Crystalwatcher's Magical Girl Quest!

For those interested, this is my current upgrade priority:

1) Emissary of the Core x2 (2000 xp)
2) Catackysmic Symphony: The Memory of [WAR] (??? xp)
3) Catackysmic Symphony: The Memory of [PEACE] (??? xp)
4) Increase Purifier Beam to 20 (850 xp)
5) Increase Indestructible Core to 20 (700 xp)
6) Increase Purifier Beam to 25 (1100 xp)
7) Increase Starshine to 25 (1950 xp)
8) Increase Celestial Severance to 25 (1950 xp)
9) Increase Indestructible Core to 30 (2450 xp)
10) Increase Flight to 30 (2450 xp)

That's 13,450+ EXP altogether.
 
I still think that we should wait until after we've gotten the collateral damage issue controlled to upgrade the PB any further, but on the whole it looks pretty good to me.
 
Mmm. Personally, I'm in favor of leaving Emissary for the... narratively appropriate moment, rather than just whenever we get all the prereqs.
 
I still think that we should wait until after we've gotten the collateral damage issue controlled to upgrade the PB any further, but on the whole it looks pretty good to me.
What makes you think we'll ever get it under control properly?

Seriously, every time we upgrade it a level past level 18, we're probably going to have adjust immensely and immediately, as by that point, we're triggering such effects with raw damage, let alone the extra from Apocalypse.

We're just going to have to accept that we'll just have to avoid shooting near allies what-so-ever.
Eh, not really, imo. But I need to go to bed so I can't really debate it right now.
Oh come on, imagine it, as the Progenitor Frame [spoilers] and [spoilers], [spoilers] and [spoilers]. It'd be cool!
Stuff like this is why I want to hang onto some unspent xp.
We can spend EXP pre-emptively on an option.
 
Spell Upgraded!

Celestial Severance
-A One-Hit linear attack that obliterates everything in it's path.
Level 10 -----> 11 -----> 12 -----> 13 -----> 14 -----> 15
Base Damage: 25,600 -----> 51,200 -----> 102,400 -----> 204,800 -----> 409,600 -----> 819,200
Magic Modifier: 275 -----> 300 -----> 325 -----> 350 -----> 375 -----> 400
Affinity: Purity | Divinity
Ability: Unstoppable | Prime Evil slayer | Double Cast | Echo
Spell Upgraded!

Starshine
-Watch the sky fall.
Level 10 -----> 11 -----> 12 -----> 13 -----> 14 -----> 15
Base Damage: 737 -----> 921 -----> 1,151 -----> 1,438 -----> 1,797 -----> 2,246
Magic Modifier: N/A
Affinity: Purity | Divinity
Ability: Rain of Light | Prime Evil Slayer | Quadra-Magic | Target: Army
Ability Upgraded!

Flight (Boosted)
Level 11 -----> 20
Flight Speed: 100mph -----> 190

High Speed Combat (Level 3), get!
Ability Upgraded!

INDESTRUCTIBLE CORE
Level 10 -----> 11 -----> 12 -----> 13 -----> 14 -----> 15 -----> 16
Health: 3,000 -----> 3,200 -----> 3,400 -----> 3,600 -----> 3,800 -----> 4,000 -----> 4,200
Resilience: 1,100 -----> 1,200 -----> 1,300 -----> 1,400 -----> 1,500 -----> 1,600 -----> 1,700


581 Total EXP Remaining


(Prime Evil Slayer is the stronger version of Evilslayer. If an opponent has Evil, and another negative Affinity they take 700% extra damage.)​
I think we're number 11 on the Top Twenty list. I don't see anyone other than the Top Ten having the capability to fight us and win. Anyone less than that doesn't have the firepower to potentially crack INDESTRUCTABLE CORE or they don't have the conceptual bullshit necessary to survive fights at that level.
 
We can spend EXP pre-emptively on an option.
Yes, but we currently have a fuck ton of options with no indication of what they do or when they will be unlocked (beyond all having Progenitor Frame as a prereq).

We can spend XP at any time, even in the middle of a mission, so I want to have some saved up so we can grab whichever abilities unlock first.
 
Pfft, come back when it can out-gun V.I.C.T.O.R.Y.
Depending upon how you define out-gun Celestial Severance already wins. V.I.C.T.O.R.Y. can only be used once per battle while Nepgear can use Celestial Severance up to four times per turn. On average Nepgear should deal 13,110,400 damage* per turn.

*Math:
Four activations of Celestial Severance means that on average two will Echo at least once (50%) and of those two one will Echo twice (25%). So we get:

First Attack:
Celestial Severance: 819,200 Base Damage, +200 Dice = 819,400 Total Damage
Celestial Severance: 819,200 Base Damage, +200 Dice = 819,400 Total Damage

1,638,800 Total Damage
Second Attack:
Celestial Severance: 819,200 Base Damage, +200 Dice = 819,400 Total Damage
Celestial Severance: 819,200 Base Damage, +200 Dice = 819,400 Total Damage

Echo: 1 (1 Echo)
Celestial Severance: 819,200 Base Damage, +200 Dice = 819,400 Total Damage
Celestial Severance: 819,200 Base Damage, +200 Dice = 819,400 Total Damage

3,277,600 Total Damage
Third Attack:
Celestial Severance: 819,200 Base Damage, +200 Dice = 819,400 Total Damage
Celestial Severance: 819,200 Base Damage, +200 Dice = 819,400 Total Damage

1,638,800 Total Damage
Fourth Attack:
Celestial Severance: 819,200 Base Damage, +200 Dice = 819,400 Total Damage
Celestial Severance: 819,200 Base Damage, +200 Dice = 819,400 Total Damage

Echo: 1 (2 Echos)
Celestial Severance: 819,200 Base Damage, +200 Dice = 819,400 Total Damage
Celestial Severance: 819,200 Base Damage, +200 Dice = 819,400 Total Damage
Echo: 2 (2 Echos)
Celestial Severance: 819,200 Base Damage, +200 Dice = 819,400 Total Damage
Celestial Severance: 819,200 Base Damage, +200 Dice = 819,400 Total Damage
Celestial Severance: 819,200 Base Damage, +200 Dice = 819,400 Total Damage
Celestial Severance: 819,200 Base Damage, +200 Dice = 819,400 Total Damage

6,555,200 Total Damage

Total Turn Damage:
1,638,800 + 3,277,600 + 1,638,800 + 6,555,200 = 13,110,400 Total Damage
Plus unless I'm misunderstanding something, quite possible since this seems odd, Brutal Cartridge is just a conditional version of Unstoppable.

Unstoppable negates all resistance:
Unstoppable: Negate all resistances.
While Brutal Cartridge also negates all resistance but only if the attack would penetrate those resistances without Brutal Cartridge:
Brutal Cartridge: Only appears in combination with One-shot; If attack would deal any damage at all, negate target resistances entirely.


If you compare them as a single attack then we have to wait until Level 18 until Celestial Severance overtakes V.I.C.T.O.R.Y. in damage with over 13 million damage per casting.

Uhh, Celestial Severance is definitely not a safe attack.
Sure it is. Nepgear can control the degree of her swing:
@crystalwatcher - Is CS still a "destroy everything in front of you" attack or can we now control the size of the cone now that Nepgear has is actually skilled (IE: bought Applied Teachings) like some people have suggested?
Anastasia can control the swing pattern for CS now, yes. It no longer has to be a straight line.
so it can be focused in a single direction. It's only really a problem if there is something behind our target, within 50m, we don't want obliterated.

In the foreseeable future, if we need a "don't accidentally things" single target attack, Starshine is our best bet.
Starshine's damage is now high enough that even if we split the four castings, like Gabriel did with her sword swings, they each still deal 24,706 damage which is greater then then 20k needed to trigger ability-less Collateral Damage:
Well, at 20,000 damage, you start causing it starts causing splash damage even without abilities like "collateral damage".

it has a set range of 50 meters, and is a flat plane.
I wonder about that. We've got lots of comments about not being able to extend the range but I don't remember any mention of not being able to reduce it.

@crystalwatcher - Can Nepgear control Celestial Severance's range, up to the 50m cap, or is it fixed at 50m, no more no less?

for comparison, the typical nuclear strike does 15,000,000 damage, and the "well were not planning on coming back to this planet anyways" ones does 40,000,000 damage. Under ideal circumstances we can hit simlar levels of raw damage.
As a reminder the 15 million damage bomb is forty megatons. I'd show a video of the Tsar Bomba, fifty megatons, but there just isn't any good footage. So instead here's a video of Castle Bravo which clocks in at fifteen megatons, about a third the yield:




9) Increase Indestructible Core to 30 (2450 xp)
@Gore17 - any reason behind throwing so much XP on Indestructible Core? It doesn't really make Nepgear any harder to kill.
 
Depending upon how you define out-gun Celestial Severance already wins. V.I.C.T.O.R.Y. can only be used once per battle while Nepgear can use Celestial Severance up to four times per turn. On average Nepgear should deal 13,110,400 damage* per turn.

*Math:
-snip-
Plus unless I'm misunderstanding something, quite possible since this seems odd, Brutal Cartridge is just a conditional version of Unstoppable.

Unstoppable negates all resistance:

While Brutal Cartridge also negates all resistance but only if the attack would penetrate those resistances without Brutal Cartridge:

If you compare them as a single attack then we have to wait until Level 18 until Celestial Severance overtakes V.I.C.T.O.R.Y. in damage with over 13 million damage per casting.
Huh. Wonder what'd happen if we synchronized them?
@Gore17 - any reason behind throwing so much XP on Indestructible Core? It doesn't really make Nepgear any harder to kill.
Because we're entering the big leagues now, and there's going to be a heap of stuff that will make having that extra health useful. Also, I have a love of large numbers.
 
Oh I know, but the fact that one of the GM's aides said that there were things that would be helped out by having higher health can be used as an argument in of itself
Do so, and I will be very cross. :rage:

Also, even without throwing the Superdemons at us, there's always the old classic of "throw enough bodies at the problem until it goes away". I mean, it worked against Goddess Grey, and we are no Goddess Grey.
 
Do so, and I will be very cros
Alright.
Also, even without throwing the Superdemons at us, there's always the old classic of "throw enough bodies at the problem until it goes away". I mean, it worked against Goddess Grey, and we are no Goddess Grey.
That's actually the main reason I want IC to be a high level. We know that humans at least are capable of synchronization bonuses without magic, and I'm torn between wanting to see what happens when demons synchronize their attacks and never wanting the see that. Remember, Team GEAR's synchronization during our spar with Red Rose was enough to allow them to hurt her without triggering her To Stand Amongst Gods. What does it looks like when five demons get the drop on someone?

Anyway, my point is that the higher we get IC, the less we have to worry about attacks, even with synchronization bonuses behind them. Ideally, we'll get IC to level 50. That should give us 11,000 Health and 5,100 Resilience, which should render us all but immune to attacks from low class opponents, even with synchronization bonuses behind them.
 
But it's not hard to figure out: our defensive capabilities are equal to that of a Class 9 Demon. Wouldn't it make sense that the offensive capabilities of things around that level are equally bullshit and deadly?
Well, our defenses are already really crazy, and if I'm looking at the math correctly (mind double checking this @UberJJK?), we are currently capable of winning a fight against Goddess Gold by abusing the fact that we always get the initiative to take the first turn of battle. From the looks of things, we can now oneshot her with Celestial Severance before she gets a chance to beat us with Chains of the Earth or Oblivion Awaits.
:V

Starshine and Core Purge do a pretty fucking good job at dealing with zerg rushes, so it looks like the main real threats right now are:
  • Sneak attacks.
  • Some variations of Overwhelming Presence (particularly those which reduce Attacks/Turn).
  • Powerful things that have much higher Flight and High-Speed Combat than us (like original Gabriel).
  • Getting piled by things that can hurt us, are too numerous to kill in one or two turns, and aren't numerous enough to count as an army. This is most likely powerful ranged attacks from 10-30 enemies that are 50+ meters away from both each other and Nepgear.
  • Things which can bypass our hax (like Juggernaut Drive). Not much we can do against that except avoid them, beat them before they kill us, or get even more ridiculous hax that they can't bypass.
 
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@crystalwatcher
The level up message says that both spells have Prime Evil Slayer, but on our character sheet, Celestial Severance is instead labeled with regular Evilslayer.
*quickly edits* I have no idea what you're talking about :V

It's just...@crystalwatcher, I have to ask, what's the average EXP growth over time for normal magical girls? I feel like in comparison to everyone else...well...that there is no comparison to anyone else at this point.
Since they wind up being a lot less important in the grand scheme of things, and have a lot better luck than Nepgear?

Something like half of what you have right now :V

Meeting New Magical Girls: 5-250. :V Probably everybody, but possibly just Divinity (Goddess Grey and Red gave 250 EXP, Goddess White gave 5. Clearly it's inversely dependent on how nice they are. Since the Maidens of the apocalypse also gave 5 EXP they must be very kind.)
The Maiden are actually really nice, they just had to kill you because "mommy" and "daddy" asked them to.

Otherwise they think Nepgear is great and San is best big sis ever!

this is a good thing, it means even when the damage is at the level where it should start killing planets it will be safe to use. Long term I suspect it might end up as the only really safe attack we have.
For a given definition of "safe"...

Pretty sure that's just her MG sword filtered through Thin Grey Line.
It's more a blade that Grey made for her when she was resurrected and they found out she could access some of her power inhuman form.

That's literally what the Panzer Blade is.

Yes, I know. I don't see how that could trigger Apocalypse. And punching them in the face would still accomplish something.

And yet, we have WoG that Apocalypse applies to the Panzer Blade as well.

Which only really makes sense if we're swinging it so hard that the displacement of air destroys everything around us. That's the kind of thing that seems much easier to turn off.

Consider that we have precedent for that being done casually, with no apparent effort, on a weapon with a lesser version of Apocalypse.
The Metaphorical weight behind you swinging the Panzer Blade is what gives it the high damage numbers.

(Magic Bullshit in this setting is just that weird.)

Angel WEAPON has learned to control her Collateral Damage effect into a mostly beneficial form when she isn't actively suppressing it. It's easier to suppress a Melee Collateral Damage effect than it is to suppress a long range one. But both are possible. It just takes a lot of training.

killing Grand Archangel Gabriel would grant ~400 EXP to anyone that managed the feat, etc
Actually, Gabriel would have given the one that killed her closer to something like 3,000 EXP.

So even low growth Affinities can rake in the EXP by helping out Red Rose, but they face the danger of ending up in a KTHXDIE effect in the process. It's more EXP than low Affinities would otherwise see in one place, but balanced against winning fights they have no business being in.
Why do you think she's dragging Insight around with her despite her being a newbie?

@crystalwatcher, looking at the character sheet, it appears that you've given us an extra 100 Health. Was this intentional?
...

/handwave

You saw nothing!

/handwave

*click*
*click*
*click*
*click*
*click*
*click*
*click*
*click*
*click*

... *fixes*

Mmm. Personally, I'm in favor of leaving Emissary for the... narratively appropriate moment, rather than just whenever we get all the prereqs.

I don't want to wait, and I figure the first activation of the Progenitor Frame is as good a time as any.

Oh come on, imagine it, as the Progenitor Frame [spoilers] and [spoilers], [spoilers] and [spoilers]. It'd be cool!
Even if you guys did buy it, it'd have to wait until you either returned to base or the Frame activated to see the results since it's a far more narratively important buy. :V

@crystalwatcher - Can Nepgear control Celestial Severance's range, up to the 50m cap, or is it fixed at 50m, no more no less?
The way Celestial Severance works it that it extends the Panzer Blade with a massive pane of light literally 50 meters long and roughly ten inches wide along a 2 dimensional plane.

In other words: you're swinging a 2D windowpane made of pure energy at someone.

The size of the blade is unconditional, so you can't shrink or grow it at all, and there's nothing your enemies can do to manage the same. It will plow through pretty much everything in it's way, including Morality Barriers if you come across a Divine Being small enough that 50 meters is significant against them.

As a reminder the 15 million damage bomb is forty megatons. I'd show a video of the Tsar Bomba, fifty megatons, but there just isn't any good footage. So instead here's a video of Castle Bravo which clocks in at fifteen megatons, about a third the yield:
*points*

Oh I know, but the fact that one of the GM's aides said that there were things that would be helped out by having higher health can be used as an argument in of itself. Now all I need to do is get the next XP plan to include leveling up.IC, and I'll be one happy camper.
No, it's literally that he has some kind of obsession with huge numbers, and not that lvl 30 IC will get you anything.

This is the same guy that tried making one of Lost's characters hit superluminal velocities because he thought having an ability that increased their speed by 40,000 m/s per level was a great idea. And the guy that got me to bring Juggernaut's spear to lvl [I shouldn't have said that]
 
No, it's literally that he has some kind of obsession with huge numbers, and not that lvl 30 IC will get you anything.

This is the same guy that tried making one of Lost's characters hit superluminal velocities because he thought having an ability that increased their speed by 40,000 m/s per level was a great idea. And the guy that got me to bring Juggernaut's spear to lvl [I shouldn't have said that]
Huh. ...I still want higher levels of IC, though the knowledge that there's no bonus for getting it to a high level is somewhat disappointing. I guess I'll just have to be happy with the extreme tankiness we'll have with IC at a high level.

And before anyone goes on about efficiency, just drop it. If we were 100% efficiency all the time, we still wouldn't have Intercept, and through that Supremacy Zone.
 
It's more a blade that Grey made for her when she was resurrected and they found out she could access some of her power inhuman form.
Typo.

Also, my guess was close enough!
Maybe she stole it from Grey?
The way Celestial Severance works it that it extends the Panzer Blade with a massive pane of light literally 50 meters long and roughly ten inches wide along a 2 dimensional plane.

In other words: you're swinging a 2D windowpane made of pure energy at someone.

The size of the blade is unconditional, so you can't shrink or grow it at all, and there's nothing your enemies can do to manage the same. It will plow through pretty much everything in it's way, including Morality Barriers if you come across a Divine Being small enough that 50 meters is significant against them.
So I was right. It is basically making a gigantic lightsaber blade come out of the end of our weapon :V

Although comparing it to Monado Buster is probably far more accurate, but far less recognizable.
 
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