Crystalwatcher's Magical Girl Quest!

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]
What can I say, you and Lost corrupted me. :V
 
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.
Huh. I'm quite curious about that, although I understand it's probably all spoilers, since we haven't really seen anything that would make that extra health useful.

Right now Nepgear's Effective Health is 840,000. For comparison here are the Top Ten highest Effective Healths, excluding Divine Beings, we know of:
  1. Grand Archangel Gabriel = 750,000
  2. Archangel Gabriel = 350,000
  3. Messenger Assault Platform = 310,000
  4. Goddess Gold = 220,000
  5. Goddess White = 150,000
  6. Hero WEAPON = 77,000
  7. Maiden of the East = 66,000
  8. Maiden of the West = 65,000
  9. Nightmare of Crimson = 50,000
  10. Angel WEAPON = 45,000
So as it currently stands Nepgear has the highest Effective Health of anything outside Divine Beings.

On top of that Nepgear generates 630,000 Health per turn. Since that happens at the start of each turn you could technically say Nepgear's Effective Health is actually 1,470,000 which put her at having twice as much as the second highest. It also means any enemy, or group of enemies, incapable of pumping out at least 630,000 damage per turn can't even wear Nepgear down.

Furthermore Nepgear can currently no-sell any attack less then 8,976 that doesn't have some kind of defense penetrating ability. While I haven't completed my list of stats from every character, yet, out of the 92 I have recorded only six can hit that kind of damage. Although I haven't tracked how many have anti-armor stuff it doesn't matter since the majority (7,276 damage which only 9 characters can exceed) of that no-selling comes from ICORE which only three abilities can penetrate:
  1. Unstoppable
  2. Supremacy
  3. Total Devastation
Which are fairly rare.


With Nepgear's Effective Health the only threats we know of are the extreme high damage spells. Here are a list of the spells, on the front page anyway since I haven't stated recording a list of all the character's spells yet, that can significantly harm Nepgear:
  1. Sudden Death = Auto-Kill
  2. Death of the Will (Planet Cracker mode) = 20,000,000
  3. V.I.C.T.O.R.Y. = 10,999,989
  4. Oblivion Awaits = 10,000,000
  5. Lucky's War Book: METEOR = 2,242,500
  6. Celestial Severance = 1,638,400
  7. War Book: METEOR = 442,500
  8. Time Freeze = 225,000
  9. End Game + Burst Stream of Obliteration (Minimum) = 127,425
The bottom three don't really matter since we regenerate 630,000 damage per turn so unless they can launch those spells multiple times per turn, which they can't, then they aren't a significant danger.

The next two, one of which is Nepgear's spell, would be instant kills except ICORE counters that and leaves us with 1hp. We'd need ICORE Level 52 to survive them through sufficient Health alone. Even then that would only leave us with 187 Health, 37,400 Effective Health.

The next three are so insanely powerful that even the weakest, Oblivion Awaits, would require ICORE level 246 to survive. Fortunately both V.I.C.T.O.R.Y. and Death of the Will (Planet Cracker mode) may be stopped by ICORE since they lack the abilities specifically stated as bypassing it's "Get Out Of Death Free" card:
EDIT: On the topic of things that can bypass Indestructible Core's "Get Out Of Death Free" card, it's a rather short list:
  • Supremacy
  • Auto-Kill
  • Kill by Modifier (If it triggers.)
  • Total Devastation


Basically my point is that barring massive XP investment, 12,060xp for Level 52 and 300,150xp for Level 246, or some other damage reduction ability we don't effectively become any more difficult to kill then we already are. So unless there are a bunch of enemies who fall into that >600k/turn damage but less then 2 million damage range it's just not a worthwhile investment.




*sees a bunch of new posts while I was writing this*
I'll respond to those shortly!
 
While Prime Evil Slayer theoretically has a nice damage increase in practice it's pretty much useless. Nepgear has never encountered anything with an Evil affinity. So even disregarding the part where it has to be Evil + (Negative Affinity) not just Evil it's still something that is incredibly unlikely to ever activate. After all the forces of Hell all seem to be Chaotic not Evil.
Well, it'd make a nasty surprise for someone down the road...
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.
Shooting, Intercepting, Parrying, Stabbing.

Nepgear absolutely needs to get it somewhat under control while it's still at a size where failed control attempts are manageable, because it lets her start at a lower collateral damage step for the next tier. It's not even hard, we got lots of things to upgrade that aren't Purifier Beam.

Say she controls the beam by cutting the spray down by 50%. Then she gains four times as much dakka. Leaving her at only twice the spray rather than four times as her starting point in training, which is a great benefit for being able to train without going into orbit.
 
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Shooting, Intercepting, Parrying, Stabbing.

Nepgear absolutely needs to get it somewhat under control while it's still at a size where failed control attempts are manageable, because it lets her start at a lower collateral damage step for the next tier. It's not even hard, we got lots of things to upgrade that aren't Purifier Beam.

Say she controls the beam by cutting the spray down by 50%. Then she gains four times as much dakka. Leaving her at only twice the spray rather than four times as her starting point in training, which is a great benefit for being able to train without going into orbit.
Well, we also just got confirmation that controlling it when using melee attacks is way easier than when using ranged attacks (which makes sense), so that's at least something.

It could also be that the whole "magic works like people expect it to work" thing kicks in and makes it so that once we learn how to reduce the power to a "don't accidentally anything" level, we retain that ability no matter how much stronger it gets. Because human magic works on concepts and the concept of "reduce this to something manageable" doesn't care about changes to the base output.
 
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.
Except Nepgear has a high enough NST that barring odd damage comboing effects, which rapidly hit the point where nothing can defend against them, minions just can't touch her. It takes elite characters to even scratch Nepgear. Plus she is awesome at clearing away armies of mooks thanks to Starshine.

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
Math works out:
Celestial Severance: 819,200 Base Damage, +200 Dice, +500 Hostile Divinity Effect = 819,900 Total Damage
Celestial Severance: 819,200 Base Damage, +200 Dice, +500 Hostile Divinity Effect = 819,900 Total Damage

1,639,800 Total Damage

Goddess Gold: 1000 Base Resilience, +1,000 Dice, +Epic Existence 400 = 2,400 Damage Reduction

1,637,400 Total End Damage

Armor of the King: Reduce damage by 75%

409,350 Final End Damage

Goddess Gold: 55,000 - 409,350 = -354,350


Except CS has Unstoppable which negates all Resistances so it should probably be more like:
Celestial Severance: 819,200 Base Damage, +200 Dice, +500 Hostile Divinity Effect = 819,900 Total Damage
Celestial Severance: 819,200 Base Damage, +200 Dice, +500 Hostile Divinity Effect = 819,900 Total Damage

1,639,800 Total Damage

Goddess Gold: 1000 Base Resilience, +1,000 Dice, +Epic Existence 400 = 2,400 Damage Reduction

1,637,400 Total End Damage

Armor of the King: Reduce damage by 75%

409,350 Final End Damage


Unstoppable!

Goddess Gold: 55,000 - 1,639,800 = -1,584,800
  • 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.
Sneak Attacks depend upon how much, if anything at all, of Nepgear's defenses are active while she's not transformed. At a guess I'd say No Longer Human should be active since Nepgear doesn't have a normal human body in either form and I wouldn't be surprised if ICORE was still active since Nepgear is the CORE.

Edit Begins:
Actually since each casting of Starshine does ~25k damage and you can split them, and given that Nepgear can guide each individual bolt of Starshine it seems reasonable she can do this, she can dish out 25k damage to 4 targets per casting and with 4 APT she could theoretically hit 16 targets for 25k damage. Which might be enough to deal with Sub-Army groups of elites.
Edit Ends

We're definitely weak against Overwhelming Presences but I'm fairly sure running away is generally an option there, since APT is separate from regular actions like flying.

Hm. Thirty enemies would have to deal 21,001 a turn each to wear down Nepgear. I suppose that's within the realm of possibility but fairly unlikely since Nepgear has enough speed she can probably close to range. Plus Level 20 Purifier Beam would be throwing out at least 43,606 damage per attack five times per turn which very few things can take.

Things that bypass our hax are our greatest threat. There is also not much we can do about that besides get killy enough to kill them first or unlock new hax somehow.

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.
You mean the ability that is going to screw us over and cause more friendly fire thanks to automatic intercepts with a weapon that causes Apocalyptic destruction? Oh and the ability that killed Truth!

Don't believe me on that last bit? Purifier Beam got slapped with Apocalypse because of it:
Ability Purchased!

Anti-Air Beam, Covering Fire, and Interceptor Fire have been replaced!

Supremacy Zone
-I shine as a star in the sky. So long as Solid Core can be considered 'in the air' she is immune to all damage from ground-based sources, though they can knock her out of the sky. When engaging in combat with an aerial opponent, increase Solid Core's damage by 50%. While in the air, Solid Core will automatically Intercept all enemy attacks that are aimed at her or her allies so long as they are within line of sight. If an aerial Intercept is successful, double the damage caused by Solid Core. During an Army Action, Solid Core will also bombard the opposing Army with basic attacks thirty times.
Weapon Ability Upgraded!

Purifier Beam
Level 11
Attacks Per Turn: 3
Affinity: Purity | Divinity
Ability: Judgement | Juggernaut | Apocalypse

Collateral Damage -----> Apocalypse



New Shop Item Unlocked!
87 Total Remaining EXP
Without that there is a chance Truth might not have got hit by the full power of our Purifier Beam.
 
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Except Nepgear has a high enough NST that barring odd damage comboing effects, which rapidly hit the point where nothing can defend against them, minions just can't touch her.
Combo's would be the big killer. Besides, not all of them would be mooks, who are the ablative shielding to allow the bigger guns to get-in close and rip her to shreds.
Without that there is a chance Truth might not have got hit by the full power of our Purifier Beam.
She was being held in Blue Sky's grip, and Blue Sky was facing Nepgear's attack. She was close enough that it wouldn't have changed anything but the size and consistency of the resulting body.
 
You messed up the calculation (not that it really matters, due to Unstoppable)! Gold only has 1000 Base Resilience. 15000 is her Base Damage.

Also, I'm pretty sure that Unstoppable only negates the things in damage calculation and doesn't negate things which affect final end damage (such as Armor of the King and Indestructible Core). As I understand it, both Unstoppable and Supremacy negate all the + modifiers to damage resistance, but Unstoppable also negates Base Resilience whereas Supremacy negates all the stuff that happens to final end damage.
Hm. Thirty enemies would have to deal 21,001 a turn each to wear down Nepgear. I suppose that's within the realm of possibility but fairly unlikely since Nepgear has enough speed she can probably close to range. Plus Level 20 Purifier Beam would be throwing out at least 43,606 damage per attack five times per turn which very few things can take.
If it's a large squad of high class demons casting spells at us, then that could easily happen.

Also, I'm not sure if the auto-intercept feature of Supremacy Zone is subject to the limitations of our attacks per turn or not.


By sneak attacks, I was also including stuff like what Sixth Heaven did. Also, what are your thoughts on the threat of powerful super fast things?
 
Except Nepgear has a high enough NST that barring odd damage comboing effects, which rapidly hit the point where nothing can defend against them, minions just can't touch her. It takes elite characters to even scratch Nepgear. Plus she is awesom
I would very like to get to a point where not even the elites can touch us, but I'm willing to wait for that. The point is, enough massed bodies can in fact hurt us, and I wish to avoid that.

Things that bypass our hax are our greatest threat. There is also not much we can do about that besides get killy enough to kill them first or unlock new hax somehow.
One possible method of dealing with things that bypass our Resilience and 'no-sell everything below 99% of your health' would be to get more health, so as to ensure we don't die as fast.

You mean the ability that is going to screw us over and cause more friendly fire thanks to automatic intercepts with a weapon that causes Apocalyptic destruction? Oh and the ability that killed Truth!
I was referring to the fact that because we stopped thinking about efficiency for one plan, we were able to unlock a second Super Ability that is going to help us immensely in the right situations, like Operation Charon. Gore has already given an explanation as to how Truth would still have been killed without it.
 
While Prime Evil Slayer theoretically has a nice damage increase in practice it's pretty much useless. Nepgear has never encountered anything with an Evil affinity. So even disregarding the part where it has to be Evil + (Negative Affinity) not just Evil it's still something that is incredibly unlikely to ever activate. After all the forces of Hell all seem to be Chaotic not Evil.

Well, it'd make a nasty surprise for someone down the road...
:whistle:


Anyway, I probably need to get started on the update.
 
Combo's would be the big killer.
That's kinda the problem. Take Goddess Red's Spawns of Chaos:
Army of the Apocalypse
Level 30
Base Damage: N/A
Magic Modifier: 30,000
Affinity: Horror | Epic
Ability: Grand Summoning | Legion

The Soldiers of the End
-Army of the Apocalypse summons one Spawn of Chaos per point of the Modifier Roll.

(Goddess Red) (Unified Darkness) Spawn of Chaos

Soldiers of the End
Stats
Health: 1,500
Base Damage: 666
Base Resilience: 666
Magic Modifier: N/A
Affinity: Horror
Weapon

Life Reaping Blade
Attack Per Turn: 2
Affinity: Horror
Ability: Vampire
Abilities

The Black Legion
-Spawns of Chaos automatically synchronize their attacks with their fellows.

Coming of the End
-Triple the effectiveness of the Spawn of Chaos' Vampire weapon.

Endless Without Number
-When acting under an Army Action, an army of Spawns of Chaos do not take casualties from damage unless the army's collective health is reduced to Zero.
It only takes 1,500 of those to hit a million Base Damage. There is 90% chance of Goddess Red rolling 3,000 which puts the Base Damage up to 1,998,000. Throw in Coming of the End and it takes a mere 500, 98.34% chance, to hit a million damage per attack of which they have two per turn. This is of course without Goddess Red's Overwhelming Presence.

Anyway my point is it takes relatively small armies to hit massive combo damage.

Besides, not all of them would be mooks, who are the ablative shielding to allow the bigger guns to get-in close and rip her to shreds.
It's a good thing Starshine deals 15,103,000 damage against armies then. Or that Celestial Severance makes anything foolish enough to close in to try and rip Nepgear to shreds dead meat.

She was being held in Blue Sky's grip, and Blue Sky was facing Nepgear's attack. She was close enough that it wouldn't have changed anything but the size and consistency of the resulting body.
Ssh! I can dream!

You messed up the calculation (not that it really matters, due to Unstoppable)! Gold only has 1000 Base Resilience. 15000 is her Base Damage.
...
You Saw Nothing!

Also, I'm pretty sure that Unstoppable only negates the things in damage calculation and doesn't negate things which affect final end damage (such as Armor of the King and Indestructible Core). As I understand it, both Unstoppable and Supremacy negate all the + modifiers to damage resistance, but Unstoppable also negates Base Resilience whereas Supremacy negates all the stuff that happens to final end damage.
Eh. When something says:
Unstoppable: Negate all resistances.
I tend to believe it negates all resistances. After all it negates 2/3rds of ICORE. The only part it doesn't negate, the 99% reduction, is likely down to the fact it's something that explicitly cannot be bypassed:
After that though, it's supplemented by: "If this threshold is surpassed, reduce the incoming damage by 99%." Which can't be bypassed because her body, Solid Core's Frame, is conceptually impossible to damage.

Also, I'm not sure if the auto-intercept feature of Supremacy Zone is subject to the limitations of our attacks per turn or not.
I didn't consider Supremacy Zone, since odds are in such a situation we wouldn't be flying. That is why Nepgear can do with her regular actions.

Also, what are your thoughts on the threat of powerful super fast things?
Hm. On one hand we can't attack, defend (except passively), or retreat from them. On the other hand aerial attacks are limited to once per turn so unless they have a massively high damaging spell then it's not a real big concern.

If you mean super fast things as in people with crazy high numbers of APT well the answer there is grabbing more levels in Flight, also the answer for the above, and Purifier Beam so we can just Intercept them to death.

One possible method of dealing with things that bypass our Resilience and 'no-sell everything below 99% of your health' would be to get more health, so as to ensure we don't die as fast.
Ah, I think you might have missed what was being talked about there. Juggernaut Drive's spear bypasses our Hax by combining a damage of "Target's Health" with "Scale to Target" meaning she always deals enough multiples of our Health to blow through Nepgear's defenses and one shot her.

It's an auto-death spell, like Red Rose's, which are a problem for us since they can bypass all our defensive hax. No levels of ICORE help there. Likely on purpose since from what I can tell one of the foundations of this setting's magic is that Offense trumps Defense and that there is nothing, not even concepts, that can't be killed.

I would very like to get to a point where not even the elites can touch us, but I'm willing to wait for that. The point is, enough massed bodies can in fact hurt us, and I wish to avoid that.
As I mentioned above enough bodies can kill anything because they can hit the millions or billions of damage with the sort of army sizes we're talking of.
 
It's a good thing Starshine deals 15,103,000 damage against armies then. Or that Celestial Severance makes anything foolish enough to close in to try and rip Nepgear to shreds dead meat.
True...true. Now what happens if we get hit by a spell with Grand Dispel, which stops all magic-use for a turn? Our big hitters just poof away and become useless to us, leaving us with only the Purifier Beam.
 
*looks at latest upgrades*

Magical Girls generally fall under a theme or gimmick. Solid Core's seems to be raw numbers.
 
Our gimmick is unbelievable damage reduction/negation and breaking through enemy defenses.
 
True...true. Now what happens if we get hit by a spell with Grand Dispel, which stops all magic-use for a turn? Our big hitters just poof away and become useless to us, leaving us with only the Purifier Beam.
Depends upon what is considered magic-use. If it's just spells then we're fine as Purifier Beam can deal some serious damage and, thanks (/shudder) to Apocalypse has enough splash to be fairly nasty to armies. This is best achieved by further upgrading Purifier Beam.

After all Purifier Beam level 20 gives 43,606 Base Damage, Level 25 gives 331,129 Base Damage, and Level 30 gives 2,514,505 Base Damage. Throw in something like Ray meaning we can likely just sweep the beam over an enemy army and kill massive amounts of them and it works fine as it's own standalone anti-army device.
 
The Shit The Workshop Talks About During Update Process said:
Slow, keep on being distracted. Including thinking about Grey going through a portal above the old base while riding a Hellbeast, and the above.
"Ichi... sending my minions to go steal frivolous items just so you can "make an entrance worthy of a hero" is a horrible waste of resources!"

"But Ni! Parachuting into the enemy base is a staple of the Superhero genre!"

EDIT: Shit, now it's stuck in my head.
 
Comedy based on character and real situations can be funny.

That's not to say abstract craziness doesn't have its merits, either.
 
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