Crystalwatcher's Magical Girl Quest!

I'm not particularly well read on the discussion or the mechanics, so forgive me if this has been asked before, but:

Are there effects that induce direct health loss on others? Like, for example, "When this ability is activated, for X turns, this character's attacks cause health loss instead of damage. Health lost in this way is reduced by Y%."

I ask because, if I'm reading Nepgear's build right, anyone who can inflict health loss on opponents, should they exist, can give her a very bad day.
 
Okay... right now, these are our Upgrade priorities I'd say...

1. Flight (Boosted) to level 15(?) minimum
2. Purifier Beam to level ?
3. Starshine to level ?
4. Indestructible Core to level ?
5. Synchronise?
 
Wail of Madness
-Identify Gahaburn?
This might be tricky, Rei has it and Nepgear is known to have a head full of fluff.
Code:
-Kill ? ???????
-Kill A GODDESS
Assuming the count of '?'s is accurate, there is one Goddess (Grey) that might be worthwhile killing in the near future.
...

Ideas for where to spend future EXP:
Purifier Beam - It does both defense and attack for us. On the downside it takes a lot of EXP to level it at the moment (500 to reach level 15).
Starshine - Anti-Army for the big battles. Another 350 EXP (level 10) allows Solid Core reach out and touch someone with 10k worth of glittering lasers. Doesn't do a thing for defense besides strike down foes.
INDESTRUCTIBLE CORE - Raises the No-Sell threshold, fairly cheap to get another thousand Health (350 EXP, level 10).
Synchronize - There's a section of our character sheet set aside for this. Also, we've gotten a Fairy spell-caster as a teammate - in addition to the supercaster that is Samael. I suggest getting this in the next 600 EXP.
Flight - Always useful. Gets you into fights, gets you out of fights. Level 11 Flight (450 EXP) lets Ana outrun or outflank many things. On the downside the ones that can catch up are likely to be the ones we wanted to get away from, and our allies are quite far away now.

How I would spend the next 1260 EXP:
110 to bring Flight to level 7
110 to bring Starshine to level 7
350 for Synchronize
110 to bring Purifier Beam to level 12
240 to bring Starshine to level 10
340 to bring Flight to level 11
Re-assess.
 
Last edited:
I'm curious as to why people are aiming for Flight 15 specifically.

Anyway, my priorities:
1) Get Synchronise (350 xp)
2) Increase Purifier Beam to 15 (500 xp)
3) Increase Indestructible Core to 10 (350 xp)
4) Increase Starshine to 10 (350 xp)
5) Increase Flight to 10 (350 xp)
6) Increase Celestial Severance to 10 (300 xp)
7) Get Segarite Core (2000 xp)

That's 4200 xp.
 
Okay... right now, these are our Upgrade priorities I'd say...

1. Flight (Boosted) to level 15(?) minimum
2. Purifier Beam to level ?
3. Starshine to level ?
4. Indestructible Core to level ?
5. Synchronise?
Honestly, with everyone getting Super Abilities and with one of members able to cast MG spells, I'd put Synchro higher on the list. Especially when it looks like a big op is coming up soon.
 
I would guess that Synchronize plus following upgrades would improve allied spell damage, impove fusions spells, add effects to fusion spells ect. Thing is we have Nep so spect for support and defense that our offense is far below what we need to actually beat the kind of threats that will be coming after us once the UD gets a shot. I would atleast like to get Purifier Beam to 15 so get more base damage, to affect Supremacy Zones anti army function when the Hope Op rolls around, and get the new ability for it. Same with flight. Our mobility is shit so anyone above 90mph flight could beat on us with impunity. We've done enough help our allies. It's time to ensure we survive the clusterfuck Hope is going to be.
 
I'm with Nix's Warden on this. We've been upgrading our support capabilities so much that we've slightly neglected our other capabilities. I believe that first we should try raising INDESTRUCTIBLE CORE to at least level 10, and preferably level 15 first. We'd approximately triple our health and defensive capabilities, therefore making us incredibly harder to kill. Upgrading our spells to level 10 after that seems like a decent idea, and then we can focus on our other capabilities.
 
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.
 
Not being familiar with Hyperdimension Neptunia at all (besides what little I've read in the quest, and the name), Wail of Madness trips all the "NOPE!" sense I've developed from reading Lovecraft and other dark crap.

In other news hahahaha supremacy zone is great.
 
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.
Don't forget that leveling up INDESCTRUCTIBLE CORE not only increases our Base Resilience by 100 per level, but it ALSO increases our Base Health by 200 per level, which in turn increases the amount of damage something has to do in order for it to actually hurt us, even slightly. For example, an attack of 2,700 would break through our current defenses, but that same attack would be stopped dead in its tracks if we were to upgrade INDESTRUCTIBLE CORE even once, since it would increase our Base Resilience to 700, and our Base Health to 2,200. And since 2000 is NOT greater than 2,200, we would completely no-sell it.
 
I'm kind of wondering what purifier beam at level 100 would do, if the quest lasts long enough.

My guess is we end up with a Goddess Gold-esque -x,000,000: trying not to destroy the planet thing, and all sorts of insane abilities on it.
 
Not being familiar with Hyperdimension Neptunia at all (besides what little I've read in the quest, and the name), Wail of Madness trips all the "NOPE!" sense I've developed from reading Lovecraft and other dark crap.

In other news hahahaha supremacy zone is great.
The name "Wail of Madness" used in regards to a magical girl makes me think of this scene far more quickly than anything else.
Dark Hibiki VS Nephilim | Symphogear G [BD]

If that page tries to redirect you to a more generic page right after loading, click your browser's Stop button before the redirect occurs and then manually change the video quality to uncrash the clip.
 
So according to the math, while raising INDESTRUCTIBLE CORE to level 10 would cost 350 XP, it would also increase our Base Health to 3000, and our Base Resilience to 1,100.

Cribbing from Uber's fomula above, that would mean that in order to be killed in one hit (disregarding the whole "don't die once per turn" aspect), and ignoring the automatic incercepion, we would have to take:
3,000 = 0.005(X- 1100)
3,000/0.005 = X - 1100
600,000 = X- 1100
600,000 + 1100 = X
X = 611,000

611,000 damage from a single hit. And again, this is just with the health and resilience upgrades from a level 10 INDESCTRUCTIBLE CORE, along with No Longer Human.

...holy crap we'd be hard to kill.
 
I'm curious as to why people are aiming for Flight 15 specifically.

Anyway, my priorities:
1) Get Synchronise (350 xp)
2) Increase Purifier Beam to 15 (500 xp)
3) Increase Indestructible Core to 10 (350 xp)
4) Increase Starshine to 10 (350 xp)
5) Increase Flight to 10 (350 xp)
6) Increase Celestial Severance to 10 (300 xp)
7) Get Segarite Core (2000 xp)

That's 4200 xp.

Huh. That's pretty might my exact priority list. I would have left Synchronize off previously but now that we've got two, maybe three with the Elf, spellcasters it's definitely worth getting.

I would guess that Synchronize plus following upgrades would improve allied spell damage, impove fusions spells, add effects to fusion spells ect.

There is an ability called Synchronize:
Synchronize: This allows the attack or spell to literally synch to another attack, increasing both to even greater levels.
and given the description for the Synchronize shop item:
Synchronize: ????
-350xp
Allows practitioner allies to sync their spells with yours.
it sounds like it lets our allies treat all their spells as if they have the Synchronize ability so long as they are attempting to sync up with Nepgear.

Thing is we have Nep so spect for support and defense that our offense is far below what we need to actually beat the kind of threats that will be coming after us once the UD gets a shot.

That would mostly because we needed to spec like that to avoid either Nepgear or Team GEAR getting slaughtered since we were already facing the best the Unified Darkness have to offer, even if they weren't trying their hardest to kill us.

I would atleast like to get Purifier Beam to 15 so get more base damage, to affect Supremacy Zones anti army function when the Hope Op rolls around, and get the new ability for it.

Heh. I've been arguing for this for ages.

Don't forget that leveling up INDESCTRUCTIBLE CORE not only increases our Base Resilience by 100 per level, but it ALSO increases our Base Health by 200 per level, which in turn increases the amount of damage something has to do in order for it to actually hurt us, even slightly. For example, an attack of 2,700 would break through our current defenses, but that same attack would be stopped dead in its tracks if we were to upgrade INDESTRUCTIBLE CORE even once, since it would increase our Base Resilience to 700, and our Base Health to 2,200. And since 2000 is NOT greater than 2,200, we would completely no-sell it.
I very much know that. I pointed out waaay back that ICORE effectively increases Nepgear's No-Sell Threshold by 398 per level. Thing is though Purifier Beam, thanks to it's exponential growth, gives way better returns for no-selling attacks.

For example if we spent 500xp on ICORE Nepgear would have NST of 5,207 (1,137 Intercept + 1,100 Base Resilience + 2,970 ICORE Check) while if we spent 500xp on Purifier Beam Nepgear would have a NST of 8,332 (5,752 Intercept + 600 Base Resilience + 1,980 ICORE Check). If we up that to 1,000xp the numbers become more disparate at 6,697 vs 21,993.

Of course the real selling point of ICORE isn't the increases to our NST but our Effective Health. Since at 500xp it becomes 640,000 and at 1,000xp it's 800,000.

I'm kind of wondering what purifier beam at level 100 would do, if the quest lasts long enough.

My guess is we end up with a Goddess Gold-esque -x,000,000: trying not to destroy the planet thing, and all sorts of insane abilities on it.

At level 100 it's damage is 5,340,000,000,000,000,000. Which is pretty insane but then the XP cost is equally insane.
 
I'm kind of wondering what purifier beam at level 100 would do, if the quest lasts long enough.

My guess is we end up with a Goddess Gold-esque -x,000,000: trying not to destroy the planet thing, and all sorts of insane abilities on it.
Pure damage-wise, assuming the pattern holds, it'd do 5,331,390,547,205,740,000 in damage. And we'd be able to attack 21 times per turn.

Combine that with the Apocalypse Ability...
 
Last edited:
Back
Top