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:
- Grand Archangel Gabriel = 750,000
- Archangel Gabriel = 350,000
- Messenger Assault Platform = 310,000
- Goddess Gold = 220,000
- Goddess White = 150,000
- Hero WEAPON = 77,000
- Maiden of the East = 66,000
- Maiden of the West = 65,000
- Nightmare of Crimson = 50,000
- 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:
- Unstoppable
- Supremacy
- 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:
- Sudden Death = Auto-Kill
- Death of the Will (Planet Cracker mode) = 20,000,000
- V.I.C.T.O.R.Y. = 10,999,989
- Oblivion Awaits = 10,000,000
- Lucky's War Book: METEOR = 2,242,500
- Celestial Severance = 1,638,400
- War Book: METEOR = 442,500
- Time Freeze = 225,000
- 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!