Well...
At least we now know the Core Purge doesn't effect our allies.
So the question is what do we do now? Well let's look at our options. Thanks to the edit we now have 334 XP to spend. Let's start with upgrading Purifier Beam:
Level 3 + 30xp + 40xp + 50xp + 60xp + 70xp + 80xp = Level 9
What does Level 9 Purifier Beam look like? Well near as I can tell Purifer Beam follows the pattern:
The Purifier Beam will increase damage output by 50% per level rounded up.
plus the x2 bonus from Extension.
This give us:
Level 1: 20
Level 2: 20 * 1.5 = 30
Level 3: 30 * 1.5 = 45
Level 4: 45 * 1.5 = 67
Level 5: 67 * 1.5 = 100
Level 6: 100 * 1.5 = 150
Level 7: 150 * 1.5 = 225
Level 8: 225 * 1.5 = 337
Level 9: 337 * 1.5 = 505
If we want Purifier Beam to be at all useful in our fight against Candy Heart we need to buy it up to at level Level 7 since she has DR 150. Of course there is the magic modifier which would push it higher. For Magic Modifier we seem to just gain +5 for each level of Purifier Beam giving us:
Level 1: 10
Level 2: 15
Level 3: 20
Level 4: 25
Level 5: 30
Level 6: 35
Level 7: 40
Level 8: 45
Level 9: 50
But frankly Magic Modifier is too random to really rely on and Candy Heart has MM 45 boosting her DR so we'd see little effect anyway at Level 6.
For Starshine we don't really have the numbers yet to be sure but initial impressions suggest a 1.25x growth rate. The highest we can currently upgrade it to is Level 8:
Level 2 + 20xp + 30xp + 40xp + 50xp + 60xp + 70xp = Level 8
Level 1: 100
Level 2: 100 * 1.25 = 125
Level 3: 125 * 1.25 = 156
Level 4: 156 * 1.25 = 195
Level 5: 195 * 1.25 = 244
Level 6: 244 * 1.25 = 305
Level 7: 305 * 1.25 = 381
Level 8: 381 * 1.25 = 476
From a base damage perspective upgrading Purifier
seems the more attractive option. However this doesn't take into account that Starshine fires 4 projectiles at once which combo quite nastily:
Damage calculation from these attacks are applied similar to other synchronize bonus'. If one of your teammates are firing alongside you, it'll trigger their dakka wall bonus. You count for however many soldiers you launch attacks. Otherwise the bonuses are applied like normal.
Now as far as I can tell the details of this mechanic are not really laid out however going by:
(Jessica Full Auto: 250 Base Damage, +50 Full Auto, +50 Full Auto, +50 Full Auto, +50 Full Auto, +50 Full Auto, +10 Surprise, +60 Holy = 570 Total Damage
Robert Full Auto: 250 Base Damage, +50 Full Auto, +50 Full Auto, +50 Full Auto, +50 Full Auto, +50 Full Auto, +10 Surprise, +60 Holy = 570 Total Damage
Richard Full Auto: 250 Base Damage, +50 Full Auto, +50 Full Auto, +50 Full Auto, +50 Full Auto, +50 Full Auto, +10 Surprise, +60 Holy = 570 Total Damage
Michael Full Auto: 250 Base Damage, +50 Full Auto, +50 Full Auto, +50 Full Auto, +50 Full Auto, +50 Full Auto, +10 Surprise, +60 Holy = 570 Total Damage
Samael Full Auto: 250 Base Damage, +50 Full Auto, +50 Full Auto, +50 Full Auto, +50 Full Auto, +50 Full Auto, +10 Surprise, +60 Holy = 570 Total Damage
Solid Core Purifier Beam: 45 Base Damage, +50 Purification, +15 Dice, +10 Surprise = 120 Total Damage
Team GEAR: 2,970 Unified Damage, x2 Synchronize Bonus (Hail of Led) = 5,940 Total Damage
Demon Soldier: 50 Base Resilience, +8 Dice, -5 Cover is now Debris = 53 Damage Reduction
Demon Soldier: 50 Base Resilience, +8 Dice, -5 Cover is now Debris = 53 Damage Reduction
Demon Soldier: 50 Base Resilience, +8 Dice, -5 Cover is now Debris = 53 Damage Reduction
Demon Soldier: 50 Base Resilience, +8 Dice, -5 Cover is now Debris = 53 Damage Reduction
Demon Soldier: 50 Base Resilience, +8 Dice, -5 Cover is now Debris = 53 Damage Reduction
Demon Soldier: 50 Base Resilience, +8 Dice, -5 Cover is now Debris = 53 Damage Reduction
Demon Soldier Health (6) : 750 - 5,940 = -5190)
The attacks add together to create a Total Damage value which may have a Synchronize Bonus. So in actuality as long as all 4 Starshine beams are at the same target the Total Damage is:
Level 1:100 * 4 = 400
Level 2: 125 * 4 = 500
Level 3: 156 * 4 = 624
Level 4: 195 * 4 = 780
Level 5: 244 * 4 = 976
Level 6: 305 * 4 = 1,220
Level 7: 381 * 4 = 1,524
Level 8: 476 * 4 = 1,904
Ultimately the question is whether we should upgrade Purifier Beam, Starshine, or some combination of the two? Personally I think Purifier Beam is the better option right now because it has a basically zero chance of collateral damage, while Starshine does have a chance, and because it likes the Divinity affinity that Starshine has.
Starshine having a Divinity affinity, like Core Purge, means that it might also deal that nasty -5,000 Hostile Divinity Exposure debuff and that could
easily catch Dark Knight's attention even if it's not targeted at her.
With that out of the way it's now a question of how much should we spend on Purifier Beam? Well as I said before a bare minimum of 180 XP is required since that will give us 225 base damage + 1d40 which is enough to chip away at Candy Heart's health although barely since she has 50 regen per turn.
Candy Heart has 300 base damage + 1d50 and her Candy Crush attack deals (200 base damage + 1d50) * 2. So we're looking at a maximum of around 500 damage per turn. To counter that we have 125 DR which drops it to 375 and then Armored Core which slashes it down to 187 since it's >200 damage followed finally by No Longer Human slashing the damage further down to 93.
That said while boosts in Core Containment or Armored Core would
help at that rate we'd take more damage then we can dish out. So it looks like we're better off just dumping all our XP in Purifier Beam.
[X] Plan We're a Baby Tiger
-[X] White Knight handles the Knight, while we handle Candy Heart and the zombies outside.
-[X] Team GEAR fires on the zombies from within the mausoleum, while radioing to request backup and detailing the situation, with specific mention to Goddess Red's Black Knight.
-[X] Engage Candy Heart with Purifier Beam. Put her back to rest as fast as possible.
--[X] Once Candy Heart is down join Team GEAR in holding off the zombies with Purifier Beam while awaiting Reinforcements.
---[X] Switch to aiding White Knight if she needs it.
[X] XP Plan Purifier
-[X] Raise Purifier Beam's level to 9 (330XP)
By my math Level 9 Purifier Beam will take down Candy Heart in 3 turns:
Turn 1:
505 damage - 125 DR = 380 damage
Health = 1,000 - 380 = 620
Turn 2:
Health = 620 + 50 = 670
505 damage - 125 DR = 380 damage
Health = 290
Turn 3:
Health = 290 + 50 = 340
505 damage - 125 DR = 380 damage
Health = 290 - 380 = -90 (Candy Heart Dead)
Hopefully that is fast enough to help hold back the Zombie Hoard.