Crystalwatcher's Magical Girl Quest!

Still haven't found any promises from Gabriel, you seem to have done quite a good job there crystalwatcher,
Thank you.

What about demons KEEPING promises?
Nothing special.

Which class of demon are the beings in line to replace defeated Dark Lords generally comparable to?
Class 4 or 5.

Which class of demon are Dark Lords who haven't figured out how to use their predecessors' power generally comparable to?
Class 5.

Which class of demon is the current Dark Lord comparable to?
/人 ◕ ‿‿ ◕ 人\ [Spoilers!] /人 ◕ ‿‿ ◕ 人\

Is it possible to use a planet buster attack to destroy Hell itself, or is it necessary to instead destroy the concept of [HELL] or prevent the birth of any future demons by destroying the concept of [LIES] ("broken promises" can easily be seen as a form of lie)?
You'd have to kill the concept of [Promise] in order to damage Hell. But that'd open another can of worms altogether and then Hell'd be the least of your worries.

All I'm saying on that.

Are the homeworlds of the other races in the Unified Light also Divine Beings?
  1. How much does humanity know about those Divine Beings?
  2. What do those beings and Gaia think about each other?
Gaia is actually the only Divine Being of her scale. All the other Divine Beings of the LDC are either closer to things like the Greek/Roman gods, or are larger than Gaia. This doesn't mean that the other races don't have Divine Beings they worship as gods though: The Fairies worship a Divine Being known as Mistilin, along with two or three other lesser beings as their pantheon. The Elves also believe themselves to be the children of a Divine Being known as Magmos, though whether or not that's true is up in the air.

Humanity's knowledge of Divine beings is limited to what's been passed through word of mouth between them and the other factions of the Unified Light. They have scientists working alongside scholars of those same races to learn more about them, but it's a slow process. And Gaia being non-standard hasn't helped.

As for Gaia... on the scale of those Divine Beings that interact on the Mortal Level on a regular basis, she's the biggest and the baddest. Several reasons for this: Because magic has only been a recent thing for her and Humans, she's gotten used to playing the long game. Even though she doesn't act like it at times, she's fully capable of tossing a rock into the middle of the road, and waiting the five years it'd take for it to pop a tire, cause a pile up, and get a highway shut down, just so when the sinkhole opens up the following week no one gets caught in it, so the woman that would have died lives long enough to have a set of triplets so the genes she has can spread father into the gene pool, so a hundred generations down the line the people in that region have forty more IQ points than they otherwise would have. She's fully capable of doing something similar when it comes to Divine Entity combat as well. And everyone knows it.
 
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As for Gaia... on the scale of those Divine Beings that interact on the Mortal Level on a regular basis, she's the biggest and the baddest. Several reasons for this: Because magic has only been a recent thing for her and Humans, she's gotten used to playing the long game. Even though she doesn't act like it at times, she's fully capable of tossing a rock into the middle of the road, and waiting the five years it'd take for it to pop a tire, cause a pile up, and get a highway shut down, just so when the sinkhole opens up the following week no one gets caught in it, so the woman that would have died lives long enough to have a set of triplets so the genes she has can spread father into the gene pool, so a hundred generations down the line the people in that region have forty more IQ points than they otherwise would have. She's fully capable of doing something similar when it comes to Divine Entity combat as well. And everyone knows it.
Case in point? Humanity. Seriously, other than those Cosmos worshipping aliens you mentioned off hand once, no one in the LDC has the weapons capable of killing a Divine Entity. Only Humanity can pull something that bullshit off.
 
You'd have to kill the concept of [Promise] in order to damage Hell. But that'd open another can of worms altogether and then Hell'd be the least of your worries.

All I'm saying on that.
So you couldn't just destroy the concept of [LIES], which makes it flat out impossible to say anything that you know isn't true and impossible to make any promises which you can't keep (since breaking them would mean that you were lying when you made the promise)?

I don't think that would affect Hell directly, but I would think that it would make the birth of new demons impossible.
 
Huh. Is anyone else suddenly picturing Gaia wearing Geta, a Bucket Hat, and carrying a cane? Because I am and the image makes a disturbing amount of sense in light of the new info.
 
Case in point? Humanity. Seriously, other than those Cosmos worshipping aliens you mentioned off hand once, no one in the LDC has the weapons capable of killing a Divine Entity. Only Humanity can pull something that bullshit off.
Yeah, but think of how long it took us to get there.

Huh. Is anyone else suddenly picturing Gaia wearing Geta, a Bucket Hat, and carrying a cane? Because I am and the image makes a disturbing amount of sense in light of the new info.
... *facepalm*

I walked into that.
 
You'd have to kill the concept of [Promise] in order to damage Hell. But that'd open another can of worms altogether and then Hell'd be the least of your worries.


to clarify, does that mean if mankind blasted the place with salted nukes demons would somehow find a way to overcome the radiation?

she's gotten used to playing the long game. Even though she doesn't act like it at times, she's fully capable of tossing a rock into the middle of the road, and waiting the five years it'd take for it to pop a tire, cause a pile up, and get a highway shut down, just so when the sinkhole opens up the following week no one gets caught in it, so the woman that would have died lives long enough to have a set of triplets so the genes she has can spread father into the gene pool, so a hundred generations down the line the people in that region have forty more IQ points than they otherwise would have.

well that's kind terrifying, good things she's' not hostile. Though it does make the whole accidentally summon an old one fiasco even more embarrassing. :rofl:
 
Amidst the denizens of the UD (Dark Star/Hell/Children of Nightmare), we know a lot of them are willing to tear apart the UL. However, we also know there are also defectors among them or those simply unwilling to fight for various reasons. What I'd like to know is this:

Disregarding the resurrected by Goddess Red, what would be the percentage that were conscripted to fight against the UL?

In other words, how many would be singing:
 
So you couldn't just destroy the concept of [LIES], which makes it flat out impossible to say anything that you know isn't true and impossible to make any promises which you can't keep (since breaking them would mean that you were lying when you made the promise)?

I don't think that would affect Hell directly, but I would think that it would make the birth of new demons impossible.
Lets not go Code Geass antagonist here, please.
 
As for Gaia... on the scale of those Divine Beings that interact on the Mortal Level on a regular basis, she's the biggest and the baddest. Several reasons for this: Because magic has only been a recent thing for her and Humans, she's gotten used to playing the long game. Even though she doesn't act like it at times, she's fully capable of tossing a rock into the middle of the road, and waiting the five years it'd take for it to pop a tire, cause a pile up, and get a highway shut down, just so when the sinkhole opens up the following week no one gets caught in it, so the woman that would have died lives long enough to have a set of triplets so the genes she has can spread father into the gene pool, so a hundred generations down the line the people in that region have forty more IQ points than they otherwise would have. She's fully capable of doing something similar when it comes to Divine Entity combat as well. And everyone knows it.
Humanity fuck yeah.
Lets not go Code Geass antagonist here, please.
Too late to avoid code geass. Our entire civilization is keikaku doori.
 
how big is the local dimensional cluster? if someone was to go to alpha centauri would the7y still be in the LDC? Basically is each dimension a full universe or do they vary in size ? I think something was mentioned at some point but i cant remember. were or what
 
how big is the local dimensional cluster? if someone was to go to alpha centauri would the7y still be in the LDC? Basically is each dimension a full universe or do they vary in size ? I think something was mentioned at some point but i cant remember. were or what
Dimensions vary in size between "a planet" and "a universe".
 
So remember how I said dumping all our EXP into the Purifier Beam would've brought it to level 39? Turns out this was erroneous. The number "6,100" was appearing around that time and I had used that instead of our actual EXP count of "5,321." This is what the weapon would actually look like:

Level 35:

19,094,517 damage per swing
8 Actions Per Turn
All sorts of goodies added as abilities to it

I fail to understand why I posted "7" instead of "8" when I had the numbers right there on the spreadsheet inputted on every 5th level. On the other hand, I can now empathize with the QM when a blunder like this happens.

Thinking about it, this is the second time that an arithmetic error's been pointed out by me...but on this one I'm baffled that no one else had picked up on it!

Two surreal mornings in a row. *shudders* I'm goin' to sleep.
 
Since we'll be getting Segarite Core next update I wanted to go and have a look at what that would be like in practice. Now since it's unclear if Segarite Core ends after your current enemy is defeated, IE: the literal fight, or the battle in general, IE: the more general fight, I'm going to have to make an assumption. My assumption is that it continues for the duration of the battle, much like Judgement Core's The Maw of Destruction. Furthermore we also lack knowledge as to when Segarite Core triggers. For that I'm going to assume it's like Aura of Light which activates at the start of each Turn.

Turn One:
(The Darkness Comes: 13 Soul Reavers added to the Right, 28 added to the Left

Right Count: 813
Left Count: 778

Segarite Core: 2,250 added to Solid Core's Health
Solid Core: 3,000 + 2,250 = 5,250 Health Remaining

Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage
Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage
Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage
Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage

x500 Spread the Love (Target - Army)

17,214,000 Total Damage

162 Reavers: 24,300 Base Resilience, No Dice, -1,620 Weak to Purification Effects, -81,000 Hostile Divinity Effect = 58,320 Extra Damage

162 Reavers take: 17,272,320 Total End Damage

Not bothering with the gap.

162 Reavers: 194,400 - 17,272,320 = -17,077,920 Health Remaining

Right Count: 651)

Turn Two:
(The Darkness Comes: 31 Soul Reavers added to the Right, 24 added to the Left

Right Count: 682
Left Count: 802

Segarite Core: 2,250 added to Solid Core's Health
Solid Core: 5,250 + 2,250 = 7,500 Health Remaining


Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage
Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage
Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage
Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage

x500 Spread the Love (Target - Army)

17,214,000 Total Damage

162 Reavers: 24,300 Base Resilience, No Dice, -1,620 Weak to Purification Effects, -81,000 Hostile Divinity Effect = 58,320 Extra Damage

162 Reavers take: 17,272,320 Total End Damage

The Insurmountable Gap Triggers!

162 Reavers: 194,400 - 34,544,640 = -34,350,240 Health Remaining

Right Count: 520


Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage
Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage
Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage
Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage

x500 Spread the Love (Target - Army)

17,214,000 Total Damage

162 Reavers: 24,300 Base Resilience, No Dice, -1,620 Weak to Purification Effects, -81,000 Hostile Divinity Effect = 58,320 Extra Damage

162 Reavers take: 17,272,320 Total End Damage

The Insurmountable Gap Triggers!

162 Reavers: 194,400 - 34,544,640 = -34,350,240 Health Remaining

Right Count: 358


Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage
Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage
Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage
Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage

x500 Spread the Love (Target - Army)

17,214,000 Total Damage

162 Reavers: 24,300 Base Resilience, No Dice, -1,620 Weak to Purification Effects, -81,000 Hostile Divinity Effect = 58,320 Extra Damage

162 Reavers take: 17,272,320 Total End Damage

The Insurmountable Gap Triggers!

162 Reavers: 194,400 - 34,544,640 = -34,350,240 Health Remaining

Right Count: 196)


Turn Three:
(Darkness Comes: 27 Soul Reavers Added to the Left.

Left Count: 266

Segarite Core: 2,250 added to Solid Core's Health
Solid Core: 7,500 + 2,250 = 9,750 Health Remaining

James Soul-Severer: 2,500 Base Damage, No Dice, +780 Divine Inspiration (Shell), +500 Hostile Divinity Effect = 3,780 Total Damage

Soul Reaver: 150 Base Resilience, No Dice, -112 Juggernaut, -100 Pissed off a Dragon, -500 Hostile Divinity Effect = 562 Extra Damage
Soul Reaver: 150 Base Resilience, No Dice, -112 Juggernaut, -100 Pissed off a Dragon, -500 Hostile Divinity Effect = 562 Extra Damage
Soul Reaver: 150 Base Resilience, No Dice, -112 Juggernaut, -100 Pissed off a Dragon, -500 Hostile Divinity Effect = 562 Extra Damage
Soul Reaver: 150 Base Resilience, No Dice, -112 Juggernaut, -100 Pissed off a Dragon, -500 Hostile Divinity Effect = 562 Extra Damage
Soul Reaver: 150 Base Resilience, No Dice, -112 Juggernaut, -100 Pissed off a Dragon, -500 Hostile Divinity Effect = 562 Extra Damage

Soul Reaver x5 take 4,342 Total End Damage apiece!

Soul Reaver: 1,200 - 4,342 = -3,142 Health Remaining

Left Count: 261)


Now there might have been a fourth turn but It's unclear so I'm just using the points at which more Soul Reavers are summoned as indicators of "New Turn". I think you can see why Segartie Core is so badass. After just three turns without Health loss she's already at the point where she can no-sell 10,752 damage, reminder that ICORE's no-selling uses Current Health not Maximum Health, and it would take a full 1,950,000 damage to kill her.

If Nepgear can manage to go a whole minute of fighting without receiving a scratch, which as you may have noticed gets easier with each turn since her NST gets higher and higher, then she can flat out no-sell anything less then 26,345 damage and require an insane 5,100,000 damage to kill.

Basically: Segarite Core rocks!




Though the real trick is in one turn her NST goes from 4,070 all the way to 6,297 which is quite impressive. Running through everyone on the front page (again) here is a list of how much damage they can do, barring Spells which remain bullshit as always but including their maximum Magic Modifier, in an attack. Reds can deal at least 6,298 damage, Yellows deal less then that but more then 4,071 and Greens deal less then that. I'm also including armor bypassing effects, like Juggernaut, into the damage calcs for simplicity sake:
  1. Angel Gabriel = 53,075 damage
  2. Archangel Michael = 52,275 damage
  3. Goddess Gold = 32,000 damage
  4. Lucky Star = 31,000 damage
  5. Judgement Drive = 18,073 damage
  6. Hero WEAPON = 15,554 damage
  7. Goddess White = 15,000 damage
  8. Goddess Grey = 10,999 damage
  9. Maiden of the East = 10,000 damage
  10. True Anti-Demon Tank = 8,750 damage
  11. Angel WEAPON = 8,750 damage
  12. Fairy Battle Mage = 5,300 damage
  13. White Knight = 5,000 damage
  14. Aquila Riven = 4,025 damage
  15. James Roberts = 3,325 damage
  16. Michael Rodriguez = 3,325 damage
  17. Samael Balier = 3,325 damage
  18. Solid Drive = 2,325 damage
  19. War Angel = 2,200 damage
  20. Red Rose = 2,000 damage
  21. Carnage = 2,000 damage
  22. Maiden of the West = 1,500 damage
  23. Hell Beast = 875 damage
  24. Hell's Foot Soldiers = 630 damage
  25. Basilicom = 350 damage
  26. Empire Legionnaire = 350 damage
  27. Hell's Ground Commanders = 320 damage
So it's not much of an improvement in the list of who we can no-sell but it's still an improvement. If we assume that the first Segarite Core boost happens immediately upon combat start then we can treat Nepgear's Health as effectively being 1.75x it's recorded value. Using that we get the following formula for the first turn No-Sell Threshold:
NST = 100(ICORE_Lvl + 1) + 0.99 * 1.75(1,000 + 200 * ICORE_Lvl) = 100(ICORE_Lvl + 1) + ROUNDDONW(1.7325(1,000 + 200 * ICORE_Lvl))​

Running the numbers we get:
ICORE Level 16 = +2 No Sold​
ICORE Level 19 = +3 No Sold​
ICORE Level 21 = +4 No Sold​
ICORE Level 30 = +5 No Sold​
ICORE Level 32 = +6 No Sold​
ICORE Level 37 = +7 No Sold​
ICORE Level 66 = +8 No Sold​
ICORE Level 68 = +9 No Sold​
ICORE Level 113 = +10 No Sold​
ICORE Level 115 = +11 No Sold​
Converting that into total No Sold per XP gets:
ICORE Level 16 = 375xp per person​
ICORE Level 19 = 420xp per person​
ICORE Level 21 = 412.5xp per person​
ICORE Level 30 = 780xp per person​
ICORE Level 32 = 751.67xp per person​
ICORE Level 37 = 887.14xp per person​
ICORE Level 66 = 2,625xp per person​
ICORE Level 68 = 2,481.11xp per person​
ICORE Level 113 = 6,283xp per person​
ICORE Level 115 = 5,918xp per person​
So by those numbers Level 21 is basically the highest it's worth getting ICORE for the purposes of no-selling damage. I'd probably suggest grabbing ICORE 16 after we've got all our other levels up to 15 and then 21 once we get all our other stuff up to 20.
 
Lots of mathcrafting
One other awesome thing about Segarite Core which you didn't mention is that the damage dealt to enemies by Core Purge is based on the Health that Nepgear has at the moment when she first activates Core Purge, not her Health during that turn. That means that if Segarite Core does in fact activate at the start of Turn 1, then it also increases the damage dealt by Core Purge by 75% as well.

With our current stats, that means that Segarite Core would increase the damage/turn (before modifiers) of a Turn 1 Core Purge activation from 11,250 to 19,687, which is basically somewhere between 25% to 50% of a Top 10 MG's Health. If Nepgear doesn't take any damage during Turn 1 and instead activates Core Purge at the start of Turn 2, then that increases to 28,125 damage/turn (which is just a hair shy of the max Health of Goddess Red)!
 
Since we'll be getting Segarite Core next update I wanted to go and have a look at what that would be like in practice. Now since it's unclear if Segarite Core ends after your current enemy is defeated, IE: the literal fight, or the battle in general, IE: the more general fight, I'm going to have to make an assumption. My assumption is that it continues for the duration of the battle, much like Judgement Core's The Maw of Destruction. Furthermore we also lack knowledge as to when Segarite Core triggers. For that I'm going to assume it's like Aura of Light which activates at the start of each Turn.

Turn One:
(The Darkness Comes: 13 Soul Reavers added to the Right, 28 added to the Left

Right Count: 813
Left Count: 778

Segarite Core: 2,250 added to Solid Core's Health
Solid Core: 3,000 + 2,250 = 5,250 Health Remaining

Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage
Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage
Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage
Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage

x500 Spread the Love (Target - Army)

17,214,000 Total Damage

162 Reavers: 24,300 Base Resilience, No Dice, -1,620 Weak to Purification Effects, -81,000 Hostile Divinity Effect = 58,320 Extra Damage

162 Reavers take: 17,272,320 Total End Damage

Not bothering with the gap.

162 Reavers: 194,400 - 17,272,320 = -17,077,920 Health Remaining

Right Count: 651)

Turn Two:
(The Darkness Comes: 31 Soul Reavers added to the Right, 24 added to the Left

Right Count: 682
Left Count: 802

Segarite Core: 2,250 added to Solid Core's Health
Solid Core: 5,250 + 2,250 = 7,500 Health Remaining


Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage
Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage
Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage
Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage

x500 Spread the Love (Target - Army)

17,214,000 Total Damage

162 Reavers: 24,300 Base Resilience, No Dice, -1,620 Weak to Purification Effects, -81,000 Hostile Divinity Effect = 58,320 Extra Damage

162 Reavers take: 17,272,320 Total End Damage

The Insurmountable Gap Triggers!

162 Reavers: 194,400 - 34,544,640 = -34,350,240 Health Remaining

Right Count: 520


Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage
Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage
Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage
Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage

x500 Spread the Love (Target - Army)

17,214,000 Total Damage

162 Reavers: 24,300 Base Resilience, No Dice, -1,620 Weak to Purification Effects, -81,000 Hostile Divinity Effect = 58,320 Extra Damage

162 Reavers take: 17,272,320 Total End Damage

The Insurmountable Gap Triggers!

162 Reavers: 194,400 - 34,544,640 = -34,350,240 Health Remaining

Right Count: 358


Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage
Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage
Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage
Starshine: 737 Base Damage, No Dice, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +737 Rain of Light, +500 Hostile Divinity Effect = 8,607 Total Damage

x500 Spread the Love (Target - Army)

17,214,000 Total Damage

162 Reavers: 24,300 Base Resilience, No Dice, -1,620 Weak to Purification Effects, -81,000 Hostile Divinity Effect = 58,320 Extra Damage

162 Reavers take: 17,272,320 Total End Damage

The Insurmountable Gap Triggers!

162 Reavers: 194,400 - 34,544,640 = -34,350,240 Health Remaining

Right Count: 196)


Turn Three:
(Darkness Comes: 27 Soul Reavers Added to the Left.

Left Count: 266

Segarite Core: 2,250 added to Solid Core's Health
Solid Core: 7,500 + 2,250 = 9,750 Health Remaining

James Soul-Severer: 2,500 Base Damage, No Dice, +780 Divine Inspiration (Shell), +500 Hostile Divinity Effect = 3,780 Total Damage

Soul Reaver: 150 Base Resilience, No Dice, -112 Juggernaut, -100 Pissed off a Dragon, -500 Hostile Divinity Effect = 562 Extra Damage
Soul Reaver: 150 Base Resilience, No Dice, -112 Juggernaut, -100 Pissed off a Dragon, -500 Hostile Divinity Effect = 562 Extra Damage
Soul Reaver: 150 Base Resilience, No Dice, -112 Juggernaut, -100 Pissed off a Dragon, -500 Hostile Divinity Effect = 562 Extra Damage
Soul Reaver: 150 Base Resilience, No Dice, -112 Juggernaut, -100 Pissed off a Dragon, -500 Hostile Divinity Effect = 562 Extra Damage
Soul Reaver: 150 Base Resilience, No Dice, -112 Juggernaut, -100 Pissed off a Dragon, -500 Hostile Divinity Effect = 562 Extra Damage

Soul Reaver x5 take 4,342 Total End Damage apiece!

Soul Reaver: 1,200 - 4,342 = -3,142 Health Remaining

Left Count: 261)


Now there might have been a fourth turn but It's unclear so I'm just using the points at which more Soul Reavers are summoned as indicators of "New Turn". I think you can see why Segartie Core is so badass. After just three turns without Health loss she's already at the point where she can no-sell 10,752 damage, reminder that ICORE's no-selling uses Current Health not Maximum Health, and it would take a full 1,950,000 damage to kill her.

If Nepgear can manage to go a whole minute of fighting without receiving a scratch, which as you may have noticed gets easier with each turn since her NST gets higher and higher, then she can flat out no-sell anything less then 26,345 damage and require an insane 5,100,000 damage to kill.

Basically: Segarite Core rocks!




Though the real trick is in one turn her NST goes from 4,070 all the way to 6,297 which is quite impressive. Running through everyone on the front page (again) here is a list of how much damage they can do, barring Spells which remain bullshit as always but including their maximum Magic Modifier, in an attack. Reds can deal at least 6,298 damage, Yellows deal less then that but more then 4,071 and Greens deal less then that. I'm also including armor bypassing effects, like Juggernaut, into the damage calcs for simplicity sake:
  1. Angel Gabriel = 53,075 damage
  2. Archangel Michael = 52,275 damage
  3. Goddess Gold = 32,000 damage
  4. Lucky Star = 31,000 damage
  5. Judgement Drive = 18,073 damage
  6. Hero WEAPON = 15,554 damage
  7. Goddess White = 15,000 damage
  8. Goddess Grey = 10,999 damage
  9. Maiden of the East = 10,000 damage
  10. True Anti-Demon Tank = 8,750 damage
  11. Angel WEAPON = 8,750 damage
  12. Fairy Battle Mage = 5,300 damage
  13. White Knight = 5,000 damage
  14. Aquila Riven = 4,025 damage
  15. James Roberts = 3,325 damage
  16. Michael Rodriguez = 3,325 damage
  17. Samael Balier = 3,325 damage
  18. Solid Drive = 2,325 damage
  19. War Angel = 2,200 damage
  20. Red Rose = 2,000 damage
  21. Carnage = 2,000 damage
  22. Maiden of the West = 1,500 damage
  23. Hell Beast = 875 damage
  24. Hell's Foot Soldiers = 630 damage
  25. Basilicom = 350 damage
  26. Empire Legionnaire = 350 damage
  27. Hell's Ground Commanders = 320 damage
So it's not much of an improvement in the list of who we can no-sell but it's still an improvement. If we assume that the first Segarite Core boost happens immediately upon combat start then we can treat Nepgear's Health as effectively being 1.75x it's recorded value. Using that we get the following formula for the first turn No-Sell Threshold:
NST = 100(ICORE_Lvl + 1) + 0.99 * 1.75(1,000 + 200 * ICORE_Lvl) = 100(ICORE_Lvl + 1) + ROUNDDONW(1.7325(1,000 + 200 * ICORE_Lvl))​

Running the numbers we get:
ICORE Level 16 = +2 No Sold
ICORE Level 19 = +3 No Sold
ICORE Level 21 = +4 No Sold
ICORE Level 30 = +5 No Sold
ICORE Level 32 = +6 No Sold
ICORE Level 37 = +7 No Sold
ICORE Level 66 = +8 No Sold
ICORE Level 68 = +9 No Sold
ICORE Level 113 = +10 No Sold
ICORE Level 115 = +11 No Sold​
Converting that into total No Sold per XP gets:
ICORE Level 16 = 375xp per person
ICORE Level 19 = 420xp per person
ICORE Level 21 = 412.5xp per person
ICORE Level 30 = 780xp per person
ICORE Level 32 = 751.67xp per person
ICORE Level 37 = 887.14xp per person
ICORE Level 66 = 2,625xp per person
ICORE Level 68 = 2,481.11xp per person
ICORE Level 113 = 6,283xp per person
ICORE Level 115 = 5,918xp per person​
So by those numbers Level 21 is basically the highest it's worth getting ICORE for the purposes of no-selling damage. I'd probably suggest grabbing ICORE 16 after we've got all our other levels up to 15 and then 21 once we get all our other stuff up to 20.
Hmph. And what, I ask, brought this change of opinion on?

Moving on, @crystalwatcher, do you think that you and I could have a little chat about Otherworld Guide before it's time to start upgrading her? I'd just like to talk about how she gets new weapons, and how her A Story's Substance Ability can affect that, in addition to how we're going to have weapon-specific Abilities work.
 
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So.........Not to be pushy or anything, but I can't help but notice that of the 5 sheets which were posted on either Tuesday or Wednesday, one of them has been added to the Canon Sheets section without comment (Zumwalt-class Guided Missile Cruiser), but the other 4 haven't really had any response at all except for a few comments from Lost. Busy with other things @crystalwatcher, or trying to decide on stuff about them? As a reminder, in order posted, the other four were:
 
By the way @crystalwatcher I found only three instances of what sounds like a promise from Gabriel:
You'll be our tour guide, alright?!"

"Yes ma'am!
This one is an easily fulfilled one with basically no risk of failure.
It won't take me very long, so if you guys want to go ahead of me feel free. I'll catch up!
This one is probably vague enough that there isn't a real risk of breaking it.
"Anyway, ignoring our resident Nepgear's lack of preferences ("Hey!") where did Gabriel run off to? I didn't even see her leave."

Aquila answers this time, her eyes reluctantly leaving you, leading to a sigh of relief, "She said something about needing to do something. She told me that she'd manage to catch up to us by the time we hit the Light Road, though she'll miss the swimsuit competition."
This one however has a specific time limit. One Gabriel, by the sounds of it, only made because she pushed herself hard:
Gabriel catches up to the group halfway to the Light Road, out of breath but seemingly in even higher spirits than she had been after your talk last night.

Hmph. And what, I ask, brought this change of opinion on?

I haven't really. I still think it's not a great use of XP. However the math, I literally just did, shows that with Segarite Core it's not a terrible decision to grab those 11 levels. Still lower priority then leveling up our other stuff, because they tend to give more bang for buck, but now it's on the priority list.

That being said this is all contingent upon Segarite Core triggering at the start of the turn rather then the end. If it triggers at the end then this happens:
ICORE Level 14 = +1 No Sold​
ICORE Level 15 = +2 No Sold​
ICORE Level 26 = +4 No Sold​
ICORE Level 30 = +5 No Sold​
ICORE Level 34 = +6 No Sold​
ICORE Level 47 = +7 No Sold​
ICORE Level 49 = +8 No Sold​
ICORE Level 57 = +9 No Sold​
ICORE Level 101 = +10 No Sold​
ICORE Level 104 = +11 No Sold​
ICORE Level 172 = +12 No Sold​
ICORE Level 175 = +13 No Sold​
Converting that into total No Sold per XP gets:
ICORE Level 14 = 460xp per person​
ICORE Level 15 = 300xp per person​
ICORE Level 26 = 700xp per person​
ICORE Level 30 = 780xp per person​
ICORE Level 34 = 860xp per person​
ICORE Level 47 = 1,480xp per person​
ICORE Level 49 = 1,413.75xp per person​
ICORE Level 57 = 1,723.33xp per person​
ICORE Level 101 = 5,005xp per person​
ICORE Level 104 = 4,828.18xp per person​
ICORE Level 172 = 12,217.5xp per person​
ICORE Level 175 = 11,676.92xp per person​
so if Segarite Core triggers at the end of the turn it's only worth to grab Level 15.

Frankly even then I'm not entirely convinced that the 300-400xp per person range is actually worthwhile since that same amount of XP would take Purifier Beam from Level 15 to Level 17 would no-sell four people, via Intercepts, and provides more payoffs. Hence why it's the last thing from bring up to the Level 15 and 20 tiers.
 
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