Magical Girl Quest - The Fire That Burns

Diayu is explicitely a tank. She can tank hits Preluda hits, while Cerys can keep enemy within range of Alpha and Omega. Only issue is, that I believe Cerys do not know that Diayu is immune to that, and there is no time for experiments.
[...]
Btw - if wave was directed straight down and fired from close distance, how big damage to area would be? Would it just splash arount, or be focused on Preluda and bury her in earth?

If we went behing Preluda and tried continuously using/refreshing Halt... do we have realistic chances of keeping it still and not attacking? If so that that plus Alpha/Omega plus Ignition Aura may be a way to go.
First of all... yes, the main problem is that we do not know Daiyu is immune. Otherwise, I would give that an honest shot.

Secondly, it would probably just splash around somewhat.
Thirdly... uh... Alpha and Omega actively eats both Halt and Ignition Aura when active; no chance for this to work.


Hasn't it been said to cause problems with Gaia if we start taking chunks of the earth out?
I think this was in reaction to the 1mil damage we were discussing a while ago. 32k is a-ok.

This idea of alpha strike is getting to be a problem, what if the next enemy is just better then the Peluda in every way? What do you want to destroy the continent to kill it? We need to make alpha and omega better to deal with these kinds of situations where brute force nukes cause more damage then the enemy.
If the next enemy is better than the Peluda in everything, I call bullshit. We are fighting a legendary creature, so unless our next opponent is another legendary creature of at least the same reknown, it will be weaker.

Additionally... while I understand that Alpha and Omega is a go-to solution... it grows slowly, too slow for this encounter; of course we can take the risk, but Rukia will probably roll a die on countermeasures the Peluda might take.
In any other case, I would agree... but against something this powerful? Nope, not willing to gamble seven turns and hope the beast does not just jump away to reset it.


Speaking of, @Rukia, how strong is that beast in relation to the rest of the top on Earth? Weaker than dragons, I guess... but probably still one of the big ones, right?
 
The main problem is actually the healing; stalling would work just fine, seeing that Daiyu is still invincible to it.
Plus... I think the more severe body modifiers start showing up below 50% Health, so even if we just punt it down to 25%, it would probably lose at least a leg and most of its fur while sustaining pretty terrible internal injuries. That would likely stun it for a turn or two while the damage heals.




Yes, but we can only cast two per turn; charging this up takes 20 turns... and the Peluda regenerates its Health back far faster while we have nothing else to hurt it with.
Would need levels in Thermal Spear for that.


Yep, which is useless. We have four hits per turn at most, which would do less than the 4.2k-threshhold it regenerates per turn.




Okay. I just ran another set of calculations.

Our options are as follows:
1) A Sea of Spears: With Thermal Spear at lv11, we can charge up fourty of those for a minimum damage of 22,320; with Magic Modifier, this would be enough to assuredly kill the Peluda in one hit.
-Addendum: We could leave it at lv10 and hope for Spell Boost to do the rest
-Addendum: We could leave it lower and finish the Peluda with a few more levels in Juggernaut Wave; but that would destroy the countryside again. (Still, three levels would turn the damage into 8k, enough for a last hit)
Pro: Tested and safe method
Con: Preparing this might set off the Peluda; damage overall would still destroy the countryside; if the alpha-strike is negated somehow, we are in trouble


2) Alpha and Omega the thing. We could get another 3 levels with the EXP we have, turning the first damage up to 152; seeing that it doubles each turn, it would then take about seven turns of continuous usage to kill the Peluda. Otherwise eight to nine turns.
Pro: Tested method, works as intended
Con: Not safe if the Peluda jumps for us or throws things; requires the creature to remain in range; we can not work any other magic while using it


3) Juggernaut Wave to lv8 and alpha-strike the Peluda to death
Pro: Guaranteed kill, works and is safe
Con: Will destroy the countryside


4) A mixture of 1 and 3; push Thermal Spear to lv8 for minimum 12,920 damage (not counting MM or Spell Boost), then Juggernaut Wave to lv6 for 8,000 damage; charge up the spears and rain them down, then follow up with the wave in the same turn.
Pro: Might not destroy the countryside (as much), works from a safe distance
Con: We are in trouble if it does not work; preparing this might set off the Peluda



Discarded ideas:
-Hit with sword: even if we had the damage necessary for this (we have not; lv10 with all buffs would reach 1.8k at best), we can not afford going near this thing unless absolutely necessary
-Plasma Sphere: Too little damage for what we are doing





With all this in mind... we have no choice, really. If we had the damage to actually hurt it with normal attacks, this might be different... but as it stands, our only viable strategy is to end this quick either way.
Honestly, I am not a fan of Alpha and Omega right now; too much could go wrong with that.


Edit: after the last time we tried to go for less collateral and almost died... I am reluctant.
We can afford lvl 7 Juggernaut, lvl 7 Plasma Sphere and lvl 5 Halt.
This gives us a good alpha strike, which'll take out most of it. Something to keep it in place, and with Plasma Sphere something to burn it down the rest.
Halted enemies also tend to have a negative resistance modifier of some kind (-xxx can't dodge)



No.
She doesn't care for her surface.
As long as we don't destroy entire continents, which lots of other people would not like :D
 
We can afford lvl 7 Juggernaut, lvl 7 Plasma Sphere and lvl 5 Halt.
This gives us a good alpha strike, which'll take out most of it. Something to keep it in place, and with Plasma Sphere something to burn it down the rest.
Halted enemies also tend to have a negative resistance modifier of some kind (-xxx can't dodge)

Eh...
Wait, let me check.
JW lv7 = 16,000 damage
PS lv 7 = 1,493 damage

JW hits for roughly 16.5k damage after Spell Boost and MM, roughly 2k taken away due to the Peluda's damage reduction.
That gives it ~14.5k damage and leaves it with ~6.5k Health.
Before we can cast Plasma Sphere, it will already heal for 4.2k, getting back up to >10k... and we only deal 1k damage at most with the spheres... per turn because we have only one.

So... sorry, but that would not be enough.


The Peluda is one of the weakest creatures that gains the buff for being Mythical/Legendary/Epic
Considering that the other guys we killed before were already in the top 5-10% of the planet, I guess this puts it in the top 1% or something like that?
 
Eh...
Wait, let me check.
JW lv7 = 16,000 damage
PS lv 7 = 1,493 damage

JW hits for roughly 16.5k damage after Spell Boost and MM, roughly 2k taken away due to the Peluda's damage reduction.
That gives it ~14.5k damage and leaves it with ~6.5k Health.
Before we can cast Plasma Sphere, it will already heal for 4.2k, getting back up to >10k... and we only deal 1k damage at most with the spheres... per turn because we have only one.

So... sorry, but that would not be enough.



Considering that the other guys we killed before were already in the top 5-10% of the planet, I guess this puts it in the top 1% or something like that?
But we can start with the precasted Thermal Spears and then JW it :D
 
Out of curiosity, do we only get experience from combat now? We didn't get any from meeting Gaia, which I would have thought would be a big enough deal to get at least some.
 
Out of curiosity, do we only get experience from combat now? We didn't get any from meeting Gaia, which I would have thought would be a big enough deal to get at least some.
You should.
Lemme fix that.
Adhoc vote count started by Rukia on Oct 12, 2017 at 4:18 PM, finished with 70 posts and 13 votes.
 
1) A Sea of Spears: With Thermal Spear at lv11, we can charge up fourty of those for a minimum damage of 22,320; with Magic Modifier, this would be enough to assuredly kill the Peluda in one hit.
-Addendum: We could leave it at lv10 and hope for Spell Boost to do the rest
-Addendum: We could leave it lower and finish the Peluda with a few more levels in Juggernaut Wave; but that would destroy the countryside again. (Still, three levels would turn the damage into 8k, enough for a last hit)
Pro: Tested and safe method
Con: Preparing this might set off the Peluda; damage overall would still destroy the countryside; if the alpha-strike is negated somehow, we are in trouble


2) Alpha and Omega the thing. We could get another 3 levels with the EXP we have, turning the first damage up to 152; seeing that it doubles each turn, it would then take about seven turns of continuous usage to kill the Peluda. Otherwise eight to nine turns.
Pro: Tested method, works as intended
Con: Not safe if the Peluda jumps for us or throws things; requires the creature to remain in range; we can not work any other magic while using it


3) Juggernaut Wave to lv8 and alpha-strike the Peluda to death
Pro: Guaranteed kill, works and is safe
Con: Will destroy the countryside


4) A mixture of 1 and 3; push Thermal Spear to lv8 for minimum 12,920 damage (not counting MM or Spell Boost), then Juggernaut Wave to lv6 for 8,000 damage; charge up the spears and rain them down, then follow up with the wave in the same turn.
Pro: Might not destroy the countryside (as much), works from a safe distance
Con: We are in trouble if it does not work; preparing this might set off the Peluda

And to sum up the plans springing forth from here:
1)
[] EXP Plan My Spears Will Darken the Earth
-[] Thermal Spear to lv11 (675 EXP)

2)
No plan; one less turn is not worth the spending

3)
[] EXP Plan I'm Done With This
-[] Juggernaut Wave to lv8 (375 EXP)

4)
[] EXP Plan Magic Missile (420 EXP)
-[] Thermal Spear to lv7 (165 EXP)
-[] Juggernaut Wave to lv7 (255 EXP)


So... basically, pushing JW would be the cheapest (and we are basically done raising it for a long time) while pushing TS all up to 11 would be pretty expensive and leave us with little in reserve.
Meanwhile, pushing both TS and JW would be a medium spending and get two Spells into good ranges.


All in all, I pretty much prefer 4) now; if we are lucky, we can actually get around too much collateral damage by throwing two waves of ~15k damage at the Peluda, which is below the regular threshold and might actually save the countryside somewhat.
 
[X] EXP Plan Magic Missile (420 EXP)
-[X] Thermal Spear to lv7 (165 EXP)
-[X] Juggernaut Wave to lv7 (255 EXP)

Prefer this plan.
Adhoc vote count started by Codex on Oct 12, 2017 at 4:14 PM, finished with 67 posts and 12 votes.

  • [X] Accept her mission
    [X] Accept her mission
    [X] EXP Plan Magic Missile (420 EXP)
    -[X] Thermal Spear to lv7 (165 EXP)
    -[X] Juggernaut Wave to lv7 (255 EXP)
    [X] Refuse her mission
    [X] EXP Plan Magic Missile (420 EXP)
    -[X] Thermal Spear to lv7 (165 EXP)
    -[X] Juggernaut Wave to lv7 (255 EXP)
 
Huh, voting for the XP plan cancelled my earlier vote?

Weird.

Well, one can adjust the Tally to count every vote a User made during the voting period... but it is usually set to only count the last one.
Adhoc vote count started by Naron on Oct 12, 2017 at 4:45 PM, finished with 5720 posts and 13 votes.

Adhoc vote count started by Naron on Oct 12, 2017 at 4:46 PM, finished with 5720 posts and 13 votes.
 
[X] Accept her mission

[X] EXP Plan Magic Missile (420 EXP)
-[X] Thermal Spear to lv7 (165 EXP)
-[X] Juggernaut Wave to lv7 (255 EXP)
 
[X] Accept her mission

[X] EXP Plan Magic Missile (420 EXP)
-[X] Thermal Spear to lv7 (165 EXP)
-[X] Juggernaut Wave to lv7 (255 EXP)
 
[X] Accept her mission

[X] EXP Plan Magic Missile (420 EXP)
-[X] Thermal Spear to lv7 (165 EXP)
-[X] Juggernaut Wave to lv7 (255 EXP)

Really hope Creys rebuilt bridges with Karen even though its a misperception at least Creys does understand her reasoning, would like to know who that other magical girl is.
 
<sigh> plus, irrational as it is, I do not really like Diayu. I felt better when Cerys was alone.

You're right, that's hilariously irrational, debatably to the point of lunacy.

If we're avoiding collateral damage, it really does seem to me like the 40 spear opener followed up by the juggernaut wave on turn two is the best bet. The only other way I can see from this discussion to reliably take it out quickly would be the even more powerful juggernaut wave that can one-shot it, but we know that that will cause issues.

Alternatively, we can Alpha and Omega while Daiyu tanks it for us and trust that Gaia would keep our battle sister and our shield from being harmed by our abilities. Would take the longest to kill it, but also the least collateral overall probably?

I vote for thermal spear opener into follow up JW.
 
[X] Accept her mission

[X] EXP Plan Magic Missile (420 EXP)
-[X] Thermal Spear to lv7 (165 EXP)
-[X] Juggernaut Wave to lv7 (255 EXP)
 
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