Crystalwatcher's Magical Girl Quest!

Well, that sounds like adding a "If a good opportunity presents itself and nobody is in need of healing, cast Flare at Solar Radiance and her Seal" as an action for Brilliant Key.
 
aka Nepgear is Too Laser Shark for most things and not Laser Shark Enough for the rest of things.

(Laser Shark being a term used to describe completely overpowered Skyrim Characters, which can happen in the default game via exploiting a skill reinforcement loop in the three crafting skills.)
 
Last edited:
@Gore17, I have two questions regarding your plan.

1: It looks like Brilliant Key might be able to hit the seal on Solar without knowing exactly where it is by using Flare. Do you think you could edit in a line that says that if she sees an opening and nobody's in need of healing, Brilliant Key will cast Flare and try to hit Solar's entire body? Solar's defense is strong enough to survive it, and we might get lucky and take out the seal.

2: Since Core Purge is our best chance to disable Lunar nonfatally once she's human again, do you think you could add in a line that says that if Core Purge's effect ends, Solid Core will reactivate it? Because I would prefer to have it in the plan.
 
1: It looks like Brilliant Key might be able to hit the seal on Solar without knowing exactly where it is by using Flare. Do you think you could edit in a line that says that if she sees an opening and nobody's in need of healing, Brilliant Key will cast Flare and try to hit Solar's entire body? Solar's defense is strong enough to survive it, and we might get lucky and take out the seal.
Amongst other concerns, is that if Sam cast Unlock on Solar Radiance and it successfully cancels her buff, but Brilliant Key doesn't realize/know, Flare is incredibly likely to kill Solar Radiance.
2: Since Core Purge is our best chance to disable Lunar nonfatally once she's human again, do you think you could add in a line that says that if Core Purge's effect ends, Solid Core will reactivate it? Because I would prefer to have it in the plan.
I already did?
 
Amongst other concerns, is that if Sam cast Unlock on Solar Radiance and it successfully cancels her buff, but Brilliant Key doesn't realize/know, Flare is incredibly likely to kill Solar Radiance.
What are these "other concerns" you speak of?

Also, wouldn't one of the conditions for "this is a good time to cast" be "her buff has not been removed or has since been refreshed"?
 
Last edited:
Amongst other concerns, is that if Sam cast Unlock on Solar Radiance and it successfully cancels her buff, but Brilliant Key doesn't realize/know, Flare is incredibly likely to kill Solar Radiance.
If Brilliant Key were to attack Solar Radiance through all those defenses, just push past the high MM 'roll' through offense buffs and Multi-Slash, would Solar Radiance then be able to act effectively after being reduced to ~30% (expected) of her max Health? There's been times where losing less than half of a target's Health leaves them disabled and times where Magical Girls have suffered ludicrous damage and were able to hang on to life briefly.

In short, if we pushed Solar into getting hit by Brilliant Key would that result in a disabled Solar, or an angry Solar?
 
If Brilliant Key were to attack Solar Radiance through all those defenses, just push past the high MM 'roll' through offense buffs and Multi-Slash, would Solar Radiance then be able to act effectively after being reduced to ~30% (expected) of her max Health? There's been times where losing less than half of a target's Health leaves them disabled and times where Magical Girls have suffered ludicrous damage and were able to hang on to life briefly.

In short, if we pushed Solar into getting hit by Brilliant Key would that result in a disabled Solar, or an angry Solar?
Likely an angry Solar.
 
Likely an angry Solar.
What I expected really. I was hoping to hear something about a stagger effect from massive damage, but that's never stopped Magical Girls before so I wasn't hoping very hard.

For another idea, if we get another 2 levels of Purifier Beam Solid Core can probably Insurmountable Gap kill the Snake. Depends on if Hard to Kill pops up before or after The Insurmountable Gap. ...I don't think digging for answers in the mechanics is going to provide an easy solution. Edit: :V HtK works at the same time as Large Enemy, if the damage after Large Enemy would trigger the gap then it also triggers HtK. Bad kelllogo, keep these things straight
 
Last edited:
What I expected really. I was hoping to hear something about a stagger effect from massive damage, but that's never stopped Magical Girls before so I wasn't hoping very hard.

For another idea, if we get another 2 levels of Purifier Beam Solid Core can probably Insurmountable Gap kill the Snake. Depends on if Hard to Kill pops up before or after The Insurmountable Gap. ...I don't think digging for answers in the mechanics is going to provide an easy solution.
I don't want to see how much we destroy the entire area by doing that. Apocalypse is, well, yeah..............
 
This is going to keep happening isn't it? The workable looking plan turning out to fail because of hidden information? First it was Black Knight messing with attack negation, now it's a perfect defense keyed off the stat our character is least proficient in. (To be fair it does make sense for the Solar, and you actually let us survive this one. (Makes me think of how I made sure Summit could survive one round of stupidity in UtOS :V))

Changing Vote:

[X] [Radiance] Plan Slice-Slice
-[X] Fly into the air enough to activate Supremacy Zone
-[X] Cast Celestial Severance on the snake, aim away from where other people are with a vertical slice.

CS is unstoppable and should do 8192-8194 damage after Hard to Kill and Large Target. This is enough to trigger The Insurmountable Gap and kill it outright (barring expected unforeseen interactions :() even if it gets another stack of The Hydra Problem (Health of 12500 or 15000). If Echo triggers and kills Lunar just stare into space and mutter "It's never done that before".

Letting Red Rose kill it is probably smarter, but I want to be a protagonist - not a camera!

May I point out that this plan is very simple and relies on no shouted communication? And that Solar Radiance nearly killed Lucky for sharing important information? I bet she will be quicker on the draw next time. Depending on unknown factors this plan either has a 100% chance of good results (Kills Snake, Lunar shows up outside area of effect for echos), 50% (Kills Snake, Lunar dies if Echo procs. Fair odds), or 0% (More Heads! :lol). All this and it puts Solid Core in the air for any follow-up from Solar Radiance or Lunar Radiance.
 
This is going to keep happening isn't it? The workable looking plan turning out to fail because of hidden information? First it was Black Knight messing with attack negation, now it's a perfect defense keyed off the stat our character is least proficient in. (To be fair it does make sense for the Solar, and you actually let us survive this one. (Makes me think of how I made sure Summit could survive one round of stupidity in UtOS :V))
Speaking purely as a player and not as one of the secret planning cabal: Yeah, probably. Not having all the information is a thing basically everywhere.
 
CS is unstoppable and should do 8192-8194 damage after Hard to Kill and Large Target. This is enough to trigger The Insurmountable Gap and kill it outright (barring expected unforeseen interactions :() even if it gets another stack of The Hydra Problem (Health of 12500 or 15000). If Echo triggers and kills Lunar just stare into space and mutter "It's never done that before".
Speaking as both a member of the secret planning cabal who's also a player, there's a piece of info you've missed from a while back in a crystalwatcher post that all-but-states a problem with your plan.
 
Speaking as both a member of the secret planning cabal who's also a player, there's a piece of info you've missed from a while back in a crystalwatcher post that all-but-states a problem with your plan.
Order of attack - also known as not firing into the melee when your ally is up in someone else's face and trying to pound them into submission. Some people are enough of an asshole to take a swing anyway, and risk hitting their own guy to potentially kill them just to get the enemy, but most people are enough of a team player to realize that's kind of a bad idea. Just look at what Nepgear did to Truth.

Built on a significantly large hill, it's roughly two thirds of a mile long in diameter. The whole place is old, and overgrown with thick stone walls that have only a single entrance. Save for only a couple courtyards the whole place has a thick canopy of vines that have entwined themselves with pretty much everything, from the walls to the walkways. The forces outside were unsure how much they've effected the stability for the entire place (especially when magic comes into play) so they're unwilling to just start blasting and risk knocking a hole in/collapsing something important and giving the UD guys inside a chance to escape before they can find them. Which is why blowing a hole in the canopy is currently a no-go.
Is it one of these? For the first, that's why I asked for a vertical attack.

For the second I don't give a damn about putting a few holes in the walls when there's a semi-truck sized ubersnake and Miss Perfect trying to kill us. We're in one of the open courtyards, so it's not going to smash everybody even if some of it falls, and our opponents could charge through the walls anyway.

Edit: to elaborate on why I'm feeling frustrated. As far as I can tell Solar Radiance is immune to anything I know about that won't kill her. She has Interceptor so I assume she will intercept any attack she can and knock the Magic Roll down to zero with Judgement (it's not doing anything else with Unstoppable also on her weapon). the human members Team GEAR could shoot at her for ~6.7k damage (2500 Base, +838 (Shell), +414 (Demon King), +259 (Promised Victory), +1,000 Offender, +1250 Demonslayer, +500 Divine Power= ), ~2.5k after Intercept (-3750 from Intercept, -125 from Resilience, -400 from Epic Existence), but this only makes her mad since she can keep going until she kneels over. Every other effect we could try doesn't have enough Magic Modifier to get past the threshold, most of them don't even have a roll. So no dispells, stuns, dazzle, flash-bangs, etc, none of them can make a 12500 Magic Roll.

The hole for Unstoppable means we could kill her, but that would probably lead to Lunar killing herself even if we saved her. And if Lunar dies Red Rose will kill us for letting her sister die. The only thing that relies on bits that I understand is to hope Lucky Star rolls in a very narrow band that lets Dragon's Breath break the Seal and overcome Insurmountable Perfection without killing Solar, which is terrible odds.

Since thinking about this is frustrating I thought about Lunar and the snake. After damage reduction and counting The Insurmountable Gap we need an attack of 1,250,000/1,500,000 damage to kill it. Celestial Severance is the only source of that damage that can be relied on, Starshine would take lots of EXP for level 20 and could be interrupted since it needs all four casts, Purifier Beam would need to be raised to level 25 and has the same problem (and others). There might be a synchronize spell you know about that works, but trying for that while Samael is keeping his head down is asking for trouble.

So there you have it, from my viewpoint there is only one way Solid Core can usefully interact with the current fight: Celestial Severance. If this is not the case I recommend withdrawing before we stop being useful as decoys (because we'd be dead). Let the people with their unknown abilities win once we get out of the line of fire and biting range of insta-death venom.
 
Last edited:
hmm.

Going by most pessimistic interpretation: It comes back a number of times after you kill it and gains an additional damage reduction every time it's 'killed'.

Assuming it gets another stack of The Hydra Problem before my plan starts chopping it in half and five kills are need to put it down:
First: 7501 damage after all reductions for Gap to trigger, 1,500,000 damage. At least level 15 in CS.
Second: 6 more stacks of THP, 15001 damage after all reductions to trigger Gap and 50% damage reduction added, 6,000,000 damage. At least level 17 CS.
Third: 12 more stacks of THP, 30001 damage after all reductions to trigger Gap and 75% damage reduction added, 48,000,000 damage. At least level 20 CS.
Forth: 24 more stacks of THP, 60001 damage after all reductions to trigger Gap and 87.5% damage reduction added, 768,000,000 damage. At least level 24 CS.
Fifth: 48 more stacks of THP, 120001 damage after all reductions to trigger Gap and 93.75% damage reduction added, 24,576,000,000 damage. At least level 29 CS.

24.5 Billion damage seems like a bit much. :V It's impressive that Red Rose was able to do that much damage in one turn when she killed it, that's the equivalent of using 615 mega-nukes. We might not want to be in the same time zone if she repeats that feat.

I don't suppose Sam can Spell-Stop the giant snake form? I don't remember anyone else mentioning it, nor does it seem to have been discussed in the past week. *Searches* Lost thinks the spell is finished after changing forms.

I'm getting the feel of being in an adventure game and being unable to gather water from a fountain, river, and hotel faucet. There must be something simple I overlooked that the designers though was easy, but I'm fruitlessly clicking on everything on the wrong side of the map.
 
hmm.

Going by most pessimistic interpretation: It comes back a number of times after you kill it and gains an additional damage reduction every time it's 'killed'.

Assuming it gets another stack of The Hydra Problem before my plan starts chopping it in half and five kills are need to put it down:
First: 7501 damage after all reductions for Gap to trigger, 1,500,000 damage. At least level 15 in CS.
Second: 6 more stacks of THP, 15001 damage after all reductions to trigger Gap and 50% damage reduction added, 6,000,000 damage. At least level 17 CS.
Third: 12 more stacks of THP, 30001 damage after all reductions to trigger Gap and 75% damage reduction added, 48,000,000 damage. At least level 20 CS.
Forth: 24 more stacks of THP, 60001 damage after all reductions to trigger Gap and 87.5% damage reduction added, 768,000,000 damage. At least level 24 CS.
Fifth: 48 more stacks of THP, 120001 damage after all reductions to trigger Gap and 93.75% damage reduction added, 24,576,000,000 damage. At least level 29 CS.

24.5 Billion damage seems like a bit much. :V It's impressive that Red Rose was able to do that much damage in one turn when she killed it, that's the equivalent of using 615 mega-nukes. We might not want to be in the same time zone if she repeats that feat.

I don't suppose Sam can Spell-Stop the giant snake form? I don't remember anyone else mentioning it, nor does it seem to have been discussed in the past week. *Searches* Lost thinks the spell is finished after changing forms.

I'm getting the feel of being in an adventure game and being unable to gather water from a fountain, river, and hotel faucet. There must be something simple I overlooked that the designers though was easy, but I'm fruitlessly clicking on everything on the wrong side of the map.
This is why I wanted to have the primary focus of Brilliant Key be to destroy Solar's Seal, taking her out of the fight, so that everyone else can focus on keeping Lunar locked down and harmless.

Yes, it means forsaking a white mage, but sometimes that is the correct solution.
 
I don't suppose Sam can Spell-Stop the giant snake form? I don't remember anyone else mentioning it, nor does it seem to have been discussed in the past week. *Searches* Lost thinks the spell is finished after changing forms.
Lost doesn't know for sure. I don't know either.
I'm getting the feel of being in an adventure game and being unable to gather water from a fountain, river, and hotel faucet. There must be something simple I overlooked that the designers though was easy, but I'm fruitlessly clicking on everything on the wrong side of the map.
This is why I wanted to have the primary focus of Brilliant Key be to destroy Solar's Seal, taking her out of the fight, so that everyone else can focus on keeping Lunar locked down and harmless.

Yes, it means forsaking a white mage, but sometimes that is the correct solution.
We kinda gave you the answer: let Red Rose handle Lunar Radiance.
 
We kinda gave you the answer: let Red Rose handle Lunar Radiance.
We've been told that she CAN kill the snake, not that she can do so easily or consistently. And we know that Solar and Lunar know that she can kill it, and thus might have a plan for dealing with that.

Maybe I'm shadowrunning a bit here, but some of the stuff in this quest makes me feel justified to be considering things like that.
 
We've been told that she CAN kill the snake, not that she can do so easily or consistently. And we know that Solar and Lunar know that she can kill it, and thus might have a plan for dealing with that.

Maybe I'm shadowrunning a bit here, but some of the stuff in this quest makes me feel justified to be considering things like that.
Eh, @crystalwatcher is holding back the information you'd need for sure, but...

Red Rose killed the snake permanently the first time in two turn.
 
That is a lot less time that I was expecting. I was thinking Red Rose had a mutilation effect that would stop body modifiers from being removed. So hit each spine and it dies because of outrageous lethality (it needed those). The way you described the fight makes it sound like it takes less that the "one attack per head" I was expecting.

(e.g. 16 attacks, minus actions spent negating attacks and attacks lost to Miss Perfect: much longer then it actually takes.)
 
Back
Top