-[X] Samael will attempt to use Unlock on both Solar and Lunar Radiance. If he succeeds in negating either one's buff spell, then he will continue using Unlock on them whenever they reapply their spells. Otherwise, he is to use Libras throughout the battle.
You sure that's what you want him doing? With his current buffs Purge will take out their Control Seals fast:
Purge: 750 Base Damage, +14 Dice, +150 PURIFICATION, +751 Faith in Victory (Empower), +838 Divine Inspiration (Shell), +570 Demon Knight (Demon King), +295 To Victory (Promised Victory), +0 Divine Faith (Inspire), +500 Divine Power = 3,868 Total Damage
Control Seal: 500 Base Resilience, no dice, -100 Weak to Purification Effects, -500 Hostile Divinity Effect = 100 Extra Damage
3,968 Total End Damage
Control Seal: 5,000 - 3,968 = 1,032 Health Remaining
Assuming he's got Drive Boost up Samael could either completely destroy one of their seals or drop both down by a significant percentage.
-[X] Gabriel will engage Solar Radiance and attempt to grapple her, while taking care not to kill Solar. The purpose if this is to remove Solar as a threat from the fight, while still enabling her retrieval. In addition, Gabriel will activate Presence of Light, and designate the Radiances as friendly, and their Control Seals as hostile.
I don't think we need to tell Gabriel to do the last bit. That said grappling Solar Radiance is completely useless. She doesn't have a sword/gun/wahtever. It's a floating ball of light. I'm fairly sure she can direct it with her mind so all grappling would do is put Gabriel at point blank range.
--[X] If Gabriel successfully grapples Solar, Sam is to find the Control Seal on Solar then begin using Purge on it. An eye should be kept on Lunar to make sure she doesn't try to surprise attack Sam and/or Gabriel.
@crystalwatcher - Does Sam actually need to know where the Control Seal is? Because from past usage:
"Purge!" Samael's voice has a primal tinge to it as you feel his magic answer.
(Purge: 75 Base Damage, +2 Damage = 79 Total Damage
Assault Zombie: 15 Base Resilience, no dice, -10 Distracted, Flexibility bonus negated, -10 Weak to Purification, -20 Flammable = 25 Extra Damage
Assault Zombie: 15 Base Resilience, no dice, -10 Distracted, Flexibility bonus negated, -10 Weak to Purification, -20 Flammable = 25 Extra Damage
104 Total End Damage Each
Assault Zombie A: 100 - 104 = -4 Health Remaining
Assault Zombie B: 100 - 104 = -4 Health Remaining
Solid Core: Immune to Purity Effects)
The spell washes over you, and you feel when the things atop you burst into flames.
"Purge!" The new light envelopes Sega as a roaring inferno. She screams, but you know she takes no real damage, because you knew without a doubt what Sam's real target is.
From where you stand, you can easily see the slowly dissolving form of the seal on Sega's neck. It' far from gone, but you know without a doubt that you could destroy it. All you needed was a few more good hits on it.
it seems to engulf the target's body which would imply Sam doesn't need to see the Seal to effect it.
-[X] Insight is to use Quantified Combat to negate all of Lunar's attacks, and attempt to divine the location of the Control Seal on Lunar.
I don't think that ability works the way you think it does. For starters it involves sacrificing
all of Insight's actions so she can't spend one on locating the Control Seal. What's more it seems to be more like a crappy version of Jame's Merely Human. She sacrifices all her actions that turn, and so can only use it
once per turn, to negate an attack and counter attack. Basically it's trading out Strain Damage for being limited to one use per turn.
-[X] Red Rose and Solid Core are to negate any of Lunar's attacks they can, and try to find the Control Seal.
...You do realize Nepgear can only negate
one attack per turn right? And that it uses up all her actions that turn?
-[X] Eveyone else is to take cover and try to stay alive. When the Control Seal is found, Sam, Michael, and James are to focus fire upon it. Everyone else should stay in cover.
Taking cover is a good idea.
Sam's Unlock will be useful for keeping them at bay, even if it only affects Solar. No Solar Excellency means no Excellence in Magic, which makes Insurmountable Perfection less dangerous.
Hm. You do raise a good point here. Since Solar Radiance doesn't have a multi-caster ability she can only throw up Solar Excellency once per turn and Sam can negate that. Of course she can still murderize Sam very fast so that's not a great plan.
[X] [XP] Upgrade
-[X] Raise IC to level 22 (160+170+180+190+200+210=1,100 XP)
-[X] Save the rest
This increases our Maximum Health to 5,400, which in turn increases the health granted to us by Segarite Core to 4,050. Considering we're facing two Epics with Unstoppable, I think we need all the Health we can get.
Hm.
@crystalwatcher - How does
The Unrivaled Radiance of The Sun effect ICORE? I was assuming it doubled the amount of damage that gets through but thinking about it I'm starting to suspect
@kelllogo is correct here:
Going by Crystalwatcher and Gore we should expect Solid Core's damage resistance to be 62.125% instead 99.5%. Meaning Solid Core takes 75.75 times more damage than she otherwise would. My spreadsheet suggests that a full round of Solar Radiance's attacks plus a poison bite would have a final end damage of about 44,000, current Health is 35,700
. So we do need to be ready to back up our threat, can't tank that sort of damage right now.
and it cripples ICORE to the point it's barely worth mentioning.
In which case buying levels in ICORE doesn't matter since they can kill us too fast either way.
Here is a simulation of what I'm thinking might happen:
Megabody: 4,000 Base Damage, +360 Dice, +1,000 Stone Cold Blooded, +16,000 Wrath of the Earth = 21,360 Total Damage
Megabody: 4,000 Base Damage, +360 Dice, +1,000 Stone Cold Blooded, +16,000 Wrath of the Earth = 21,360 Total Damage
42,720 Total Damage
Nepgear: 1,700 Base Resilience, +256 Dice, +838 Divine Inspiration (Shell), +570 Demon Knight (Demon King), +295 To Victory (Promised Victory), +0 Divine Faith (Inspire), +500 Divine Existence = 4,159 Damage Reduction
Unstoppable Triggers!
Indestructible Core: 21,146 Damage Reduction
No Longer Human: 5,393 Damage Reduction Unstoppable
Total End Damage: 21,574
Nepgear: 35,700 - 21,574 = 14,126 Health Remaining
That is 60% of Nepgear's Health
gone in a single attack. Now if No Longer Human works, but honestly given how powerful Unstoppable is I doubt it, the damage drops down to 16,181 so it only takes 45% of Nepgear's Health but either way we're pretty boned.
Honestly if I'm right and that is the effect on ICORE then the only acceptable plan is jump straight to Core Purge because Nepgear just became the most squishy person on the battlefield.[/QUOTE]