Crystalwatcher's Magical Girl Quest!

I'd like to point you towards the bit where right up to the Fall of Hope humanity was treating the war like a game. Seriously they were in it for the lolz of fighting real life demons:

Sounds like a perfect description of High Morale aka overconfidence.
That's fair. I can see it getting to the general staff just enough for it to be visible. Most apparent in the public and the politicians, who are the ones deciding whether nukes are used, probably noticeable in generals making strategic decisions, steadily less visible in descending general ranks, and gone completely at the captain or major level. But since artillery stance will be decided at those high levels, that makes sense. But I can't really see how this would be a thing at all for the people actually at the front. It might be novel, but that goes away fast when your buddies are dying horribly.

Note that this will make the boots-on-the-ground pissed right the fuck off. The grunts will be wondering where their artillery is and the unit leaders will be pissed off that the artillery is being spent on random sightings rather than to break concentrations. The upper ranks will have survived to Hope only because they're not close enough to the front to get fragged.

How did this sentiment last past Hope? Just hasn't been long enough for the sentiment to realign and the general staff to buckle down on doctrine?
 
maybe they could make some high morale affects voluntary? really the only ones who wouldn't be declined enough to do that would be the demons, but given they are mostly conscripts I doubt they get high morale very often.
 
High morale is both a good and a bad thing. It's good because with high morale your men will do possibly stupid, potentially suicidal things that are estimated to really effectively improve their odds. Even at high morale they aren't going to be doing things that they know aren't going to work and get them killed. Indeed, while at high morale during a retreat you might have a large chunk of your forces volunteering to hold off the enemy's advance for as long as they can, they won't throw themselves into a suicidal advance when that only means they get killed faster and work less effectively.

High morale is also bad, but that's because without good information it tends to soldiers over estimating their own chances and underestimating the enemy. Like what happened at Hope.


You see something similar in low morale, but there the soldiers break and abandon their positions while offering little opposition, or do rush the enemy in a charge they know is suicide and unlikely to work because they can see no better alternative and they are going to die anyway.
 
How did this sentiment last past Hope?
I don't think it did. Hope was about as devastating as you can get. When you consider that the Four Goddesses fell apart shortly afterwards and that within a year the Drives both came onto and left the battlefield the blow gets even worse.

Reading between the lines the Counter Force has spent those years rebuilding and slowly mobilizing. Operation Answerer isn't something they cooked up in the last couple months; it's the culmination of years of work. Humanity has finally got serious and we're going to either push right unto the Gates of Hell themselves or die trying.
 
Huh... how about that.

You guys just face-tanked the second highest damage in the area with only a 160 damage.

EDIT: See?

31,864 Total End Damage

99% INDESTRUCTIBLE CORE (Son!)
50% No Longer Human

160 Final End Damage
 
Last edited:
Here's the entire damage calc for the portion:

Article:
Purifier Beam: 5,743 Base Damage, +342 Dice, Juggernaut Negated, +500 Divine Power = 6,585 Total Damage

Intercept!

Mana Blast: 20,000 Base Damage, +17,012 Mana Cheat Hero, +20,000 Can't Stop The Magic, -13,000 Echo of Peace, Juggernaut Negated = 29,012 Total Damage

22,427 Difference, Mana Blast wins!

Mana Blast: 22,427 Intercept Damage, +11607 Mana Cheat Hero, -14,578 Echo of Peace = 32,456 Total Damage
Solid Core: 1,700 Base Resilience, +167 Dice, -1,275 Juggernaut = 592 Damage Reduction

31,864 Total End Damage

99% INDESTRUCTIBLE CORE (Son!)
50% No Longer Human

160 Final End Damage

Solid Core: 13,650 - 160 = 13,490 Health Remaining
 
Huh... how about that.

You guys just face-tanked the second highest damage in the area with only a 160 damage.

EDIT: See?

31,864 Total End Damage

99% INDESTRUCTIBLE CORE (Son!)
50% No Longer Human

160 Final End Damage
Huh. ...I'm really hoping that this will serve as the second event needed for Sega to upgrade her defense.

Here's the entire damage calc for the portion:

Article:
Purifier Beam: 5,743 Base Damage, +342 Dice, Juggernaut Negated, +500 Divine Power = 6,585 Total Damage

Intercept!

Mana Blast: 20,000 Base Damage, +17,012 Mana Cheat Hero, +20,000 Can't Stop The Magic, -13,000 Echo of Peace, Juggernaut Negated = 29,012 Total Damage

22,427 Difference, Mana Blast wins!

Mana Blast: 22,427 Intercept Damage, +11607 Mana Cheat Hero, -14,578 Echo of Peace = 32,456 Total Damage
Solid Core: 1,700 Base Resilience, +167 Dice, -1,275 Juggernaut = 592 Damage Reduction

31,864 Total End Damage

99% INDESTRUCTIBLE CORE (Son!)
50% No Longer Human

160 Final End Damage

Solid Core: 13,650 - 160 = 13,490 Health Remaining
Ah, so Echo of Peace reduces incoming damage during Intercept conflicts, and reduces the damage we take from Intercept conflicts we lose? Niiiice.
 
What if an enemy magical girl has a Divine affinity, and has an attack/spell with Juggernaut and Unstoppable?
 
Here's the entire damage calc for the portion:

Article:
Purifier Beam: 5,743 Base Damage, +342 Dice, Juggernaut Negated, +500 Divine Power = 6,585 Total Damage

Intercept!

Mana Blast: 20,000 Base Damage, +17,012 Mana Cheat Hero, +20,000 Can't Stop The Magic, -13,000 Echo of Peace, Juggernaut Negated = 29,012 Total Damage

22,427 Difference, Mana Blast wins!

Mana Blast: 22,427 Intercept Damage, +11607 Mana Cheat Hero, -14,578 Echo of Peace = 32,456 Total Damage
Solid Core: 1,700 Base Resilience, +167 Dice, -1,275 Juggernaut = 592 Damage Reduction

31,864 Total End Damage

99% INDESTRUCTIBLE CORE (Son!)
50% No Longer Human

160 Final End Damage

Solid Core: 13,650 - 160 = 13,490 Health Remaining
And that scratch damage is negligible compared to our healing from Segarite Core!
You guys just face-tanked the second highest damage in the area with only a 160 damage.
I assume that's excluding spells?
 
Huh... how about that.

You guys just face-tanked the second highest damage in the area with only a 160 damage.

EDIT: See?

31,864 Total End Damage

99% INDESTRUCTIBLE CORE (Son!)
50% No Longer Human

160 Final End Damage

What this a test run, or the actual update? Because the latter makes me somewhat nervous about the relatively squishier individuals we have with us.

At this point your guy's defenses can be summed up as "can't touch this".

Yeah, it does begin to seem like while we may not have the largest health pool, we have the health pool that's hardest to chip away at. Or at least we're approaching that point.
 
Purifier Beam: 5,743 Base Damage, +342 Dice, Juggernaut Negated, +500 Divine Power = 6,585 Total Damage

Intercept!

Mana Blast: 20,000 Base Damage, +17,012 Mana Cheat Hero, +20,000 Can't Stop The Magic, -13,000 Echo of Peace, Juggernaut Negated = 29,012 Total Damage
@crystalwatcher - I thought Echo of Peace didn't help Nepgear? Or is this an AoE or something that's being reduced?

Also wouldn't Smite come into play here? Or are they not using their Magic Modifier here?

Mana Blast: 22,427 Intercept Damage, +11607 Mana Cheat Hero, -14,578 Echo of Peace = 32,456 Total Damage
Solid Core: 1,700 Base Resilience, +167 Dice, -1,275 Juggernaut = 592 Damage Reduction
Again I thought Echo of Peace didn't help Nepgear?
 
@crystalwatcher - I thought Echo of Peace didn't help Nepgear? Or is this an AoE or something that's being reduced?

Also wouldn't Smite come into play here? Or are they not using their Magic Modifier here?


Again I thought Echo of Peace didn't help Nepgear?
... *facepalm*

I've been forgetting it so much that when I finally do remember the Echo I add it where it's not supposed to go.

... And I forgot Smite. *headdesk* I hate my muse. These long periods between updates is screwing me up.

Lemme go fix this. Thanks @UberJJK
 
Yeah, it does begin to seem like while we may not have the largest health pool, we have the health pool that's hardest to chip away at. Or at least we're approaching that point.
Well given that Indestructible Core, and seemingly No Longer Human, can't really be bypassed Nepgear has the largest Effective health pool. It takes 1,470,000 damage to kill her in Turn 1 and she gains an effective +630,000 Health per Turn.
 
Well given that Indestructible Core, and seemingly No Longer Human, can't really be bypassed Nepgear has the largest Effective health pool. It takes 1,470,000 damage to kill her in Turn 1 and she gains an effective +630,000 Health per Turn.

For reference here are the five highest Effective Healths we know of:
  1. Solid Core: 1,470,000
  2. Grand Archangel Gabriel = 750,000
  3. Archangel Michael = 350,000
  4. Messenger Assault Platform = 310,000
  5. Goddess Gold = 220,000
 
Last edited:
Fixed the math. You face tanked it with 54 damage which is even funnier.

Article:
Purifier Beam: 5,743 Base Damage, +342 Dice, Juggernaut Negated, +500 Divine Power = 6,585 Total Damage

Intercept!

Mana Blast: 20,000 Base Damage, -17,012 Mana Cheat Hero Smited, +20,000 Can't Stop The Magic, Juggernaut Negated = 29,012 Total Damage

22,988 Difference, Mana Blast wins!

Mana Blast: 22,988 Intercept Damage, -11607 Smited = 11,381 Total Damage
Solid Core: 1,700 Base Resilience, +167 Dice, -1,275 Juggernaut = 592 Damage Reduction

10,789 Total End Damage

99% INDESTRUCTIBLE CORE (Son!)
50% No Longer Human

54 Final End Damage

Solid Core: 13,650 - 54 = 13,596 Health Remaining
 
Well given that Indestructible Core, and seemingly No Longer Human, can't really be bypassed Nepgear has the largest Effective health pool. It takes 1,470,000 damage to kill her in Turn 1 and she gains an effective +630,000 Health per Turn.
True...True. Now imagine what possible effects activating the Progenitor Frame could give us, and what the abilities in the shop might be like!

That and a way to bypass her survive at one 1 health ability.
That's actually easy to bypass. All you have to do is hit her with attacks that can kill her twice. It only activates once per turn, after all.
 
Back
Top