chocolote12
A Penguin Flailing Against The Keyboard Of Life.
Venting too much magical body heat will give us chills and cause a sick-in-bed episode.
Venting too much magical body heat will give us chills and cause a sick-in-bed episode.
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.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
I'm going to assume that theirs some weird as hell combo-sync event that makes the AoE and Damage sky rocket. We might last even shorter, but the damage would be insane.
One turn. We lose five percent per turn, but gain 75 percent, so we're gaining life at 70% of our max per turn?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?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?
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?
Core Purge Over TimeActually, 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?
Anyway, I'm tired and going to bed in a bit.
Any questions before I go? I'll answer a few.
Core purge takes 5% from the time it is activated, and runs for five turns, right? If so...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?
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;
}
}
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?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.
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.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?
What do you think it's missing?@crystalwatcher, The Elven Legionnaires aren't on the NPC sheet. Although it's hideously unfinished.
Original - Crystalwatcher's Magical Girl Quest! | Page 213
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.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.
The Core Armor's threshold goes up. Yes.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?
Activating CP at your current resilience reduces it by 150.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.
Really it's the exact mechanical breakdown of The Phalanx. I imagine that the exact limits would be considered relevant knowledge to a high tier MG such as us.What do you think it's missing?
Also, added to the first page.
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%.
A what?
A type of Nuclear Reactor that produces more fissile (fission-able) material than it takes in.
I swear its not lewd!