Crystalwatcher's Magical Girl Quest!

I specifically brought up Red Rose, because she has unusually low stats for her ranking, but has a completely bullshit ability that makes it so that a tank who can just barely get past her Resilience is probably a much tougher matchup for her than someone with can deal massive amounts of damage.

While truth that her ability is bullshit Red Rose does have other things going for her as well. For example her Sudden Death spell has the ability Auto Kill which, as the name implies, almost certainly is a OHKO like Gae Bolg. She's also, IIRC, suppose to be one of the faster Magical Girls out there.
 
We've also gotten quite a few major upgrades since then, such as Core Connection. We also don't know if indirect things such as Core Connection even factor into those rankings.

I specifically brought up Red Rose, because she has unusually low stats for her ranking, but has a completely bullshit ability that makes it so that a tank who can just barely get past her Resilience is probably a much tougher matchup for her than someone with can deal massive amounts of damage.
While truth that her ability is bullshit Red Rose does have other things going for her as well. For example her Sudden Death spell has the ability Auto Kill which, as the name implies, almost certainly is a OHKO like Gae Bolg. She's also, IIRC, suppose to be one of the faster Magical Girls out there.
Also, you guys never tried befriending her all that much. So her profile is still woefully incomplete.
 
While truth that her ability is bullshit Red Rose does have other things going for her as well. For example her Sudden Death spell has the ability Auto Kill which, as the name implies, almost certainly is a OHKO like Gae Bolg. She's also, IIRC, suppose to be one of the faster Magical Girls out there.
I disregarded that because I specified the word "spar", which implies no lethal attacks :V
 
Indestructible Core: All the big players have either WTF big HP pools, some kinda of ability to make their smaller HP go the same distance, or in some cases like Goddess Gold's both. This should (hopefully) be ours since it's rather far* down the upgrade tree.

*Iron + Steel + Mythril + Adamantium Cores, Core Amplifier to unlock Core Containment, and 10 levels of Core Containment come to a total of 1,225. Throw in Indestructible Core's cost of 850xp and you get a total of 2,075 aka just more then Segarite Core.
At this point I think we could probably have some of the top 10 wield Nepgear as a weapon. A squeaky one.
 
So what's the priority for store items? the stuff applied teachings unlocked> echo of peace> indestructible come> segarite core?
 
I'd personally say that getting Core Containment to level 10 should be our first priority, with getting Echo of Peace coming in second. The former increases our survivability in a number of ways, while the latter increase our teammates' survivability.
 
I'd personally say that getting Core Containment to level 10 should be our first priority, with getting Echo of Peace coming in second. The former increases our survivability in a number of ways, while the latter increase our teammates' survivability.
I'm just asking about the stuff in the shop, not leveling the stuff we already have.
 
I'd recommend getting Indestructable Core ASAP if only because it replaces Armored Core and Core Containment so, presumably, any levels in those are lost. @crystalwatcher - can we get a statement on that either way?
 
So what's the priority for store items? the stuff applied teachings unlocked> echo of peace> indestructible come> segarite core?
My shopping list says Interceptor Fire and Covering Fire as soon as we have enough XP for them. Then Synchronize: ???? after several levels in upgradeable skills. INDESTRUCTABLE CORE and Echo of Peace come after raising Celestial Severance to level 12 or so.

If there was enough XP I'd suggest Interceptor Fire, level 11 Purifier Beam, and Covering Fire. That would cost 225 XP, but gives a fairly good defensive shot (1135) against any attacks Solid Core can see.

Synchronize: ???? has me wondering if Solid Core could apply her allies spells to herself. Imagine say, Judgment granting thousands of damage to Nepgear's attacks.
 
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My shopping list says Interceptor Fire and Covering Fire as soon as we have enough XP for them. Then Synchronize: ???? after several levels in upgradeable skills. INDESTRUCTABLE CORE and Echo of Peace come after raising Celestial Severance to level 12 or so.
Eh, I'd rather have IC or EoP before dumping a bunch of levels into dakka. I could see raising it to 10 for the base-five bonus, but more than that...
 
[X] Help Angel WEAPON. That Virus is too dangerous to let go! It needs to be destroyed before any lives are lost.

[X] Plan Stall like Crazy.

Changing vote.
 
Anyone remember which post crystal mention about the Dark Lord that attack earth and got nuke a in his face? I want to write an omake about it but need more details. @crystalwatcher, when the Dark Lord attacked earth, did earth already join the Unified Light or was it thanks to that Earth was become aware of the war? Did the Unified Light at that point was aware of Earth or was it after the Dark Lord attack and death did the Unified Light become aware? If they become aware before the Dark Light attack, what were they doing? Were they planning to intervene for whatever reason or were they decided to sit back and stand by for whatever reason?

Edit: What the name of that Dark Lord?
 
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There aren't a lot of details but here's stuff you'll find useful :D
The tide's sudden change had almost spelled the end of the Unified Light up until a Demon commander had fucked up.

He got the genius idea to invade Earth that had only recently discovered that yes, magic is a thing, and colonized an unclaimed dimension. The event was known as the Second Fall of Rome to Earth. To the rest of the LDC it was known as the Moment of Fury.

A single battle, and deployment of a single weapon had erased a Demonic Fortress, and an entire Legion from existence. A smoking radioactive crater was all that was left of the Seventh Duke's holdings. So, with the Akashic Pillar's entry into the War the whole thing ground to a stalemate. The Unified Light didn't have the forces to push back the Unified Darkness, but if the Darkness tried to force their way past Earth they'd more than likely leave themselves open to another Nuke up their asses.
 
[X] Help Angel WEAPON. That Virus is too dangerous to let go! It needs to be destroyed before any lives are lost.
[X] Plan Try and End this Peacefully
 
[X] Help Angel WEAPON. That Virus is too dangerous to let go! It needs to be destroyed before any lives are lost.
[X] Plan Try and End this Peacefully

Trainwreck incoming :p
Here's hoping Nepgear and co. stays in approximately one piece
 
So some math on Echo of Peace:

Team GEAR
James Robert

With a Base Resilience of 500 and his ability 'Merely' Human James can only take damage, above the 25pts of strain damage caused by 'Merely' Human, between the ranges of 1,429 and 1,711. Which I suppose technically widens the threshold at which damage occurs, from 501 to 599 however I think James wouldn't really mind that since it means he can no-sell more damage then most Magical Girls.

Michael Rodriguez
With a Base Resilience of 500 and his 'Atheist' ability Michael isn't quite as tanky as James however he is still quite resilient, especially with regards to magic based damage. All damage less then 1,428 is negated and he has an effective Health of 7,141, which goes up to 14,282 for magic based damage. Plus depending upon if Atheist is applied before or after Base Resilience he might be able to no-sell up to 2,856 magic based damage.

Samael Balier
Samael is quite interesting here. We don't know what exactly Empower and Shell do so it's hard to factor them in. However I'm going to assume that Empower is offensive only, it fit's the name, while Shell works on defense as well as offensive, it has Defender as an ability after all.

So that means by default Samael can negate 500 + 1d25 Magic Modifier + 1d1000 Shell damage which gives a range of between 502 and 1,525 with an average of 1,013. Applying Echo of Peace to that ups the range to between 1,434 and 4,357 with an average of 2,894. That said his effective Health is much easier since it's just 7,141 regardless of circumstances.

Angel Gabriel
With a Base Resilience of 1,000, a Magic Modifier of 400, and her Armor Of Light ability Gabriel is really tanky. Not quite much as James but she's still pretty tough.

With Echo of Peace she can no-sell between 2,860 and 4,000 damage with an average of 3,428. Her Effective Health is a quite astonishing 35,712 which puts her pretty high up there.

Other Noteworthy Allies:
Magical Girl Goddess Gold

Obviously Rei is total bullshit as expected. First up there is her 75% chance of no-selling any attack that lacks the Divinity Affinity. Next is her Base Resilience of 1,000 +1d1000 Magic Modifier for a no-sell range between 1,001 and 2,000 and average 1,500 which Echo of Peace effectively raise to between 2,860 and 5,714 averaging out at 4,285. After that is a flat 75% damage reduction, much like the one Nepgear has, which stacks with Echo of Peace to give Rei a stupidly high effective Health of 628,561.

No one will be killing Rei on Nepgear's watch!

Magical Girl Truth
Hilariously enough she's like fine china compared to our Team GEAR soldiers. Her Base Resilience of just 125 and Magic Modifier of 50 mean she has a no-sell range of between just 360 and 500 averaging 428. So even with Echo of Peace Nepgear is still harder to hurt (568-737 Avg 652).

Her Effective Health is a bit better at 7141 compared to Nepgear's 3,600 in fact it's even on pair with the mundane troopers in Team GEAR.

Magical Girl Carnage
Her Base Resilience of 500 and Magic Modifier of 1d100 gives Carnage a no-sell range of between 1,431 and 1,714 averaging out to 1,571. Her Effective Health comes in at a nice 8,569. That said as long as she is Intercepting an attack she's immune to damage which does further boost her durability

Counter Force: True Anti-Demon Tank
What? It's on the list of known Allies so it should benefit from Echo of Peace. Incidentally tanks become super tanky when given a magical defense, who'd a thought? The tank flatout no-sells any damage less then 5,714 under Echo of Peace and can endure an impressive amount of damage with an Effective Health of 71,426.

I foresee "Nepgear: Tank Commander" as a potential future. I wonder if Core Connection would work on tanks? I'm sure Nepgear would object less to kissing them then people.

Magical Girl White Knight
With her Base Resilience of 750, Magic Modifier of 1d1000, and Might of the King ability White Knight is fairly tanky. They give her a no-sell range of between 8,571 and 11,425 averaging out at 9,997. Her effective health is 12,855.




So it's certainly an impressive ability and I certainly think we should be pretty high up on our priority list. However we just spent a great deal of xp on buffing our teammates and they are almost certainly going to get Power Armor soon, this is the third time they've faced ultra high level foes so they are actually quite good for testing our the full capabilities of Power Armor, for even more enhancements. Nepgear meanwhile is falling a bit behind.

As it currently stands her teammates are better at basically everything besides tanking damage and flying. Even then both James and Gabriel at better at tanking, with the others are around the same level as her, and Gabriel's flight is twice as fast, if not as maneuverable, as Nepgear.

So for the time being I absolutely suggest focusing on improving Nepgear rather then buying more team/ally buffs. Of the personal upgrades I'd probably rank Indestructible Core as the most important because it should make keeping Nepgear alive easier and let her fulfill the traditional role of a Magical Girl, tank to her allies DPS, while we get more xp to round her out.
 
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@UberJJK, just double-checking, but did you remember that Echo of Peace applies before damage calculations? Aka, it's calculated first?

Yes. That said it's worth noting that when I said "Effective Health" there I really meant how much damage you'd need to deal on top of the no-sell threshold to kill the person.

Take Michael for example. He has a nice neat no-sell threshold of 1,112 and an Effective Health of 5,554 assuming non-magic damage. That means an attack would have to start with at least 6,666 damage to kill him.

Which fits with what actually happens:
Damage = 6,666​
Reduced by Echo of Peace to 2,999.7 rounds up to 3,000.​
Less Base Resilience 500 = 2,500​
Health = 2,500 - 2,500 = 0​
Michael Dies.​
If I've done my math right, there was a lot of repetition so I wouldn't be surprised if an error or two crept in, that should hold true for everyone I calced.
 
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