Yeah saving command seals for survival and mobility + enhanced damage when we figure out walps weaknesses seems to be a better move than using them to remove her armor savea.
 
Uh wouldn't it be 6 people take 2 and 3 people take 1? Cuz 9×2+1=19>15.

Anyways dibs on Berserker and Kure.

Have them hop over to Homura, use time stop/time acceleration to bring out Homuras cruise missile, magically amp it, have Berserker amp it with his NP and fire it.
I think we're trying to limit the use of time stop as much as possible. Of course I don't think time stop is needed for your plan either so it shouldn't be hard to adjust.
 
I think it's safe to say, Assassin will stay on the ground. Her Noble Phantasm and her abilities aren't suited for fighting the boss is. That's fine, makes it easier to decide her actions. I'll have her keep fighting the familiars. If Berserker is about to use cruise missiles, I suspect that will take Homura's turn to unload them.

That leaves Archer and his infinite diverse weapons... back to looking through the list on the wiki.
 
I'll take Bryn, if nobody minds, and Oriko.

[X] Brynhildr: Rage. Rage against the dying of the light. By the wish of your master, you cannot help but see Walpurgisnacht as Sigurd, even though this thing is nothing like your beloved. Hatred and love burn in your veins, as you attack this impostor. The command seal may have been worn off by now, as you are not currently unleashing your Noble Phantasm, but still, as you try to drive your spear at the connector between gear and the rest of the witch, you feel all the hate your ever felt for Sigurd after his betrayal, and not one ounce of your oceanic love for him. Your master has ordered you to destroy this monstrosity, and you will do as your master commanded.

[X] Oriko: Check your grief seed, smile politely and if it is good enough, ask Tomoe-san if she thinks another Combo Finale would be worthwhile. Also, try to see if you can scan for big attacks (say, Skyscrapers) in the near future and get people to dodge correctly. You have prophecy; time to use it tactically. Also, cry a tear as you watch your Servant being torn apart by self-destructive love/hatred.
 
I probably should have said that I"ll still be around to answer questions if I can. Anyway,
Uh wouldn't it be 6 people take 2 and 3 people take 1? Cuz 9×2+1=19>15.
I'm not that good at the mental maths, and I typed that up in a hurry before heading out. We have more players than we do partners, which is probably good because even now when we're in dire straits I'm still doubtful we'll get all hands on deck.
Anyways dibs on Berserker and Kure.

Have them hop over to Homura, use time stop/time acceleration to bring out Homuras cruise missile, magically amp it, have Berserker amp it with his NP and fire it.
If Berserker is about to use cruise missiles, I suspect that will take Homura's turn to unload them.
Fortunately, Homura already brought her missiles out, so all Berserker has to do is change what he's firing from and that parts already taken care of.
I'll take Bryn, if nobody minds, and Oriko.
Are we okay with letting Lancer throw her life away so recklessly? Oriko has probably 50 Command Seals left at her disposal; maybe more, I'd have to go back and count how many she's used overall versus the amount she should have; we could call Lancer off if we don't want to throw her under a bus witch just yet.

She also wouldn't need to check her Soul Gem anywhere near to when you're suggesting. She has 4x the mana (~21k compared to the average ~5k) of the average puella magi, so she has plenty of steam left before her soul is in jeopardy. If anything, Kirika
Anyways dibs on Berserker and Kure.
with her paltry ~3k, should be the first one out of any of us to check her Soul Gem.
One suggestion id like to make is we need at least a few more on the ground to fight the familiars.
Fortunately, we do have plenty of those. We just need to wait for someone else to claim one of them.
 
I'll double check, but yes that seems likely. I don't think her arm is powerful enough to contribute much to the long range sniping of Walpurgisnacht.
She's never had the opportunity to push the limits of the Claíomh Solais's power, but we do know that it can still technically reach Wally, even if the damage it will do is up in the air.
 
If anyone has further suggestions or concerns, please let me know.

[X] Archer: Hrunting/Caladbolg time/just keep blasting it. UBW is, if I remember Caster correctly, good for failing to kill it before the last tick occurs, so still holding off on it.
[X] Assassin: Keep fighting with the familiars. She has a dummy thicc agility rating, so if her hits aren't doing shit, she can run distraction/keep them busy from others that can attack.
[X] Homura: Isa Arrows at the familiars. Unless she is going to unleash her full powered Isa attack at Walispurgisnacht, her time is going to be far better spent fighting the familiars so the heavy damage people can keep focus on walispurgisnacht.

Whoever picks up Saber, the protected house she could make might be a good way to protect us from Wally world's attacks. Just a thought.

I do wonder if Rule Breaker would have any effect on walispurgisnacht... I would suspect that its just too damn powerful to even be effected by it at this point.
 
I do wonder if Rule Breaker would have any effect on walispurgisnacht... I would suspect that its just too damn powerful to even be effected by it at this point.
Rule Breaker was banned on day 1 because having access to a weapon that can revoke contracts in a setting where magical power is derived from contracts would be beyond broken.
 
Eh, I meant not necessarily a suicide attack. Just, what D&D5 would call a reckless attack. Bryn's got pretty good stats in FGO; she may be a bit lacking in defensive skills, sure, but she's got a ton of HP. So, what I meant was: She attacks, she tries to crit.

Hm, can we use a Command Seal simply to boost Bryn's stats? Like, "Bryn, I command you to fight at your best"?

Also also, is attacking that huge weakpoint between witch and gear somehow suicidal, and I missed it?
 
That makes sense, my bad. Question SVS; is there stat blocks for the magical girls and their mana maximum somewhere?
I have most of the important information regarding our cast typed up on some spreadsheets and I can answer questions if need be, but there's nothing that's available to the public. However, while I did once try to come up with a coherent combat system, I was never able to get it right, so while I have our main cast's maximum mana numbers floating around, I don't have anything that would say how much mana anything in particular would cost us to do.
Hm, can we use a Command Seal simply to boost Bryn's stats? Like, "Bryn, I command you to fight at your best"?
The more specific a command, the stronger it will be. "Fight at your best" is rather generic, so I wouldn't expect it to be as effective as if Oriko were to give Lancer specific instructions.
Also also, is attacking that huge weakpoint between witch and gear somehow suicidal, and I missed it?
Saber said if we attack that weakpoint, it will get significantly harder for us.
You can break the doll part off of the central gear, but like Saber said, you'll only be making the fight that much harder on yourselves.
 
Relatively speaking, what's the Mana capacity for our magical girls, individually? Kirika has small at 3k, oriko you've mentioned is 20k. Average you said was 4k-5k I think?
 
Homura, Mami, and Kyouko each have a little under 5k. There's fluctuations of a few hundred between them - with Kyouko having the most and Mami having the least, of the three; though Mami is also the master at maximising the efficiency of her mana usage - and with Mami's Grief dampening at the max you can push that number up and say they theoretically have an upper ceiling of 7.5k before their Soul Gems hit maximum corruption. Meanwhile Oriko is a genetic freak and she's not normal, so she's got just shy of 21k, up to 31k with max Grief dampening. Then on the other end of the genetic freak spectrum is Kirika, who has less than 3k units of mana, or about 4.3k brought up with max Grief dampening- However, Kirika is also floating on some additional mana she got from Oriko last night, so after factoring everything in she's sitting at a more comfortable ~6k after max Grief dampening. Miyuki, I haven't decided how much mana she should have, but considering she and her friends were bottom-o-f-the-barrel candidates Kyubey only picked up because there was no one left, I'd say she's probably on the lower end.

So to recap:
Homura, Mami, Kyouko - Approximately 5k units of mana, with some fluctuations between them -> approximately 7.5k units of mana after max Grief dampening
Oriko - Just shy of 21k units of mana -> Approximately 31k units of mana after max Grief dampening
Kirika - Less than 3k units of mana -> Brought up to "normal" by a mana transfer from Oriko -> Approximately 6k units of mana after max Grief dampening
Miyuki - Probably safe to assume less than 4k units of mana -> Approximately or less than 6k units of mana after max Grief dampening

Now, it's important to note that Mami's Grief dampening isn't actually "raising" their total mana units; what it does is lessen the accumulation of Grief per usage of mana, meaning they functionally have more mana, even if they don't numerically have more mana.
 
Hm, I see. Somehow, I overlooked that information. In that case, is there any problem with Lancer landing *on* the gear and hitting it hard? To burst through the gigantic hit point pool of Purgi?

Sorry for asking so many questions; I'm not the best plan builder.
 
I'll take Saber and Miyuki as well. If no one has taken Mami and Caster in a few hours, I'll do it too.

I'll be honest, and I know this is weird to say it, but its a bit frightening to jump into this at the very end of the quest and be the one making the actions for the characters ahahaha

Give me a bit to think up some stuff
 
For Mami - I'd say another Railgun with Oriko. For Caster... Damned if I know. Weapon-spamming from Gates of B? Not the Noble Phantasm stuff, just the normal things?
 
Do we have anybody on anti-building duty? I noticed that the last chapter ended with the shadow of several buildings looming over us and that sounds like something to watch out for.
Actually that might be a good use of Bazett's mystic code. Does anybody have a good idea of just what it can do?

Hm, I see. Somehow, I overlooked that information. In that case, is there any problem with Lancer landing *on* the gear and hitting it hard? To burst through the gigantic hit point pool of Purgi?

Sorry for asking so many questions; I'm not the best plan builder.
In regards to this I think Walpurgisnacht can set her on fire like it has been doing to anything that gets close to it.

Edit:
Apparently the previous version of Claíomh Solais that Bazett used was some sort of adjustable energy sword. While with the new arm it is likely much stronger, I don't really see it being great for either anti-building duty or for taking potshots at Walpurgisnacht.
 
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