Crystalwatcher's Magical Girl Quest!

Man, I am really nervous for this fight... These two seem almost perfect for taking us on when we aren't trying to blast them to ash. Gah, tricky...

I have a feeling that Sam will be really handy for this fight though. Also, he should totally use Libras on both of these girls after we beat them to the max. If he could get a spell like those excellence spells...
 
Brilliant Key: 90% chance of countering, 10% of suffering 5,723 damage that her save-from-death Ability doesn't stop.
Brilliant Key is also immune to her Intercept abilities, which is a huge benefit.

We could probably have Red Rose stall the snake while Nepgear and Brilliant Key stall Solar Radiance. Main thing that we would need to watch out for is that Solar Radiance can't get "target's damage * 5" off against Nepgear and then use that damage to attack someone else.
 
Ok, here's a potential plan.

[X] [Radiance] Staying Alive
-[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.
-[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.
--[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.
-[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.
-[X] Red Rose and Solid Core are to negate any of Lunar's attacks they can, and try to find the Control Seal on the top or bottom of the snake respectively.
-[X] Brilliant Key will use her magic to heal Gabriel, then try to find the Control Seal. She will do close-up examinations via colussus climbing the snake.
-[X] Everyone 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 if possible. Everyone else should stay in cover. If the Seal is in a position where the human members can't hit it, Solid Core will fly close to it to use her Panzer Blade.

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. Gabriel will hopefully manage to keep Solar out if the fight without killing her, and set Solar up to have her Seal removed quickly. Insight proves her usefulness with Quantified Combat, and Red Rose has no reason to lie about the Control Seal, so Team GEAR should be able to trust her regarding its location. Since Lunar can't use all her attacks, negating the ones she can use will help immensely. When the Seal is found on Lunar, concentrated fire with a synchronization bonus should help get rid of it in one or two turns, while not doing enough splash damage to kill Lunar.

Anyone have any objections?

[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.
 
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It's hilariously hard to avoid killing them with Solid Core. One little Intercept and Smite wallops Solar Radiance with ~20,000 extra damage.

Purifier Beam: 5,743 Base Damage, Dice Negated, +500 Godly Power = 6,243 Total Damage

Intercept!

Radiance: 3,750 Base Damage, -12,500 Insurmountable Perfection Smited, +100 Burn in the Light = -8,650 Total Damage

14,893 Difference, Purifier Beam Wins!

Purifier Beam: 14,893 Intercept Damage, +196 Dice, +500 Godly Power= 15,589 Total Damage
Magical Girl Solar Radiance: 2,500 Base Resilience, -12,500 Insurmountable Perfection Smited, -1,875 Juggernaut, +400 Epic Existence = 11,475 Extra Damage.

Magical Girl Solar Radiance takes 27,064 Total End Damage

The Insurmountable Gap Triggers!

Magical Girl Solar Radiance takes 54,128 Total End Damage

Magical Girl Solar Radiance: 7,500 - 54128 = -46628 Health Remaining.

We should try talking by pointing this out to the Radiances. Maybe we can scare Solar Radiance off attacking while Solid Core is in the way. That should give Samael the opportunity to try his Spell-Stop effect on them, and Lucky some time to activate the Lesser Gods Golem. (Lucky hasn't had these powers for very long, but she was playing with them on the way here.)

[] Plan I'm Pretty Scary Myself
-[] Tell Sam that you're going to distract them and to be ready to cast.
--[] Fly up to be level with Solar Radiance, holding the Panzer Blade above your head. Shout "with the slightest touch of my blade your magic will twist and destroy you! Explain your actions!" Be ready to counter attack, and try to stay out of easy reach of the hydra snake.
--[] Be Lucky Star
---[] Panic about the huge hydra.
---[] Focus the power of the Core Connection trying to charge yourself up for combat.
----[] fractal
-[] Let everyone else run around doing whatever, there's no time to try to coordinate with them. Maybe they'll do something useful?

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 :V. So we do need to be ready to back up our threat, can't tank that sort of damage right now.

If this works like I'm hoping it will have Solar Radiance hide under Lunar's skirtheads until Solid Core is immobilized, greatly reducing potential damage. I haven't quite cracked how to avoid being pwned by the Auto-Grapple, I'm hoping Red Rose or Brilliant Key will pull something out of their hats for that.

(That snake still looks really scary, what keeps it from stunlocking Red Rose and Solid Core? It probably can't hit Brilliant Key at least, but otherwise seems to scream "I will remove all control from your character if I get a move".)

Reading up on Erase and Auto-Kill with a bit of math has led me to a conclusion. That poison bite attack will kill Nepgear if it lands. 5,000 Base plus 900% plus magic roll times the 37.8% that gets through will be about 18,500 Damage, 10% of that is reduced from Solid Core's Resilience bringing it to zero, Erase triggers an Auto-Kill when it drops a target's resistance to zero, Auto-Kill bypasses the Save-From-Death part of IC. If Goddess White or Gold were in the same situation the Hyper-Poison would kill them in one shot too (defences at half power, etc.).
 
INDESTRUCTIBLE CORE:
-Please note INDESTRUCTIBLE CORE's minimum damage threshold scales with Current Total Health. Not Max Total Health. The longer a fight goes, the harder it gets to damage Nepgear thanks to Segarite Core.
That really doesn't matter though. ICORE's NST part is itself no-sold by anything with Unstoppable and all of Solar Radiance's attacks are Unstoppable and Lunar Radiance's Megabody attack is also Unstoppable. That leaves the only attack that doesn't instantly bypass Nepgear's NST being Lunar Radiance's Hyper-Poison which, depending upon what value the X% debuff is calculated off*, may very well be a OHKO for Nepgear regardless of if she tanks it.

Solar Radiance is the most bullshit of the two opponents:
-Exactly as it says on the tin. As scary as the Snake is, don't forget Solar Radiance. She's standing mostly out of range atop one of the Snake's Heads fully willing to just blast randomly into the melee. Her Unrivaled Radiance ability also renders INDESTRUCTIBLE CORE's NS Threshold half of what it should be, and it reduces half as much damage as it should. No Longer Human is also reduced in effectiveness as well.
As I said above the NST flat out doesn't matter. That Unrivaled Radiance cuts both ICORE and NLH hurts though. That drops Nepgear's effective Health from 7,140,000 down to 2,380,000. Still crazy high but a mere 33% of what it should be. See my later post on the effects of this.

After ten turns of combat, I'll freeze for a new voting period and add in updates to the character sheets of those involved to fill out everything you learned during that update.
Things would have to be going pretty badly for combat to last ten turns. After that long Gabriel's Aura of Light should have erased their Control Seals even without factoring in any extra damage we do. This of course depends upon how big the courtyard is compared to the range of Gabriel's Aura of Light.

Still I'd be rather concerned if the fight takes that long.




As for strategy well I'm wondering how effective it would be to have Aquilia shoot at Solar Radiance with her Blast Zone. It would deal:
Code:
Zone Blast: 500 Base Damage, +3,000 Backed by Reality, No Dice, +838 Divine Inspiration (Shell), +570 Demon Knight (Demon King), +295 To Victory (Promised Victory), +0 Divine Faith (Inspire), +500 Divine Power = 5,703 Total Damage
Which, if I'm reading how Solar Excellency works right, wouldn't be enough to even scratch Solar Radiance but would (hopefully) take out her Control Seal with splash damage.

Also Nepgear can't attack Solar Radiance without OHKOing her. Purifier Beam/Panzer Blade would result in:
Purifier Beam: 5,743 Base Damage, +238 Dice, +500 Divine Power = 6,243 Total Damage

Intercept!

Radiance: 3,750 Base Damage, -12,500 Insurmountable Perfection Smited, +100 Burn in the Light = 8,650 Extra Damage

Solar Radiance: 2,500 Base Resilience, -12,500 Insurmountable Perfection Smited, -1,875 Juggernaut = 11,875 Extra Damage

26,768 Total End Damage

The Insurmountable Gap Triggers!

53,536 Final End Damage

Solar Radiance: 7,500 - 53,536 = -46,036 Health Remaining
Of course this depends upon what happens when an attack with Unstoppable gets involved in an Intercept conflict and all we have to go on there is:
@crystalwatcher
question: what happens when an Unstoppable attack gets in an intercept conflict?
/人 ◕ ‿‿ ◕ 人\ Epic Shit /人 ◕ ‿‿ ◕ 人\

Still it shows just how scary Smite is against a foe with a high MM.

As for other other attacks; they are all powerful enough to blow straight through all her defenses and OHKO. Nep-Nep really earned hit latest nickname.
 
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[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.
*narrows eyes*
I can't tell if this is your bias toward more IC levels talking or whether it would legitimately be a good idea.
@UberJJK you're the math dude. What's your take?
 
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*narrows eyes*
I can't tell if this is your bias toward more IC levels talking or whether it would legitimately be a good idea.
@UberJJK you're the math dude. What's your take?
*narrows eyes back*
Can't it be both?

An attack with Unstoppable and Disintegrate/Erase is basically our worst enemy, since it wears down our defenses, and can eventually kill us. Therefore, the obvious solution is to increase our defenses so that they are not easily destroyed.
 
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Ok, here's a potential plan.

[X] [Radiance] Staying Alive
-[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.
-[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.
--[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.
-[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.
-[X] Red Rose and Solid Core are to negate any of Lunar's attacks they can, and try to find the Control Seal.
-[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.

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. Gabriel will hopefully manage to keep Solar out if the fight without killing her, and set Solar up to have her Seal removed quickly. Insight proves her usefulness with Quantified Combat, and Red Rose has no reason to lie about the Control Seal, so Team GEAR should be able to trust her regarding its location. Since Lunar can't use all her attacks, negating the ones she can use will help immensely. When the Seal is found on Lunar, concentrated fire with a synchronization bonus should help get rid of it in one or two turns, while not doing enough splash damage to kill Lunar.

Anyone have any objections?

[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.
You forgot to include Brilliant Key anywhere in your plan. She can heal people, No Sell 90% of the attacks used against her, and No Sell Solar Radiance's ability to Intercept.
plus a poison bite would have a final end damage of about 44,000,
Don't forget that Nepgear is immune to the damage over time portions of Poison (but not the Erase parts).
*narrows eyes back*
Can't it be both?

An attack with Unstoppable and Disintegrate/Erase is basically our worst enemy, since it wears down our defenses, and can eventually kill us. Therefore, the obvious solution is to increase our defenses so that they are not easily destroyed.
Or increase our Flight and High-Speed Combat enough that we can't be hit.
 
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You forgot to include Brilliant Key anywhere in your plan. She can heal people, No Sell 90% of the attacks used against her, and No Sell Solar Radiance's ability to Intercept.
Ah, right. I'll have her heal, and aid in looking for the Control Seal. I remember Crystalwatcher saying earlier that she could do a Colossus Climb on Sixth Heaven to kill Sixth, so Brilliant should be able to handle that.
 
-[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:
Article:
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 :V. 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:
Article:
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]
 
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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.
Actions, plural. It trades strain damage for not being able to handle multiple opponents.
It's basically the thing from the Sherlock Holmes movies where he predicts everything the other guy is gonna do and determines how to get his desired outcome.
 
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Assuming he's got Drive Boost up Samael could either completely destroy one of their seals or drop both down by a significant percentage.
He's got Drive Boost up. It was right there in the update when he cast all of the buffs.

it seems to engulf the target's body which would imply Sam doesn't need to see the Seal to effect it.
I think that the problem with casting Purge on the Snake is that Purge still only has a limited area it can cover. So we'd have to find the seal first or resort to spamming it everywhere. Not exactly a good thing against a giant fucking snake.

Can't the Spell-Stop effect of Samael's spell deactivate Lunar Radiance's transformation?
We don't know. Maybe, maybe not. We'd have to try it to find out unless @crystalwatcher decides to be nice.
 
You sure that's what you want him doing? With his current buffs Purge will take out their Control Seals fast:
This is because I'm fairly certain he needs to know where the Control Seal is in order to Purge it. Remember, Sega's Seal was easy to see, since it was on her collarbone.

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.
This is to help keep her in a single position, and I'm fairly certain that if she's being grappled, she won't be able to attack our squishier team members.

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.
What LDJ said.

...You do realize Nepgear can only negate one attack per turn right? And that it uses up all her actions that turn?
Yeah, hence the "they can" part. And it uses up all her attacks that turn, which is why I'm having Insight do her Quantified Combat thing first. This is just in case flying over Lunar's snake body gives Lunar a free hit against Solid Core, and if Lunar somehow neutralizes Insight's QC ability.

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.
I'm 99.9% certain that if Gabriel gets Solar in a grapple, then the only one Solar can attack will be the people in the grapple, as demonstrated by Sega when she got grappled in the fight against Team GEAR. Course, Sega was in human form and Solar's transformed, so it might be different. Hence why I'm having Sam focus on getting rid of Solar Excellency's buff effect first. She's less likely to murder him in a single hit if she's reduced to her base stats.
 
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.
Unstoppable shouldn't bypass No Longer Human, as that's due to her non-human nature/biology, not needing pesky things like "internal organs" and limb loss being impossible as it simply reforms. Note: this is not WoG.

Also, fairly sure your math is wrong. Stone Cold Blooded alter the Base Damage directly, so Lunar Radiance is currently rocking a Base Damage of 5,000, which is then increased by 20,000 thanks to Wrath of the Earth. Total End Damage would be 19,211.

Again, not WoG.
 
This is to help keep her in a single position, and I'm fairly certain that if she's being grappled, she won't be able to attack our squishier team members.
I'm 99.9% certain that if Gabriel gets Solar in a grapple, then the only one Solar can attack will be the people in the grapple, as demonstrated by Sega when she got grappled in the fight against Team GEAR.
That makes no sense. Sega is a melee combatant who needs to swing a sword to hurt someone. Solar is a ranged combatant who doesn't need verbal or somatic components to direct her flying death orb.
As Uber said, grappling would just put them at point blank range.

It's Spell-Stop though, so it also cancels out active buffs. I'm assuming that the transformation counts as a buff.
Yeah no. No, if that feat chain is gonna effect her transformation, it's gonna be the "negate active magic" bit.
 
Yeah no. No, if that feat chain is gonna effect her transformation, it's gonna be the "negate active magic" bit.
Even if it doesn't cancel out her transformation, then resetting Stone Cold Blooded would be worth the cast anyway. Unless we roll a nat 100 or get incredibly lucky and find the seal straight away.
 
That makes no sense. Sega is a melee combatant who needs to swing a sword to hurt someone. Solar is a ranged combatant who doesn't need verbal or somatic components to direct her flying death orb.
As Uber said, grappling would just put them at point blank range.
I realize that, but I can't think of a better way to keep her in one spot and potentially keep her from murdering Sam before he can get to Purging that Control Seal on her. The only other thing I think we've got that might work is that new spell Sam got that's basically the equivalent of tying someone up with an ordinary rope, and I don't think that's going to do more than slow her down for a few seconds.
 
So here's a tentative plan that probably going to end up assimilated into someone elses. But it's a start. The immediate combo of flashbangs/Purge is to take Solar Radiance out of the fight. Her 'Unrivaled Radiance' ability fucks up our defenses completely which I find completely intolerable. I also want to do it because who ever heard of a 'normal' human being fucking up an Epic-tier MG? It's something they'll never expect. We can use that too.

Afterwards, rather than running around like we're chickens with our heads cut off. I'd rather take the edge off of Lunar Radiance's offense by destroying her 'weapons'. This'll have the bonus effect of reducing the places we need to look to find the seal. Now I'm gambling here that destroying a head or heads won't actually kill her for good from the comments beneath the snake's sheet. If I'm wrong, we'll have to adjust.

[X] Plan Cut the Snake's Heads
-[X] Flashbangs out immediately towards Solar Radiance
-[X] Sam follows up by casting two Purges on Solar Radiance to destroy her seal
--[X] Cast Unlock on Lunar Radiance after Solar Radiance's seal is gone
-[X] Everyone else, target the snake's heads to destroy them
--[X] Keep one alive until the seal has been destroyed
-[X] Keep an eye out for Lunar's seal, when found, destroy it ASAP
 
Actions, plural. It trades strain damage for not being able to handle multiple opponents.
It's basically the thing from the Sherlock Holmes movies where he predicts everything the other guy is gonna go and determines how to get his desired outcome.
Damn plurals looking so similar to non-plurals! :oops:
He's got Drive Boost up. It was right there in the update when he cast all of the buffs.
I suspected as much but didn't bother to check.

I think that the problem with casting Purge on the Snake is that Purge still only has a limited area it can cover. So we'd have to find the seal first or resort to spamming it everywhere. Not exactly a good thing against a giant fucking snake.
Well when I said that I really meant for it being cast at Solar Radiance since she's the biggest threat here. Lunar Radiance is a nasty tank but we've got characters who can handle that.

This is because I'm fairly certain he needs to know where the Control Seal is in order to Purge it. Remember, Sega's Seal was easy to see, since it was on her collarbone.
While her spell was easy to see my point was that Purge seems to hit everything around the target. It's why Nepgear got splashed when Sam took out that zombie atop her and why he couldn't fire into the grapple with Sega, he'd have hurt James and Michael.

Yeah, hence the "they can" part. And it uses up all her attacks that turn, which is why I'm having Insight do her Quantified Combat thing first. This is just in case flying over Lunar's snake body gives Lunar a free hit against Solid Core, and if Lunar somehow neutralizes Insight's QC ability.
Well if we're flying over Lunar then Supremacy Zone should kick in. Although that raises the question of what effect Solar's defense reducing ability has on Supremacy Zone.

Hence why I'm having Sam focus on getting rid of Solar Excellency's buff effect first. She's less likely to murder him in a single hit if she's reduced to her base stats.
Searing Light is Unstoppable, has a Base Damage of 3,650 and a Magic Modifier of 3,000. Even without Solar Excellency that's still an average damage of 11,150 (Insurmountable Perfection still works without Solar Excellency) which is enough to drop Sam down to just 1,097 Health (21.9%) and since he's actually human that is almost certainly enough damage to start rolling Body Damage Modifiers. He could very well get unlucky, head shot, and die from that attack alone or just be too crippled to fight, for the rest of the battle or worse his life.

Unstoppable shouldn't bypass No Longer Human, as that's due to her non-human nature/biology, not needing pesky things like "internal organs" and limb loss being impossible as it simply reforms. Note: this is not WoG.
I suspected it might but since Unstoppable bypasses almost everything I figured it was better to air on the sight of caution. Not that it makes much of a difference.

Also, fairly sure your math is wrong. Stone Cold Blooded alter the Base Damage directly, so Lunar Radiance is currently rocking a Base Damage of 5,000, which is then increased by 20,000 thanks to Wrath of the Earth. Total End Damage would be 19,211.

Again, not WoG.
Hm. Let's see what happens:
Article:
Megabody: 5,000 Base Damage, +360 Dice, +20,000 Wrath of the Earth = 25,360 Total Damage
Megabody: 5,000 Base Damage, +360 Dice, +20,000 Wrath of the Earth = 25,360 Total Damage

50,720 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: 25,106 Damage Reduction
No Longer Human: 6,403 Damage Reduction

Total End Damage: 19,211

Nepgear: 35,700 - 19,211 = 16,489 Health Remaining

Still quite nasty at 53.8% of Nepgear's Health.
 
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