Crystalwatcher's Magical Girl Quest!

Ah, that wasn't mentioned in the description on the first page. I was going off:



which made me think that Indestructible core would stop core purge from hurting us. Thanks for the clarification :)
Just as rule of thumb for everyone, unless the ability specifically states it, character abilities won't effect the other abilities that same character possess.
 
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?
One turn. We lose five percent per turn, but gain 75 percent, so we're gaining life at 70% of our max per turn?

Unless you meant the point where five percent of our total life would equal seventy five percent of our passive total life, which I don't know.

Edit: About 17-19 turns, give or take, for five percent of our health to equal 1500 assuming we gained that much each turn.
 
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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?
While active, or reaching the balance point before activation?

Because the later is far easier to calculate:
bH*0.75=cH*0.05
bH*0.75/0.05=cH
2,000*0.75/0.05=30,000

30,000-2,000=28,000
28,000/(2,000*0.75)=18.667

So after 19 turns, Core Purge is doing damage equal to, or greater then Segarite Core is healing.

If with activation constantly running... 21 turns with our current Health.
 
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Abuses: Get in a 'fight' with an ally an hour before a planned invasion. 375*3600 ticks later...

Update title, Nuclear Gear


Edit: For fun, Math~

All enemies within 50 meters take (Health Cost x 75) in damage per turn.
375*3600 = 1350000 + base hp of 450 = 1350450

Thus base damage = 1350450 * 75 = 101,283,750 to all enemies in 50 meters of Nepgear per tick.

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?

Well I found out what'd happen if we activated Core Purge after 3600 ticks with our HP at 375...

Our health is now 2k, which is uh 5 and 1/3rd's times that which means...

3600/(5,1/3)
...

11 Minutes, 15 Seconds until we deal 1+ Mil damage per turn. So with a mere 11 minutes 15 seconds of forewarning we can start off any fight with an AoE 'undodgable' attack at 1/10th the strength of Goddess Gold's Oblivion Awaits... one that is aware enough to distinguish between friend and foe.

So yeah... amazing eh!

(assuming each tick is one second)
 
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 each other out on gain/loss?
Core Purge Over Time

142 turns or so. This isn't perfectly accurate because I didn't have everything round down :p. It assumes that Core Purge takes 5% health of each round rather than setting a number when it starts. These skills balance at 1500% of max health.

Made another sheet for the case if Core Purge has a set damage for the five turns. In this case by eighty turns it's within 1% of the balance point (15,000 30,000 :V).
 
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THE MATH RUIN-ER strikes again.

...

I think it's whenever we ask each other Math Questions that we get attacked, basically we have to avoid answering any actual /questions/ but instead answer tangential ones to do basic math properly.

:V
 
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?
Core purge takes 5% from the time it is activated, and runs for five turns, right? If so...

A quick java simulation (code below) suggests that we'll come to equilibrium after 140 turns.

Code:
public class Segarite_Purge
{
    public static void main(double health)
    {
        double add=Math.floor(.75*health), sub=Math.floor(.05*health);
        int i=0;
        while(true){
            i++;
            health += add;
            if(i%5==0)
                sub = Math.floor(.05*health);
            health -= sub;
            if(add==sub)
                break;
            //System.out.println(i+", "+(add-sub));
        }
        System.out.println(i);
        return;
    }
}
 
I will not be tempted by the wondrously amazing shiny! We are going to grow into our metaphorical teeth and become a adorable murdermachine before we buy any new stuff. Seriously. Level 15 Purifier Beam, Level 10 Celestial Severance and Starshine, Flight level 10 or 15, probably get Indestructible Core level 10, then shiny new abilities.

Depending on circumstances and the other players of course.
 
Basically when our health is so high that 1500 HP is 5% of it, is when it's in equilibrium.

Which is... uh 30,000 hp?
Which takes um... 19 *ticks* to reach.
Assuming we don't take any damage.

Cuz each tick gives us +1500 hp... and we start with '2k' which is greater than 1.5k, so that takes a tick off...

Cuz 1500/.05 = X/100 gives us 30k as the result, and 30k/1.5k = 20.
So 20 - starting '1.5k' = 19 ticks.

We'd be dealing uh... 2, 250, 000 damage... as 30k * 75...

Wow. 19 Tics and we're dealing uh 2.2 million damage.

That's way off from my other number!?

Edit: Oh lol I just found out how high our HP would've been to equal the same amount and somehow thought that was damage.

No It'll take 675 *ticks* to reach the 101 million damage mark apparently.
 
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So does that also mean the inverse is true, the longer that Segarite Core is increasing our health, the harder it is for us to take any damage at all?
Nope. Activating Core Purge drops our Resistance by 25%. Not sure what the math is, I suck at it, but if something can live through the first round of our Core Purge and get in Melee range they can fuck us up. Again, no idea of the actual numbers.
 
Nope. Activating Core Purge drops our Resistance by 25%. Not sure what the math is, I suck at it, but if something can live through the first round of our Core Purge and get in Melee range they can fuck us up. Again, no idea of the actual numbers.
My question had nothing to do with Core Purge. I was asking about the interaction between Indestructible Core and Segarite Core, particularly the part about completely negating all damage that's below 99% of our current health.
 
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So does that also mean the inverse is true, the longer that Segarite Core is increasing our health, the harder it is for us to take any damage at all?
The Core Armor's threshold goes up. Yes.

Nope. Activating Core Purge drops our Resistance by 25%. Not sure what the math is, I suck at it, but if something can live through the first round of our Core Purge and get in Melee range they can fuck us up. Again, no idea of the actual numbers.
Activating CP at your current resilience reduces it by 150.
 
The Core Armor's threshold goes up. Yes.
So that means that (not taking into account the constant value of Resilience in order to simplify the calculations) when Core Purge is inactive, each tick of Segarite Core causes the minimum damage threshold to increase by 74.25%.

At our current max Health of 2000, that means that each turn of having Segarite Core be active makes the minimum damage required in order to hurt Nepgear at all increase by 1485. That sounds amazing!
 
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