that we can hit her with an attack before she manages to teleport away.

After all, if she does that she has just:
1) negated an attack with one of her weapons
2) is in the process of attacking with her other one
3) has no more hands free.
 
Honestly, I doubt we can prevent her from causing damage. What I hope for is that we can hit her with an attack before she manages to teleport away.

After all, if she does that she has just:
1) negated an attack with one of her weapons
2) is in the process of attacking with her other one
3) has no more hands free.
It's intentionally leaving a small opening so that you can punish your opponent for trying to exploit that opening.

It's a tactic well liked by Archer from F/SN.
 
She can teleport lots of places, but the number of places within melee range that she can teleport are limited.

It prevents her from using her shuriken, because if she teleports into melee range to attack one body, the other body will immediately hit her.

As for Moon getting hurt by Supernova, she probably gets a big situational modifier to her defense against it due to knowing exactly when and how it will be cast.
back when we had detonate Moon got no such modifier whenever Sun hit her with it.
 
...you even went ahead and gave me the perfect opportunity for a Goddess Grey-reference. :V
Oh, I even considered mentioning Grey there myself.
back when we had detonate Moon got no such modifier whenever Sun hit her with it.
Pretty sure we didn't yet have Complete Connection back then. Also, wasn't that our first time ever casting it, so we had no idea IC what it would even do?

Situational modifiers like "saw it coming" are definitely something that can happen in this combat system.
 
From what I can tell the basic Plan Upgrade isn't going to win, so I'll vote for the modified version. It's good in itself, even if it gives up a Scepter level for a Veil level. Ah well, we can get that last Scepter level after the next update.

[X] EXP Plan Upgrade, Trade Veil for Moon Scepter
-[X] Upgrade Sunlight Scepter to level 20 (850)
-[X] Upgrade Moonlight Scepter to level 19 (180)
-[X] Upgrade Veil of the Lunar Goddess to 21 (200)
-[X] Upgrade Supernova to level 10 (350)
-[X] Purchase Neverending Sunlight (450)
-[X] Upgrade Soothing Moonlight to level 15 (600)
 
From what I can tell the basic Plan Upgrade isn't going to win, so I'll vote for the modified version. It's good in itself, even if it gives up a Scepter level for a Veil level. Ah well, we can get that last Scepter level after the next update.

[X] EXP Plan Upgrade, Trade Veil for Moon Scepter
-[X] Upgrade Sunlight Scepter to level 20 (850)
-[X] Upgrade Moonlight Scepter to level 19 (180)
-[X] Upgrade Veil of the Lunar Goddess to 21 (200)
-[X] Upgrade Supernova to level 10 (350)
-[X] Purchase Neverending Sunlight (450)
-[X] Upgrade Soothing Moonlight to level 15 (600)
1) it is way too early to say which Plan will win.
2) why are you trying to make an EXP Plan without a Battle Plan?
Those are supposed to synergize. You buy stuff so your Plan works.
 
Just so you know, I am planning to close voting in a little less than 24 hours.
This can be extended of course, but only if you need it.
 
Ok, let me explain my reasoning. Upgrading the Scepters increases Sun and Moon's attack power and MM, while also granting more APT. Supernova increases Sun's damage reduction granted by one of her Supers, while also working towards knocking out the requirements for one of Sun's abilities. Upgrading Soothing Moonlight may cost us out ability to use multiple threads on the same target, but at level 15 it will heal enough damage that we won't really need multiple threads for a while. In addition, getting Soothing Moonlight will knock out one of the requirements for Reflected Godlight. Neverending Sunlight will let us use multiple spells in one turn, which in addition to helping us heal Moon faster will help in fighting Rogue.

Moonlight Scepter Damage: 73072
Soothing Moonlight Heal: 132642

[X] Plan Prepare for the End
-[X] Use Soothing Moonlight to heal Moon as many times as you can until she's back at full health.
-[X] Try to blind Rogue again with Supernova, then attack her with Moon's scepter. Try to be ready with a cast of Scorching Sunlight if she teleports somewhere.
-[X] Try to get rid of as many of the Kunais Rogue has scattered as you can to limit her mobility, then box her in so she can't dodge as much.
-[X] Try to take to the air so as to limit Rogue's options in battle and take advantage of Radiant Shine Unbroken.

Any questions or objections?
[X] EXP Plan Upgrade, Trade Veil for Moon Scepter
-[X] Upgrade Sunlight Scepter to level 20 (850)
-[X] Upgrade Moonlight Scepter to level 19 (180)
-[X] Upgrade Veil of the Lunar Goddess to 21 (200)
-[X] Upgrade Supernova to level 10 (350)
-[X] Purchase Neverending Sunlight (450)
-[X] Upgrade Soothing Moonlight to level 15 (600)

[X] Plan Prepare for the End
-[X] Use Soothing Moonlight to heal Moon as many times as you can until she's back at full health.
-[X] Try to blind Rogue again with Supernova, then attack her with Moon's scepter. Try to be ready with a cast of Scorching Sunlight if she teleports somewhere.
-[X] Try to get rid of as many of the Kunais Rogue has scattered as you can to limit her mobility, then box her in so she can't dodge as much.
-[X] Try to take to the air so as to limit Rogue's options in battle and take advantage of Radiant Shine Unbroken.
 
[] EXP Plan Upgrade, Trade Veil for Moon Scepter
-[] Upgrade Sunlight Scepter to level 20 (850)
-[] Upgrade Moonlight Scepter to level 19 (180)
-[] Upgrade Veil of the Lunar Goddess to 21 (200)
-[] Upgrade Supernova to level 10 (350)
-[] Purchase Neverending Sunlight (450)
-[] Upgrade Soothing Moonlight to level 15 (600)

[] Plan Prepare for the End
-[] Use Soothing Moonlight to heal Moon as many times as you can until she's back at full health.
-[] Try to blind Rogue again with Supernova, then attack her with Moon's scepter. Try to be ready with a cast of Scorching Sunlight if she teleports somewhere.
-[] Try to get rid of as many of the Kunais Rogue has scattered as you can to limit her mobility, then box her in so she can't dodge as much.
-[] Try to take to the air so as to limit Rogue's options in battle and take advantage of Radiant Shine Unbroken.
Rogue is currently ~10 meters away from us and has just activated her super charge ability.
She'll play it aggressive.
you'll get at most one spell of before she closes distance. choose wisely.
your supernova has a mere 7683 damage, not enough to deal notable damage to Rogue.

Upgrading Sunlight Scepter that far will oneshot Rogue, if we hit. I bet to you that she'll negate the attack, then hit us with her unblockable attack.
Moonlight Scepter at 19 is still likely to lose an intercept, but it won't do much damage to us.


I'll also note that being blind did not keep Rogue from negating our standard attacks.
Both of them are attempting to regain their vision and keep tense, but this is another opening to exploit; so you swing with as much force as you can. You only realise you underestimated your opponents again when Rico turns Moon's way even without seeing anything, the speed you took up already making it impossible to evade her thrown Kunai.

(Moonlight Scepter: +28544 Base Damage, +14272 Superior Discipline, +14272 Ramming Speed, +183 Radiant Shine Unbroken, +141 dice = 57,412 Total Damage

Attack negated)
 
I just copied that plan so it would actually be there when someone tallies.

I'll be making plans in earnest in 8 hours or so when I get home. Probably cash in Sun Scepter for Moon Scepter and Supernova instead.
Adhoc vote count started by Faraway-R on Jun 13, 2018 at 3:27 AM, finished with 80 posts and 5 votes.

  • [X] EXP Plan Upgrade, Trade Veil for Moon Scepter
    -[X] Upgrade Sunlight Scepter to level 20 (850)
    -[X] Upgrade Moonlight Scepter to level 19 (180)
    -[X] Upgrade Veil of the Lunar Goddess to 21 (200)
    -[X] Upgrade Supernova to level 10 (350)
    -[X] Purchase Neverending Sunlight (450)
    -[X] Upgrade Soothing Moonlight to level 15 (600)
    [X] Plan: Solar Power
    -[X] Moon throws her Moonlight Scepter at Benign Guardian to make her use up First to the Fray. (try to not trigger Brave Souls)
    -[X] Sun casts Scorching Sunlight at Benign Guardian using Radiant Shine Unbroken to double it's power after First to the Fray has been used up.
    -[X] Moon casts Scorching Sunlight at Benign Rogue once Benign Guardian has been taken out. If Benign Guardian has not been taken out by the aforementioned Scorching Sunlight try to finish Sun's job instead of casting at Benign Rogue.
    -[X] Try to stay away from the Kunais Benign Rogue is sticking into the walls and roofs.
    [X] Plan Prepare for the End
    -[X] Use Soothing Moonlight to heal Moon as many times as you can until she's back at full health.
    -[X] Try to blind Rogue again with Supernova, then attack her with Moon's scepter. Try to be ready with a cast of Scorching Sunlight if she teleports somewhere.
    -[X] Try to get rid of as many of the Kunais Rogue has scattered as you can to limit her mobility, then box her in so she can't dodge as much.
    -[X] Try to take to the air so as to limit Rogue's options in battle and take advantage of Radiant Shine Unbroken.
    [X] EXP Plan Intercept
    -[X] Upgrade Moonlight Scepter to level 20 (370)
    -[X] Upgrade Veil of the Lunar Goddess to level 22 (410)
    [X] EXP Plan Nova
    -[X] Upgrade Veil of the Lunar Goddess to level 22 (410)
    -[X] Upgrade Supernova to level 15 (1020)
    -[X] Purchase Neverending Sunlight (450)
    [X] Exp Plan: Supernova
    -[X] Neverending Sunlight (450 XP) # Sun will be able to cast more than 1 spell per turn, maybe even 4.
    -[X] Supernova 3 -> 15 (1020 XP) # Supernova damage increases to 58339 - enough to one-shot Benign Rogue. Also strong likelihood of upgrading Detonate to Collateral Damage, making it harder to dodge.
    -[X] Moonlight Scepter 18 -> 20 (370 XP) # Moon can now win intercept conflicts against Silver Diamonds, additional APT
    -[X] Veil of the Lunar Goddess 20 -> 21 (200 XP) # Health: 752,966 -> 1,204,745
    -[X] Soothing Moonlight 10 -> 14 (460 XP) # 73690 Heal
    [X] Plan: Supernova
    -[X] whatever you do, stay ready to resurrect.
    -[X] Go into melee with Rogue.
    -[X] Moon goes first and either attacks or if Rogue plays it aggressive tries to intercept the attack if it's the Silver Diamonds.
    -[X] Sun follows right in Moon's wake and if Rogue takes the bait of attacking Moon, casts Supernova trying to get Rogue caught in the AOE.
    --[X] If Rogue somehow manages to dodge this, see if you can follow up with a Scorching Sunlight at her new position.
    --[X] If you can't follow up with Scorching Sunlight (e.g. she teleported out of sight) use your newly found Multi/Omnicaster to heal Moon. The area ought to be clear of Kunais for a little bit.
    -[X] Moon and Sun both try to stay close to each other, so that if Rogue negates an attack of one of them the other can try to attack Rogue while Rogue tries to hit with her Unblockable attack.

Adhoc vote count started by Faraway-R on Jun 13, 2018 at 3:27 AM, finished with 79 posts and 4 votes.

  • [X] EXP Plan Upgrade, Trade Veil for Moon Scepter
    -[X] Upgrade Sunlight Scepter to level 20 (850)
    -[X] Upgrade Moonlight Scepter to level 19 (180)
    -[X] Upgrade Veil of the Lunar Goddess to 21 (200)
    -[X] Upgrade Supernova to level 10 (350)
    -[X] Purchase Neverending Sunlight (450)
    -[X] Upgrade Soothing Moonlight to level 15 (600)
    [X] Plan Prepare for the End
    -[X] Use Soothing Moonlight to heal Moon as many times as you can until she's back at full health.
    -[X] Try to blind Rogue again with Supernova, then attack her with Moon's scepter. Try to be ready with a cast of Scorching Sunlight if she teleports somewhere.
    -[X] Try to get rid of as many of the Kunais Rogue has scattered as you can to limit her mobility, then box her in so she can't dodge as much.
    -[X] Try to take to the air so as to limit Rogue's options in battle and take advantage of Radiant Shine Unbroken.
    [X] EXP Plan Intercept
    -[X] Upgrade Moonlight Scepter to level 20 (370)
    -[X] Upgrade Veil of the Lunar Goddess to level 22 (410)
    [X] EXP Plan Nova
    -[X] Upgrade Veil of the Lunar Goddess to level 22 (410)
    -[X] Upgrade Supernova to level 15 (1020)
    -[X] Purchase Neverending Sunlight (450)
    [X] Exp Plan: Supernova
    -[X] Neverending Sunlight (450 XP) # Sun will be able to cast more than 1 spell per turn, maybe even 4.
    -[X] Supernova 3 -> 15 (1020 XP) # Supernova damage increases to 58339 - enough to one-shot Benign Rogue. Also strong likelihood of upgrading Detonate to Collateral Damage, making it harder to dodge.
    -[X] Moonlight Scepter 18 -> 20 (370 XP) # Moon can now win intercept conflicts against Silver Diamonds, additional APT
    -[X] Veil of the Lunar Goddess 20 -> 21 (200 XP) # Health: 752,966 -> 1,204,745
    -[X] Soothing Moonlight 10 -> 14 (460 XP) # 73690 Heal
    [X] Plan: Supernova
    -[X] whatever you do, stay ready to resurrect.
    -[X] Go into melee with Rogue.
    -[X] Moon goes first and either attacks or if Rogue plays it aggressive tries to intercept the attack if it's the Silver Diamonds.
    -[X] Sun follows right in Moon's wake and if Rogue takes the bait of attacking Moon, casts Supernova trying to get Rogue caught in the AOE.
    --[X] If Rogue somehow manages to dodge this, see if you can follow up with a Scorching Sunlight at her new position.
    --[X] If you can't follow up with Scorching Sunlight (e.g. she teleported out of sight) use your newly found Multi/Omnicaster to heal Moon. The area ought to be clear of Kunais for a little bit.
    -[X] Moon and Sun both try to stay close to each other, so that if Rogue negates an attack of one of them the other can try to attack Rogue while Rogue tries to hit with her Unblockable attack.
 
I'll be making plans in earnest in 8 hours or so when I get home. Probably cash in Sun Scepter for Moon Scepter and Supernova instead.
That would be pretty much LightLan's plan.

[X] Exp Plan: Supernova
-[X] Neverending Sunlight (450 XP) # Sun will be able to cast more than 1 spell per turn, maybe even 4.
-[X] Supernova 3 -> 15 (1020 XP) # Supernova damage increases to 58339 - enough to one-shot Benign Rogue. Also strong likelihood of upgrading Detonate to Collateral Damage, making it harder to dodge.
-[X] Moonlight Scepter 18 -> 20 (370 XP) # Moon can now win intercept conflicts against Silver Diamonds, additional APT
-[X] Veil of the Lunar Goddess 20 -> 21 (200 XP) # Health: 752,966 -> 1,204,745
-[X] Soothing Moonlight 10 -> 14 (460 XP) # 73690 Heal
 
Last edited:
Hmmm
Soothing Moonlight 13: 40939
Soothing Moonlight 13x2: 81878
Soothing Moonlight 14: 73690
Soothing Moonlight 14x2: 147380
Soothing Moonlight 15: 132642

Naron stated earlier that difficulty in folding healing beams together is not so steep as to degrade at 1 less per level.

I would honestly prefer we only raise Soothing Moonlight to 13 (still decent chance of 2-fold heal) than push to 14 (I give even odds on no folding at that point). And shift to Moonlight Scepter 21.

Moonlight Scepter 20: 73072 Base + 36536 Superior Discipline + 91340 Godlike Strength + 112500 Overwhelm = 313448 Damage

This is enough to barely win a melee Intercept, but further damage will be in the bracket of:

(Moonlight Scepter: 5000 Intercept Damage, +2500 Superior Discipline, +6250 Godlike Strength = 13750 Total Damage

Benign Rogue: 2000 Base Resilience, +8000 Dice, +1000 Impossibly Agile = 11000 Damage Reduction

2750 Final End Damage
Benign Rogue: 54000 - 2750 = 51250 Health)

Of 4-digit damage, thus ignorable. It will be mitigated by 50% base damage penalty Rogue would suffer for blindness, but I am against that risk in the first place.

Moon Scepter 21 has 322k damage BEFORE Overwhelm sets in. Thus guaranteeing the one-shot.

=EDIT IDENTIFIED=

[X] Plan: Supernova

Yes, it is LightLan's plan.

[X] Exp Plan: Supernova with Extra Bludgeoning
-[X] Neverending Sunlight (450 XP) # Sun will be able to cast more than 1 spell per turn, maybe even 4.
-[X] Supernova 3 -> 15 (1020 XP) # Supernova damage increases to 58339 - enough to one-shot Benign Rogue. Also strong likelihood of upgrading Detonate to Collateral Damage, making it harder to dodge.
-[X] Moonlight Scepter 18 -> 21 (570 XP) # Moon can now win intercept conflicts against Silver Diamonds, additional APT
-[X] Veil of the Lunar Goddess 20 -> 21 (200 XP) # Health: 752,966 -> 1,204,745
-[X] Soothing Moonlight 10 -> 13 (330 XP) # 40939 Heal, probably x2 from beam folding

Yes, this is modified EXP plan from LightLan
Adhoc vote count started by Faraway-R on Jun 13, 2018 at 3:58 AM, finished with 82 posts and 5 votes.

  • [X] Plan: Supernova
    -[X] whatever you do, stay ready to resurrect.
    -[X] Go into melee with Rogue.
    -[X] Moon goes first and either attacks or if Rogue plays it aggressive tries to intercept the attack if it's the Silver Diamonds.
    -[X] Sun follows right in Moon's wake and if Rogue takes the bait of attacking Moon, casts Supernova trying to get Rogue caught in the AOE.
    --[X] If Rogue somehow manages to dodge this, see if you can follow up with a Scorching Sunlight at her new position.
    --[X] If you can't follow up with Scorching Sunlight (e.g. she teleported out of sight) use your newly found Multi/Omnicaster to heal Moon. The area ought to be clear of Kunais for a little bit.
    -[X] Moon and Sun both try to stay close to each other, so that if Rogue negates an attack of one of them the other can try to attack Rogue while Rogue tries to hit with her Unblockable attack.
    [X] Exp Plan: Supernova
    -[X] Neverending Sunlight (450 XP) # Sun will be able to cast more than 1 spell per turn, maybe even 4.
    -[X] Supernova 3 -> 15 (1020 XP) # Supernova damage increases to 58339 - enough to one-shot Benign Rogue. Also strong likelihood of upgrading Detonate to Collateral Damage, making it harder to dodge.
    -[X] Moonlight Scepter 18 -> 20 (370 XP) # Moon can now win intercept conflicts against Silver Diamonds, additional APT
    -[X] Veil of the Lunar Goddess 20 -> 21 (200 XP) # Health: 752,966 -> 1,204,745
    -[X] Soothing Moonlight 10 -> 14 (460 XP) # 73690 Heal
    [X] EXP Plan Intercept
    -[X] Upgrade Moonlight Scepter to level 20 (370)
    -[X] Upgrade Veil of the Lunar Goddess to level 22 (410)
    [X] EXP Plan Nova
    -[X] Upgrade Veil of the Lunar Goddess to level 22 (410)
    -[X] Upgrade Supernova to level 15 (1020)
    -[X] Purchase Neverending Sunlight (450)
    [X] EXP Plan Upgrade, Trade Veil for Moon Scepter
    -[X] Upgrade Sunlight Scepter to level 20 (850)
    -[X] Upgrade Moonlight Scepter to level 19 (180)
    -[X] Upgrade Veil of the Lunar Goddess to 21 (200)
    -[X] Upgrade Supernova to level 10 (350)
    -[X] Purchase Neverending Sunlight (450)
    -[X] Upgrade Soothing Moonlight to level 15 (600)
    [X] Exp Plan: Supernova with Extra Bludgeoning
    -[X] Neverending Sunlight (450 XP) # Sun will be able to cast more than 1 spell per turn, maybe even 4.
    -[X] Supernova 3 -> 15 (1020 XP) # Supernova damage increases to 58339 - enough to one-shot Benign Rogue. Also strong likelihood of upgrading Detonate to Collateral Damage, making it harder to dodge.
    -[X] Moonlight Scepter 18 -> 21 (570 XP) # Moon can now win intercept conflicts against Silver Diamonds, additional APT
    -[X] Veil of the Lunar Goddess 20 -> 21 (200 XP) # Health: 752,966 -> 1,204,745
    -[X] Soothing Moonlight 10 -> 13 (330 XP) # 40939 Heal, probably x2 from beam folding
 
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