[X] Spring wanted to help you with your magic; remind her of that and get started!

[X] Bug Summer to teach you magic
 
[X] Spring wanted to help you with your magic; remind her of that and get started!
[X] Bug Summer to teach you magic

[X] EXP-Plan
-[X] Save it
 
- @Raising Kittens, did you come to a decision?

Right, right, was tired. Walking a few miles doesn't seem like much, but it is after a ten hour day.

Anyway.

/tosses dice

+1 to Magical Girl Eye of Truth's char sheet, please.

----

[X] Spring wanted to help you with your magic; remind her of that and get started!
[X] Bug Summer to teach you magic

[X] EXP-Plan
-[X] Save it

Much as I want to tick up Soothing Moonlight, Moonlight Scepter, their Flight, Sun's defensive Abilities - or buy Advanced Catalyst - we should probably wait for a bit.

Not sure what we can really train right now, other than Sun's ability to control the output of her Scorching Sunlight, which is worth doing.

So magic it is! Maybe if we bug both of them, we'll figure some neat new stuff out!
 
Much as I want to tick up Soothing Moonlight, Moonlight Scepter, their Flight, Sun's defensive Abilities - or buy Advanced Catalyst - we should probably wait for a bit.
Moonlight Scepter, like Flight, I am of the opinion of that it's better to level up in bulk rather than one level at a time. Feel free to disagree though.
So magic it is! Maybe if we bug both of them, we'll figure some neat new stuff out!
I, personally, am hoping for an easier time creating spells at least, and getting a spell for both girls at best for the Spring/Summer combo.

Or a new shop item. Either or works.
 
[X] Spring wanted to help you with your magic; remind her of that and get started!

[X] Bug Summer to teach you magic

[X] EXP-Plan
-[X] Save it
 
[X] Spring wanted to help you with your magic; remind her of that and get started!

[X] Bug Summer to teach you magic

[X] EXP-Plan
-[X] Save it
 
Time for a character analysis from a statistic point of view! Or rather, how I view all the twins' abilities, weapons, spells, and shop items.

---

Two Minds Joined in Harmony
Together forever...
-Primordial Sun and Primordial Moon are mind-linked and also life-linked; their brains work in tandem to increase their ability to react and also allow them to grasp concepts that should be beyond their age.
If one dies, so does the other. Remains active even when transformation is dropped. Can not be interrupted or blocked.

The main crux of Primordial Sun and Moon's magic. What makes them truly unique and stand out. This Super Ability is the source of their greatest power, and greatest weakness. With enough work, this ability is what all battle plans should be based around.

Complete Connection
-Anything that one experiences, the other knows about, making them more difficult to surprise. The twins are capable of auto-synchronising attacks against the same target; Total Damage from such synchronisation is doubled
-Capable of pooling ApT for using Skilled, Skillful Dodge or any of their derivatives

Part of an ability line that is the boon of Two Minds Joined In Harmony. This is what is keeping the ability from crippling the twins and will, one day, make them a dangerous enemy to have. Especially since they can share their APT to stop attacks or dodging them, making otherwise useless skills useful. And once they gain more ATP, the more dangerous this makes them. Along with any future evolution of the connection or dodging/Skilled abilities.

Skilled
-Sacrifice four moves to negate an opponent's action

A useful ability for Sun to take advantage of for attacks that may or may not be capable of crippling, if not outright killing, her. And for Moon as well, at a much more limited capacity.

Skillful Dodge
-Sacrifice four moves to dodge an attack

See my analysis on Skilled.

Discipline
-No skill-based malus from using unfamiliar weapons; any familiar weapon used deals an additional 25% of its Base Damage

Truly, the twins greatest, besides appearance untransfotmed, similarity to their elder sister, Bianca. With having no malice from using unfamiliar weapons and a boost to families ones, be afraid. Very afraid, for this allows them to be dangerous with any weapon they can get their hands on. And once it evolves, the danger shall only get greater.

Sunlight Scepter
Level 10
Attacks Per Turn: 3
Affinities: Sun | Balance
Ability: Modifier Save | Knockback | Detonate

Rico's weapon. By far her greatest form of defense. By vastly increasing her Magic Modifier, it allows her to increase her defenses a considerable amount thanks to her own Super Ability, Veil of the Solar Goddess. Also a great offensive tool as well, especially when combined with Radience and the Synchronization bonus with Moon's attacks. Further leveling this up may just lead to it being more dangerous than her most powerful offensive move.

Scorching Sunlight
May the glorious rays of the sun set you ablaze
Level 9
Base Damage: 10,240
Magic Modifier: 205
Affinity: Sun
Ability: Burn | Armor Removal

Truly, the most dangerous of Rico's attacks in her arsenal, even if it only consists of two attacks. With the ability to double its offensive power every level up, and an unknown level 10 ability, this has the potential to be even more dangerous than any other spell Rico will ever make.

May unlock something in the shop at level 10 or make progress in doing so.

Radiance
-Once per turn, either increase the damage of your attack by 50% or reduce incoming damage by 50%.

A dangerous ability that not only helps Rico offensively, it can help protect her as well, which greatly increases her survivabilty in fights with stronger enemies. Truly, something to keep in mind for fighting, because while dangerous for opponents, it can also be dangerous for any nearby allies.

Veil of the Solar Goddess
All opposition crumbles on my chosen path, for I guide your way.
-Add 100% of your Magic Modifier to basic attacks and 200% as additional resilience; immune to mind-altering effects. Smite is counted as Judgement in regards to this Ability.

Rico's Super Ability. This is the key to Rico's Melee power and primary defense. Also note that this ability can not be effected by any mental fuckery. This makes it reliable under most circumstances. But we must keep our eye on things such as Smite and Juggernaut or else we'll be in for a very nasty surprise.

Solar Blessing
Level 5
-Increases Primordial Sun's Maximum Health

A neglected defensive ability. It was previously one of Rico's main defenses. But with the obtainment of Veil of the Solar Goddess it has fallen to the way side. May hold a hidden shop item or two. May not. We will not know for a good while, if at all.

Shell of Light
Level 5
-Increases Primordial Sun's Base Resilience with a protective layer of hardened sunlight

Another neglected defensive ability. Like Solar Blessing, it's defensiveness has been replaced by Veil of the Solar Goddess. It too, may be helping hide a shop item.

Flight
Level 4
-Primordial Sun can take to the air and up to 30mph.

The twins primary way of traveling. Not the fastest thing yet, but still helpful and easy to travel entire land masses.

High-Speed Combat (lv1)
-Primordial Sun is able to track objects moving at up to 90mph

The Twin's ability to keep track of things at a higher than normal speed. The level can help or not depending on the speed of an opponent. Though leveling it is difficult it can be found quite helpful in combat against speedster types.

Moonlight Scepter
Level 5
Attacks Per Turn: 2
Affinities: Moon
Ability: Return | Levitate

Eva's only form of offense, it is mainly neglected in favor of her defensive abilities. Though it has potential for a great third Ability, it's primary usefulness is the incremental increases to ATP and helping Rico's damage output through Synchronized Attacks.

Soothing Moonlight
My light's gentle touch will ease your pain
Level 8
Base Damage: 2,167
Magic Modifier: 260
Affinity: Moon
Ability: Heal | Status Recovery | Target by Level

Increasing at 80% per level this ability does great healing. With its Target by Level Ability it can heal many others on the field. It will only increase in usefulness as it levels up. Unfortunately while having no third ability for level 10, it may be hiding something at that level mark for the shop. And even if it isn't, it's still highly worth leveling to match Veil of the Lunar Goddes.

New Moon's Aegis
-While on the same field as Moon, Primordial Sun ignores pain from injuries.
-Primordial Sun can ignore mental pain and trauma up to a moderate amount

A great support ability for helping out Rico, it makes sure that the attacker of the duo can keep trucking on. It is unknown at the moment if it is hiding anything greater.

All is Equal
-Negate all damage multipliers up to x5 at will

An unused ability, mainly due to it not being around attacks that fall under its effect. It will one day be a great defensive ability though.

Veil of the Lunar Goddess
Even in the darkest of nights, even if you can not see me, I will watch over you.
Level 12
-Increases Maximum Health and Base Resilience.
-Total End Damage below 25% of your Maximum Health is nullified; immune to mind-altering effects.

Eva's ultimate form of defense. It makes her nigh immortal to most new Magical Girls, and some experienced ones. To fight through her defense, you better be packing massive fire power. Will grow even more useful for any level up.

Flight
Level 4
-Primordial Moon can take to the air and up to 30mph.

See Flight under Rico's list.

High-Speed Combat (lv1)
-Primordial Moon is able to track objects moving at up to 90mph

See High-Speed Combat under Rico's list.

Absolute Connection
-Complete Connection
-650 EXP
Replaces Complete Connection and upgrades it

The seemingly final upgrade for the Connection abilities, this has potential to be a great Super Ability. Or very disappointing. Still, not a priority at the moment in the wake of everything else.

Harmonious Incorporation - The Devourer
-World Eater: Character Sheet Level 4 [Currently level 2]
-Complete Connection
-1,333 EXP
????????????????????????????????????

An ability worthy of the Horror Affinity, this allows the Twins to incorporate Magical Girl Workd Eater into their Two Minds Joined in Harmony. If it is worth it or not can be heavily debated. Especially with the price compared to everything else.

Sunlight Scepter: Spellslinger
-Sunlight Scepter lv10
-350 EXP
Add the Ability "Multi-Caster (Lvl 1)" to Sunlight Scepter

An ability granted for Rico, this would allow her to cast more than one spell at once per turn. Will increase in value through gaining more spells and potentially more levels.

Sunlight Scepter: Advanced Catalyst
-85 EXP
Double Primordial Sun's Magic Modifier

A great boon to Veil of the Solar Goddess, the doubling of Rico's MM will not only double her offensive Melee attacks, but also Quadruple her defense. A very important ability to buy later.

The Light Never Fades
-100 EXP
Add the Ability Double Cast to Scorching Sunlight

A dangerous ability for Rico, with the Armor Removal already existing on Scorching Sunlight, this will allow for layering on both Armor Removal and Burn with one attack, making this a very deadly Ability.

Neverending Sunlight
-Veil of The Solar Goddess
- 350 EXP
Receive a special Omni-Caster

An ability that will grant a 'special' Omni-Caster. What makes it special is unknown, but one thing is for certain. The more spells we can cast, the better.

Moonlight Scepter: Judgement
-100 EXP
Adds the Ability "Judgement" to the Moonlight Scepter

Able to add Judgement to Eva's weapon, this can grant a more offensive ability to Eva for Melee, and thusly a better use for Synchronized Attacks.

Radiant Conductor
-Soothing Moonlight lv.5
-Lunar Blessing lv.10
-180 EXP
Modify Sun's damage and bolster your own

A not fully understood ability, the safest to say is that this will majorly help with Eva's ability to deal some damage to the enemy. Also to note, is probably the other needed ability for the Super Ability Mistress of the Tide.

Otherworldly Radiance
-300 EXP
Become more resilient to damage within your shell of moonlight

An ability that effects damage to Eva, this will synergize with Veil of the Lunar Goddess greatly. A must for those who want to go massively defensive.

Shining Protector
-200 EXP
Allows Eva to protect others in battle

The ability to protect. Something that describes Eva quite well, for her hatred of others getting hurt. With Veil of the Lunar Goddess, she is definitely capable of tanking lots of incoming hits. Combined with Otherworldly Radience, she may just be capable of tanking damn near anything.

Neverending Moonlight
-Veil of the Lunar Goddess
-350 EXP
Receive a special Omni-Caster

A Omni-Caster just like Neveendinf Sunlight, what makes it special is unknown. What is known though is that spamming heal spells will make Eva a massive pain to any opponent. And a massive target.

Mistress of the Tide
-???
-All is Equal
-700 EXP
For only the moon directs the flow. Become the conductor of the battlefield.

Eva's only other known Super Ability unique to her. It is suspected that the requirement that is currently unknown is Radient Conductor. It may reduce damage, nullify multipliers, increase attack power, do something new, or some combination of them all. The second biggest mystery of all the abilities in the shops.

---

The most impressive thing about this list? I did it all on my cell phone. Sorry for the length.
 
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The most impressive thing about this list? I did it all on my cell phone. Sorry for the length.

The analysis of the shop items I did upthread were done on my cellphone, too; generally while I was being shuttled around for work.

Don't worry about the length, it's much shorter than I'm used to dealing with - click through some of the links there to see what I mean.

Though I find I must disagree with you about Advanced Catalyst - it's cheap and results in a fantastic boost. Buy it right before we get into any major fights, or ASAP so Rico can train with it. That doubled MM + Modifier Save on the Sunlight Scepter... I sense explosions. It's a good sense.
 
The analysis of the shop items I did upthread were done on my cellphone, too; generally while I was being shuttled around for work.

Don't worry about the length, it's much shorter than I'm used to dealing with - click through some of the links there to see what I mean.

Though I find I must disagree with you about Advanced Catalyst - it's cheap and results in a fantastic boost. Buy it right before we get into any major fights, or ASAP so Rico can train with it. That doubled MM + Modifier Save on the Sunlight Scepter... I sense explosions. It's a good sense.
Ok, that's far more impressive than what I did.

I mainly apologized cuz I suck with the coding stuff and if I accidentally messed something up with it causing the whole thing not to be spoilered. Some people don't like long posts.

By later, I really just meant whenever is most convenient.
 
[X] Spring wanted to help you with your magic; remind her of that and get started!
[X] Bug Summer to teach you magic
[X] EXP-Plan
-[X] Save it
 
+1 to Magical Girl Eye of Truth's char sheet, please.
It is done.

The most impressive thing about this list? I did it all on my cell phone. Sorry for the length.
Well... go ahead and choose a sheet from Yggdrasil to level up.
Adhoc vote count started by Naron on Jan 19, 2018 at 1:25 AM, finished with 2662 posts and 12 votes.
 
@DarkKing98 I suggest you pick Abyss Knight, the leader of Yggdrassil. Sometime ago my reward was a LVL 3 character sheet for her, so if you do she will be maxed out.

It will be two Super Abilities and the first complete character sheet of one of Top Ten.
 
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*does some math*

...holy shit if I did this right, we can statistically kill Abyss Knight in one turn. Level 11 Scorching Sunlight with Double Cast and Level 14 Veil of the Lunar Goddess. And that only requires 540 EXP.

Someone please tell me I fucked up somewhere in my calculations.

Edit: Nevermind, I fucked up. It would require two turns.
 
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*does some math*

...holy shit if I did this right, we can statistically kill Abyss Knight in one turn. Level 11 Scorching Sunlight with Double Cast and Level 14 Veil of the Lunar Goddess. And that only requires 540 EXP.

Someone please tell me I fucked up somewhere in my calculations.

Edit: Nevermind, I fucked up. It would require two turns.
Are you remembering that the two casts of Double Cast are combined together as a single damage calculation? What about her ability to negate the first lethal hit she takes each battle?

Also, the wording of "Avatar of Ruin" is very vague, making its effect unclear.

I could see that saying anything from "each opponent gets each affinity's damage halved once ever" to "every incoming attack has its Total End Damage multiplied by (0.5 ^ numAffinitiesOfAttacker)".

That second reading would mean that every attack on her from a magical girl without a positive affinity gets its Total End Damage reduced by 87.5%.
 
Are you remembering that the two casts of Double Cast are combined together as a single damage calculation? What about her ability to negate the first lethal hit she takes each battle?

Also, the wording of "Avatar of Ruin" is very vague, making its effect unclear.

I could see that saying anything from "each opponent gets each affinity's damage halved once ever" to "every incoming attack has its Total End Damage multiplied by (0.5 ^ numAffinitiesOfAttacker)".

That second reading would mean that every attack on her from a magical girl without a positive affinity gets its Total End Damage reduced by 87.5%.
It's supposed to be the last one, methinks.

For the record, Love and Determination seem like positive affinities to me, so it's 97.5% aggregate damage reduction from us.

EDIT: Love is positive, Determination is neutral.

@DarkKing98 care to post your calcs?
 
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I think it's this one. At least, that's what I've been using as calcs.
It's supposed to be the last one, methinks.

For the record, Love and Determination seem like positive affinities to me, so it's 97.5% aggregate damage reduction from us.

@DarkKing98 care to post your calcs?
Actually, I'm pretty sure that all of our affinities are Neutral. Love is the only one I could see maybe being Positive.

Also, if her ability does in fact work that way, don't forget that synchronizing our attacks so that Complete Connection doubles the damage causes her to be attacked by 5 affinities instead of three (6 if Balance gets counted twice), which means that the attack actually does less damage than it would if Sun was attacking alone.
 
It's supposed to be the last one, methinks.

For the record, Love and Determination seem like positive affinities to me, so it's 97.5% aggregate damage reduction from us.

EDIT: Love is positive, Determination is neutral.

@DarkKing98 care to post your calcs?
I was thinking 40 some odd thousand multiplied by three .5 and then doubled from Synchronized Attack for the first cast and then Radience the second cast. Which would activate the kill threshold. But if the synchronization thing is true, then we'd instead want Level 13 Scorching Sunlight and some way to cast it twice in one round so that it'll bypass the kill block.
 
Health: 13,200
Base Damage: 6,200
Base Resilience: 4,950
Magic Modifier: 3,100


Champion's Duty
What I want doesn't matter, I will not fail even if I have to taint myself in sin.
Level 9
-Upon killing an opposing non-mook, gain a 45% Base Damage increase against non-mooks until the end of battle; can be stacked a number of times equal to half the Corrupted Blade's level

Avatar of Ruin
There is no choice but the end.
-Reduce Total End Damage by 50% once for each of the attacker's Affinities. If the respective Affinity is a morally positive one, reduce damage by 90% for this one instead
-If the opponent has less than two Affinities, reduce their Total End Damage by 99.9%

Unshakable Warrior
-Total Damage below 50% of Abyss Knight's Maximum Health is nullified; negate the first lethal damage per battle

Clash of Titans
-If a Spell with Collateral Damage or Apocalypse is cast at you or in your direction, you can intercept it with Echo of Victory.
Hmmm. I'll say.
IIRC Clash of Titans is also a new ability - we didn't even have a hint of it on the character sheet, even.

Oh well.

No-Sell Threshold - 6599 Damage
Effective Health (0-1 affinities): 13'200'000
Magical Girl Damage Reduction: 87.5-99.5% (usually 87.5% in the current MG Affinity makeup)
Effective Health (average MG): 105'600
Guaranteed One-Shot (average MG): 105'600+4950+3100 = 113'650 Total Damage
Attendum: NEED TO STRIKE TWICE

How to kill Abyss Knight as Primordial Sun:
And once we go into Rico's damage: Scorching Sunlight 11:
40'960 Base Damage x2 (Double Cast) x1.5 (Radiance) = 122'880 Damage
Add Multi-Caster (350 EXP) and we have the necessary one-shot. Or something like that, if Radiance works on both Multi-Caster ticks.
Otherwise, we need Scorching Sunlight 12.

Total Cost: 90+100+100+350=640 EXP

Absolute Guaranteed Kill: (90+100+110)+100+350 = 750 EXP
@DarkKing98 take notice.
Also, why did you need Veil of the Lunar Goddess at lvl 14 again?
 
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