Crystalwatcher's Magical Girl Quest!

(Unified Light) Magical Girl Army Thinner

Dalal Samara
Stats

Health: 300
Base Damage: 210
Base Resilience: 90
Magic Modifier: 60

Affinity: Family | Surprise | Story
Weapon

Tathir Airtifae

Level 2
Attacks Per Turn: 1
Affinities: Family | Surprise
Ability: Armour Pierce | Execute | Backstab
Spells

Sneak Attack
Target suddenly suffers heavy injuries
Level 5
Base Damage: 1050
Magic Modifier: 300
Affinity: Surprise
Ability: Murder


Envenom
Army Thinner injures an opponent and poisons them.
Level 1
Base Damage: 210
Magic Modifier: 60
Affinity: Surprise
Ability: Poison

Skewering Strike
Army Thinner turns two opponents into a kebab.
Level 1
Base Damage: 210
Magic Modifier: 60
Affinity: Family
Ability: Ricochet

Abilities

Cloaked
-Army Thinner is hidden by illusion until she attacks or willingly sheds the illusion.

Barbs of Friendship
-Damage done by Army Thinner's attacks which only target a single individual is multiplied by the number of the target's allies on the field



Another useful girl for Charon.
 
Last edited:
(Unified Light) Magical Girl Army Thinner

Dalal Samara
Stats

Health: 300
Base Damage: 210
Base Resilience: 90
Magic Modifier: 60

Affinity: Family | Surprise | Story
Weapon

Tathir Airtifae

Level 2
Attacks Per Turn: 1
Affinities: Family | Surprise
Ability: Armour Pierce | Execute | Backstab
Spells

Sneak Attack
Target suddenly suffers heavy injuries
Level 5
Base Damage: 1050
Magic Modifier: 300
Affinity: Surprise
Ability: Murder


Envenom
Army Thinner injures an opponent and poisons them.
Level 1
Base Damage: 210
Magic Modifier: 60
Affinity: Surprise
Ability: Poison

Skwering Strike
Army thinner turns two opponents into a kebab.
Level 1
Base Damage: 210
Magic Modifier: 60
Affinity: Family
Ability: Ricochet

Abilities

Cloaked
-Army thinner is hidden by illusion until she attacks or willingly sheds the illusion.

Barbs of Friendship
-Damage done by Army Thinner is multiplied by the number of the target's allies on the field.



Another useful girl for Charon.
How is Barbs of Friendship supposed to interact with AOE attacks, such as her Skewering Strike spell? Are all targets counted as each others' allies?
 
Personally, I'm thinking Soul Reaper, Artemis, then either a mission or break, depending on the teams condition and/or how important the new missions are.
Disregarding potential Beta knowledge, is there any particular reason that you'd prefer to handle Soul Reaper before Artemis?

I'd like to do Artemis first, then take a break because I'd rather not subject Team GEAR to three missions in a row, plus depending on when they'll spend their XP we might be able to influence their decisions. I know I've repeatedly stated that I'd like to get Gabriel's Presence of Light Ability at as a high level as we can, to at least 25.

Since we're planning on doing a mission where we're going to fight resurrected Magical Girls, I think having a method to selectively damage the seals while not injuring the Girls would be quite useful. That Presence of Light also heals Gabriel's allies only makes that Ability better in my opinion.

And since we won't be able to talk with Gabriel about Presence of Light until we head to the base, I simply think that we should do Artemis first, then head to the base for the chat. Plus, JC might have recovered enough to be able to work with us!

...actually, I just thought of another reason. It's all but been outright stated that we'll have to activate the Progenitor Frame on Artemis, so we'll finally have that figured out. We'll be able to activate it with the two Solids, so we'll get their unlocked abilities. If we head to Artemis, activate the P-Frame, then we can activate it on Soul Reaper! And if we have the two Judgements with us, then they can also be included in the P-Frame! Sega might have gotten the second event needed for her to unlock INDESTRUCTIBLE FRAME too.

Yes, I can definitely see multiple reasons to do Artemis first.
 
Last edited:
A few reasons:
1) The sooner we do Soul Reaper, the sooner we free up Red Rose, and any un-brainwashed MG's for other missions. Uber noted himself that we seem to be bearing the brunt of the "keep everything spinning" work, so freeing up some heavy hitters is likely to help with that.
2) Soul Reaper will become more and more dangerous the longer we delay, as the chances of Goddess Red showing up increases further and further.
3) Soul Reaper is likely going to be easier then others, as we have a really strong ally, and if we turn a few of the resurrected, the fights will likely only get easier.
4) If Juggernaut Drive shows up, we may be able to rescue her, which will give us all five needed for a complete activation.
5) If Goddess Red does show up, we may be able to plant the seeds for her eventually defecting. A bit of a long-shot admittedly, but it's something to consider.
 
So a thought just occurred to me.

Last night, (if I'm remembering and understanding things correctly) crystalwatcher said that the Progenitor Frame as a whole counts as a Divine Being, not a Magical Girl.

If so, this seems at odds with the fact that the infodump on Divine Beings says that they have a strict minimum of 7 affinities, yet the Progenitor Frame is only listed as having 3 affinities (which may very well be the reason why it's an Unstable Existence.

Thus, my question is this: Could one of the effects of each of the various "In Memoir" and/or "Cataclysmic Symphony" abilities in the Shop be "Add X as an affinity of the Progenitor Frame"?

Right now there's 3 In Memoir abilities in the Shop, so one affinity from each of them plus Peace would bring it to the required minimum of 7.

If this theory is correct, I'd assume that the affinities being added are ones possessed by each of the three non-gold Goddess, probably Time/Steel/Life.

That would result in a full Progenitor Frame possessing the affinities of Purity | Faith | Time | Steel | Life | Peace | Divinity. Reaching the minimum number of affinities for Divine Beings would likely seal the effect of Unstable Existence (or unlock access to an ability which does so).


Anyone have any thoughts on this theory, or am I going way off the deep end @crystalwatcher?
I suppose they would be (unless this a battle with more than two sides or something)
That's pretty freaking bullshit if she gets any larger AOE attacks! Maybe reduce the scaling a bit? 5x damage to all targets if you hit 5 things with one attack is ridiculous!
 
A few reasons:
1) The sooner we do Soul Reaper, the sooner we free up Red Rose, and any un-brainwashed MG's for other missions. Uber noted himself that we seem to be bearing the brunt of the "keep everything spinning" work, so freeing up some heavy hitters is likely to help with that.
2) Soul Reaper will become more and more dangerous the longer we delay, as the chances of Goddess Red showing up increases further and further.
3) Soul Reaper is likely going to be easier then others, as we have a really strong ally, and if we turn a few of the resurrected, the fights will likely only get easier.
4) If Juggernaut Drive shows up, we may be able to rescue her, which will give us all five needed for a complete activation.
5) If Goddess Red does show up, we may be able to plant the seeds for her eventually defecting. A bit of a long-shot admittedly, but it's something to consider.
I see. Those are certainly some good reasons, and I can't see anything wrong with them. I actually took a look at the update where Missions were unlocked, and I didn't see anything about negative effects from taking multiple missions at a time. Let me just check, and depending on the answer, I may change my vote.

@crystalwatcher, I keep thinking that there will be negative effects on Team GEAR if we take too many missions without a break. Is this line of thinking correct?
 
@crystalwatcher, I keep thinking that there will be negative effects on Team GEAR if we take too many missions without a break. Is this line of thinking correct?
It was previously mentioned, yes:
If you choose to go on a new mission though, you'll be literally hopping from one battle to the next, with no real break in between, save whatever rest you can catch on the ride over. This might not be very bad for Nepgear, but understand that Team GEAR is merely mortal. They need to rest some time, otherwise it'll start impacting their performance.
However, considering they're currently fine, they may have one or two more missions left in them. I'm hoping we can get in a total of 3/4 missions before we need to stop.

Also, we just unlocked the Golems for them. Time to try them out, and it might help keep them refreshed.
 
Magic Modifier is not added to METEOR.
Is this stated anywhere else? I've looked through the "Total Charge" and "METEOR" mentions in thread and this is the only statement about Magic Modifier not applying to METEOR damage.

LDj's bible of abilities has Auto Max Charge described as adding the Magic Modifier number (the X part of the 1dX) to the roll, AMC is a super ability of the full version of METEOR. Which implies that METEOR does get a Magic Modifier added, otherwise Total Max Charge would be pointless as an ability.

Cutting the Magic Modifier from METEOR makes the attack half as effective, which means our fairy can't knock down Red's army faster then it can be summoned.
EDIT: A bit of spreadsheet math reveals that Lucky Star can't actually unmake the army if Goddess Red is summoning more. Assuming average rolls throughout, and using the Magic Modifier build up by Total Charge for METEOR, Lucky can't bring the army down to zero Health before enough are gathered for their collective Resilience to exceed even METEOR's ability to damage them for reasonable starting numbers of the skeleton army.
 
Last edited:
A few reasons:
1) The sooner we do Soul Reaper, the sooner we free up Red Rose, and any un-brainwashed MG's for other missions. Uber noted himself that we seem to be bearing the brunt of the "keep everything spinning" work, so freeing up some heavy hitters is likely to help with that.
2) Soul Reaper will become more and more dangerous the longer we delay, as the chances of Goddess Red showing up increases further and further.
3) Soul Reaper is likely going to be easier then others, as we have a really strong ally, and if we turn a few of the resurrected, the fights will likely only get easier.
4) If Juggernaut Drive shows up, we may be able to rescue her, which will give us all five needed for a complete activation.
5) If Goddess Red does show up, we may be able to plant the seeds for her eventually defecting. A bit of a long-shot admittedly, but it's something to consider.
This is a good point.

Another reason I just thought of is that Gaia is extremely good at playing the long game and doesn't really ever rush into anything, so the negotiations with Shiva-Sil could drag on for quite a long time if nobody interferes.

Additionally, a major pro-humanity shift in the war's balance of power (debuting Progenitor Frame, rescuing a bunch of powerful undead Magical Girls, bringing Juggernaut Drive and/or Goddess Grey back to the light, etc) could also shift Gaia's perspective on the negotiations.
 
It was previously mentioned, yes:

However, considering they're currently fine, they may have one or two more missions left in them. I'm hoping we can get in a total of 3/4 missions before we need to stop.

Also, we just unlocked the Golems for them. Time to try them out, and it might help keep them refreshed.
Very well then, consider my objections silenced. Though I do plan to fervently argue in favor of doing Artemis after this. Just a word of warning.

[X]The Victorious Dead (Operation: Soul Collector)
 
Everything is still the same day, right?
Also, we probably want to focus on the missions that free up manpower so other people can help put out fires besides Team Gear.
 
Is this stated anywhere else? I've looked through the "Total Charge" and "METEOR" mentions in thread and this is the only statement about Magic Modifier not applying to METEOR damage.

LDj's bible of abilities has Auto Max Charge described as adding the Magic Modifier number (the X part of the 1dX) to the roll, AMC is a super ability of the full version of METEOR. Which implies that METEOR does get a Magic Modifier added, otherwise Total Max Charge would be pointless as an ability.

Cutting the Magic Modifier from METEOR makes the attack half as effective, which means our fairy can't knock down Red's army faster then it can be summoned.
EDIT: A bit of spreadsheet math reveals that Lucky Star can't actually unmake the army if Goddess Red is summoning more. Assuming average rolls throughout, and using the Magic Modifier build up by Total Charge for METEOR, Lucky can't bring the army down to zero Health before enough are gathered for their collective Resilience to exceed even METEOR's ability to damage them for reasonable starting numbers of the skeleton army.
Total Charge is required to even be able to cast the spell. And yes, that's the full version, it's a multi-user spell. Lucky's is naturally far inferior compared to it, especially since she lacks two of the Affinities required for the complete spell.

Also, Goddess Red has more then the Spawn of Chaos in her armies, and did you remember to account for her "Spell Boost" and "Omni-Caster" abilities? Thanks to her weapons Omni-caster, she can cast three times per turn, despite normally only have 1 Attack per Turn, and her Spell Boost is added to the charging of the spell.
 
did you remember to account for her "Spell Boost" and "Omni-Caster" abilities? Thanks to her weapons Omni-caster, she can cast three times per turn, despite normally only have 1 Attack per Turn, and her Spell Boost is added to the charging of the spell.
No, because we don't have any info at all yet on Red's primary weapon. We only have info about the Black Knight.

Also, wouldn't that require her weapon to have both Multi-Caster and Omni-Caster? Omni-Caster is the one that lets you cast multiple spells per turn, but is still subject to the limitation of your attacks per turn. Multi-Caster is required in order to cast multiple spells per action.
 
Very well then, consider my objections silenced. Though I do plan to fervently argue in favor of doing Artemis after this. Just a word of warning.
I'll be arguing with you.
No, because we don't have any info at all yet on Red's primary weapon. We only have info about the Black Knight.

Also, wouldn't that require her weapon to have both Multi-Caster and Omni-Caster? Omni-Caster is the one that lets you cast multiple spells per turn, but is still subject to the limitation of your attacks per turn. Multi-Caster is required in order to cast multiple spells per action.
I meant Lucky. And not if it's a weapon ability, which represents that it's an excellent magic-channelling tool, not as great as a weapon.
I believe he was referring to Lucky, since Red's primary weapon is the Black Knight. Her Overwhelming Presence is her only way to damage people on her own.
Yep.

And I'm off to bed, so no more questions. Not that I would have answered OoC ones anyway. :p
 
Also, Goddess Red has more then the Spawn of Chaos in her armies, and did you remember to account for her "Spell Boost" and "Omni-Caster" abilities? Thanks to her weapons Omni-caster, she can cast three times per turn, despite normally only have 1 Attack per Turn, and her Spell Boost is added to the charging of the spell.
I didn't think Goddess Red even had a normal Magic Modifier. Is three casting per turn of Hydra-Teeth warriors that can withstand the biggest nuke humanity has really necessary? :o (Brahmastra Does 40,000,000 unstoppable damage, 30,000 of just the typical spawn have more Health than that and an army buff that keeps any of them from dying.)

If you meant Lucky, I did take Spell-Boost/Child of Mistilin into account, it's why she gets to drop a METEOR every ten turns instead of every thirty turns. I didn't use Omni-Caster because my understanding was that it removed the spell cap, where Multi-Caster (as per Samael's Drive Boost spell) granted extra spells in the manor described. Since Lucky has one attack lifting the cap doesn't actually let her cast more spells. I just thought of it as a less-useful effect on a weapon that already doubled her magic and attack.

Edit: Ninja'd with explanations,
 
Last edited:
I believe he was referring to Lucky, since Red's primary weapon is the Black Knight. Her Overwhelming Presence is her only way to damage people on her own.
For Goddess Red, I actually doubt that the Black Knight is her primary weapon. It's not nearly bullshit enough to be the primary weapon of a Goddess, especially considering that it's way higher level than the primary weapons of the others (the Knight is level 10, whereas Gold and Grey have level 3 weapons and White has a level 2 weapon).


As for Goddess Red's Overwhelming Presence, based on the exact wording, it's actually way less dangerous than Sixth Heaven's unless you try to fight her solo.

Sixth Heaven's version say that "Enemies within range have their actions per turn reduced to 1", whereas Red's says "Reduce Opponent's 'Attacks Per Turn' by 5."

The fact that Red's says" Opponent's" instead of "Opponents'" means that it either only applies to one opponent at a time or is a total reduction of 5 actions, split up among various opponents.

To reduce every enemy's attacks per turn by 5 each, it would need to say either "Opponents'" or use the same type of phrasing as Sixth Heaven's version.
 
For Goddess Red, I actually doubt that the Black Knight is her primary weapon. It's not nearly bullshit enough to be the primary weapon of a Goddess, especially considering that it's way higher level than the primary weapons of the others (the Knight is level 10, whereas Gold and Grey have level 3 weapons and White has a level 2 weapon).


As for Goddess Red's Overwhelming Presence, based on the exact wording, it's actually way less dangerous than Sixth Heaven's unless you try to fight her solo.

Sixth Heaven's version say that "Enemies within range have their actions per turn reduced to 1", whereas Red's says "Reduce Opponent's 'Attacks Per Turn' by 5."

The fact that Red's says" Opponent's" instead of "Opponents'" means that it either only applies to one opponent at a time or is a total reduction of 5 actions, split up among various opponents.

To reduce every enemy's attacks per turn by 5 each, it would need to say either "Opponents'" or use the same type of phrasing as Sixth Heaven's version.
Autonomous Defenders come in two basic varieties: hard to kill but weak hitting, or easy to kill but hard hitting. Apparently Red's Knight is the former, but because it's Epic-tier it grew fast enough to be a threat by virtue of how hard it hits. It's primary purpose is to stall opponents long enough for Red to summoning capable of curbstomping whatever's bothering her.
 
Autonomous Defenders come in two basic varieties: hard to kill but weak hitting, or easy to kill but hard hitting. Apparently Red's Knight is the former, but because it's Epic-tier it grew fast enough to be a threat by virtue of how hard it hits. It's primary purpose is to stall opponents long enough for Red to summoning capable of curbstomping whatever's bothering her.
That's the thing though. If it is actually her primary weapon, it wouldn't actually be very hard hitting for what it is.

Since we know that non-Divinity MGs have linear stat growth, generally gaining stats each level equal to their level 1 stats, let's see what the Base Damage per Level is for the Goddess if the Black Knight is Red's main weapon (with the assumption that attacks per turn increases by 1 every 5th level).
  • Gold: 5000 damage per level, 3 attacks per turn at level 1.
  • White: 1500 damage per level, 2 attacks per turn at level 1.
  • Grey: unique mechanics that give crazy damage output.
  • Red: 500 damage per level, 3 attacks per turn at level 1.
That would put the Base Damage of Red's weapon at the minimum of what's standard for an Epic MG (aside from one extra attack per turn), compared to the other Goddesses each having damage output way above the standard for an Epic.


I get that Goddess Red's personal Base Damage is N/A, but that doesn't mean that she doesn't have a weapon that's used for stuff other than direct attacks (such as one which enhances spellcasting). Don't forget that Sixth Heaven had weapons other than the Demon King! I expect it to be the same for Goddess Red!
 
Back
Top