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.