Crystalwatcher's Magical Girl Quest!

Because counting only those that can survive their first turn again her will more likely than not be relegated to just her sisters. And Red Rose.
Supremacy bypasses that.
*Supremacy bypasses ICORE proof*

Nepgear kind of just lost her place on the list. Why do I keep forgetting that?
Yes, abilities that give blanket protection against all spells would stop Oblivion Awaits. Though surviving her three regular attacks is a feat in itself.

...So. Just to be clear. To Stand Amongst Gods, Armor of the Time Lord, and Armor of Light all work on, the latter two outright no-selling it, Oblivion Awaits but it bypasses, through the bullshit of Supremacy, both INDESTRUCTABLE CORE and Supremacy Zone?

I ask you; how does it make sense that three normal, albeit powerful, abilities, one of which every War Angel has, can effect Obilvion Awaits but two Super Abilities can't? If anything you'd think Supremacy would have Oblivion Awaits bypassing the first set but not the second.
 
is there a limit to how many spells she can cast in a turn? cause otherwise she could kill read rose in a turn by just hitting her fro 20% of her health 4 times. Hell she could kill most gods by chipping away at there health.
 
My bad.

Spell casts cost an action, otherwise everyone would be blasting them out as often as possible instead of saving them until they're absolutely needed. Or Nepgear would be flinging out SC or SS every round.

Under normal rules though, only one spell can be cast a turn.

This can be bypassed in two different ways:

Omni-Caster, which either increases the limit on spell count, or removes it, and Multi-Caster. Which allows the caster to throw out more than one spell in the given move.

Multi-Caster is what Samael has access to thanks to Drive Boost. At level 1, he can cast two spells in one action when under it's effects.
Well. This completely changes how I understand the combat mechanics. It also makes Omni-Caster worth waay less then we, or at least I, thought. Before it was my understand that you have your Attacks Per Turn and on top of that you can cast one Spell Per Turn unless you had an ability that increased it, like how more levels in Purifier Beam increases Attacks Per Turn.

Glad the vote for just buying Omni-Caster is the winning one. It's not worth spending the XP for more then the firs level or so now.

is there a limit to how many spells she can cast in a turn? cause otherwise she could kill read rose in a turn by just hitting her fro 20% of her health 4 times. Hell she could kill most gods by chipping away at there health.
As per crystalwatcher's latest post casting spells eat up Attacks Per Turn so Rei is limited by her Attacks Per Turn, of which she has three.
 
...So. Just to be clear. To Stand Amongst Gods, Armor of the Time Lord, and Armor of Light all work on, the latter two outright no-selling it, Oblivion Awaits but it bypasses, through the bullshit of Supremacy, both INDESTRUCTABLE CORE and Supremacy Zone?

I ask you; how does it make sense that three normal, albeit powerful, abilities, one of which every War Angel has, can effect Obilvion Awaits but two Super Abilities can't? If anything you'd think Supremacy would have Oblivion Awaits bypassing the first set but not the second.
The same way your Armored Core abilities would have effected it. All three are a prerequisite to a Super Ability, and thus hold a portion of that Super Ability's strength in them.

Armor of Light is a pre-requisite ability to the super ability Supremacy of Light.

Armor of the Time Lord is a prerequisite to a Super Ability that San can access. Much like the Super Ability Rei can acquire if she needs it.

To Stand Amongst Gods is an ability that is specifically meant to allow the owner to go up against things on that scale.

is there a limit to how many spells she can cast in a turn? cause otherwise she could kill read rose in a turn by just hitting her fro 20% of her health 4 times. Hell she could kill most gods by chipping away at there health.
Rei's ability to throw around Oblivion Awaits is restricted by her Attacks Per Turn. If she runs out of moves, then she can't cast it until the next turn comes up.

Well. This completely changes how I understand the combat mechanics. It also makes Omni-Caster worth waay less then we, or at least I, thought. Before it was my understand that you have your Attacks Per Turn and on top of that you can cast one Spell Per Turn unless you had an ability that increased it, like how more levels in Purifier Beam increases Attacks Per Turn.

Glad the vote for just buying Omni-Caster is the winning one. It's not worth spending the XP for more then the firs level or so now.
Honestly, I was under the impression that everyone knew it. So I'm feeling kind of dense right now.
 
Casting more than one spell with one action is a different ability.
Are there some rules of thumb for actions and such?

I've been thinking that you get a couple of actions, with a bonus if everything is the same thing. e.g. Solid Core is standing on the ground looking at a weird swirly thing. Suddenly a huge steamroller-like golem pops in out of nowhere. The first turn the Juggernaut charges forward at it's pitiful top speed, Solid Core takes one of her actions to notice it and her next action to zap it with Purifier Beam. The second turn see the Juggernaut continue to roll along, since she's already attacking Solid core gets a bonus for sustained attack. On the third turn Solid Core takes a pot-shot and leaps into the sky, she still gets the attack without the sustained attack bonus. Forth turn she lands on the golem and starts hacking away at it with one attack. Fifth turn and every turn thereafter she hits it with her sword as many times has her attacks per turn allow.

Pretty much that you have a soft cap on actions. You can spilt what you try to do, but it limits how effective your actions are. Like with flying -- your attention is on flying, so you can only get one attack during your turn. Attacks per turn measures how much attention you have to go around. Team GEAR and Nepgear can manage to swing around a corner and shoot because of training or MG instincts, without that they would suffer a penalty for moving and shooting.

How close am I to how you think it works?
 
I'm mostly baffled by the weird inconsistency.

So Supremacy trumps Indestructible Core and it's prereq tree, but not Supremacy of Light and it's prereq tree or The Fury of the Time Lord* and it's prereq tree or To Stand Amongst Gods. It just seems really random to me.

*You know that's what the Super Ability has to be called.

If Supremacy trumped everything, or trumped everything but the Super Abilities, or trumped everything but Super Abilities and their prereqs, or just trumped nothing at all it would make sense. But the seemly random nature of what it does and doesn't trump just leaves me more confused then I was to start with and seems overly complicated.
 
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Spell casts cost an action, otherwise everyone would be blasting them out as often as possible instead of saving them until they're absolutely needed.
That explanation doesn't really make much sense, since the only real reasons I can think of for why someone with 2 or 3 attacks per turn wouldn't use a spell on the last action of their turn are:
A) They don't know any spells which are appropriate for the current combat situation (too much AOE, target is immune to spells, it would be overkill, etc).
B) They're holding their spell back as a secret trump card (like how Noble Phantasms get used by Servants other than Gilgamesh), waiting for the right moment to take advantage of the fact that their opponent has never seen that spell before.
C) They're already spending all their actions on things like Intercept.
Before it was my understand that you have your Attacks Per Turn and on top of that you can cast one Spell Per Turn unless you had an ability that increased it, like how more levels in Purifier Beam increases Attacks Per Turn.
Honestly, I was under the impression that everyone knew it. So I'm feeling kind of dense right now.
This is exactly how I understood the combat mechanics too, which is why I had such a massive reaction to being told that Rei's ability completely removes the limit on spells/turn.
The same way your Armored Core abilities would have effected it. All three are a prerequisite to a Super Ability, and thus hold a portion of that Super Ability's strength in them.

Armor of Light is a pre-requisite ability to the super ability Supremacy of Light.

Armor of the Time Lord is a prerequisite to a Super Ability that San can access. Much like the Super Ability Rei can acquire if she needs it.

To Stand Amongst Gods is an ability that is specifically meant to allow the owner to go up against things on that scale.
So what you're really trying to say is that Supremacy causes Oblivion Awaits to negate some but not all of the effects of Indestructible Core? Does that mean that the "survive with 1 Health remaining" effect is the only part that's ignored?
 
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I'm mostly baffled by the weird inconsistency.

So Supremacy trumps Indestructible Core and it's prereq tree, but not Supremacy of Light and it's prereq tree or The Fury of the Time Lord and it's prereq tree or To Stand Amongst Gods. It just seems really random to me.

If Supremacy trumped everything, or trumped everything but the Super Abilities, or trumped everything but Super Abilities and their prereqs, or just trumped nothing at all it would make sense. But the seemly random nature of what it does and doesn't trump just leaves me more confused then I was to start with and seems overly complicated.
As I understand, Oblivion Awaits kills us because IC stops everything below 99% of Solid Core's health, reduces everything that gets past by 99%, and gives us a free space from death. Oblivion bypasses the first part by virtue of dealing a higher damage than our max health, then gets reduced by 99% by the second part, but because it negates every defensive ability that doesn't reduce damage or outright no-sell it, we're still killed. If the damage it dealt was less than 99% of our health, it would likely be negated.

Red Rose survived because her Ability is recursive, and therefore activates continuously as long as the conditions are correct, which Supremacy can't bypass.

Goddess White survives because her Ability outright negates Oblivion Awaits, like Armor of the Light does. It meets the negation conditions, and therefore negates before Supremacy can take affect.

@crystalwatcher, am I getting this right here?
 
I'm mostly baffled by the weird inconsistency.

So Supremacy trumps Indestructible Core and it's prereq tree, but not Supremacy of Light and it's prereq tree or The Fury of the Time Lord* and it's prereq tree or To Stand Amongst Gods. It just seems really random to me.

*You know that's what the Super Ability has to be called.

If Supremacy trumped everything, or trumped everything but the Super Abilities, or trumped everything but Super Abilities and their prereqs, or just trumped nothing at all it would make sense. But the seemly random nature of what it does and doesn't trump just leaves me more confused then I was to start with and seems overly complicated.
That explanation doesn't really make much sense, since the only real reasons I can think of for why someone with 2 or 3 attacks per turn wouldn't use a spell on the last action of their turn are:
A) They don't know any spells which are appropriate for the current combat situation (too much AOE, target is immune to spells, it would be overkill, etc).
B) They're holding their spell back as a secret trump card (like how Noble Phantasms get used by Servants other than Gilgamesh), waiting for the right moment to take advantage of the fact that their opponent has never seen that spell before.
C) They're already spending all their actions on things like Intercept.


This is exactly how I understood the combat mechanics too, which is why I had such a massive reaction to being told that Rei's ability completely removes the limit on spells/turn.

So what you're really trying to say is that Supremacy causes Oblivion Awaits to negate some but not all of the effects of Indestructible Core? Does that mean that the "survive with 1 Health remaining" effect is the only part that's ignored?
As I understand, Oblivion Awaits kills us because IC stops everything below 99% of Solid Core's health, reduces everything that gets past by 99%, and gives us a free space from death. Oblivion bypasses the first part by virtue of dealing a higher damage than our max health, then gets reduced by 99% by the second part, but because it negates every defensive ability that doesn't reduce damage or outright no-sell it, we're still killed. If the damage it dealt was less than 99% of our health, it would likely be negated.

*You know that's what the Super Ability has to be called.
I'll consider it.

B) They're holding their spell back as a secret trump card (like how Noble Phantasms get used by Servants other than Gilgamesh), waiting for the right moment to take advantage of the fact that their opponent has never seen that spell before.
Already pointed this out as the reason people don't bust them out near constantly.

Red Rose survived because her Ability is recursive, and therefore activates continuously as long as the conditions are correct, which Supremacy can't bypass.

Goddess White survives because her Ability outright negates Oblivion Awaits, like Armor of the Light does. It meets the negation conditions, and therefore negates before Supremacy can take affect.

@crystalwatcher, am I getting this right here?
Yes.
 
So Supremacy trumps Indestructible Core and it's prereq tree, but not Supremacy of Light and it's prereq tree or The Fury of the Time Lord and it's prereq tree or To Stand Amongst Gods. It just seems really random to me.
Going by the "It would be hilarious" post from Crystalwatcher I present an alternate justification for how that interaction works.

Surviving Goddess Gold's anger isn't a goal that I find pressing, or particularly achievable for that matter. Why worry about it?
 
All we have to do then, is get IC's health to over 100,000 guys!
50,000 actually. So 245 levels of ICORE. Or Segarite Core + ICORE Level 45 + 4 rounds without damage or Segarite Core + ICORE Level 20 + 9 rounds without damage.

but because it negates every defensive ability that doesn't reduce damage or outright no-sell it, we're still killed.
Remember it doesn't just bypass ICORE, or at least the 1hp bit, it also bypass' Supremacy Zone which outright no-sells damage from ground bound foes.
If the damage it dealt was less than 99% of our health, it would likely be negated.
Nope Supremacy explicitly trumps that as well:
The weakest part of it's defenses starts at: "In order for Nepgear to receive damage, the damage must exceed 99% of her total health." This part of Indestructible Core reveals itself as a skin-tight barrier that stops along the outer edges of her top-most skin cells. (In Effect: she can shave, but that's about it. Getting a good tan is a bitch.) This portion can be bypassed by the abilities: Unstoppable, Supremacy, and Total Devastation.

*headdesk*

Anyone ever have one of those epiphanies of "Wait. Didn't we already have this conversation?" before?
Yep. Happens all the time in Shepard Quest because it's been running for 2+ years now so there has been plenty of time to repeat old discussions.

I think part of the problem is that post doesn't really clearly answer things. For example you explicitly list out what can bypass the first stage of ICORE, explicitly state that nothing can bypass the second stage, and then say the third stage is an outgrowth of the second and make no mention as to why can bypass it which implies that nothing can like the second stage.

Similarly for Supremacy Zone the only thing you list bypassing the "No damage from ground attacks" is either:
A) Nepgear being "less then six feet up"
or
B) The attacker being "More then six feet up"​
with no mention of Supremacy, or another ability, bypassing it.



I also feel the need to point out this discussion is a good thing. After all we've cleared up the misunderstanding that Spells operate off their own action set. We've also cleared up the misunderstanding, at least for me, created after the last time this came up that Supremacy trumped basically everything and we now know there are a bunch of things it fails against.
 
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Attacks/Actions Per Turn, And The Shit They Go Through
Attacks Per Turn
And the shit they go through.

Alright. These have been brought up a lot over the last few dozen pages, and with the confusion from Spell Casting, I think I should go over them sooner rather than later before another misunderstanding crops up.

To begin with, these are exactly what it says on the tin. They are the number of offensive actions per turn, a given character can take. Now, understand that this counter is not absolute, because each turn is measured in a ten second interval. This means not everyone is going to use all of their turns every round. This can be caused by any number of things:
  • Position on the battlefield - being far away from the other combatants as a melee fighter means the character is out of range, and thus has to close on a target, thus leading to them having a smaller window of opportunity to utilize their attacks. The opposite is true for a ranged fighter: they have more room to act, thus have more time to utilize their attacks. And vis versa.
  • Awareness of what is going on - being a speedy mother fucker is all well and good, but confusion and fog of war is a thing. Being in the perfect position to do something doesn't meant diddly if they don't know that they should... well... do something. Abilities like Game Queen and Limitless Horizon's Diamond Mind ability makes overcoming this a lot easier.
  • Attack Negation - or in other words, moving to bat someone's killing blow aside and saving the damsel in distress. (We're all looking at you, Uni.) This is like parrying or outright blocking a blow. It stops what they were doing, but renders you unable to do something yourself.
  • Order of attack - also known as not firing into the melee when your ally is up in someone else's face and trying to pound them into submission. Some people are enough of an asshole to take a swing anyway, and risk hitting their own guy to potentially kill them just to get the enemy, but most people are enough of a team player to realize that's kind of a bad idea. Just look at what Nepgear did to Truth.
Now, among these actions, pretty much everyone defaults to basic attacks.

Basic attacks are defined by the given character's weapon. Such as Solid Core's Purifier Beam. These are everyone's go-to choice when they initially engage the enemy. It takes one action to utilize, and is pretty straight forward. Special actions though are something else entirely.

Special Actions are Attacks Per Turn (APT) that are spent on actions other than swinging their weapon around like a crazed monkey. The most common Special Action is casting a spell. Under normal circumstances, a given character can only cast a single spell a turn. This means that most characters will save spell use for a moment when it'll have the most situational modifiers that they can manage to stack onto it.

Nepgear's Celestial Severance though is special in the fact that it's hilariously easy to use. All it really does is give a titanic boost to a single melee attack, thus she can blast it out mid-combo for massive damage.

Other Special Actions though are things like triggering Active Abilities, such as Nepgear's Core Purge. These are a lot less common, and don't tend to be used a lot because they tend to come with some form of drawback. They're usually used only when their usefulness can outweigh whatever drawback they come with.


[Skill-Based Attack Negation]​

These are Special Actions that allow weaker, but more skilled Magical Girls to take on stronger opponents, or skilled individuals to match up with Magical Girls and not splatter in the first round. As they're worded though, they're mostly straight forward:

Barely Competent -----> Competent -----> Skilled -----> Master Skill -----> Inhuman Skill -----> Unmatched Skill / Duelist Dance / Solar Skill / Similar Derivatives

Each level represents the skill of the character with their given weapon. Barely Competent and Competent are characters that barely know one end of their weapon from another, and thus do less damage when engaged in melee combat.

Skilled characters on the other hand start gaining the ability to sacrifice their available ATP in order to negate an opponent's Basic Attack. Each level over Skilled requires one less ATP to negate the enemy's attack. This is normally used when one character is trying to save another character from a killing blow, or to temporarily stalemate a stronger character until help arrives.

Under normal circumstances, the highest skill a given character can achieve is the Inhuman Skill ability, which allows for a 2 to 1 negation ratio. But there are rare abilities, such as Duelist Dance and Solar Skill, that can break past this limit, but at the cost of an associated malice or prerequisite. Such as Solar Skill requiring a boost-spell to be applied, or Duelist Dance which renders the user unable to react to other targets besides their dance partner. Unmatched Skill is also available to it's user only because of the nature of their powers and weapon.

As for what Skill Based Attack Negation cannot effect: Spells. That's it.

Other Active Abilities like Core Purge or Avatar of Arcana are subject to negation like regular attacks, but Spells are not. The reason Spells can't be effected by this, is that they are, in a way, 'heavier' than regular actions. When a character launches a spell, they're throwing more magical 'weight' behind the action than a regular attack would accrue, allowing the spell to more or less plow through the attempt to negate it.

For example, when Nepgear throws in Celestial Severance during a combo, not only is her enemy facing a sudden blade of unstoppable death, but they're also taking extra metaphorical 'weight' from the attack. A weight that Skill-Based Negation can't compensate for. And this goes for pretty much everyone.

It's another reason that Magical Girls try to keep their spells in reserve: less chance of their enemy seeing it coming and dodging like a mother fucker.
 
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50,000 actually. So 245 levels of ICORE. Or Segarite Core + ICORE Level 45 + 4 rounds without damage or Segarite Core + ICORE Level 20 + 9 rounds without damage.


Remember it doesn't just bypass ICORE, or at least the 1hp bit, it also bypass' Supremacy Zone which outright no-sells damage from ground bound foes.

Nope Supremacy explicitly trumps that as well:



Yep. Happens all the time in Shepard Quest because it's been running for 2+ years now so there has been plenty of time to repeat old discussions.


I think part of the problem is that post doesn't really clearly answer things. For example you explicitly list out what can bypass the first stage of ICORE, explicitly state that nothing can bypass the second stage, and then say the third stage is an outgrowth of the second and make no mention as to why can bypass it which implies that nothing can like the second stage.

Similarly for Supremacy Zone the only thing you list bypassing the "No damage from ground attacks" is either:
A) Nepgear being "less then six feet up"
or
B) The attacker being "More then six feet up"​
with no mention of Supremacy, or another ability, bypassing it.



I also feel the need to point out this discussion is a good thing. After all we've cleared up the misunderstanding that Spells operate off their own action set. We've also cleared up the misunderstanding, at least for me, created after the last time this came up that Supremacy trumped basically everything and we now know there are a bunch of things it fails against.
True, true.

I'll add in everything that can bypass IC's third stage and some of the stuff that can bypass Supremacy Zone's protections.
 
EDIT: On the topic of things that can bypass Indestructible Core's "Get Out Of Death Free" card, it's a rather short list:
  • Supremacy
  • Auto-Kill
  • Kill by Modifier (If it triggers.)
  • Total Devastation

EDIT: On the topic of things that can bypass Supremacy Zone's defenses against ground-based targets, longer list than Indestructible Core's:
  • Supremacy
  • Auto Kill
  • Kill By Modifier
  • Detonate and it's derivatives. (Anti-air flak more or less.)
  • Anti-Air
  • Total Devastation
If any others come up that I remember, I'll add them on. Otherwise, this really should be all of it.

If you find one that's not on the list, but I said otherwise, let me know and I'll see if it goes on the list or if I'm ret-conning it.
 
Crystalwatcher, I've got a quick question regarding the Epic-tier MG list. Are there any spots left open? Because I've got an interesting idea that's either high Legend or squarely Epic-tier.
 
Crystalwatcher, I've got a quick question regarding the Epic-tier MG list. Are there any spots left open? Because I've got an interesting idea that's either high Legend or squarely Epic-tier.
I'm not sure. I haven't counted them recently.

can MG's suffocate to death?
7/10 MG can suffocate to death, yes. Those last 3 have some way of avoiding it. Either by not having a real body when in MG form, or 'equipment' that lets them get away with it.
 
I'm not sure. I haven't counted them recently.
Basically, her name is "Storm Empress", her primary and secondary Affinities are Weather and Rule, and her concept us supposed to be the fury of the natural world. I'm planning on giving her an Ability that lets her give appropriate Affinities to certain attacks, like giving a Lightning Affinity to thunderstrikes, or an Ice Affinity to giant hailstones, or a Wind Affinity to hurricanes or tornadoes.
 
Basically, her name is "Storm Empress", her primary and secondary Affinities are Weather and Rule, and her concept us supposed to be the fury of the natural world. I'm planning on giving her an Ability that lets her give appropriate Affinities to certain attacks, like giving a Lightning Affinity to thunderstrikes, or an Ice Affinity to giant hailstones, or a Wind Affinity to hurricanes or tornadoes.
I say be a smart ass and make her an over-powered Story.

But I'm kind of running on determination to clear shit up right now instead of legit sleep... so I'm not sure if I'm reliable for something like that right now.

I'm trying to fix my sleep schedule.
 
7/10 MG can suffocate to death, yes. Those last 3 have some way of avoiding it. Either by not having a real body when in MG form, or 'equipment' that lets them get away with it.

Like Nepgear probably can given she doesn't need food or water:
You guys are a floating ball of magic in the general shape of a Human. Technically Anastasia can go without food or water but it'd make her horrifically uncomfortable.

Your 'civilian form' is cute, cuddly, and squeaks if anyone hugs you tight enough, while your 'magical girl form' is an avatar of indestructible death.
 
Special Actions are Attacks Per Turn (APT) that are spent on actions other than swinging their weapon around like a crazed monkey. The most common Special Action is casting a spell.
It's probably a good idea to expand a bit on the mention of the other common type of Special Action, blocking an attack via a variant of Skilled.

Primarily, it's worth clearing up the ambiguity regarding your previous statements that Skilled abilities can't negate Spells and these two lines.
Attack Negation - or in other words, moving to bat someone's killing blow aside and saving the damsel in distress. (We're all looking at you, Uni.) This is like parrying or outright blocking a blow. It stops what they were doing, but renders you unable to do something yourself.
Nepgear's Celestial Severance though is special in the fact that it's hilariously easy to use. All it really does is give a titanic boost to a single melee attack, thus she can blast it out mid-combo for massive damage.
The ambiguity is as follows: Can Skilled abilities negate melee Spells, ones which are similar to Celestial Severance but do not possess the Unstoppable ability?
 
Added:
[Skill-Based Attack Negation]​
These are Special Actions that allow weaker, but more skilled Magical Girls to take on stronger opponents, or skilled individuals to match up with Magical Girls and not splatter in the first round. As they're worded though, they're mostly straight forward:

Barely Competent -----> Competent -----> Skilled -----> Master Skill -----> Inhuman Skill -----> Unmatched Skill / Duelist Dance / Solar Skill / Similar Derivatives

Each level represents the skill of the character with their given weapon. Barely Competent and Competent are characters that barely know one end of their weapon from another, and thus do less damage when engaged in melee combat.

Skilled characters on the other hand start gaining the ability to sacrifice their available ATP in order to negate an opponent's Basic Attack. Each level over Skilled requires one less ATP to negate the enemy's attack. This is normally used when one character is trying to save another character from a killing blow, or to temporarily stalemate a stronger character until help arrives.

Under normal circumstances, the highest skill a given character can achieve is the Inhuman Skill ability, which allows for a 2 to 1 negation ratio. But there are rare abilities, such as Duelist Dance and Solar Skill, that can break past this limit, but at the cost of an associated malice or prerequisite. Such as Solar Skill requiring a boost-spell to be applied, or Duelist Dance which renders the user unable to react to other targets besides their dance partner. Unmatched Skill is also available it it's user only because of the nature of their powers and weapon.

As for what Skill Based Attack Negation cannot effect: Spells. That's it.

Other Active Abilities like Core Purge or Avatar of Arcana are subject to negation like regular attacks, but Spells are not. The reason Spells can't be effected by this, is that they are, in a way, 'heavier' than regular actions. When a character launches a spell, they're throwing more magical 'weight' behind the action than a regular attack would accrue, allowing the spell to more or less plow through the attempt to negate it.

For example, when Nepgear throws in Celestial Severance during a combo, not only is her enemy facing a sudden blade of unstoppable death, but they're also taking extra metaphorical 'weight' from the attack. A weight that Skill-Based Negation can't compensate for. And this goes for pretty much everyone.

It's another reason that Magical Girls try to keep their spells in reserve: less chance of their enemy seeing it coming and dodging like a mother fucker.
Lemme know if there's anything I missed or anything that you would like clarification on.
 
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