Crystalwatcher's Magical Girl Quest!

The Progenitor Frame sounds like a combining giant robot. The Golems also sound like giant robots.

I'll have to pick a soundtrack for when we activate either of them. I'm thinking Genesic Final Fusion for the Frame summoning sequence and Cybuster's theme for the Golems.
 
It only starts spinning when the spells start flying.
I presume you mean resume? Because Nepgear was in a fight right before entering the mausoleum so Segarite Core would have already been adding to Nepgear's Health and going by:
The entire battle. Like Maw of Destruction.
it should still be active since Maw of Destruction was still active in the minutes between the cubstomp at the start of Splatter Gear and the resumption of combat at the end of Splatter Gear.

So the most reasonable thing is that once Nepgear drops out of combat, but still in the battle, Segarite Core goes into idle; not gaining Health but not shedding it just yet either.

Anyways now that we have completed The List:
1) Increase Purifier Beam to 15 (140 xp)
2) Increase Indestructible Core to 10 (290 xp)
3) Increase Starshine to 10 (350 xp)
4) Increase Flight to 10 (350 xp)
5) Get Severace: Echo (250 xp)
6) Get Omni-Caster (????? xp)
7) Increase Celestial Severance to 10 (300 xp)
8) Get Lesser Gods (550 xp)
9) Get Segarite Core (2000 xp)
and having seen all the new shop items are still locked, and behind unknown triggers at that, I think it's time to start considering a new list!

1) Flight Level 20 (1,350xp)
Nepgear is very well off damage wise with Purifier Beam, Celestial Severance, and Starshine. Speed wise however she is still rather slow since the Demon Summoners could outrun her. While Level 20 is an awfully big jump it's an important once because it takes Nepgear out of the range of what HSC 2 can detect. That makes Nepgear maneuverable enough, since her flight is Boosted, that almost no one can hit her.

2) Purifier Beam Level 20 (850xp)
Level 20 Purifier Beam means a Base Damage of 43,606. That is an insane amount of damage. For reference:
Well, at 20,000 damage, you start causing it starts causing splash damage even without abilities like "collateral damage". At around 85,000 damage, stray blows from a melee would "rearrange the landscape".
Considering Apocalypse is already described as:
Scale. Apocalypse is the "you use this in a city, and it's going wreck large parts of it" scale.
that sorta damage is crazy.

Grabbing this ASAP is important because Nepgear already knows she has splash damage issues so it's better to start on the higher damage soon so she can learn to get a hold of it faster.

Furthermore since Nepgear's ability to cast spells is tied to her Attacks Per Turn Level 20 is extra important since that's when she unlocks her fifth APT. Oh and Purifier Beam probably gains Faith as an Affinity or another ability.

3) Celestial Severance Level 15 (600xp)
On average Celestial Severance deals ~100k damage per swing when Double Cast and Echo are factored in. This is good but Starshine deals 32k on normal mode and 16.2 million on Anti-Army mode. By bringing up Celestial Severance's level we increase it's average damage, including Double Cast and Echo, to around 3.7 million which is more in line with the "Fuck you and everyone else in your direction" spells Top Ten girls tend to have. Plus as you've seen from Purifier Beam above and Starshine below Celestial Severance needs the level boost to avoid becoming redundant.

4) Starshine Level 15 (600xp)
Let me just say it: Literal Skyfalling Damage. 2,246 Base Damage equates to 100,824 after Rain of Light and Quadra-Magic. Against armies, who would be foolish enough to field such a thing against Nepgear, we're talking 1.25x Brahmastra damage at 50.4 million damage.

5) INDESTRUCTIBLE CORE Level 16 (750xp)
I've demonstrated the math before but Level 16 ICORE raises Nepgear's effective NST to 8,976 which lets her ignore almost every attack out there. It also means that anyone who can bypass that needs to deal at least 630,000 damage per turn just to keep Nepgear from regenerating away the damage. An attack aimed at actually killing her in a single blow her must fall into the 841,700+ damage range.

All of that is if they are lucky enough to attack her in the opening round of combat. After three turns of building up Health, because so little can injure her, Nepgear would stand at 13,650 Health, 2,730,000 Effective Health, 15,213 NST, and still be gaining 630,000 Health per turn.




What's most crazy about all this is that the total XP count for those upgrades comes to just:
1,350 + 850 + 600 + 600 + 750 = 4,150XP​
of which we have 62% and in fact we could grab almost everything aside from flight right now (850 + 600 + 600 + 750 = 2,800XP vs 2,601XP available). I'll admit it's quite tempting to drop Flight to the bottom of the list but seeing as that is one of Nepgear's only weaknesses now I feel that would be a terrible mistake.
 
I presume you mean resume? Because Nepgear was in a fight right before entering the mausoleum so Segarite Core would have already been adding to Nepgear's Health and going by:

it should still be active since Maw of Destruction was still active in the minutes between the cubstomp at the start of Splatter Gear and the resumption of combat at the end of Splatter Gear.

So the most reasonable thing is that once Nepgear drops out of combat, but still in the battle, Segarite Core goes into idle; not gaining Health but not shedding it just yet either.

Anyways now that we have completed The List:

and having seen all the new shop items are still locked, and behind unknown triggers at that, I think it's time to start considering a new list!

1) Flight Level 20 (1,350xp)
Nepgear is very well off damage wise with Purifier Beam, Celestial Severance, and Starshine. Speed wise however she is still rather slow since the Demon Summoners could outrun her. While Level 20 is an awfully big jump it's an important once because it takes Nepgear out of the range of what HSC 2 can detect. That makes Nepgear maneuverable enough, since her flight is Boosted, that almost no one can hit her.

2) Purifier Beam Level 20 (850xp)
Level 20 Purifier Beam means a Base Damage of 43,606. That is an insane amount of damage. For reference:

Considering Apocalypse is already described as:

that sorta damage is crazy.

Grabbing this ASAP is important because Nepgear already knows she has splash damage issues so it's better to start on the higher damage soon so she can learn to get a hold of it faster.

Furthermore since Nepgear's ability to cast spells is tied to her Attacks Per Turn Level 20 is extra important since that's when she unlocks her fifth APT. Oh and Purifier Beam probably gains Faith as an Affinity or another ability.

3) Celestial Severance Level 15 (600xp)
On average Celestial Severance deals ~100k damage per swing when Double Cast and Echo are factored in. This is good but Starshine deals 32k on normal mode and 16.2 million on Anti-Army mode. By bringing up Celestial Severance's level we increase it's average damage, including Double Cast and Echo, to around 3.7 million which is more in line with the "Fuck you and everyone else in your direction" spells Top Ten girls tend to have. Plus as you've seen from Purifier Beam above and Starshine below Celestial Severance needs the level boost to avoid becoming redundant.

4) Starshine Level 15 (600xp)
Let me just say it: Literal Skyfalling Damage. 2,246 Base Damage equates to 100,824 after Rain of Light and Quadra-Magic. Against armies, who would be foolish enough to field such a thing against Nepgear, we're talking 1.25x Brahmastra damage at 50.4 million damage.

5) INDESTRUCTIBLE CORE Level 16 (750xp)
I've demonstrated the math before but Level 16 ICORE raises Nepgear's effective NST to 8,976 which lets her ignore almost every attack out there. It also means that anyone who can bypass that needs to deal at least 630,000 damage per turn just to keep Nepgear from regenerating away the damage. An attack aimed at actually killing her in a single blow her must fall into the 841,700+ damage range.

All of that is if they are lucky enough to attack her in the opening round of combat. After three turns of building up Health, because so little can injure her, Nepgear would stand at 13,650 Health, 2,730,000 Effective Health, 15,213 NST, and still be gaining 630,000 Health per turn.




What's most crazy about all this is that the total XP count for those upgrades comes to just:
1,350 + 850 + 600 + 600 + 750 = 4,150XP​
of which we have 62% and in fact we could grab almost everything aside from flight right now (850 + 600 + 600 + 750 = 2,800XP vs 2,601XP available). I'll admit it's quite tempting to drop Flight to the bottom of the list but seeing as that is one of Nepgear's only weaknesses now I feel that would be a terrible mistake.
Right now I'm honestly in favor of saving a ton of xp for the moment we reveal a bunch of stuff (presumably when we activate Progenitor Frame for the first time).
 
We probably should activate PFrame next mission so we can start buying stuff for it, since it looks like we need to unlock virtually everything. Also, that unstable existence in red...
 
Poor Uni was not ready for something like this.
Really hoping she's going Atomic Blush and Maximum Tsun over everyone praising her awesome in vaporizing Sixth Heaven. Because the alternative is she messed up and now someones' dead.

Or use it by accident when using Core Purge to clean up any remaining pieces of Sixth Heaven which could be revived by Goddess Red.
Remember; Spies and intelligence leaks. Best to save it's deployment for something important like Reluxus. That way even though we lose the element of surprise what we gain, Reluxus Super Gate, is worth it.
 
After this mission, you'll start running the risk of running into the resurrected Juggernaut Drive.

Jus think you all deserve to know that. Likely without any kind of real back up.

Really hoping she's going Atomic Blush and Maximum Tsun over everyone praising her awesome in vaporizing Sixth Heaven. Because the alternative is she messed up and now someones' dead.
Let me put it this way:

Up until now, the most dangerous thing Uni has fought is Nepgear. Other than that, she's been crouching behind allied lines, and sniping Demon concentrations and possibly Dark Magical Girls from a safe distance in order to keep her head under the radar.

Now compare that to the current fight.
 
After this mission, you'll start running the risk of running into the resurrected Juggernaut Drive.

Jus think you all deserve to know that. Likely without any kind of real back up.
...we need to get Gabriel's Presence of Light up the levels now. The higher it is, the less the chance of Juggernaut managing to kill anyone, and the higher the chance we have of actually bringing her back to the Light.
 
Well, there's a lot of interesting new data given by the Progenitor Frame addition to the front page. One of the most interesting of which confirms that there is no Juggernaut Core. Perhaps the Frames were specifically needed to bring forth the Cores? Or maybe Juggernaut Core would have been a reflection of the portion of [Peace] (or whomever the Progenitor was) that got destroyed? That might have actually made Juggernaut Drive in some way weaker, which might explain her death.

Also, the Golem 'Fractal' is piloted by Sam and Lucky, but it seems 'Knight' has more flexibility in who can pilot it, with James, Michael, Aquila and Gabriel as potential pilots?
 
Last edited:
Up until now, the most dangerous thing Uni has fought is Nepgear.
So basically, she's been smart instead of suicidal :V

Has she really never sparred with her sister?
...we need to get Gabriel's Presence of Light up the levels now. The higher it is, the less the chance of Juggernaut managing to kill anyone, and the higher the chance we have of actually bringing her back to the Light.
On the plus side, at least the best melee fighters of Team GEAR are immune to Juggernaut Drive's Gae Bolg spell (which we were shown earlier when asking how the Drives managed to defeat Sixth Heaven)?

Also, I'm honestly more interested in Gabriel gaining Intercept than extra levels in Presence of Light.
After this mission, you'll start running the risk of running into the resurrected Juggernaut Drive.

Jus think you all deserve to know that. Likely without any kind of real back up.
Now that Nepgear knows IC that Command Seals exist and can be destroyed to rescue the resurrected MG, can't she abuse the fact that Core Purge only damages "enemies" to have it destroy the Command Seal without harming Juggernaut Drive herself?

Furthermore, is it even possible for a Drive to be personally hurt by Core Purge? Even without any specialized targeting, wouldn't using Core Purge on Juggernaut Drive simultaneously destroy the Command Seal and activate Progenitor Frame?
 
Last edited:
I'm thinking that the UD might have placed additional safeguards when sending Command Sealed individuals, especially when dealing with the stronger people like Old!Gabriel and Juggernaut Drive.
 
After this mission, you'll start running the risk of running into the resurrected Juggernaut Drive.

Jus think you all deserve to know that. Likely without any kind of real back up.
I think we saw that coming.

Juggernaut Drive is the ideal candidate to breach Indestructible Core, especially after the Segarite Core. It's the weakest against a singular overwhelming alpha strike.
Let me put it this way:

Up until now, the most dangerous thing Uni has fought is Nepgear. Other than that, she's been crouching behind allied lines, and sniping Demon concentrations and possibly Dark Magical Girls from a safe distance in order to keep her head under the radar.

Now compare that to the current fight.
Uni: "You guys deal with this ALL the time?!"
 
I'm thinking that the UD might have placed additional safeguards when sending Command Sealed individuals, especially when dealing with the stronger people like Old!Gabriel and Juggernaut Drive.
Uhh, remember that we had no problem destroying the Command Seal that was on Solid Drive, and according to Rei, the Command Seals are created by Goddess Red's power and even Red herself doesn't know much about them.


Also @crystalwatcher
Lucky's Stats tab still lists her Affinities as "Wind | Earth | (Divinity)".
 
I think we saw that coming.

Juggernaut Drive is the ideal candidate to breach Indestructible Core, especially after the Segarite Core. It's the weakest against a singular overwhelming alpha strike.
OTOH, most alpha strikes are a multiple of the target's HP, which is a lot less effective against Nepgear as her durability comes from her unnegatable 99% dmg reduction. However, Juggernaut being Divine affinity means we need to watch out for stuff like Auto Kill
 
I AM TRYING TO DECIDE WHETHER OR NOT TO LEAVE IT AS THIS OR NOT!!!!

SHOULD I, OR SHOULD I NOT?!?!?!


(Demon King Casts Fist: 2,500 Base Damage, +47 Dice, Godlike Strength Negated, +500 Stationary Target, x5 Divine Existence = 15,235 Total Damage
Gabriel says, "Bring it on, bro!": 4,000 Base Resilience, +542 Dice, +4,500 Judgement, +344 Extra Dice, +1,000 Braced for the Blow, +780 Divine Inspiration (Shell), +500 Divine Shield = 11,666 Damage Reduction

Gabriel Takes 3,569 Total End Damage!

Gabriel: 30,000 - 3,569 = 26,431 Health Remaining)

Also @crystalwatcher
Lucky's Stats tab still lists her Affinities as "Wind | Earth | (Divinity)".
Yes? <----- is not seeing the problem here*
 
Lucky's Stats tab still lists her Affinities as "Wind | Earth | (Divinity)".
If I had to guess, that's probably correct. Originally, it was just "Wind | Earth", but after she got a Core Connection, "(Divinity)" showed up on her sheet. So blame Nepgear.

EDIT:
The sudden inclusion of a new voice cuts the conversation short, you and Aquila both try very hard to ignore eachother's existences while sporting luminescent blushes. Lucky is instead fascinated by the bright pink sparkles she is now able to call up on demand, completely oblivious to the awkwardness she had left you in.
Definitely blame Nepgear.
 
Last edited:
I AM TRYING TO DECIDE WHETHER OR NOT TO LEAVE IT AS THIS OR NOT!!!!

SHOULD I, OR SHOULD I NOT?!?!?!
You shouldn't.

Because you forgot Echo of Peace!
That would make it:
(Demon King Casts Fist: 2,500 Base Damage, +47 Dice, Godlike Strength Negated, +500 Stationary Target, x5 Divine Existence = 15,235 Total Damage
Gabriel says, "Bring it on, bro!": 4,000 Base Resilience, +542 Dice, +4,500 Judgement, +344 Extra Dice, +1,000 Braced for the Blow, +780 Divine Inspiration (Shell), +500 Divine Shield, +9,902 Echo of Peace = 21,568 Damage Reduction

Gabriel Takes 0 Total End Damage!)
 
Back
Top