Crystalwatcher's Magical Girl Quest!

(???) (Magical Girl) Dark Steel

???? ???????? (Kate Anderson)
Stats

Health: 1,750
Base Damage: 1,000
Base Resilience: 750
Magic Modifier: 400

Affinity: Metal | Rage | Epic
Weapon


Dusk Song
Level 1
Attacks Per Turn: 2
Affinities: Rage
Ability: Juggernaut | Double Hit
Spells

Unstoppable Assault
-Apply sword to face. Repeat Ad Infinitum.
Level 1
Base Damage: 1,100
Magic Modifier: 500
Affinity: Metal | Rage
Ability: Armor Pierce

Unequaled Strength
-Upgrades any weapon by 80% of its base stats. Lasts until the end of the turn where physical contact is lost. Grants control over weapons used upon.
Level 1
Base Damage: N/A
Magic Modifier: N/A
Affinity: Metal
Ability: Boost | Override | Multi-castable

Unquenchable Fury
-Doubles stats. Stacks on itself a number of times equal to 1/2 level.
Level 1
Base Damage: N/A
Magic Modifier: N/A
Affinity: Rage
Ability: Self Boost
Abilities

Inhuman Skill
-Sacrifice 2 moves to negate enemy attack.

Intercept
-If an incoming attack is caught, intercept the attack with one of your own. If your damage is higher, negate the attack, and deal the difference in unblockable damage. If your damage is exceeded, reduce incoming damage by yours before calculation.

Unstoppable Blade
-If basic attack is negated, activate Intercept.

Berserker
-Boost power when damage is taken. (same boost as Juggernaut Rush, minus the healing, per 5% of max health lost.)

Enigma
-Dark Steel resists identification or quantification.

Inherent Prowess
-Dark Steel can wield anything it can conceptualize as a weapon with skill equaling a lifetime of training.

Never Outnumbered
-Negates enemy teamwork bonuses. All attacks against Dark Steel are resolved individually.

Always Unbowed
-Dark Steel is immune to debuffs.

I Am Not Done
-Once per battle, if an attack would kill Dark Steel, survive with 1 HP instead.


Magical Girl Dark Steel. As of now unaligned because she just awoke. No one can actually tell if she's a Magical Girl or something else, due to a combination of androgyny, disguising armor, and Enigma.
And yeah, I know she might have a few too many abilities, but I'm not sure how to indicate yet-to-be-obtained-through-level-up abilities.
 
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I see that all non-MG humans have the same stats (ignoring abilities, spells and equipment), but the War Angel and Gabriel have different stats. How about for fairies and elves?

Also, do all fairies, elves and angels have the same affinities as other members of their races? (I'm feeling really tempted to make some weird angels)














 
(???) (Magical Girl) Dark Steel

???? ???????? (Kate Anderson)
Stats

Health: 1,750
Base Damage: 1,000
Base Resilience: 750
Magic Modifier: 400

Affinity: Metal | Rage | Epic
Weapon


Dusk Song
Level 1
Attacks Per Turn: 2
Affinities: Rage
Ability: Juggernaut | Double Hit
Spells

Unstoppable Assault
-Apply sword to face. Repeat Ad Infinitum.
Level 1
Base Damage: 1,100
Magic Modifier: 500
Affinity: Metal | Rage
Ability: Armor Pierce

Unequaled Strength
-Upgrades any weapon by 80% of its base stats. Lasts until the end of the turn where physical contact is lost. Grants control over weapons used upon.
Level 1
Base Damage: N/A
Magic Modifier: N/A
Affinity: Metal
Ability: Boost | Override | Multi-castable

Unquenchable Fury
-Doubles stats. Stacks on itself a number of times equal to 1/2 level.
Level 1
Base Damage: N/A
Magic Modifier: N/A
Affinity: Rage
Ability: Self Boost
Abilities

Inhuman Skill
-Sacrifice 2 moves to negate enemy attack.

Intercept
-If an incoming attack is caught, intercept the attack with one of your own. If your damage is higher, negate the attack, and deal the difference in unblockable damage. If your damage is exceeded, reduce incoming damage by yours before calculation.

Unstoppable Blade
-If basic attack is negated, activate Intercept.

Berserker
-Boost power when damage is taken. (same boost as Juggernaut Rush, minus the healing, per 5% of max health lost.)

Enigma
-Dark Steel resists identification or quantification.

Inherent Prowess
-Dark Steel can wield anything it can conceptualize as a weapon with skill equaling a lifetime of training.

Never Outnumbered
-Negates enemy teamwork bonuses. All attacks against Dark Steel are resolved individually.

Always Unbowed
-Dark Steel is immune to debuffs.

I Am Not Done
-Once per battle, if an attack would kill Dark Steel, survive with 1 HP instead.


Magical Girl Dark Steel. As of now unaligned because she just awoke. No one can actually tell if she's a Magical Girl or something else, due to a combination of androgyny, disguising armor, and Enigma.
And yeah, I know she might have a few too many abilities, but I'm not sure how to indicate yet-to-be-obtained-through-level-up abilities.
Your amazing you know that? 10/10.
 
There's a lot of big-picture things that are happening that would have been revealed by the War options during the base voting periods that would have revealed a lot on how your 'bad luck' has been effecting the war. Apparently I'm not that good at squeezing in hints like that amongst everything else.

You guys have actually been doing a lot more than it seems like. It's just I put the effects of those into the War options that everyone kept passing over. I'm trying to stick in hints as to how much you guy's have done but apparently I'm not doing a very good job at that.

[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

I ain't happy, I'm feeling glad
I got sunshine in a bag
I'm useless, but not for long
The future is coming on
 
@crystalwatcher, I have a question about Magical Girl teams. Do magical girls meant to work in a team together tend to have powers that have a synchronization effect? Like the Dames' various auras, where Clockwork makes weapons more or less effective, Life heals her allies, and Destruction out right makes their opponents' attack and defense weaker. Are things like that standard issue?
 
(???) (Magical Girl) Dark Steel

???? ???????? (Kate Anderson)
Stats

Health: 1,750
Base Damage: 1,000
Base Resilience: 750
Magic Modifier: 400

Affinity: Metal | Rage | Epic
Weapon


Dusk Song
Level 1
Attacks Per Turn: 2
Affinities: Rage
Ability: Juggernaut | Double Hit
Spells

Unstoppable Assault
-Apply sword to face. Repeat Ad Infinitum.
Level 1
Base Damage: 1,100
Magic Modifier: 500
Affinity: Metal | Rage
Ability: Armor Pierce

Unequaled Strength
-Upgrades any weapon by 80% of its base stats. Lasts until the end of the turn where physical contact is lost. Grants control over weapons used upon.
Level 1
Base Damage: N/A
Magic Modifier: N/A
Affinity: Metal
Ability: Boost | Override | Multi-castable

Unquenchable Fury
-Doubles stats. Stacks on itself a number of times equal to 1/2 level.
Level 1
Base Damage: N/A
Magic Modifier: N/A
Affinity: Rage
Ability: Self Boost
Abilities

Inhuman Skill
-Sacrifice 2 moves to negate enemy attack.

Intercept
-If an incoming attack is caught, intercept the attack with one of your own. If your damage is higher, negate the attack, and deal the difference in unblockable damage. If your damage is exceeded, reduce incoming damage by yours before calculation.

Unstoppable Blade
-If basic attack is negated, activate Intercept.

Berserker
-Boost power when damage is taken. (same boost as Juggernaut Rush, minus the healing, per 5% of max health lost.)

Enigma
-Dark Steel resists identification or quantification.

Inherent Prowess
-Dark Steel can wield anything it can conceptualize as a weapon with skill equaling a lifetime of training.

Never Outnumbered
-Negates enemy teamwork bonuses. All attacks against Dark Steel are resolved individually.

Always Unbowed
-Dark Steel is immune to debuffs.

I Am Not Done
-Once per battle, if an attack would kill Dark Steel, survive with 1 HP instead.


Magical Girl Dark Steel. As of now unaligned because she just awoke. No one can actually tell if she's a Magical Girl or something else, due to a combination of androgyny, disguising armor, and Enigma.
And yeah, I know she might have a few too many abilities, but I'm not sure how to indicate yet-to-be-obtained-through-level-up abilities.
I've been trying to think of a way to translate Fourth Berserker into a MG for use. Mind if I edit to a higher level?

I see that all non-MG humans have the same stats (ignoring abilities, spells and equipment), but the War Angel and Gabriel have different stats. How about for fairies and elves?

Also, do all fairies, elves and angels have the same affinities as other members of their races? (I'm feeling really tempted to make some weird angels)
Angels tend to have varying stats depending on how they were born. Gabriel is a bit new (for a given definition of 'a bit') so she's not quite at her full power. Some Humans do have differing stats because of non-standard equipment and team weapons and so on.

Fairies are variable themselves because not all of them know the exact same spells. They average out though.

Elves are a lot like Humans. Their individual soldiers are all the same much like Human soldiers, but their mages are a bit more diverse.

@crystalwatcher, I have a question about Magical Girl teams. Do magical girls meant to work in a team together tend to have powers that have a synchronization effect? Like the Dames' various auras, where Clockwork makes weapons more or less effective, Life heals her allies, and Destruction out right makes their opponents' attack and defense weaker. Are things like that standard issue?
Depending on the theme the Magical Girls have, yes.

Some teams like the Goddesses are more focused on swamping and overwhelming their opponents in damage, others synchronize their abilities into specific roles that they fill like the Clockwork girls, and still others fill the roles of standard Shonen teams like the WEAPONs.
 
The Core Armor's threshold goes up. Yes.

Hmm. I wonder; at what point does buying Segarite Core for an increased No-Sell Threshold, and yes I know there are other reasons, become cost effective compared to buying levels in ICore?

Time for Math!

So each level in ICore gives Nepgear +200hp and +100br which, when factoring in ICore's threshold check, combine to give an increased No-Sell Threshold of +298.

Segarite meanwhile depends heavily upon what a "fight". If it's from the moment we enter a combat zone to when we enter then there really isn't any comparison. If however it's from when actual combat turns start until when that set of turns end then it is.

I've gone back and looked at every fight Nepgear has ever been in. Here are the numbers:
  1. Nepgear vs. Chaos Demon = 8 Turns
  2. Nepgear & Team GEAR vs. Red Rose = 4 Turns
  3. Nepgear & Truth vs Demonic Hoard = 4 Turns
  4. Nepgear & Truth & Team GEAR vs Demon Commander & Demonic Hoard = 6 Turns
  5. Nepgear & Team GEAR vs Demonic Hoard = 2 Turns
  6. Nepgear & Team GEAR vs Hell Beast = 4 Turns
  7. Nepgear & Team GEAR vs Demonic Hoard = 3 Turns
  8. Nepgear & James vs Goddess Grey = 3 Turns
  9. Nepgear & Team GEAR & White Knight vs. Zombie = 3 Turns
  10. White Knight vs. Zombie Hoard = 1 Turn
  11. Nepgear & Samael vs. Zombie = 2 Turns
  12. Nepgear & White Knight vs Candy Heart & Black Knight & Zombie Hoard = 2 Turns
  13. Nepgear & Team GEAR vs. Candy Heart & Zombie Hoard = 5
  14. White Knight vs Black Knight = 1 Turn
  15. Nepgear vs. Judgement Core = 1 Turn
  16. Giant Scorpian vs. Murder Rats = 3 Turns
  17. Team GEAR vs. Murder Rats = 2 Turns
  18. Nepgear & Team GEAR & Angel WEAPON & Goddess White vs Maiden of the East & Maiden of the West = 3 Turns
  19. Team GEAR vs. Nightmare of the West = 1 Turn
  20. Team GEAR vs. Sega = 6 Turns

Average = (8+4+4+6+2+4+3+3+3+1+2+2+5+1+1+3+2+3+1+6)/20 = 64/20 = 3.2 = 3 Turns

Now given that Segarite Core gives 75% Maximum Health per turn we'll be looking at most:
3 x 0.75 x Max Health x 0.99​
extra on our No-Sell Threshold on average.


Now it's time for the real math to begin:
NST == No-Sell Threshold
SCI == Segarite Core Increase (to the no-sell threshold)
MHP == Maximum Health Points
ICI/Lvl == Indestructible Core Increase (to the no-sell threshold) per Level

NST = 0.99(1,000 + 200Lvl) + 100 + 100Lvl
NST = 990 + 198Lvl + 100 + 100Lvl
NST = 1,090 + 298Lvl

SCI = Turn x 0.75 x MHP x 0.99
Assume Turn = 3
SCI = 3 x 0.75 x 0.99 x MHP
SCI = 2.2275MHP

MHP = 1,000 + 200lvl

SCI = 2.2275(1,000 + 200lvl)
SCI = 2,227.5 + 445.5lvl

ICI/lvl = 298​

Now divine through both formulas by the XP cost:
SCI/xp = 1.11375 + 0.22275lvl
(ICI/Lvl)/xp = 298/10Lvl = 29.86666/Lvl​

Now we just find the intercept point:
29.86666/Lvl = 1.11375 + 0.22275lvl
29.86666 = 1.11375Lvl + 0.22275lvl^2
0 = 0.22275lvl^2 + 1.11375Lvl - 29.86666
Lvl = -14.349 and 9.3462
Now if we do the math at Level 9 of Icore we get:
Health = 1,000 + 200 * 9 = 2,800
Base Resilience = 100 + 100 * 9 = 1,000
Armored Core Threshold = 2,800 * 0.99 = 2,772
No-Sell Threshold = 1,000 + 2,772 = 3,772

No-Sell Threshold With Segarite Core:
Segarite Core Bonus = 3 * 0.75 * 2,800 * 0.99 = 6,237
No-Sell Threshold = 3,772 + 6,237 = 10,009

No-Sell Threshold with Level 10 ICore:
Health = 1,000 + 200 * 10 = 3,000
Base Resilience = 100 + 100 * 10 = 1,100
Armored Core Threshold = 3,000 * 0.99 = 2,970
No-Sell Threshold = 1,100 + 2,970 = 4,070

XP Value for Segarite Core:
Increase = 6,237
Cost = 2,000
Value = 6,237/2,000 = 3.1185

XP Value for ICore Level:
Increase = 4,070 - 3,772 = 298
Cost = 90
Value = 298/90 = 3.3111111111111111111111111111111​

And if we repeat the math at Level 10 of ICore:
Health = 1,000 + 200 * 10 = 3,000
Base Resilience = 100 + 100 * 10 = 1,100
Armored Core Threshold = 3,000 * 0.99 = 2,970
No-Sell Threshold = 1,100 + 2,970 = 4,070

No-Sell Threshold With Segarite Core:
Segarite Core Bonus = 3 * 0.75 * 4,070 * 0.99 = 9,065.925
No-Sell Threshold = 3,772 + 9,065.925 = 12,837.925

No-Sell Threshold with Level 11 ICore:
Health = 1,000 + 200 * 11 = 3,200
Base Resilience = 100 + 100 * 11 = 1,200
Armored Core Threshold = 3,200 * 0.99 = 3,168
No-Sell Threshold = 1,200 + 3,168 = 4,368

XP Value for Segarite Core:
Increase = 9,065.925
Cost = 2,000
Value = 9,065.925/2,000 = 4.5329625

XP Value for ICore Level:
Increase = 4,368 - 4,070 = 298
Cost = 90
Value = 298/100 = 2.98​

We see that while at Level 9 an extra level of ICore is more efficient then Segarite Core at Level 10 and above Segarite Core becomes more valuable.

For those who didn't read it the math shows that from Level 10 and onwards of ICore we're better off holding onto the XP to buy Segarite Core then another level of ICore.

Of course this isn't an entirely accurate model since it's using the turn 3 figures for Segarite Core however I think that advantage to Segarite Core is offset by the fact it doesn't consider the effective healing abilities of Segarite Core and how they synergize with ICore's ability to tank 1 fatal attack or how they can maintain our No-Sell Threshold even in the face of HP loss.
 
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Considering humanity's trait is impossible diversity, this should be the opposite.
For the average soldier, I disagree. One of the biggest things in any boot camp is to strip away a person's individuality and rebuild them into one block of the machine that is the military. As such, with standardized equipment, just about every boot on the ground will have similar base damage, resilience, and similar fighting styles when with their squad. The sole exceptions to this would be those that add additional weapons to their kit, are practicioners, are MG's, or are on non-standard assignments. Team Gear and Spec Ops forces for example.
 
For those who didn't read it the math shows that from Level 10 and onwards of ICore we're better off holding onto the XP to buy Segarite Core then another level of ICore.

Of course this isn't an entirely accurate model since it's using the turn 3 figures for Segarite Core however I think that advantage to Segarite Core is offset by the fact it doesn't consider the effective healing abilities of Segarite Core and how they synergize with ICore's ability to tank 1 fatal attack or how they can maintain our No-Sell Threshold even in the face of HP loss.
If it isn't too much effort, out of curiosity, at what level of Indestructible Core does Segarite Core become a more efficient increase to our turn 1 No Sell Threshold than additional levels of IC?

Since Nepgear always has turn priority unless ambushed (or similar), Segarite Core will always be the first thing that happens on the first turn of almost every battle, so I'm curious to see how the turn 1 comparison looks.
 
EDIT-to-Canon

(???) (Magical Girl) Dark Steel

???? ???????? (Kate Anderson)
Stats

Health: 1,750
Base Damage: 2,000
Base Resilience: 750
Magic Modifier: 800

Affinity: Metal | Rage | Epic
Weapon


Dusk Song
Level 2
Attacks Per Turn: 4
Affinities: Rage
Ability: Juggernaut | Double Hit

Improvised Weapons
Level N/A
Attack Per Turn: 1d9
Affinities: Metal | Rage
Ability: Variable Damage | Limited Durability | Variable Speed
Spells

Unstoppable Assault
-Apply sword to face. Repeat Ad Infinitum.
Level 2
Base Damage: 2,200
Magic Modifier: 1000
Affinity: Metal | Rage
Ability: Armor Pierce | Double Cast

Unequaled Strength
-This belongs to me now.
Level 8
Base Damage: N/A
Magic Modifier: N/A
Affinity: Metal
Ability: Boost-Weapon (80%) | Override | Multi-Cast

Unquenchable Fury
-You wouldn't like me when I'm angry.
Level 1
Base Damage: N/A
Magic Modifier: N/A
Affinity: Rage
Ability: Boost-Self | Level Stack
Abilities

Inhuman Skill
-Sacrifice 2 moves to negate enemy attack.

Intercept
-If an incoming attack is caught, intercept the attack with one of your own. If your damage is higher, negate the attack, and deal the difference in unblockable damage. If your damage is exceeded, reduce incoming damage by yours before calculation.

Furious Blade
-If basic attack is negated, activate Intercept.

Unreal Strength
-When meeting an opposing force, increase Damage by 50%. Negate if opposing force is backed by: Unreal Strength, Unstoppable, Juggernaut, or a 3-1 damage advantage.

Berserk
-Increase base damage by 20% for every 5% health below max.

Enigma
-Dark Steel resists identification or quantification.

Inherent Prowess
-Dark Steel can wield anything it can conceptualize as a weapon with skill equaling a lifetime of training. Anything.

Never Outnumbered
-Negates enemy teamwork bonuses. All attacks against Dark Steel are resolved individually.

Always Unbowed
-Dark Steel is immune to debuffs.

I Am Not Done
Level 3
-Once per battle, if an attack would kill Dark Steel, survive with 1 HP instead.
 
Berserk
-Increase base damage by 20% for every 5% health below max.
Combined with all the Intercept related abilities, that sounds terrifying.
Inherent Prowess
-Dark Steel can wield anything it can conceptualize as a weapon with skill equaling a lifetime of training. Anything.

Never Outnumbered
-Negates enemy teamwork bonuses. All attacks against Dark Steel are resolved individually.
:o
.............Does that bypass things like Core Connection and Echo of Peace?
 
If it isn't too much effort, out of curiosity, at what level of Indestructible Core does Segarite Core become a more efficient increase to our turn 1 No Sell Threshold than additional levels of IC?

Sure thing.

Just a slight tweaking to the math:
NST == No-Sell Threshold
SCI == Segarite Core Increase (to the no-sell threshold)
MHP == Maximum Health Points
ICI/Lvl == Indestructible Core Increase (to the no-sell threshold) per Level
NST = 0.99(1,000 + 200Lvl) + 100 + 100Lvl​
NST = 990 + 198Lvl + 100 + 100Lvl​
NST = 1,090 + 298Lvl​
SCI = Turn x 0.75 x MHP x 0.99​
Assume Turn = 1​
SCI = 1 x 0.75 x 0.99 x MHP​
SCI = 0.7425MHP​
MHP = 1,000 + 200lvl​
SCI = 0.7425(1,000 + 200lvl)​
SCI = 742.5 + 148.5lvl​
ICI/lvl = 298​

Now divine through both formulas by the XP cost:
SCI/xp = 0.37125 + 0.07425lvl​
(ICI/Lvl)/xp = 298/10Lvl = 29.86666/Lvl​

Now we just find the intercept point:
29.86666/Lvl = 0.37125 + 0.07425Lvl​
29.86666 = 0.37125Lvl + 0.07425Lvl^2​
0 = 0.07425Lvl^2 + 0.37125Lvl - 29.86666​
Lvl = -22.7112 and 17.7112​
Now if we do the math at Level 17 of Icore we get:
Health = 1,000 + 200 * 17 = 4,400​
Base Resilience = 100 + 100 * 17 = 1,800​
Armored Core Threshold = 4,400 * 0.99 = 4,356​
No-Sell Threshold = 1,800 + 4,356 = 6,156​
No-Sell Threshold With Segarite Core:
Segarite Core Bonus = 1 * 0.75 * 4,400 * 0.99 = 3,267​
No-Sell Threshold = 6,156 + 3,267 = 9,423​
No-Sell Threshold with Level 18 ICore:
Health = 1,000 + 200 * 18 = 4,600​
Base Resilience = 100 + 100 * 18 = 1,900​
Armored Core Threshold = 4,600 * 0.99 = 4,554​
No-Sell Threshold = 1,900 + 4,554 = 6,454​
XP Value for Segarite Core:
Increase = 3,267​
Cost = 2,000​
Value = 3,267/2,000 = 1.6335​
XP Value for ICore Level:
Increase = 6,454 - 6,156 = 298​
Cost = 170​
Value = 298/170 = 1.7529411764705882352941176470588​

And if we repeat the math at Level 18 of ICore:
Health = 1,000 + 200 * 18 = 4,600​
Base Resilience = 100 + 100 * 18 = 1,900​
Armored Core Threshold = 4,600 * 0.99 = 4,554​
No-Sell Threshold = 1,900 + 4,554 = 6,454​

No-Sell Threshold With Segarite Core:
Segarite Core Bonus = 1 * 0.75 * 4,600 * 0.99 = 3,415.5​
No-Sell Threshold = 6,454 + 3,415.5 = 9,869.5​
No-Sell Threshold with Level 19 ICore:
Health = 1,000 + 200 * 19 = 4,800​
Base Resilience = 100 + 100 * 19 = 2,000​
Armored Core Threshold = 4,800 * 0.99 = 4,752​
No-Sell Threshold = 2,000 + 4,752 = 6,752​
XP Value for Segarite Core:
Increase = 3,415.5​
Cost = 2,000​
Value = 3,415.5/2,000 = 1.70775​
XP Value for ICore Level:
Increase = 6,752 - 6,454 = 298​
Cost = 180​
Value = 298/180 = 1.6555555555555555555555555555556​

We see that while at Level 17 an extra level of ICore is more efficient then Segarite Core at Level 18 and above Segarite Core becomes more valuable.
gives Level 18 and up as the point at which Segarite Core becomes more efficient with just that first turn of health boosting.
 
:o
.............Does that bypass things like Core Connection and Echo of Peace?

I'm pretty sure that's more for things like the Elves's Empire Legionaries abilities:
The Steel Tide
-The highly trained Elf Legions are skilled in the support of fellow soldiers on the battlefield. All Elf Legionnaires are melded into a single entity during combat.

Numbers Beyond Counting
-The Elf Legions are as numerous as the gains of sand in a desert. Where there is one Elf Legionnaire, there are thousands more.

The Phalanx

-When combined under the effects of The Steel Tide, the Base Resilience of the Elf Legion is equal to the front row of Elf Legionnaires. The Base Damage is the front three rows of the army. This ability risks breaking under a sufficiently strong attack.
Or the human faction's Synchronized damage boosters (Hail of Lead (x2) and ??? (x5)) for team attacks.
 
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