Crystalwatcher's Magical Girl Quest!

Crush needs a two handed swing to apply. Which means there's a good chance to not proc at all if you're intercepting an attack and no chance to proc when the intercept string resolves (barring wacky Ability interactions).
 
Crush needs a two handed swing to apply. Which means there's a good chance to not proc at all if you're intercepting an attack and no chance to proc when the intercept string resolves (barring wacky Ability interactions).
Well, the example I gave only works when someone else tries to Intercept the attacks of Goddess White, since Intercept (False) would reduce the damage an unspecified amount.

The two handed thing makes sense to a degree, but wouldn't you still be able to do it two handed if you had something like Cleave or Sunder? You do a two handed attack, effortlessly slash straight through their weapon, and the sword continues its swing to hit the enemy? I wouldn't call "Intercept | Cleave | Crush" a "wacky Ability interaction".


Damage multipliers in general definitely do apply twice in Intercepts if their conditions stay met though, as shown with the bonus damage that Sixth Heaven does to high tier growth affinities.
(Panzer Blade: 5,743 Base Resilience, +390 Dice, +500 Hostile Divinity Effect = 6,633 Total Damage

Intercept!

Demon King: 2,500 Base Damage, No Dice, +4,308 Overwhelm, +300 Legendary Existence, x5 Divine Existence = 35,540 Total Damage

28,907 Difference, Demon King wins.

Demon King: 28,907 Intercept Damage, No Dice, +300 Legendary Power, x5 Existence Bonus = 146,035 Total Damage
Solid Core: 1100 Base resilience, +390 dice, -825 Juggernaut, +500 Divine Existence = 1,165 Damage Reduction

143,705 Total End Damage

Indestructible Core: 99% Reduction
No Longer Human: 50% Reduction

719 Final End Damage

Solid Core: 3,000 - 719 = 2,281 Health Remaining


Supremacy Zone)
 
This is probably going to be one hell of a daunting request, but anyone willing to go back and find all the omakes that were made since the last Reflections of the Kaleidoscope?

...did you know that the last Reflection was during the vacation in Heaven, on page 323?
Ugh... it would be so easy if everyone actually titled their Omakes as such, so that a quick search for the term would have given me all the results.
I am not counting Lord Marshal's rants, by the way; those are character studies, not Omakes.

Anyway, here we go.


Page 345:
"It appears our fight is nearly over." Aquila spoke, fixing herself in a ready stance. "Brave soldiers, comport yourselves with honor at this moment, the end of your life."

The rumble of countless demons shook the ground where team GEAR stood. In the air a thousand curses hung in tangled knots, waiting to snare anyone that dared fly. Above the curses enough demonic monstrosities flew to turn the sky black. And every few seconds the honor guard of a Duke of Hell sounded their horns. All this effort turned to isolate Solid Core and Team GEAR from support.
[...]

Page 356:
Amy, typically known as Limitless Horizon, leaned back and rubbed her eyes. "Your code is bad and you should feel bad."

"Rude," muttered Machine Code, not taking her eyes off the small stack of devices she was watching.

"I'm happy you actually wrote something object-oriented for us. It's a step up from your custom machine code for unique chips, and actually allows for some decompiling. But your source code... well, you've got method 't' in class 'b' that increments int 'sc' in class 'q' which is accessed by a small army of classes and methods which don't seem to do anything else. They don't return anything or send any commands." Amy sighed, "and for all that it's still better than when you submitted drone code in binary lambda calculus."

Page 368:
That's fine.

I created this omake as a "what-if", when we were discussion the whole "Blue Sky and Truth" thing. Enjoy!

Page 369:
Upon Butterfly Wings - TRUTH GEAR V1

Page 371:
Meanwhile in an alternate universe where Insight feels very guilty.
EDIT: Added a alternate ending where Insight figures out what's happening.

Page 378:
Candy Heart got a final perspective from me, Truth should as well.

Page 380:
Everything was still. The bright pink energy that rushed out to fuel your attacks was nearly motionless, the ripples from your motion contrasting with how still everything else was in comparison.

The sensation of trying to reach inside yourself felt like you had crawled and twisted down a hole to suspend yourself by your toes. Except the feeling wasn't of imminent falling, but that your 'curled-up' state would snap back to looking outwards.

Page 403:
This is amazing. Anastasia Boheart, Tactical Genius, but instead of pulling Titans out of nowhere and hiding Baneblades behind doors, she pulls out bullshit magic and uncovers enemy plans. And if our allies think this highly of our tactical ability, just imagine what our enemies are thinking.

Page 439:
We Needed to be Sure

Page 485:
My steps echoed as I strode across the stone bricks that seemed to make up the entirety of this fortress's halls. My heart beat much louder to my ears as the pit of worry in my heart became deeper with every step. The corridors went by in a daze, and I found myself before the throne hall's entrance less settled than I had been at the start of my journey.

Page 552:
I gave a look to Lieutenant Baker. "This is inaccurate, it would take hours for me to reach Hell. And our nukes are too heavy for me to carry." I tapped the screen of the laptop lightly. "And you've gotten me banned from the board you signed me up on, it hasn't even been two hours."

Page 568:
I've had this idea in my head for a few days now.

Page 581:
Why did you do this to me?

Page 597:
If you want a TPK I'll put one together for you.

Page 605:
Cold red eyes burned into the teeming mass of demons that were bearing down upon the forward base. Rei walked forwards, ignoring Nepgear as she tried to stop her, eyes focused on the class 7's that made the backbone of the force.

Page 657:
Magical Girl Inspiring Ember screamed as she writhed in placed, impaled on a twisted throne-like edifice of fused steel and bone. Her power not allowing her to die; forced to watch as all she knew turned to ash below her,

Page 693:
Omake: Core Cooldown

Page 697:
Ni suddenly appeared from behind a conveniently placed wall and pointed dramatically at Nepgear.

Page 698:
She was too pissed off to accept the invitation. That's best left for she's reduced to a crying mess from being bullied by Nepgear's unfairness.



Omake Total: 19

Omake Spread:
-kelllogo: 9
-Highwind: 5
-diesel366: 2
-UberJJK: 1
-Gore17: 1
-Naron: 1

With special mention to @kelllogo for writing half of the whole bunch. It probably would have been more, had they not decided to make a spin-off instead.
Adhoc vote count started by Naron on Dec 22, 2017 at 1:57 AM, finished with 17826 posts and 28 votes.
 
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So, I've been feeling creative again, and I decided to make some new MGs. Please, tell me what you think of them!

(Independent) Magical Girl Nightborne Assassin

Isabelle Helsing

Stats

Health: 2,000
Base Damage: 600
Base Resilience: 300
Magic Modifier: 250

Affinity: Dark | Murder | Story
Weapon


Hidden Blade
Level 10
Attacks Per Turn: 2
Affinities: Murder | Story
Ability: Backstab | Lethal Surprise
Spells

Hidden Hunter
Level N/A
Base Damage: N/A
Magic Modifier: N/A
Affinity: Dark | Story
Ability: Boost-Self | Invisible
Abilities

Hunter In The Darkness
Level 10
-Controls Health and Resilience

A Lethal Strike
-Whenever Backstab activates, the attack it activates on is treated as if it also carries the Bleed Ability.

A Nonexistent Guard
-Whenever Lethal Surprise activates, the attack it activates on is treated as if it carries the Slaughter Ability.

One Hit, One Kill
-Whenever Backstab and Lethal Surprise activate on the same attack, the attack they activate on is treated as if it carries the Unstoppable Ability, in addition to the effects of A Lethal Strike and A Nonexistent Guard.


(Independent) Magical Girl Aqua Angel

Marianne De La Croix
Stats

Health: 6,000
Base Damage: 1,000
Base Resilience: 1,200
Magic Modifier: 200

Affinity: Water | Ice | Myth
Weapon


Stream of Sorrow
Level 20
Attacks Per Turn: 3
Affinities: Water | Myth
Ability: Shapeshift | Limitless
Spells

Water Lock
-Imprisons the target in a bubble of water
Level 15
Base Damage: N/A
Magic Modifier: N/A
Affinity: Water | Myth
Ability: Lockdown

Icy Spears
-Fires spears made of Ice at the target
Level 20
Base Damage: 2,500
Magic Modifier: 1,500
Affinity: Ice | Myth
Ability: Juggernaut | Omni-Magic

Frozen Bubble
-A frost-rimmed bubble protects the one it surrounds from harm
Level 20
Base Damage: 2,000
Magic Modifier: 1,000
Affinity: Water | Ice | Myth
Ability: Boost-All | Damage Barrier | Thick Armor

Wash It All Away
-A flood of (only somewhat metaphorically) Biblical proportions
Level 20
Base Damage: 20,000
Magic Modifier: 20,000
Affinity: Water | Ice | Myth
Ability: One-Shot | Apocalypse
Abilities

Flight (Boosted):
Level 20
-Aqua Angel is able to fly at 190mph. (Aqua Angel is capable of creating magical platforms mid-air that she is capable of pushing off of, or using to arrest her movement when necessary.)

High-Speed Combat (Level 3)
-Aqua Angel is able to track objects moving up to 270mph.

The Endless Ocean
Level 20
-Controls Health and Resilience

A Thousand, Thousand Drops
-Aqua Angel's basic attacks cannot be Intercepted.



(Independent) Magical Girl Thorn Witch

Annabelle Blaze
Stats

Health: 8,000
Base Damage: 2,000
Base Resilience: 1,000
Magic Modifier: 1,500

Affinity: Earth | Nature | Myth
Weapon


Mystical Gloves
Level 20
Attacks Per Turn: 5
Affinities: Earth | Nature | Myth
Ability: Spell-Boost
Spells

Thorns of Malice
-Vines covered in thorns lash at the target
Level 20
Base Damage: 4,000
Magic Modifier: 1,000
Affinity: Nature | Myth
Ability: Armor Removal | Bind

Boulder Bash
-Fires a huge rock at the target
Level 20
Base Damage: 1,000
Magic Modifier: 2,000
Affinity: Earth | Nature
Ability: Knockback | Armor Pierce | Stun

Leeching Weeds
-Carnivorous plants consume the target
Level 20
Base Damage: 2,000
Magic Modifier: 2,000
Affinity: Nature | Myth
Ability: Consume | Shred

Become Nothing But Stone
-If successful, turns the target into a lifeless statue
Level 20
Base Damage: N/A
Magic Modifier: N/A
Affinity: Earth | Myth
Ability: Kill By Modifier

Take Form, My Creation
-Creates a construct according to Thorn Witch's desires
Level 20
Base Damage: N/A
Magic Modifier: N/A
Affinity: Earth | Nature | Myth
Ability: Manufacture

Abilities


Practitioner
-Allows the creation and upgrading of Spells.

Not Made For Close Quarters
-When in melee combat, reduce Thorn Witch's base damage by 75%, and disable Spell-Boost.

Petrification
-Roll a 1d100 every time Thorn Witch casts Become Nothing But Stone. Thorn Witch may not use Spell-Boost to modify the roll. If the roll is above (100-Spell Level), kill target and turn it into a stone statue

One With Nature
Level 20
-Controls Health and Resilience

Always Present Bounty
-Thorn Witch's spell limit is removed.

 
Hidden Blade
Level 10
Attacks Per Turn: 2
Affinities: Murder | Story
Ability: Backstab | Lethal Surprise

so if I'm reading this right, it's 18600 damage (assuming I'm the stacking works out to base damage times thirty-one.) with unstoppable negating all resistance, and then bleed and murder both activate dealing 20460 damage a turn. Murder stacks I think so if she can get surprise on both her swings double all that. so a minimum raw unstoppable damage of 39060 before the target acts, and if both attacks trigger everything a max of 78120. The DOT's hit in two ticks so the bleed might be partially negated but it's a small part of the damage, the main thing it's there for is to burn through any "first time a turn" effects.

in short, she has about twice neps single target damage output ignoring spells. For one turn, then she's going to have to run like hell because without surprise or backstab she would be killing one demon grunt a turn. She's probably a good example of exactly why MG's are so feared. Shes just a bit above one of hells ground commanders in a straight fight, but she could seriously fuckup or even kill the greatest of the darks champions. hell, she's probably killed quite a few greater nightmares, unstoppable is one of the best ways to break through false existence. pretty impressive for someone who could probably be mobbed to death by a few dozen grunts in a straight fight.
 
(DECEASED) Magical Girl Final Breath

Carol Leeds
Stats

Health: 300
Base Damage: 50
Base Resilience: 50
Magic Modifier: N/A

Affinity: Wind | Death | Myth
Weapon


Stiletto
Level 1
Attacks Per Turn: 1
Affinities: Wind
Ability: Armor Pierce
Spells

Expire
Level 1
Base Damage: N/A
Magic Modifier: 100
Affinity: Wind | Death
Ability: Kill By Modifier
Abilities

Wind Shield
Level 1
-Governs Resilience.

Death's Favor
Level 1
-Governs Health. Reset Health to max when you cast a spell.

Kill the Dead
Level 1
-Deal x5 damage to targets animated by Necromancy.

Black Wind (Expire)
-When casting Expire compare the MM roll of the spell against the base Magic Modifier of the target, if Expire's roll is higher Kill By Modifier triggers.
Reaper posts I sheet, I post a sheet.

(Mostly to test how Kill By Modifier works this week.)
 
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so if I'm reading this right, it's 18600 damage (assuming I'm the stacking works out to base damage times thirty-one.) with unstoppable negating all resistance, and then bleed and murder both activate dealing 20460 damage a turn. Murder stacks I think so if she can get surprise on both her swings double all that. so a minimum raw unstoppable damage of 39060 before the target acts, and if both attacks trigger everything a max of 78120. The DOT's hit in two ticks so the bleed might be partially negated but it's a small part of the damage, the main thing it's there for is to burn through any "first time a turn" effects.

in short, she has about twice neps single target damage output ignoring spells. For one turn, then she's going to have to run like hell because without surprise or backstab she would be killing one demon grunt a turn. She's probably a good example of exactly why MG's are so feared. Shes just a bit above one of hells ground commanders in a straight fight, but she could seriously fuckup or even kill the greatest of the darks champions. hell, she's probably killed quite a few greater nightmares, unstoppable is one of the best ways to break through false existence. pretty impressive for someone who could probably be mobbed to death by a few dozen grunts in a straight fight.
She is also spell-based invisible and I haven't seen any rule that would dispel it on attack.

Really, the three things she lacks are "teleport to backstab position", "expeditious retreat", and an upgrade to her spell to make her Silent and cover for other methods of detection.
 
She is also spell-based invisible and I haven't seen any rule that would dispel it on attack.

Really, the three things she lacks are "teleport to backstab position", "expeditious retreat", and an upgrade to her spell to make her Silent and cover for other methods of detection.

true, she's still super squishy compared to the kind of thing she's hunting. She'd probably level crazy fast or die almost immediately.
 
It's assassin day, apparently.

(???) Magical Girl Horror Story

Margery Gendhel
Stats

Health: 125
Base Damage: 30
Base Resilience: 20
Magic Modifier: 5

Affinity: Death | Fear | Story Maker
Weapon


Red Smile
Level 1
Attacks Per Turn: 1
Affinities: Death
Ability: Sudden Death
Spells

Terrorize
Level 1
Base Damage: N/A
Magic Modifier: N/A
Affinity: Fear
Ability: Terror
Abilities

Don't Fight, Just Run: Level 1
-Controls Health and Resilience.

Paranoia
-Magical Girl Horror Story automatically casts Terrorize for free whenever she decides to target a specific victim.

Fear of the Dark
-At night or in poorly lit environments, Magical Girl Horror Story cannot be damaged by any entity afflicted by Fear.

Fear of the Unknown
-Entities afflicted by Fear cannot detect Magical Girl Horror Story unless she chooses to reveal herself, though they may be aware that *something* is after them.

Fear of Death
-When attacking a target afflicted by Fear, Magical Girl Horror Story's Red Smile gains the Auto-kill ability.

Nothing to Fear but Fear Itself
-Magical Girl Horror Story may teleport to and away from targets afflicted by Fear at any time, regardless of intervening effects.
 
Let's see what people have to say about these three.

(Independent) Magical Girl Upgrade Central

Becky Daring
Stats

Health: 3,000
Base Damage: 500
Base Resilience: 400
Magic Modifier: 650

Affinity: Light | Technology | Story
Weapon


Hi-Tech Rifle
Level 10
Attacks Per Turn: 1
Affinities: Technology
Ability: Juggernaut

Armed Drone
Level 10
Attacks Per Turn: 3
Health: 1,000
Base Damage: 100
Base Resilience: 100
Affinities: Technology | Story
Ability: Auto Assault| Flight (Level 5) | Interceptor Fire
Spells

Let's Give You An Upgrade
-Upgrades all of an ally's leveled characteristics, including spells, by 1/2 of this spell's level
Level 10
Base Damage: N/A
Magic Modifier: N/A
Affinity: Light | Technology
Ability: Boost-Other | Upgrade (5)

Let Me Fine-Tune This
-Upgrades a single leveled characteristic, including a spell's level, of an ally by this spell's level.
Level 10
Base Damage: N/A
Magic Modifier: N/A
Affinity: Light | Technology
Ability: Boost-Other | Upgrade (10)

Meet My Babies
-Creates Armed Drones equal to the number rolled for the Magic Modifier
Level 5
Base Damage: N/A
Magic Modifier: 5
Affinity: Technology | Story
Ability: Instant Manufacture
Abilities

The Motherboard
Level 10
-Controls Health and Resilience

Master Control Program
-All Armed Drones are aware of everything a single Armed Drone knows, and may synchronize their attacks without any issue.


(Independent) Magical Girl Calamity Harbinger

Jessica Marvin
Stats

Health: 1,000
Base Damage: 4,000
Base Resilience: 100
Magic Modifier: 4,000

Affinity: Air | Ruin | Myth
Weapon


Mystic Ring
Level 20
Attacks Per Turn: 1
Affinities: Air | Myth
Ability: Spell-Boost
Spells

Lightning Strike
Level 10
Base Damage: 1,000
Magic Modifier: 4,000
Affinity: Air | Myth
Ability: Triple Cast | Paralysis

Tornado Run
Level 10
Base Damage: 1,000
Magic Modifier: 4,000
Affinity: Air | Ruin | Myth
Ability: Vacuum | Juggernaut

Hurricane Zachary
Level 20
Base Damage: 20,000
Magic Modifier: 20,000
Affinity: Ruin | Myth
Ability: One-Shot | Collateral Damage
Abilities

Flight (Boosted):
Level 30
-Calamity Harbinger is able to fly at 290mph. (Calamity Harbinger is capable of creating magical platforms mid-air that she is capable of pushing off of, or using to arrest her movement when necessary.)

High-Speed Combat (Level 4)
-Calamity Harbinger is able to track objects moving up to 360mph.

Bringer Of The Storm
Level 10
-Controls Health and Resilience

Fragile Like Glass
-In melee combat, reduce Calamity Harbinger's base damage and magic modifier by 90%, and disable Spell-Boost.

Building Up The Storm
Level 5
-Each time Calamity Harbinger kills an enemy, increase her APT by 1. This buff stacks up to (Ability Level) times.

Lightning Can Strike Twice
Level 5
-Calamity Harbinger may cast up to (Ability Level) spell per turn.

One Man Cannot Stop A Hurricane
-Disregard enemy spell immunities.

Destruction Begets Destruction
-Multiply End Damage caused by spells with a Ruin Affinity by 2.


(Independent) Magical Girl Phoenixian Guardian

Jessica Marvin
Stats

Health: 15,000
Base Damage: 2,250
Base Resilience: 3,000
Magic Modifier: 1,500

Affinity: Fire | Life | Myth
Weapon


Volcanic Needle
Level 30
Attacks Per Turn: 10
Affinities: Fire | Myth
Ability: Juggernaut | Melt | Armor Removal
Spells

Melt Into Nothing
Level 5
Base Damage: N/A
Magic Modifier: N/A
Affinity: Fire | Myth
Ability: Boost-Self | Murder

Blessing Of The Phoenix
Level 5
Base Damage: 500
Magic Modifier: 500
Affinity: Fire | Life
Ability: Boost-Other | Ignite

Get Up And Fight
Level 30
Base Damage: N/A
Magic Modifier: N/A
Affinity: Life | Myth
Ability: Total Heal
Abilities

Flight (Boosted):
Level 15
-Phoenixian Guardian is able to fly at 140mph.

High-Speed Combat (Level 2)
-Phoenixian Guardian is able to track objects moving up to 180mph.

Tender of the Volcano
Level 30
-Controls Health and Resilience

Aspect of the Phoenix
-At the beginning of each turn, restore Health to Maximum, and negate all negative Status Effects and Body Modifiers. Reduce all damage taken by 50%. Once per battle, Phoenixian Guardian may return to life if slain.

Soothing And Wounding Flames
Level 5
-Heals all Allies for 500 Health per turn. Damage all Enemies for 500 per turn.
 
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phoenix seems a bit overpowered for a myth. 10 attacks a turn and healing to full each turn seems like a bit much.
To be fair, she has a very highly leveled weapon justifying her sheer number of attacks, and her regeneration is caused by her Super Ability. The former comes with a number of additional benefits, such as the Abilities on the weapon, while the latter is practically obligated to be OP in some fashion.
 
To be fair, she has a very highly leveled weapon justifying her sheer number of attacks, and her regeneration is caused by her Super Ability. The former comes with a number of additional benefits, such as the Abilities on the weapon, while the latter is practically obligated to be OP in some fashion.

counter argument, supremacy zone. that said it's a fair point that a myth who survives long enough to get into the high levels would be pretty strong, and good abilities and one WTF feature sounds about right for what I have now noticed is a level thirty weapon.


*yes it's a bit off topic but I'm still salty about how much of a lemon it turned out to be.
 
To be fair, she has a very highly leveled weapon justifying her sheer number of attacks, and her regeneration is caused by her Super Ability. The former comes with a number of additional benefits, such as the Abilities on the weapon, while the latter is practically obligated to be OP in some fashion.

counter argument, supremacy zone. that said it's a fair point that a myth who survives long enough to get into the high levels would be pretty strong, and good abilities and one WTF feature sounds about right for what I have now noticed is a level thirty weapon.


*yes it's a bit off topic but I'm still salty about how much of a lemon it turned out to be.
To be fair about Phoenix, it's her very high health and resilience levels (I think it's maxed out typical stats) that give me pause.

I would have probably been more accepting of it if her Tender of the Volcano ability was folded into her Super. Or her super at least had a line like "increases Magical Girl Phoenixian Guardian's Health and Resilience by 100%".

...And what's that about Supremacy Zone I hear? I mean, the battles we've been up till now weren't suited to its use - but it's more of an army-fucker-upper ability than anything else, what with immunity to ground-based anti-air and the ability to literally burn away anyone daring to try and attack her from the air the moment they attack.
 
Phoenixian Guardian is supposed to be an example of an experienced Myth Girl that happened to luck out when she got her stats. She had the good luck to have a combination of high health, resilience, and damage at the beginning, and managed to get her Super Ability relatively early in her career after purchasing the prereqs. Since then, she's been busily building up her personal power so that for the most part she doesn't have to rely on her Super Ability's auto-resurrect feature. Amazingly enough, even when you can come back to life, dying hurts like hell.
 
...And what's that about Supremacy Zone I hear? I mean, the battles we've been up till now weren't suited to its use - but it's more of an army-fucker-upper ability than anything else, what with immunity to ground-based anti-air and the ability to literally burn away anyone daring to try and attack her from the air the moment they attack.

and it slapped apocalypse on her gun. something that made it unusable in 9 out of 10 situations, and little more useful than actually useful collateral damage it replaced in the few it can be used in. Then it was a few arks before we'd have anything like time to actually train. Its defensive aspects are respectively risky* and useless**, and its offensive aspect is rendered thoroughly redundant by starshine. It's just not that useful, it does a lot of things but it does all of them kinda shittily. I wouldn't complain if it wasn't a super ability, something that is suposed to be OP rather than kind of niche and meh.



*just about every failed intercept I've seen has had the attack that won the conflict get a damage boost. so intercept could make strong attacks stronger, this is made significantly worse by the fact that if we want low enough splash to use it near people were going to have to lower our attack damage making failed intercepts more likely. We also can't be sure how it will interact with the soft rules becase we've never been able to use it safely.

** the list of things that ignore the invulnerability reads like the list of things that spend time shooting at flyers. so it's at best niche, and that's before the warning sticker that even attacks it no sells can knock you out of the sky, which means even in the few situations it would come into play it's use is going to be at best sharply limited.
 
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Hey, just 'cause y'all suck at using it doesn't make it less OP y'know. :p
I'm pretty sure this was on the discord, but there was a discussion involving this...specifically, it's been at least implied that the intercepts can be done with spells... including Celestial Severance, which has unstoppable and thus auto-wins intercepts. Starshine is less likely to win the intercept, but has less collateral, too.

I doubt this takes much practice to learn, though HOW to practice it is something I'm unsure of, especially as Nepgear is unaware of this.

Some things I'm less sure of about it are that the intercepts do not take actions, and that we can intercept aerial attacks, though perhap[s not with the other benefits.
Yes. Nepgear just doesn't tend to remember this much.
 
it actually kind of does. "Needs lots of training to be useful" makes it useless because we've been under some form of major time crunch pretty much the entire quest. With the one big chunk of downtime we got spent getting traumatized going on a nice vacation.
I'm in a good mood so imma respond to this now instead of when the constant whining about how bad it is actually annoys me.

So! Supremacy Zone!
  • Is it a bad ability? No.
  • Is it weak? No.
  • Is it a poor fit for Nepgear's kit? Yeah.
  • Are you lot using it wrong? Yes. Yes you are.
Like, seriously, you're actively avoiding using half the ability, or doing anything to improve it. Not without reason, true, but when you ignore the greater half of the ability and only judge the defensive portion, which is then judged against another super specialized in defense, then yeah, it'll be a bit lackluster. That doesn't mean Supremacy Zone is bad or weak, it means y'all are doing it wrong.
 
Like, seriously, you're actively avoiding using half the ability, or doing anything to improve it. Not without reason, true, but when you ignore the greater half of the ability and only judge the defensive portion, which is then judged against another super specialized in defense, then yeah, it'll be a bit lackluster. That doesn't mean Supremacy Zone is bad or weak, it means y'all are doing it wrong.

I am legitimately not understanding what you mean here. I talked about intercept fire, do you mean the anti-army thing? because not only have we literally never had a chance to use it, it's going to soon be rendered near totally redundant by star shine. The damage boost is nice, but unless I'm wrong about that not applying to spells it's another thing we can't use because it saddled our weapon with apocalypse. Really about 80% of my salt comes back to apocalypse. supremacy zone lets us do all sorts of neat tricks with our basic attack, and then it makes using our basic attack a terrable idea 99% of the time.

you keep saying we are using it wrong, how the fuck are we supposed to use it? the offensive boost is at best useful redundancy, intercept fire and the basic attack boost are rendered useless by the very ability it gave us. what possible use there for this thing that we're not seeing? does it get good if we train sure maybe. but giving someone under a time crunch a super ability that makes their basic attack unusable, and the ability itself mediocre until they train is something worthy of salt.
 
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