Crystalwatcher's Magical Girl Quest!

As for size?

Roughly 100 to 120 square yards or so in all. It's slightly elongated with a central dome in the middle that the Black Knight and Candy Heart are standing right inside of, while you, White Knight, and Team GEAR are tanging near the currently open door that was busted when WK kicked it open.
My take on how things look:


A twelve meter by ten meter room means we can get at most 15 meters away from Black Knight, if it is so kind as to stand in the opposing corner. It is standing at the center right now, between that and the zombies we're stuck within five meters of that thing - no wonder we couldn't dodge X_X.

If we clean out the zombies we might be able to fly out the door and up out of easy stabbing range. I'm loath to leave our team to face Black Knight once it realizes that we've flown off to get back-up. Unless we use Core Purge or level Celestial Severance there's nothing Nepgear has that will scratch 3,500 resilience, so there's nothing to do but run for help in that situation.
 
And remember that we can also use Starshine on Candy Heart, not only just base damage, so that should hopefully make things go a lot faster, especially if we upgrade it.

Worth noting that Starshine is not the most accurate of things. While it's no long a certainty there is still a risk it will collapse the building on us and, as I mentioned before, it's Divinity affinity may or may not attract some attention.

Citation on accuracy:
Possibly yes. Collateral Damage is a thing in this quest, though Starshine doesn't have as big a chance as other weapons or spells. Had you guys not had that rock-throwing event with Goddess Gold it would have been very likely that you would have brought the Mausoleum down without warning to anybody in one use. Now, while the possibility is there, it' not likely to happen unless your actually aiming for the building.
added red for emphasis. Just because it's not likely don't mean it's not a threat.

And by upgrading our weapon, we should hopefully see new options in the shop to take!

Indeed. Personally I think the biggest bonus would be if by reaching Purifier Beam Level 5 we bump up to 2 attacks per turn.

Also, judging on the xp calculations above, I think we could have a greater effect if we buy the purifier up to level 7, which is apparently the minimum we need, and then we can upgrade starshine up to level 6, which should be a massive jump in power for us and handily take out Candy Heart in one shot if we can get the purity damage boost and combo by using it on her.

As I mentioned later Purifier Beam Level 7 apparently isn't enough. It deals 225 + 1d40 in damage, average is 245, which would be reduced by Candy Heart's 150 Resilience + 1d45, average is 173, which leaves us dealing just 72 damage which is further reduces by Candy Heart's Auto Healing regenerating 50hp per turn to just 22 effective damage. That would take 46 turns to kill her and by that point Nepgear would have died from Candy Heart's attacks.

Level 8 is better mathematically speaking since 337 + 1d45 means we'd effectively be dealing 137 per turn so it would only take 8 turns to kill her but by then Team GEAR would likely be swamped by Zombies. Hence why I suggested going for broke and getting Level 9 since that drops the time down to 3 turns.

Of course this is assuming we don't upgrade to 2 attacks per turn by leveling up Purifier Beam but since we don't know if that's even possible I think we're better off assuming it won't happen.


Although, as you point out, we could just level up Starshine to Level 6 but there are still the issues I mentioned earlier.

This leaves us with not only a better defence via interception with base damage, but also a MUCH stronger offence via Starshine. And we'll even have some small amount of xp left over for the next upgrades to come.

I have to say the blocking is not something I had considered in my planning. It's actually quite a good bonus to improving Purifier Beam and certainly not something to be dismissed.


Black Knight is toying with us because there is nothing we can do to stop it from killing everyone. The instant that changes it will charge us, break MGWK's weapon, and kill us. It would need to be much more conveniently stupid than it has been shown to be to let us waltz out after smoking Candy Heart and the zombies.

By the numbers Candy Heart can't survive a barrage from Team GEAR or a slugging match with Nepgear. Our problem is surviving and dealing with BK, which right now looks tougher than the Spawn of Mayham we had dropped upon us at quest start. Even if Nep hides behind 'merely human' what can be done to stop Black Knight?

Ah but we don't have to stop Black Knight. We know from the previous update:
The second Helicopter carrying Goddess Gold and Bly Sky barely have enough time to realize something had happened before the wave of light is upon them.
that Rei is either already coming to meet us or scrambles after Team GEAR gets the word out. So we just need to hold long enough for her to arrive.

So our best option, from my point of view anyway, is to quickly finish off Candy Heart, I doubt Black Knight has any idea how strong she is, then go and fight the Zombies. Note I said fight not slaughter. Basically we hold them off with Purifier Beam, and maybe some Starshine, so being overrun looks possible and the Black Knight will continue messing around until help arrives.

You know, because of this if we manage to hit the black knight with enough starshine we can kill her.

Eh. If we want to kill the Black Knight, which would be really hard to pull off, we'd be better off drawing it outside, probably using Core Purge to show we're a serious threat, then whacking it with an upgraded Celestial Severance.

With 334 XP we could get Celestial Severance up to Level 10 for a damage of 25,600 which is probably doubled by Double-Cast bringing it up to 51,200.

Of course killing the Black Knight is a Epically Terrible Idea because it would draw all the attention on Nepgear way before she's ready. That's how you end up like Juggernaut Core.

I will note the debuff is called "hostile divinity exposure". I don't think it'll occur normally.

On reflection I agree. It's probably something that will only happen with Core Purge and is easily offset by the 25% health damage plus all the attention it would bring.

Also, you seem to be forgetting the "Danmaku" ability, which is described as "Full Auto, but on steroids". That's +250 minimum per version. I'm guessing it's 500, myself.

I'm not I just didn't think to look for Full Auto in an upgrade, because I was silly, so I didn't include it. Now that I've actually found it I tend to agree that it should provide around +500.

And from previous data, we know the bonus is x2,

We know that in one specific circumstance the bonus was x2. We have no idea how it applies in general. The bonus might not apply because we don't have enough attacks to qualify, in that case it was 6 simultaneous attacks, or it might be different since "Hail of Lead" implies it mostly for bullets and magic attacks might have their own bonus.
 
Personally, I suspect that Black Knight as a super-move she can activate in response to an attack that could kill her.

I mean, hell, doesn't one of our own guys have a parry-counterattack trick that's basically unconditional and triggers any time he'd take enough damage to kill him? And works any time?
 
I mean, hell, doesn't one of our own guys have a parry-counterattack trick that's basically unconditional and triggers any time he'd take enough damage to kill him? And works any time?

In fairness, if that guy is actually fully human then I will be very surprised.

But, yeah, contingencies against being oneshotted aren't unheard of even within the MGs we already know of. BK having something that lets it mitigate a deathblow is... very Black Knight like. :V

'Whenever an attack would kill you, instead lose one limb to a maximum of 4 lost limbs'.
 
Anyway looking at our enemies and our skills, priorities are simple:
1) Do not aggro Black Knight. Divinity attribute attacks are probably safe if not hitting something particularly durable(because as far as I can tell, barring a specific sensory ability, you can't recognize the affinities of an attack until it hits).

2) Killing zombies are fine. They are fodder. Black Knight expects them to keep our human buddies occupied, block the door and little more. Even if you oneshot them, most magical girls can oneshot them.

3) Killing Candy Heart too fast is not fine. She's a magical girl, so killing her quickly elevates us on the Black Knight threat-o-meter.

4) Letting Candy Heart hit us is fine. Going by her sheet, she has Knuckle Duster(Justice, Myth Maker, 300 damage base) and Candy Crush(Love, Myth Maker, 200 damage base, 50 modifier, double cast)...which translated to non math terms means that if we upgrade our durability at ALL, she's going to be doing scratch damage to Nepgear barring a major Affinity clash. She's more of a danger to our team, however, it was explained earlier that reanimated magical girls retain their general personality and values, only with a change of perspective, so unless they pose an immediate threat to her, she is going to prioritize Nepgear.

5) Getting outside is a mixed bag. It allows us to use our bigger attacks, but is certain to attract Black Knight's attention, though if she's still in a playing mood, she might simply kick Nepgear back inside to toy with her a bit more. We have a Big Gun incoming, so if we get outside at all, Rei WILL act, and Nepgear can shift to Touhou - Perfect Cherry Blossom play mode and shoot lots of undead.

6) It's unclear if Candy Heart can be salvaged, but, as her offensive capability is managable, PROVIDED Black Knight is not a problem, Nepgear can stonewall her long enough for Rei to effect a capture. It might be worthwhile simply to learn how the fuck these undead work. We don't have any idea how they work, so a live capture might give more information on what the fuck.
 
She can jump faster than we can dodge, and, by their very nature, jumps tend to accelerate faster than flying abilities do.

Which is a reason why i said we need to upgrate our flying you know. >.>
I will point out to you guys how your flight ability is Boosted.

Flight (Boosted):
Level 3
-Solid Core is able to fly nearly twice as fast as she is capable of running - about 20mph. (Solid Core is capable of creating magical platforms mid-air that she is capable of pushing off of, or using to arrest her movement when necessary.)

So, inertia is less of a thing to you, and not a much a worry. Used right you can turn on a dime at full speed.

I was bored and in the mood for math so here is what I've been able to work out.

Spending XP

There are currently two ways to spend XP.

The first is by purchasing additional levels in any ability/spell/ect Nepgear already possess. The cost for this is simply: [Current Level] * 10 with multiple levels being calculated sequentially. For example going from Level 3 to Level 4 costs 30XP while going from Level 4 to Level 6 costs 90XP, 40XP for 4 -> 5 plus 50XP for 5 -> 6.

The second is by purchasing new abilities/spells/ect from the shop. The availability of various potential purchases depends upon in game events, previous purchases, and occasional the level of existing abilities/spells/ect.
Stats

Health:
Health represents how much damage Nepgear's body can take before she suffers Core Breach and dies. Nepgear starts with 100 hp before modifiers are applied.

Currently there is only one known modifier for Health:
  1. Core Containment which adds 50 hp per level.

Base Damage:
Base damage represents how much damage Nepgear does with her Purifier Beam and Panzar Blade. Nepgear starts with 10 damage before modifiers are applied.

Currently there are three known modifiers for Base Damage:
  1. Purifier Beam which adds a 1.5x multiplier to Base Damage with each Level after the first.
  2. Beam Extension which added a flat 2x multiplier to Base Damage on purchase.
  3. Sword Skill which currently applies a -25% modifier in close range combat.
Base Resilience:
Base Resilience is the first layer of damage reduction applied to incoming damage and works by reducing incoming damage by it's value. Nepgear starts with 5 resilience before modifiers are applied.

Currently there is only one known modifier for Base Resilience:
  1. Armored Core: [Rank] which adds [Variable] resilience per level.
    1. The value of [Variable] depends upon the current [Rank] with Iron having a [Variable] of 10, Steel a [Variable] of 20, and Mythril a [Variable] of 30.
Magic Modifier:
Magic Modifier determines how large the die rolled to supplement actions such as attacks or defense is. Nepgear starts with a Magic Modifier of 10 before modifiers are applied.

Currently there is only one known modifier for Magic Modifier:
  1. Purifier Beam which adds 5 per level after the first.
Spells

Celestial Severance:
Celestial Severance extends our swing arc allowing us to strike everything in that arc out to a distance of 50 meters.

It's Base Damage follows the formula:
25 * 2^[Level]​
or put simply it starts at 50 and doubles with each additional level.

It's Magic Modifier follows the formula:
25 + [Level] * 25​
or put simply it starts at 50 and increases by 25 with each additional level.

Starshine:
Starshine sprays dozens of homing lasers from the end of Purifier Beam. This is treated as fours simultaneous attacks.

It's Base Damage appears to follow the formula:
80 * 1.25^[Level]​
Abilities

Flight:
Flight allows Nepgear to fly.

Her flight speed follows the formula:
[Level] * 10 - 10

Armored Core: [Rank]:
In addition to the modifier to Base Resilience Armored Core applies a second layer of damage reduction, applied after Base Resilience. Any attack less then [Percentage]% of Nepgear's health is automatically negated and any attack greater then [Percentage]% of Nepgear's health is reduced by [Percentage]%.

[Percentage] is determined by the current [Rank] of Armored Core. Iron gave a [Percentage] of 5%, Steel a [Percentage] of 25%, and Mythril a [Percentage] of 50%. There is no clear formula for what further ranks will provide.


I think that's everything we know for everything non-obvious. If there is something I missed I'll happily edit it in.
Due to my own lazy I'll simply put a link to this on page 1 for ease of access. As for things you've missed: No Longer Human for the abilities tab.

Otherwise it sounds like everything.

We know that in one specific circumstance the bonus was x2. We have no idea how it applies in general. The bonus might not apply because we don't have enough attacks to qualify, in that case it was 6 simultaneous attacks, or it might be different since "Hail of Lead" implies it mostly for bullets and magic attacks might have their own bonus.
I've already stated how the x2 circumstance bonus applies during a fight when alongside Human soldiers.

I've also spoken about how you fit into the synergy bonus yourself.
 
My take on how things look:


A twelve meter by ten meter room means we can get at most 15 meters away from Black Knight, if it is so kind as to stand in the opposing corner. It is standing at the center right now, between that and the zombies we're stuck within five meters of that thing - no wonder we couldn't dodge X_X.

If we clean out the zombies we might be able to fly out the door and up out of easy stabbing range. I'm loath to leave our team to face Black Knight once it realizes that we've flown off to get back-up. Unless we use Core Purge or level Celestial Severance there's nothing Nepgear has that will scratch 3,500 resilience, so there's nothing to do but run for help in that situation.
I'm sorry, but when I aw this I couldn't help but laugh. You made my day.
 
[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 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)
 
I don't think we want our owner to need to potty train their pet. Nobody would ever let us live that down.
Oh, right, Rei decided that she was going to sleep in her bed that we had mistakenly believed to be ours.

Welp, no regrets now!

*whips out my writer's pen that only refills itself during Calibration*
 
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...

I... really? No, this is not a good idea.

I think the next dream should be about the whole death scene.

I mean if we're going to be punished for dieing, I'd rather it be via giving Nepgear nightmares to properly tug on the player heartstrings.
 
...

I... really? No, this is not a good idea.

I think the next dream should be about the whole death scene.

I mean if we're going to be punished for dieing, I'd rather it be via giving Nepgear nightmares to properly tug on the player heartstrings.

I though the punishment for dieing would be that that exp bonus we got for dieing would decrease with each death and keep decreasing after hitting zero and start taking exp away from us.
 
I though the punishment for dieing would be that that exp bonus we got for dieing would decrease with each death and keep decreasing after hitting zero and start taking exp away from us.
In a quest where the GM keeps a pwn counter? No, it'll just be the general thread panic and a healthy dose of inexplicable PTSD that'll keep Rei up at night while we cry ourselves back to sleep. Assuming we even sleep by the time I'm through with our dreams
Hmm, I wonder if our artificial body feels really soft when it isn't being Divinely Awesome?...
 
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I don't think we want our owner to need to potty train their pet. Nobody would ever let us live that down.

Oh, right, Rei decided that she was going to sleep in her bed that we had mistakenly believed to be ours.

Welp, no regrets now!

*whips out my writer's pen that only refills itself during Calibration*
Lets not go there... I only want the Overlords here if they feel like joining in on the fun quest. Having them crusade through the thread isn't very inimical to that.

Hmm, I wonder if our artificial body feels really soft when it isn't being Divinely Awesome?...
You want to hug that? Go ahead. Just make sure to double check the writing of the segment before you do so you don't get vaped along with everything else.
 
Closing Voting tomorrow after I get up. Please have votes and omakes in by then, thank you.

@OverReactionGuy, Friendly reminder: double check to make sure you've voted. Not sure if you care or not, so I decided you might appreciate the reminder. If not let me know.

@Everyone Else: Please, note if the vote is a tie, I'll go with the one that closest resembles the last one for simplicity.

If anyone has a question, I'll be happy to answer so long as it doesn't lead to spoilers.
 
"It can't be hopeless."

Two nights ago, just before the Indianapolis reprisal, a magical girl said those words. She'd joined United Light only two weeks earlier, and seemed to take it upon herself to proclaim our victory. If she wanted reassurance she came up empty-handed neither I or any of the new Team Gear responded.

Tonight I wait at a staging area near Louisville, remembering the way she shrieked while a Hell Beast tore her to pieces.

I never got her name.

It's been seven weeks since the loss of the first Team Gear, and I've written little but line after line of defeats. The order to maintain a journal was never rescinded, and it already feels like a habit, a way to rage at uncaring fortune that has doomed my home. The Indianapolis reprisal involved a dozen nukes to soften the defending forces up, followed by hundreds of tanks, thousands of men, and dozens of magical girls. For all of that it can only be described as inconclusive.

If burning our own cities to ash isn't enough to decisively dislodge the armies of Hell what chance does Earth have? I suspect this question will be on the minds of the next group they find for Team Gear.

During the battle I received healing and unasked-for advice from an angelic researcher. She claimed that I would soon be able to render judgment upon all who struggle for the Ashakic Pillar. I don't feel like a being that can change the course of the war, I've yet to engage in a fight where I wasn't at risk of being immediately killed by my foes. She made made feel uncomfortable rather than reassured. After I left her post it was flattened by a Spawn of Mayhem. I never got her name either.

Rei is getting worried, she puts on a brave face, but her demeanor towards me has changed. Where before she found my inexperience amusing or charming, now I am told. "You need to fight with all your strength." She's worried, about me if nothing else.

My power has kept up it's frantic pace of growth. If it keeps increasing in power and in rate of growth as it has, I may soon be able to withstand one of Rei's presence attack. Maybe.

I'm still getting stronger.

It can't be hopeless.

><><><><
It should be pretty obvious that I cribbed most of this from somewhere else.
 
Right, I'm putting in an XP plan then. This plan should definitely kick ass better than either of the dedicated plans mentioned before.

[X] XP Plan Balance
-[X] Raise Purifier Beam to level 7 (180XP)
-[X] Raise Starshine to level 6 (140XP)
 
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