Supremacy Zone
-I shine as a star in the sky. So long as Solid Core can be considered 'in the air' she is immune to all damage from ground-based sources, though they can knock her out of the sky. When engaging in combat with an areal opponent, increase Solid Core's damage by 50%. While in the air, Solid Core will automatically Intercept all enemy attacks that are aimed at her or her allies so long as they are within line of sight. If an areal Intercept is successful, double the damage caused by Solid Core. During an Army Action, Solid Core will also bombard the opposing Army with basic attacks thirty times.
So breaking it down:
1) Immunity to all attacks from enemies on the ground while "in the air"
This alone is quite amazing since there aren't
that many flying enemies, admittedly they do tend to be the stronger ones, and we can keep it active by floating an inch off the ground. Hell
jumping should be Nep's default dodging technique since it would render of immune to whatever the attack was so long as it hits while she's still in the air.
The only potential issue here is what counts as a ground-based source. Like if the
enemy can bypass it by just jumping then that's a potentially crippling flaw if anyone finds out.
2) Against anyone in the air, and hence whose attacks we are vulnerable to, all our attacks deal 1.5x damage.
On first look it doesn't
seem as awesome as the first function but it ups our damage to:
Purifier Beam = ~1,137 * 1.5 = ~1,705
Celestial Severance = ~3,200 *1.5 = 4,800
Starshine = ~3,372 * 1.5 = 5,058
which by itself is pretty nice but remember it stacks with all future damage upgrades so it makes reaching the truly insane numbers
that much easier. For example before we needed 4 more Levels (500xp) for Purifier Beam to hit 5k damage now only 3 (360xp) and 43k was 9 levels (1,350xp) away but now it's only 8 (1,160xp) away.
An interesting question:
@crystalwatcher does this 1.5x bonus apply to intercepting? And if so does the check depend upon if the attacker is in the air or the
attack?
3) While Nepgear is "in the air" automatically intercept all attacks at herself and/or allies within LOS
This doesn't seem like much an improvement over Covering Fire but covering Nepgear means
any attack launched at her is reduced by Purifier Beam's damage before it hits her Base Resilience. That effectively increases her no-sell threshold by 1,137 which is pretty significant considering it goes from:
600 Base Resilience + 1,980 ICORE (Variable depending upon current health) = 2,580
to
1,137 Intercept + 600 Base Resilience + 1,980 ICORE (Variable depending upon current health) = 3,717
This also means that leveling up Purifier Beam is even
better then it already was, and it was already a pretty great idea, since increases to it directly increase Nepgear's no-sell threshold.
Of course the downside to all this awesome is that it only works on attacks within Nepgear's LOS. The question is if that's a perfect sphere or if it actually requires Nepgear to
see the attack. In the latter, and more likely, case then we, and our allies, are still very vulnerable to being blindsided. Luckily the simplest solution to this is just flying
high above the battle so any attacks, who aren't coming from someone above Nepgear, should cross her LOS before impact.
4) If an Intercept is successfully (IE: our damage is > then theirs) double the damage done.
For those who don't remember in a successful intercept any leftover damage punches through the attack and hits, automatically I think, the attacker. This doubles the damage done there which makes it far more likely to actually hurt anyone hit since generally the spillover will be pretty low.
5) During Army Actions Nepgear will hit the enemy "Basic Attacks" 30x
We know little on how Army Actions work but if we look at:
What does Starfall's Target: Army do for it?
It allows the given spell to target a mass of enemies as if they were a single entity. This is especially potent against massive troop formations such as an Elf Phalanx or a Demonic Horde. It also gives a x500 damage multiplier in order to hit properly at that scale.
the Apocalypse ability acts similar in that it lets us treat large masses of enemies as a single entity and likely also has some kinda damage modifier.
If we take the example of Starshine then the damage goes from 3,372 to 1,686,000. Something of that scale hitting
thirty times would be well
Apocalyptic.
So
@UberJJK Your a Sheperd Quest Vet and a master of Numbers. Considering the effects of Supremacy Zone can you Calculate how much damage would be needed to beat Nepgear now?
In part my answer is see above but specifically:
Enemy Attack Damage = X
Automatic Intercept reduces damage to: X - 1,137
Base Resilience reduces damage to: X - 1,137 - 600
Armored Core Check: No-sell if [X - 1,137 - 600] <= 1,980, otherwise reduce damage to 0.01(X- 1,137 - 600)
No Longer Human reduces damage to 0.005(X- 1,137 - 600)
Now for the attack to kill Nepgear, assuming she's fresh, the final damage must equal 2,000 so we can substitute that in and solve:
2,000 = 0.005(X- 1,137 - 600)
2,000/0.005 = X- 1,137 - 600
400,000 = X- 1,137 - 600
400,000 + 1,137 + 600 = X
X = 401,737
As you can see the change is basically nothing (0.3% increase) but that's not what really matters. What matters is that Nepgear's no-sell threshold increases by her Purifier Beam damage which levels up a
hell of a lot faster then her Base Resilience. The only limiting factor is Nepgear must see the attack.