Peril's Origin - A Magical Girl Quest [Complete]

As an aside, the closest thing we have right now to raising our Base Resilience is upgrading The Handle and Stardust Striker so that we get high dice rolls added to our defensive string.

Not a good idea at this precise moment, but worth keeping in mind.
Right.

Playing it safe and getting Conundrum to LVL 5 (100 exp) will give us 475 to 1050 damage reduction, so likely enough to shut the demon down. Mostly.

We can probably try a plan to use Voyage and hope "anywhere but here" doesn't land us in worse circumstances. I expect Naron will probably roll a d100 and decide that way, or something.

The demon himself is not very durable, so LVL 3 in just about any weapon will give us enough power to deal with him quickly. 30 exp for that.

LVL 3 in weapon, HP, and Conundrum should give us 325-625-700 damage reduction, 450 HP, and decent damage.

[X] EXP Plan Survivor (140)
-[X] Aetheric Tide LVL 3 (30)
-[X] Conundrum LVL 5 (100)
-[X] That Which Is Forbidden LVL 2 (10)

[X] Plan Steady
-[X] Trust in your magic and in your instincts. Cast Conundrum and move to confront the demon with Aetheric Tide
-[X] Do not overcommit to a reckless attack, but do not hesitate. Defeat him quickly. Do not forget to dodge either.
One other thing to consider is that demons greatly respect strength. Its the whole philosophy of the UD.

In that respect, winning quickly, in one or two attacks, might be better simply because it makes us appear much stronger than we actually are.
 
We can probably try a plan to use Voyage and hope "anywhere but here" doesn't land us in worse circumstances. I expect Naron will probably roll a d100 and decide that way, or something.
And risk landing us somewhere worse? That is actually a pretty high chance of happening in this setting.

Like, legit surprised we didn't random ourselves into some kind of death zone... like say, a volcano.

Or outside the LDC and into a dragon nest or something.

Or into a Jupiter Knockoff.
 
The demons not knowing what a human is at least makes is a hair less unlikely that the spell involved time travel.

Still super unlikely, but at least there's no way to break the Fold if you don't know you time traveled.
 
As an aside, the closest thing we have right now to raising our Base Resilience is upgrading The Handle and Stardust Striker so that we get high dice rolls added to our defensive string.

Not a good idea at this precise moment, but worth keeping in mind.

One other thing to consider is that demons greatly respect strength. Its the whole philosophy of the UD.

In that respect, winning quickly, in one or two attacks, might be better simply because it makes us appear much stronger than we actually are.
There's strength in appearing unstoppable, in winning with but a few strikes.
And there's also strength in appearing invincible, in taking everything the enemy can dish out and shrugging it off not any worse for the wear.

Frankly, assuming that The Handle does improve MM (which isn't a guarantee, yet, unfortunately), the highest damage output we can give is via The Handle (5) + Aetheric Tide (3). Which gives us 120d375, x2, twice in a turn. That's 600-ish damage per hit, on average.

Despite your claims to the contrary, Aetheric Tide at just LVL 5 presumably deals 200d75, x2, damage, which tops out at 550 (490 after damage reduction) - and isn't really enough to one-shot the demon. Even two-shotting is iffy. Since, again, we don't know which weapon, if any, upgrades MM. For all we know, the formula for Defiance MM is (Sum of All Weapon Levels *15).

This is why my EXP Plan has Defense as primary, damage as secondary, and HP as tetriary just in case. With assumed 475-to-975 damage reduction without MM, we have better than even chances of getting 700+ damage reduction, which cuts the enemy damage to zero, before any spell boosts he might have. In addition, this would probably give us the best leg up for the situation where demons decide that no, they want to wreck our face anyway. After all, it's the strongest soldier under the demon commander. Damage-wise, 120d75, x2, isn't all that much to write home about, but that's still 240-to-390 damage, or likely kill in four attacks. Less than a minute.

Still - an excellent point about Stardust Striker being one of the best possible defense boosters we have outside of Conundrum. Well, Laser makes even more sense for it now - it's not just a kill-the-heavy weapon with very good damage output (2nd best overall), it's also a survive-a-hit weapon too.
 
Frankly, assuming that The Handle does improve MM (which isn't a guarantee, yet, unfortunately), the highest damage output we can give is via The Handle (5) + Aetheric Tide (3). Which gives us 120d375, x2, twice in a turn. That's 600-ish damage per hit, on average.
That assumes that our APT growth is 1 every 5 levels, which isn't guaranteed.
Despite your claims to the contrary, Aetheric Tide at just LVL 5 presumably deals 200d75, x2, damage, which tops out at 550 (490 after damage reduction) - and isn't really enough to one-shot the demon. Even two-shotting is iffy. Since, again, we don't know which weapon, if any, upgrades MM. For all we know, the formula for Defiance MM is (Sum of All Weapon Levels *15).
Woops, just realized I did the math wrong and doubled every level instead of adding the level 1 value. That's what I get for doing the math in my head.
 
That assumes that our APT growth is 1 every 5 levels, which isn't guaranteed.

Woops, just realized I did the math wrong and doubled every level instead of adding the level 1 value. That's what I get for doing the math in my head.
Owch. Math. The eternal nemesis. :V

APT is usually 1 per 5 levels, and I think I have a quote from CW or LDj somewhere that it's the default progression. I think there's only one or two MGs with a lower rate of gains (notably, Summit, and I think I've seen someone who doesn't progress in it at all), and quite a few MGs get a higher rate of gains, usually the melee specialists that is.
 
APT is usually 1 per 5 levels, and I think I have a quote from CW or LDj somewhere that it's the default progression.
It is mainly the default progression because most people did not even know different ratios were a thing for so long. Which ended up with most submissions using it, and thus cementing it as the standard.
 
Owch. Math. The eternal nemesis. :V

APT is usually 1 per 5 levels, and I think I have a quote from CW or LDj somewhere that it's the default progression. I think there's only one or two MGs with a lower rate of gains (notably, Summit, and I think I've seen someone who doesn't progress in it at all), and quite a few MGs get a higher rate of gains, usually the melee specialists that is.
Oh, I know.

I'm just saying its not something you should make assumptions about when creating a plan.

In particular, for a character like us, its not out of the question for APT to have weird scaling that's dependent on more than just The Handle's level.
 
It is mainly the default progression because most people did not even know different ratios were a thing for so long. Which ended up with most submissions using it, and thus cementing it as the standard.
#themoreyouknow

And here I met CWMGQ with Summit first with her 1/8 progression, and it took me some time to actually get the standard value cemented in my mind. Especially considering that White Knight and her ridiculous APT count as the flipside.

Anyway, we can probably stop discussing mechanics at this point.
 
The Weapon's Secret
-The Handle is always present as the base of the current weapon, and carries Base Damage equal to half of Stygian Tempest or Aetheric Tide, whichever is higher. Weapons can be switched for free, but only once per action. Active effects on weapons are removed upon switching.
So, is this part only relevant in the following two scenarios?
  1. We are intentionally trying to lower our damage output by using The Handle without any of its heads.
  2. Something cause the head of our weapon to break and we can't yet take another action to change heads.
On a related note, if a head is broken, is it fixed when we switch to a different head, or only when we actually spend time resummoning our weapon?
 
On a related note, if a head is broken, is it fixed when we switch to a different head, or only when we actually spend time resummoning our weapon?
There is no 'resummoning'. Heidi can dismiss her weapon, but it will not change its state when returned.

As for the rest, no comment. You will have to find out.
 
So, is this part only relevant in the following two scenarios?
  1. We are intentionally trying to lower our damage output by using The Handle without any of its heads.
  2. Something cause the head of our weapon to break and we can't yet take another action to change heads.
On a related note, if a head is broken, is it fixed when we switch to a different head, or only when we actually spend time resummoning our weapon?
"The Handle is always present as the base of the current weapon", so I assumed it always applied.

I guess I'll vote this plan for now.

[X] EXP Plan Survivor (140)
-[X] Aetheric Tide LVL 3 (30)
-[X] Conundrum LVL 5 (100)
-[X] That Which Is Forbidden LVL 2 (10)

[X] Plan Steady
-[X] Trust in your magic and in your instincts. Cast Conundrum and move to confront the demon with Aetheric Tide
-[X] Do not overcommit to a reckless attack, but do not hesitate. Defeat him quickly. Do not forget to dodge either.
 
"The Handle is always present as the base of the current weapon", so I assumed it always applied.
I assumed that its Priority-1 always applies because The Handle is always there being swung, but since we aren't actually hitting anything with The Handle (unless we do something like hit an enemy with the shaft of Stygian Tempest), its Base Damage doesn't apply.

Its a handle. The thing we hold in our hands. The real weapon is attached to the handle, and is what actually does the damage.

I will say that if it wasn't for the name of the shop item that improves The Weapon's Secret, one of my predictions for it would be that it adds The Handle's Base Damage to all our other weapons' attacks.
 
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Redoing your transformation is the normal way to restore the MG's weapon normally. Yes.
Yeah I knew that. The question was about whether or not swapping out a weapon head for another weapon head, which presumably dissipates the removed head, causes the removed head to get fixed if broken.

Since rather than the weapon reshaping itself with Mode Shift, it gains a different add-on with each mode.
 
[X] EXP Plan Survivor (140)
-[X] Aetheric Tide LVL 3 (30)
-[X] Conundrum LVL 5 (100)
-[X] That Which Is Forbidden LVL 2 (10)

[X] Plan Steady
-[X] Trust in your magic and in your instincts. Cast Conundrum and move to confront the demon with Aetheric Tide
-[X] Do not overcommit to a reckless attack, but do not hesitate. Defeat him quickly. Do not forget to dodge either.

Not even going to try and make an original plan, for now. Number crunching can wait when morning passes.
 
Re: The Handle without anything else

My go-to explanation for using only The Handle is this: it carries a somewhat higher chance of being a soft-mechanics non-lethal weapon than a - Zweihander, Double Scythe, Spear, or Lightsaber. In other words, if we're using it, we're probably trying to not kill someone outright.

At least, that's what it will be until such a time that upgrades give us a weapon boosting option. Because Overdrive Seal kinda sounds like that weapon boosting option.
 
My instincts say "strike first, strike hard, strike last", but upon reflection that's a dumb thing to do as a completely fresh MG

[X] EXP Plan Survivor (140)
-[X] Aetheric Tide LVL 3 (30)
-[X] Conundrum LVL 5 (100)
-[X] That Which Is Forbidden LVL 2 (10)

[X] Plan Steady
-[X] Trust in your magic and in your instincts. Cast Conundrum and move to confront the demon with Aetheric Tide
-[X] Do not overcommit to a reckless attack, but do not hesitate. Defeat him quickly. Do not forget to dodge either.

This'll do
 
[X] EXP Plan Survivor (140)
-[X] Aetheric Tide LVL 3 (30)
-[X] Conundrum LVL 5 (100)
-[X] That Which Is Forbidden LVL 2 (10)

[X] Plan Steady
-[X] Trust in your magic and in your instincts. Cast Conundrum and move to confront the demon with Aetheric Tide
-[X] Do not overcommit to a reckless attack, but do not hesitate. Defeat him quickly. Do not forget to dodge either.
 
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