Crystalwatcher's Magical Girl Quest!

Voting closed.

Due to the lack of a straight EXP Spending plan, I'll go from top to bottom of the most-voted-for purchases until you run out of usable xp.


Vote Tally : Original - Crystalwatcher's Magical Girl Quest! | Page 217 | Sufficient Velocity
##### NetTally 1.7.0

[x]Check up on the war and what you missed. You've missed a day and your worried about the offensive.
No. of Votes: 23

[x]Chase after Rei, San, James, and most importantly, Sega. You want more time with your sisters, surrogate or otherwise.
No. of Votes: 22

[X] Buy Covering Fire 75 XP
No. of Votes: 19

[X] Buy Anti-Air Beam 50 XP
No. of Votes: 8

[X] Long Range Bombardment 100 XP
No. of Votes: 5

[X]Follow Gabriel. Training sounds like a great way to take your mind off things.
No. of Votes: 4

[X]Drown your sorrows in icecream. You know where Rei keeps her stash.
No. of Votes: 3

[X]Take a look around the base. You wonder if there's any new Magical Girls in residence.
No. of Votes: 3

[x]Follow Mike. cafeteria chaos sounds like just what the doctor ordered after your... experience.
No. of Votes: 2

[X] Purchase Covering Fire (75xp)
No. of Votes: 1

[X] Buy INDESTRUCTABLE CORE to Level 7 110 XP
No. of Votes: 1

Total No. of Voters: 31
 
Level Up 14
Ability Unlocked!

Covering Fire
-If Solid Core is in position to intervene when an ally is attacked, she is capable of intercepting the attack with a 5% damage boost. If the intercept fails to stop an attack, the ally takes the unblocked damage directly.

Anti-Air Beam
-The Purifier Beam causes 10% extra damage to any target more than ten feet of the ground, regardless of velocity or direction.
Weapon Ability Attained!

Purifier Beam
Level 11
Attacks Per Turn: 3
Affinity: Purity | Divinity
Ability: Judgement | Juggernaut | Collateral Damage

New shop item unlocked!
109 Total EXP Remaining

(Progenitor Frame Upgraded!)
 
All super abilities will be bolded in the shop and in the ability page for you guys.

To unlock them, they'll require taking certain actions over a mission/down period, or buying certain sets of abilities in the shop like you did for INDESTRUCABLE CORE and the now-revealed Supremacy Zone.
 
Guys for only 725xp we can continue furthering our support role of buffing our side so hard they all count as Raid Bosses.

Yay!

Also Prog Frame Upgrade~

@crystalwatcher recommend you put a spoiler of all purchased shop items at this point, it's starting to get hard to find the non crossed out items than it is the purchased items.

Edit: Also Purifier Beam doesn't have 'Collateral Damage' added to it yet.
 
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Guys for only 725xp we can continue furthering our support role of buffing our side so hard they all count as Raid Bosses.
Counterpoint. For only 500XP we can bring Purifier Beam to level 15 where it gains another trait and does over 5,000 damage. Which can be used to counter a stupendous amount of punishment our team might otherwise suffer, or make enemies evaporate, either is good.
 
So, I've been reading for a while and had a clarification question about the combat maths.

Am I reading it correctly that at this point, because of Indestructible Core, for Nepgear to take any damage, she needs to take a hit which does 200,000 damage, that damage is then reduced to 1000 damage due to Indestructible Core and No Longer Human, and that if someone does actually batter her down to 1 HP (somehow), they'll need to land two attacks of >200,000 damage in the same turn to actually finish her?

Also we can just have Core Purge on forever if we want to kill stuff (since base resilience is meaningless now and Indestructible Core stops damage over time)?
 
So, I've been reading for a while and had a clarification question about the combat maths.

Am I reading it correctly that at this point, because of Indestructible Core, for Nepgear to take any damage, she needs to take a hit which does 200,000 damage, that damage is then reduced to 1000 damage due to Indestructible Core and No Longer Human, and that if someone does actually batter her down to 1 HP (somehow), they'll need to land two attacks of >200,000 damage in the same turn to actually finish her?

Also we can just have Core Purge on forever if we want to kill stuff (since base resilience is meaningless now and Indestructible Core stops damage over time)?
I think you ran into some zeroes that weren't there before?
 
So, I've been reading for a while and had a clarification question about the combat maths.

Am I reading it correctly that at this point, because of Indestructible Core, for Nepgear to take any damage, she needs to take a hit which does 200,000 damage, that damage is then reduced to 1000 damage due to Indestructible Core and No Longer Human, and that if someone does actually batter her down to 1 HP (somehow), they'll need to land two attacks of >200,000 damage in the same turn to actually finish her?

Also we can just have Core Purge on forever if we want to kill stuff (since base resilience is meaningless now and Indestructible Core stops damage over time)?
No. It's based on her current HP total.
 
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So, I've been reading for a while and had a clarification question about the combat maths.

Am I reading it correctly that at this point, because of Indestructible Core, for Nepgear to take any damage, she needs to take a hit which does 200,000 damage, that damage is then reduced to 1000 damage due to Indestructible Core and No Longer Human, and that if someone does actually batter her down to 1 HP (somehow), they'll need to land two attacks of >200,000 damage in the same turn to actually finish her?

Also we can just have Core Purge on forever if we want to kill stuff (since base resilience is meaningless now and Indestructible Core stops damage over time)?
To damage Nepgear, the Total End Damage has to exceed 99% of her current health. The lower her health, the less damage it takes to pierce.

If an attack would kill her, Nepgear's health is reduced to 1 so a second attack is necessary to kill her. This is a lot more likely than one would assume considering what she's faced so far. The difficulty is getting her low enough to get through her Core Armor reliably.

Core Purge causes 5% of your current health upon activation for five turns. Use it too many times and it will kill you. There is no way to reduce this damage.
 
To damage Nepgear, the Total End Damage has to exceed 99% of her current health. The lower her health, the less damage it takes to pierce.

If an attack would kill her, Nepgear's health is reduced to 1 so a second attack is necessary to kill her. This is a lot more likely than one would assume considering what she's faced so far. The difficulty is getting her low enough to get through her Core Armor reliably.

Core Purge causes 5% of your current health upon activation for five turns. Use it too many times and it will kill you. There is no way to reduce this damage.

Well...

Um... Don't forget my earlier huge post about how high we can get our HP with our HP REGEN purchase that would heal faster than we'd take 5% damage meaning we could go around with CORE PURGE always active... :V

So once we buy that it's far less worrying.

Before that though yeah it can totally kill us.


I mean so far every time we've used it we've died!
 
I think you ran into some zeroes that weren't there before?
Your right, I mistook "damage which can harm Nepgear" with "damage which can oneshot Nepgear from full health." To take her down to 1 HP in one shot requires 200,000 damage. To just do damage (assuming only Indestructible core and ignoring everything else) just takes >1980 damage.
Core Purge bypasses our Resilience and any abilities we have for mitigating damage. Segarite Core on the other hand...
Ah, that wasn't mentioned in the description on the first page. I was going off:
Core Purge (Active)
Level N/A
-For five turns reduce Health by 5% per turn. All enemies within 50 meters take (Health Cost x 75) in damage per turn. Reduce Base Resilience by 25%.

INDESTRUCTABLE CORE
Level 5
-The ultimate CORE frame. Once per turn if Nepgear would be killed, instead reduce her Health to 1. Nepgear is also immune to damage over time effects, as well as any form of mental pollution or mind control. In order for Nepgear to receive damage, the damage must exceed 99% of her total health. If this threshold is surpassed, reduce the incoming damage by 99%. Frame is capable of surviving CORE BREACH.
which made me think that Indestructible core would stop core purge from hurting us. Thanks for the clarification :)

No. It's based on her current HP total.
That makes a huge difference. Thanks for pointing that out (apparently I can't read :p )

To damage Nepgear, the Total End Damage has to exceed 99% of her current health. The lower her health, the less damage it takes to pierce.

If an attack would kill her, Nepgear's health is reduced to 1 so a second attack is necessary to kill her. This is a lot more likely than one would assume considering what she's faced so far. The difficulty is getting her low enough to get through her Core Armor reliably.

Core Purge causes 5% of your current health upon activation for five turns. Use it too many times and it will kill you. There is no way to reduce this damage.
Thanks.
*returns to lurking
 
Actually, would someone better at math than my rusty-as-dust skills be willing to calculate out how many turns it'd take for Core Purge and Segarite Core to balance eachother out on gain/loss?
 
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