Crystalwatcher's Magical Girl Quest!

So I did a little bit of calculations, and a Lvl 10 Purifier Beam will do 777 damage, a Lvl 11 Beam will do 1166 damage, and a Lvl 12 Beam will do 1749 damage. A far cry from a measly 10 damage, yes?
 
Speaking of leveling up, a question comes to mind. Take the NPCs (humans/humanoids, not beasts or vehicles) that are listed under Allies and Non-Allied Important People and have stats and such. Are they capable of increasing their power during the Quest? To put another way: Will they have ways to actually increase their own stats like we do, or are their stats static as soon as their bio and info are posted on the front page?
 
Speaking of leveling up, a question comes to mind. Take the NPCs (humans/humanoids, not beasts or vehicles) that are listed under Allies and Non-Allied Important People and have stats and such. Are they capable of increasing their power during the Quest? To put another way: Will they have ways to actually increase their own stats like we do, or are their stats static as soon as their bio and info are posted on the front page?
Its story based, based on an impromptu poll:
Do you guys want to leave the growth of other characters as story-based improvements as I was originally planning, or do you guy want to take it into your own hands?

The former would be easier for me, but the latter might be more fun for you guys. I'm not sure yet. So...
5 for Story, 1(me) for control.
 
So I did a little bit of calculations, and a Lvl 10 Purifier Beam will do 777 damage, a Lvl 11 Beam will do 1166 damage, and a Lvl 12 Beam will do 1749 damage. A far cry from a measly 10 damage, yes?

That isn't accounting for the fact that we'll most likely get more milestone bonuses, like a third attack, when we reach level 10, either.

We're finally reaching the point where exponential growth begins to demonstrate its value.

Level 10 is a priority, for the probable bonus, and we seem to be able to make Applied Teachings irrelevant with training time, right? I mean, we reduced the modifier by training, so it stands to reason that we can continue to do so until it doesn't exist anymore. No reason to spend XP on it if we can train it instead.
 
Level 10 is a priority, for the probable bonus, and we seem to be able to make Applied Teachings irrelevant with training time, right? I mean, we reduced the modifier by training, so it stands to reason that we can continue to do so until it doesn't exist anymore. No reason to spend XP on it if we can train it instead.
Nope. Applied Teachings is the training, we have to pay to get the full benefits.
 
Nope. Applied Teachings is the training, we have to pay to get the full benefits.

Assuming you're correct, and you probably are, that's a hideously inefficient thing to spend XP on. It's incredibly expensive for what it does.

We'd always want to increase the base power of the purity beam over getting the Applied Teachings as long as the purity beam costs less than 200 XP and a bit over.

I mean, increasing our skill gives us a *.75 modifier that we could remove, but increasing the level gives us a *1.5 improvement to the base damage. So, (x*1.5)*0.75 > x, where x is the original damage we would do before level ups or modifiers are applied, meaning the purity beam gives better gains than removing the modifier with AT, and is currently much cheaper.

The skill cost is (level * 10), so the purity beam upgrades will cost 200 XP at level 20, and the AT currently costs 200 XP, so buying the purity beam upgrades is noticeably more XP efficient than buying the AT until we have the beam leveled up to 20 or above, and slightly better even until level 22, because ((x*1.5)*0.75) / 220 > x / 200 ever so slightly.

So, we wouldn't want to get it until then. It only becomes a good idea when the beam is already at level 22, but we should get it before Level 23.

Right? Can someone check my work, here, because it's 2AM where I am and I cannot brain? Because it looks like we won't be buying it for a while.
 
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True, but I suspect it might be a gateway purchase to more useful abilities and upgrades.
I'm with you on this. I'm personally hoping that it'll eventually gate into one of those neat 'sacrifice x attacks to negate an enemy's attack' things some of the other MGs have. After all, we now have confirmation that improving our weapon can increase its Attacks per Turn, and if worst comes to worse, we can always just directly upgrade our APT by paying ATP X 10.
 
I mean, increasing our skill gives us a *.75 modifier that we could remove, but increasing the level gives us a *1.5 improvement to the base damage. So, (x*1.5)/0.75 > x, where x is the original damage we would do before level ups or modifiers are applied, meaning the purity beam gives better gains than removing the modifier with AT, and is currently much cheaper.

The skill cost is (level * 10), so the purity beam upgrades will cost 200 XP at level 20, and the AT currently costs 200 XP, so buying the purity beam upgrades is noticeably more XP efficient than buying the AT until we have the beam leveled up to 20 or above, and slightly better even until level 22, because ((x*1.5)/0.75) / 220 > x / 200 ever so slightly.

So, we wouldn't want to get it until then. It only becomes a good idea when the beam is already at level 22, but we should get it before Level 23.
Your formula is wrong.

Its x*1.5*0.75 > x.

And its between levels 23 and 24 that it becomes more cost efficient.
 
That crazy exponential growth for the Purifier Beam makes me really curious to see what milestone abilities some of our other skills will give.
 
SACRIFICIAL GEAR
"White Knight, Take care of Black, GEAR! Zombies and backup!"

You move and the stalemate breaks. Your wings flare, and you skim backwards along the ground as Candy Heart rushes you. She's fast. Not nearly as fast as White Knight, not even remotely, but she's faster than any normal Human. She's faster than the demons you've fought before...

But she's not a fast as you. You skim backwards between Michael and James, flowing out the broken doors and up into the air, while Candy Heart chases you. Several Assault Zombies leap at you, but fail to latch on, while the rest flood through the doorway in a stream that breaks around Candy Heart as she chases you outside.

"Candy Heart! Please!" You shout is unheeded as the young girl that had tried saving, turns her efforts to your doom. She leaps up at you, swinging her wand like it's a club and you grit your teeth, and force down the grief.

You bring the Purifier Beam around.

(Purifier Beam: 518 Base Damage, +42 Dice, -5 She's a Friend = 555 Total Damage
Candy Heart: 150 Base Resilience, +7 Dice, -10 Mid-Air, -20 Can't Dodge Light, -112 Juggernaut = 15 Damage Reduction

540 Total End Damage

Candy Heart: 1,000 - 540 = 460 Health Remaining)


The attack takes her square in the chest. You can hear her scream as flesh cooks and her armor burns away. The physical momentum your attack imparts on her is enough to toss her into the ground with a crash. As she lays there, stunned, you find yourself staring at what the destruction of her armor reveals: a red pattern of lines that seem to twist before your sight.


"What..."

"Neapgear!" James' shout draws your attention back to the mausoleum, where the zombies are charging recklessly into Team GEAR's guns:

(James Full Auto: 250 Base Damage, No Dice, +50 Full Auto, +50 Full Auto, +50 Full Auto, +50 Full Auto, +50 Full Auto, +50 Divine Inspiration (Shell) = 550 Total Damage
Michael Full Auto: 250 Base Damage, No Dice, +50 Full Auto, +50 Full Auto, +50 Full Auto, +50 Full Auto, +50 Full Auto, +50 Divine Inspiration (Shell) = 550 Total Damage
Samael Full Auto: 250 Base Damage, No Dice, +50 Full Auto, +50 Full Auto, +50 Full Auto, +50 Full Auto, +50 Full Auto, +50 Divine Inspiration (Shell), +150 Faith in Victory (Empower) = 700 Total Damage

Team GEAR: 1,800 Unified Damage, x2 Synchronize Bonus (Hail of Lead) = 3,600 Total Damage

Assault Zombie = 15 Base Resilience, No Dice, +20 Flexible, +5 Horde Rush, -50 Into the Jaws of Death = 10 Extra Damage
Assault Zombie = 15 Base Resilience, No Dice, +20 Flexible, +5 Horde Rush, -50 Into the Jaws of Death = 10 Extra Damage
Assault Zombie = 15 Base Resilience, No Dice, +20 Flexible, +5 Horde Rush, -50 Into the Jaws of Death = 10 Extra Damage
Assault Zombie = 15 Base Resilience, No Dice, +20 Flexible, +5 Horde Rush, -50 Into the Jaws of Death = 10 Extra Damage
Assault Zombie = 15 Base Resilience, No Dice, +20 Flexible, +5 Horde Rush, -50 Into the Jaws of Death = 10 Extra Damage
Assault Zombie = 15 Base Resilience, No Dice, +20 Flexible, +5 Horde Rush, -50 Into the Jaws of Death = 10 Extra Damage
Assault Zombie = 15 Base Resilience, No Dice, +20 Flexible, +5 Horde Rush, -50 Into the Jaws of Death = 10 Extra Damage
Assault Zombie = 15 Base Resilience, No Dice, +20 Flexible, +5 Horde Rush, -50 Into the Jaws of Death = 10 Extra Damage
Assault Zombie = 15 Base Resilience, No Dice, +20 Flexible, +5 Horde Rush, -50 Into the Jaws of Death = 10 Extra Damage
Assault Zombie = 15 Base Resilience, No Dice, +20 Flexible, +5 Horde Rush, -50 Into the Jaws of Death = 10 Extra Damage
Assault Zombie = 15 Base Resilience, No Dice, +20 Flexible, +5 Horde Rush, -50 Into the Jaws of Death = 10 Extra Damage
Assault Zombie = 15 Base Resilience, No Dice, +20 Flexible, +5 Horde Rush, -50 Into the Jaws of Death = 10 Extra Damage
Assault Zombie = 15 Base Resilience, No Dice, +20 Flexible, +5 Horde Rush, -50 Into the Jaws of Death = 10 Extra Damage
Assault Zombie = 15 Base Resilience, No Dice, +20 Flexible, +5 Horde Rush, -50 Into the Jaws of Death = 10 Extra Damage
Assault Zombie = 15 Base Resilience, No Dice, +20 Flexible, +5 Horde Rush, -50 Into the Jaws of Death = 10 Extra Damage
Assault Zombie = 15 Base Resilience, No Dice, +20 Flexible, +5 Horde Rush, -50 Into the Jaws of Death = 10 Extra Damage
Assault Zombie = 15 Base Resilience, No Dice, +20 Flexible, +5 Horde Rush, -50 Into the Jaws of Death = 10 Extra Damage
Assault Zombie = 15 Base Resilience, No Dice, +20 Flexible, +5 Horde Rush, -50 Into the Jaws of Death = 10 Extra Damage
Assault Zombie = 15 Base Resilience, No Dice, +20 Flexible, +5 Horde Rush, -50 Into the Jaws of Death = 10 Extra Damage
Assault Zombie = 15 Base Resilience, No Dice, +20 Flexible, +5 Horde Rush, -50 Into the Jaws of Death = 10 Extra Damage
Assault Zombie = 15 Base Resilience, No Dice, +20 Flexible, +5 Horde Rush, -50 Into the Jaws of Death = 10 Extra Damage
Assault Zombie = 15 Base Resilience, No Dice, +20 Flexible, +5 Horde Rush, -50 Into the Jaws of Death = 10 Extra Damage
Assault Zombie = 15 Base Resilience, No Dice, +20 Flexible, +5 Horde Rush, -50 Into the Jaws of Death = 10 Extra Damage
Assault Zombie = 15 Base Resilience, No Dice, +20 Flexible, +5 Horde Rush, -50 Into the Jaws of Death = 10 Extra Damage
Assault Zombie = 15 Base Resilience, No Dice, +20 Flexible, +5 Horde Rush, -50 Into the Jaws of Death = 10 Extra Damage

3,7610 Total End Damage Apiece

Assault Zombie (x25): 100 - 3,610 = -3,510 Remaining Health)


The guns of Team GEAR roar a deafening symphony of defiance at death, and the wave of zombies answer.

None that enter through the doorway survive. Ripped to shreds, mere flesh and bone animated by necromantic magic does nothing against the steel and fury that fills the entrance. But more and more come pouring towards the killing fields, and you know that the tide of zombies would break through eventually. Team GEAR was merely three people, and they would need to reload eventually.

"Don't ignore me!" Candy Heart's voice though reminds you of priorities. "Candy Crush!" You spin and try to dive aside, but the magic doesn't let you. Sweets fill the air around you, blocking off all escape, before rushing you in one wave with more force then they should have been capable of.

(Candy Crush: 200 Base Damage, +30 Dice, +10 Surprise = 240 Total Damage
Solid Core: 125 Base Resilience, +71 Dice = 196 Damage Reduction

Armored Core Check: Below 200 = Attack Negated)


"Gah!" You swing an arm over your face, and the candy slams into you. But instead of pain, it is met with a flash of golden light, and you feel none. "Huh?" You lower your arm, and watch as a lollipop falls away to the ground. Candy Heart stares up at you in surprise herself, the fact you had just no-sold her strongest attack causing her to lock up in confusion.

You recover first.

(Candy Heart Auto Healing: 460 + 50 = 510 Health Remaining

Purifier Beam: 518 Base Damage, +38 Dice, -5 She's a Friend, +10 Surprise = 561 Total Damage
Candy Heart: 150 Base Resilience, +32 Dice, -20 Can't Dodge Light, -112 Juggernaut = 50 Damage Reduction

511 Total End Damage

Candy Heart: 510 - 511 = -1 Remaining Health)


"I'm sorry!" This time, the Purifier Beam punches through flesh and bone, as well as armor. "GaaaaaaaAAAAAHHHHH!" Your scream of grief pierces the air, as Candy Heart's chest implodes, her blood cooking away as the light torches what remains. Her body falls to the ground lifeless. Your vision turns red as her blood and you scream.

Rage and grief mix in equal measures in your mind as you gaze upon her lifeless eyes. A sound and your sight turns upon the zombies still funneling towards the mausoleum where the last of your friends try to hold them off. "I won't let you!" The Purifier Beam swings around, but in your grief you fail to notice the change.

Instead of the bright, brilliant Light that emanated from your gathering magic when you were training with Rei, instead a darker light roared around you. Power came forth and you cried your grief out. "Just die! Starshine!"

(Starshine: 125 Base Damage, No Dice, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +250 Gehaburn Effect = 685 Total Damage
Starshine: 125 Base Damage, No Dice, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +250 Gehaburn Effect = 685 Total Damage
Starshine: 125 Base Damage, No Dice, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +250 Gehaburn Effect = 685 Total Damage
Starshine: 125 Base Damage, No Dice, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +31 Danmaku, +250 Gehaburn Effect = 685 Total Damage

Starshine: 2,740 Quadra Damage Total

Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction
Assault Zombie: 15 Base Resilience, No Dice, +20 Flexible, -10 Weak to Purification Effects = 25 Damage Reduction

2,715 Total Damage Apiece

Assault Zombie(x40): 100 - 2,715 = -2,615 Health Remaining)


Your power comes down as if the sky itself dropped. In the haze of pain and grief, you somehow keep enough presence of mind to direct each bolt of energy that your attack spews out at individual targets. If one isn't enough, then you send another, and another, until the creature dies. A swath of zombies die en mass, wiped from the field in a single brilliant moment of light as the sound of fireworks flying through the air fill your ears.

Then the Golden Annihilator descends. You do not catch her arrival, but her presence is impossible to miss.

As she strides across the graveyard's field Zombies simply cease to exist in her presence. Burning away and turning to ash through simple proximity. Insurmountable, the blasts from your attack wash over her without effect. The unmatchable King of the End erases all before her with nothing more than a simple stride. Unhurried, she walks to you, and as you descend from the sky, Team GEAR rushes from the mausoleum with White Knight quickly behind.

While the base humans of your group are relatively unharmed, White Knight sports a brutal gash across her chest, armor rent and blood flowing. And right behind them, strides the Black Knight. Completely unharmed by whatever altercation took place within the building. Halfway to where Team GEAR comes to a stop between you, Rei, and the Knight, a new player enters the field.


Clad in Blue armor, and wielding a gun larger than she herself is, Ada Castle is a veritable walking fortress. And you can feel her power from where you stand.

"White Knight! I'll cover you!"

"Got it!" And with that, she raised her blade. A slight spin above her head, and it erupts into light. Blinding in it's intensity you can feel the world almost tilt under it's weight. "Go to hell, you son of a bitch! V.I.C.T.O.R.Y.!" And as she brings the blade down, the light's intensity multiplies.

A wave of total oblivion washes out across the ground, and rock and stone vanish beneath it.

And to meet it, the Black Knight rises.

(V.I.C.T.O.R.Y.: 10,999,989 Base Damage, No Dice, +2,000 Legendary Power = 11,001,989 Total Damage
Intercept
Juggernaut Blade: 5,000 Base Damage, No Dice, +500 Unreal Strength = 5,500 Total Damage

10,996,489 Difference,
V.I.C.T.O.R.Y. Wins.

The Black Knight: 1,000 Base Resilience, No Dice, +2,500 Epic Existence = 3,500 Damage Reduction
Brutal Cartridge Breaks Through

The Black Knight: 15,000 - 10,996,489 = -10,981,489 Health Remaining)


And fails. The wave of light washes over the Black Knight and sweeps it, the mausoleum behind it, and at least half the cemetery, away in a single glorious moment. And as the light fades, and the dust settles, the Black Knight is gone. White Knight falls to the ground, exhausted.

-/LINE BREAK IDENTIFIED\-

"Is she going to be okay?" You watch as Michael and Samael help load White Knight' unconscious civilian form into the helicopter. The shirt she had been wearing beneath it was a lost cause, but the bandages preserve her modesty. "That wound..."

"She'll be fine. I've seen Kathy come back from worse wounds than that. Albeit, I've never seen her take on a fragment of one of the Goddesses' power, but..." Ada places an armored hand on the top of your head. "I'm positive she'll be fine. So don't worry."

You nod, and he walks over to Helicopter to hop on and escort it to where the wounded were staying. Once Michael and Samael were off, and it was away you turn... and nearly run right into Rei, who was standing right next to you during the exchange with a raised eyebrow.

"Oh? So my head pats aren't enough for my little pet?" You blush and stammer denials as she laughs and leads you away to the second chopper.

-/LINE BREAK IDENTIFIED\-

The trip back to Momo is thankfully short, but still embarrassing with Rei's ribbing over the head pats. Once you had landed, you fled, shouting how Rei's head pats were better then everyone else's and would they please stop bringing it up? This had the drawback of announcing the head pats thing to the whole base but you were too distracted to care.

Normally, this would have been where you split from your team to spend some free time for yourself on any number of things. Instead, you were intercepted by a welcome and familiar face.

"Hey Neppy!"

"Truth! Welcome back!"

The older girl finds you outside of the meal tent, dressed in casual track clothes, and lugging a large bag over her shoulder. "Thanks for the welcome. I can see that we're somewhere new, so what all did I miss? What happened to the other Base?"

A brief hug interrupts her tirade and you smile at her as you answer, grateful for her return. "You missed a lot. The other base was attacked after New York was hit while Rei was away. All the tents are supposed to only be temporary until they can get more permanent structures up and running. Rei kidnapped me and Team GEAR to sleep in her tent until they do." What you don't state is your suspicions that she's keeping you with her even after they get enough buildings up and running anyway.

Truth nods and frowns in thought, "Sounds like I missed a lot... Well. Can't help it, I'm going to go find out where they're storing me, and probably go check on Liz. You keep out of trouble, hear?" You nod and she walks away.

The sun isn't down yet, and Rei probably already gave the report for the Graveyard battle. You have a bit of time before the sun goes down...


[]Magical Research. You need to know what that symbol was on Candy Heart.
[]Training. What happened to you during the fight?
[]Find out what Team GEAR is up to.
[]Find out what Rei is up to.
[]Check up on Ada.
[]Visit Carnage and Truth, now that Truth is back.
[]Check to see how the War is Going.



+10xp Killed Candy Heart (Again)
+50xp Fought Goddess Red's Knight
+25xp Survived an Encounter with Goddess Red's Knight
+434xp Zombie Killing Spree: 217 (M-m-m-m-multikill!!)

+519 EXP Total: 523 Current EXP


(Deceased: Candy Heart
Ability Identified: ??? Gehaburn ???)
 
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Your formula is wrong.

That was a typo, actually. Sorry about that. I'll edit it, it should be *0.75, but the formula you said was the one I used.

And its between levels 23 and 24 that it becomes more cost efficient.

Are you sure? I mean, if it costs 230 XP to level up to 23, and 200 to get AT, that's ((x*1.5) * 0.75) / 230), as opposed to x / 200. If I plug that into a calculator, AT seems to be more cost efficient.

Edit: Aha! I see where I went wrong! You were right after all! I made the mistake of thinking that buying a level cost the purchased level * 10, not current level * 10. It actually costs 220 to get to level 23, and 230 to get to 24, meaning that purchasing level 23 is more efficient, but 24 isn't. Yep. You were correct.
 
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[X] Magical Research. You need to know what that symbol was on Candy Heart.
-[X] Ask Rei about it, maybe she knows something.
 
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So, apparently we're being corrupted by fighting, or tainted by anger.

As if the odds weren't stacked against us enough.
 
Ability Identified: ??? Gehaburn ???)

WAHWHAWAHWWAWHWAAWTAWT

...

>...>
*FLASHBACKS*
You monster.

[X]Find out what Rei is up to.

Rei might even know what it is, we can just ask her.

Anyway 523 XP... != 550xp. (300 XP to get level 10 Core Containment + 250 Admin. Armor)

So close though, next update we should have enough.

So, apparently we're being corrupted by fighting, or tainted by anger.

As if the odds weren't stacked against us enough.

87% Sure we get stronger killing MG's and unlocking THAT SWORD will lead to TRAUMA and MAXIMUM POWER.
 
Huh. I wonder what that was about? Still maybe we should get Reequip for our allies now? As for voting....

[X]Training. What happened to you during the fight?

The hell is going on with our Magic?
 
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[X]Magical Research. You need to know what that symbol was on Candy Heart.

Let's see what we can find out about the control seal, shall we? Plus, this might be the action that reveals Red's Resurrection ability to the Light.

[X] XP Plan Upgrade
-[X] Purchase Armored Core: Adamantium (250 XP Spent)
-[X] Purchase Applied Teachings (250+200=450 XP Spent)
-[X] Raise Flight to level 4 (30+450=480 XP Spent)
-[X] Raise Armored Core to level 5 (40+480=520 XP Spent)

Plan Upgrade is supposed to improve our defense, mobility, and offense all at once. It gets the final Armored Core tier, which I think increase our Resilience by 40 per level. It gets Applied Teachings, which will hopefully unlock one of those neat 'sacrifice x attacks to stop an enemy's attack' skills, and removes that -25% modifier in close combat. It increases Flight, which makes us faster. And finally, it increases our Resilience a little more.

Any objections?
 
So much Exp, so much to spend it on... Should we go for Reequip or wait and see if we can get the 550 Mystery Box? Or maybe just improve what we already have?

So, apparently we're being corrupted by fighting, or tainted by anger.

As if the odds weren't stacked against us enough.
Tainted by anger is more likely, we'll need to check our Magic's color later to see if there's any permanent effects.
 
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