Crystalwatcher's Magical Girl Quest!

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(THE END: 11,500 Base Damage, +165 Dice, +2,300 Full Auto, +2,300 Full Auto, +2,300 Full Auto, +2,300 Full Auto, +2,300 Full Auto, +319x45 Full Auto, +780 Divine Inspiration (Shell), +500 Hostile Divinity Effect = 38,800

Burst Stream of Obliteration Triggers!

THE END: 11,500 Base Damage, +165 Dice, +4,600 Full Auto, +4,600 Full Auto, +4,600 Full Auto, +4,600 Full Auto, +4,600 Full Auto, +638x45 Full Auto, +780 Divine Inspiration, +500 Hostile Divinity Effect = 64,655 193,965 Total Damage
Demon King: 2,500 Base Resilience, +1,439 Dice, -1,625 Armor Break, -1,875 Juggernaut, +300 Legendary Existence = 739 Damage Reduction

Demon King takes 193,226 Total End Damage!

Demon King = 25,000 - 193,226 = -190,726 Remaining Health)

More like your guy's plan finally went through with a bit of a pep talk from Samael.

well absolute surprise can clock in at -1,000 resilience:
Holyshitwhatthefuck takes 1/10 of the target's resilience out of the picture.
 
...


More like your guy's plan finally went through with a bit of a pep talk from Samael.


Holyshitwhatthefuck takes 1/10 of the target's resilience out of the picture.
Ahh. So basically all that happened was that JC failed to take advantage of her right to take the first turn of the battle phase.

Curious to see whether or not that much overwhelming firepower caused it to punch through the Demon King and hit Sixth Heaven too.

Edit:
I hope that pep talk didn't cost Samael his chance to steal some Spells.
 
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@crystalwatcher - It really doesn't make much of a difference but the Demon King has a Base Resilience of 5,000 not 2,500:
Demon King
Level 25
Health: 25,000
Base Damage: 2,500
Base Resilience: 5,000
Attacks Per Turn: 6
Affinities: Conquest | Fire | Legend
Ability: Auto Assault | Juggernaut | Collateral Damage

Here are the updated numbers:
(THE END: 11,500 Base Damage, +165 Dice, +2,300 Full Auto, +2,300 Full Auto, +2,300 Full Auto, +2,300 Full Auto, +2,300 Full Auto, +319x45 Full Auto, +780 Divine Inspiration (Shell), +500 Hostile Divinity Effect = 38,800

Burst Stream of Obliteration Triggers!

THE END: 11,500 Base Damage, +165 Dice, +4,600 Full Auto, +4,600 Full Auto, +4,600 Full Auto, +4,600 Full Auto, +4,600 Full Auto, +638x45 Full Auto, +780 Divine Inspiration, +500 Hostile Divinity Effect = 64,655 193,965 Total Damage
Demon King: 5,000 Base Resilience, +1,439 Dice, -3,250 Armor Break, -3,750 Juggernaut, +300 Legendary Existence = 261 Extra Damage

Demon King takes 194,226 Total End Damage!

Demon King = 25,000 - 194,226 = -169,226 Remaining Health)


Edit: Also your Remaining Health was wrong as you typed, going by the math, 2,500 not 25,000 into the calculator.
 
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Ahh. So basically all that happened was that JC failed to take advantage of her right to take the first turn of the battle phase.

Curious to see whether or not that much overwhelming firepower caused it to punch through the Demon King and hit Sixth Heaven too.

Edit:
I hope that pep talk didn't cost Samael his chance to steal some Spells.
Considering splash damage starts being caused by damage at the 20000 range, and JC's doing over 9.5 times that, I'm pretty sure Sixth Heaven's dead as the metaphorical doornail.
 
@crystalwatcher - It really doesn't make much of a difference but the Demon King has a Base Resilience of 5,000 not 2,500:


Here are the updated numbers:
Considering that Armor Break is a debuff to Base Resilience, wouldn't it also reduce the effect of Juggernaut (ignore 75% of the debuffed value of Base Resilience), making that calculation look like this?
Demon King: 5,000 Base Resilience, +1,439 Dice, -3,250 Armor Break, -875 Juggernaut, +300 Legendary Existence = 2614 Damage Reduction
 
Considering that Armor Break is a debuff to Base Resilience, wouldn't it also reduce the effect of Juggernaut (ignore 75% of the debuffed value of Base Resilience), making that calculation look like this?
You'd think so but it seems to work off the non-debuffed value as 1,875:
Demon King: 2,500 Base Resilience, +1,439 Dice, -1,625 Armor Break, -1,875 Juggernaut, +300 Legendary Existence = 739 Damage Reduction
is 75% of 2,500.

I suppose it makes sense since Juggernaut says:
Juggernaut: Ignore 75% of opponent's Base Resilience.
while Armor Break says:
Armor Removal: Hits the target with a 65% Base Resilience debuff.
so Juggernaut runs off the Base Resilience which is unaffected since Armor Removal only adds a debuff it doesn't reduce the Base Resilience itself.
 
so Juggernaut runs off the Base Resilience which is unaffected since Armor Removal only adds a debuff it doesn't reduce the Base Resilience itself.
I've always read that as meaning that it inflicts a debuff which reduces Base Resilience.

Just like how in games you use "an attack debuff" as shorthand for "a debuff which reduces the value of the Attack stat".
 
I've always read that as meaning that it inflicts a debuff which reduces Base Resilience.

Just like how in games you use "an attack debuff" as shorthand for "a debuff which reduces the value of the Attack stat".
While that is a very reasonable reading going by what we've seen of the mechanics I think it's fairly safe to say nothing, or at least almost nothing, effects Base values, like Base Resilience or Base Attack, directly in combat. Everything we've seen so far has been positive or negative buffs on those figures.

I'm going to go lay down for a bit before continuing this, because I really should have caught that and I'm starting to tilt.

Nooo! That means the update will probably come out while I'm asleep! I'll be late to the analysis party.

Still sleep is very important and you should go get some. No one, at least I hope no one, wants you collapsing at your computer.
 
I work early in the mornings so the update will come out late this afternoon for me. Mhm....Nepgear fun times and a Pot Roast dinner. *Is Super Smug*
 
To give it a good understanding, it goes something like this:

A "mortal" has a metaphysical cost of "1". This is all of your myriad entities all over the LDC. Demon foot soldiers, random war angels, Elves, Fairies, Humans, what have you. All these beings count as "Mortals". Magical Girls on the other hand are more in line with Gaia's idea of a "Perfect Humanity". Individuals powerful enough to register on nearly anyone's threat scale. While they came about using Human views on the operation of Magic, it was Gaia that prodded it just enough to get her desired result out of it. Otherwise Magical Girls wouldn't be a thing.

Because of this difference, and the direct influence of their existence by a Divine Being, Magical Girls - from the weakest to the strongest - all have a metaphysical cost of "3" or more. For example, Truth had a "cost" of "3" but Goddess Grey has a "cost" of "7" give or take.

The being behind Nepgear's power has a metaphysical "budget" of "2". Thus, without some kind of work around to reduce the cost of the "purchase" or a way to increase it's "budget" then it has no way of "buying" a Magical Girl. The more powerful the being, the higher the cost.

Gaia has a theoretically "infinite budget" when it comes from Human-Derived entities because Humanity is already under her purview. Chronos can afford up to Legend when "hiring" Magical Girls.

So on.
Now this has me curious as to what would happen if someone were to awaken as a magical girl after having gotten a Core Connection.
 
Now this has me curious as to what would happen if someone were to awaken as a magical girl after having gotten a Core Connection.
My guess is that if they have the potential to awaken then simply getting a Core Connection would forcibly awaken them. Probably as another girl, likely Divinity although possibly Epic, backed by the same force behind the Cores and Drives.

Given the million to one odds of any given girl having the potential though it's not really worth considering.
 
Hm. We should see about hanging out with White sometime. See if we can figure out what those ????? are for the Progenitor Frame.
 
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(Unified Light) Magical Girl Pointed Rain

Robyn Kleid
Stats

Health: 300
Base Damage: 150
Base Resilience: 150
Magic Modifier: 120

Affinity: Accuracy| Ruin| Story
Weapon


Sucher
Level 5
Attacks Per Turn: 3
Affinities: Accuracy| Ruin
Ability: Multi Shot
Spells

Iron Rain
Pointed Rain causes sharp, metal objects to rain from the sky
Level 2
Base Damage: 300
Magic Modifier: 240
Affinity: Ruin
Ability: Rain of Light

Two Birds
Pointed Rain blasts an opponent and the blast then bounces off to hit another
Level 4
Base Damage: 600
Magic Modifier: 480
Affinity: Accuracy
Ability: Ricochet

Dart of Decay
Pointed Rain fires a projectile into an enemy's skin and they begin to whither away.
Level 3
Base Damage: 450
Magic Modifier: 360
Affinity: Accuracy| Ruin
Ability:Murder


Abilities

Lord of Arrows
While on the field, Pointed Rain decides which individual will be hit by every ranged attack, including those fired by enemies.

Piercing Gaze
Pointed Rain sees through all illusions, disguises and attempts at magical or mundane concealment. She is also immune to being dazzled or blinded.


Wrecker
Pointed Rain does triple damage to objects and octuple damage to buildings.





I was inspired to start coming up with some of my own magical girls with more "bullshit" than numbers. This naturally means they might be overpowered, so if tey need to be edited or switch faction, that's okay.
 
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My guess is that if they have the potential to awaken then simply getting a Core Connection would forcibly awaken them. Probably as another girl, likely Divinity although possibly Epic, backed by the same force behind the Cores and Drives.

Given the million to one odds of any given girl having the potential though it's not really worth considering.
Hey Uber I was looking at your Upgrade plan and I was wondering if you might want to switch things around abit. We have 2,601 XP right now, and the final mission XP hasn't been posted yet, but we are looking at roughly 3K XP by the time all is said and done I think. So while I completely agree with you about getting Flight Level 20 (1,350 XP) first, I was thinking we get Starshine Level 15 (600 XP) second, and Purifier Beam Level 20 (850 XP) Third.

We are going to be dealing with Armies at the Hyper Gate, so I think Starshine should be upgraded before CS, and I'm pretty sure we're going to go PFRAME for the boss there so we don't need CS for that either. I agree we should upgrade it but I wouldn't say it's 3rd in line.
 
We are going to be dealing with Armies at the Hyper Gate, so I think Starshine should be upgraded before CS
The thing with Starshine is that it's already crazily over powered. In Anti-Army mode it's 16.2 million damage and in Anti-Unit mode it's 32.4k damage. Without bullshit "I can't die from one hit" abilities, which units generic enough to have them in armies don't have, anything hit by that is dead.

Honestly about the only reason for upgrading Starshine is to get a high damage attack (100k) with a longer range then Celestial Severance, at least I'm fairly certain Starshine has a longer range. Well that and whatever bonus it unlocks might be useful.

Incidentally Purifier Beam is going to be important on Reluxus. We know there is an Army Action awaiting us there:
that requires an army action to activate. We don't even know what those are yet.
Had you guys gone on Operation Canned Whoopass you would have come across your first one.
which means we'll (hopefully) get a chance to see Supremacy Zone's Army Action bit of Nepgear bombarding the enemy 30x with her Purifier Beam.
30x 5k is only 172,290 which is nothing against an army of serious size. 30x 43k meanwhile is 1,308,180 which should be significant at that scale.

Edit: Turns out I misremembered the Operation names. Canned Whoopass was Valhalla not Reluxus that is High Tide.
 
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Honestly about the only reason for upgrading Starshine is to get a high damage attack (100k) with a longer range then Celestial Severance, at least I'm fairly certain Starshine has a longer range. Well that and whatever bonus it unlocks might be useful.
I just realized another one. When flying you can only take one action per turn. Starshine lets us hit multiple enemies with a single attack.
 
Honestly about the only reason for upgrading Starshine is to get a high damage attack (100k) with a longer range then Celestial Severance, at least I'm fairly certain Starshine has a longer range. Well that and whatever bonus it unlocks might be useful.
There's a much more important application of Starshine which you're forgetting to consider.

Starshine is Nepgear's only attack which can be safely used in crowded places, such as underground!

At least for now. That becomes a moot point once we learn how to actually control the Purifier Beam's output............or learn some more non-AOE Spells.
 
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