Crystalwatcher's Magical Girl Quest!

But we can spend that and it our main health track and that would send it through two 5 point plateaus.



So we aren't leveling our main gun cause we can't control it and there isn't s a control skill. What up upping high speed combatant and flight?

And on abandoning juggernaut don't we need her for that hidden super mode from drive synergy?
 
I still think we should upgrade CS so we have some way of hurting WS if need be and Core Purge does not work. While large, its still has the smallest range of the three options, being a 50m plane. Speaking of which, anyone without at least Lv 17 on a weapon or skill would not be able to hurt her, which should make a decision on who to send back easier.
 
The point was that it's (arguably) an inefficient use of XP. Bringing ICORE to level 25 costs 1800XP.
We're kinda flush with exp, so wayne?

I'm pretty sure being able to withstand sustained highlevel damage without getting stress- or pain-related debuffs is going to be more important in the endgame than having an attack that can crack the planet in half.

The last time we got hit by an attack strong enough to take us close to zero HP, we were out of the fight for good. Let's not repeat that during the upcoming superbig operation.
 
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But we can spend that and it our main health track and that would send it through two 5 point plateaus.



So we aren't leveling our main gun cause we can't control it and there isn't s a control skill. What up upping high speed combatant and flight?

And on abandoning juggernaut don't we need her for that hidden super mode from drive synergy?
I believe so. Both the Drives and Cores are Fragments of Peace. We need all of the Drives and the Cores to piece [PEACE] back together and activate the Progenitor Frame.
 
Red Rose is terrifyingly impressive.
True, there is a reason she is the only survivor of the Old Guard and still considered to be a part of the Top Ten. Her combo of being able to instantly kill basically everyone (Sudden Death with it's Auto-Kill ability), ability to shut down the vast majority of opposing abilities automatically, and a defensive ability nearly as good as ICORE is pretty unstoppable.
 
And on abandoning juggernaut don't we need her for that hidden super mode from drive synergy?

Who said we were abandoning her? I just stated that retrieving her is not tied to overall success, so we could theoretically do it.
Seeing that people seem to overlook that part for some reason, have it once again:

I do not mean that I am in favour of doing so. I was just stating a fact


I believe so. Both the Drives and Cores are Fragments of Peace. We need all of the Drives and the Cores to piece [PEACE] back together and activate the Progenitor Frame.

Actually, CW previously stated that it only takes one Core and one Drive to start up the Progenitor Frame. More Cores and Drives unlock additional weaponry and Abilities, though.
 
Something worth considering is that Red Rose's Men Kill Heroes negates all of White Soul's abilities. Men Kill Heroes negates all abilities under Level 24 with any unleveled abilities being treated as level 10 and Super Abilities getting a 2x bonus. White Soul has no Super Abilities and her only leveled Ability is level 17.

The only question, because I don't know if it's been answered, is if Men Kill Heroes effects White Soul's abilities in general or only when they are being used against Red Rose.
 
I rather buy more levels of flight than ICORE. Can't hit what you cant see, and high end combat is filled with absurd damage and bad touch effects.
 
I rather buy more levels of flight than ICORE. Can't hit what you cant see, and high end combat is filled with absurd damage and bad touch effects.

Why not both?
I might have miscalculated, but ICore to 25 costs 1710 and Flight to 25 costs 1050, so we would pay 2,760 EXP, still have more than 1,000 left... and there is nothing in the shop we can buy anyway.


Edit: By the way, @crystalwatcher, the EXP count in the Shop needs to be updated.
 
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Why not both?
I might have miscalculated, but ICore to 25 costs 1710 and Flight to 25 costs 1050, so we would pay 2,760 EXP, still have more than 1,000 left... and there is nothing in the shop we can buy anyway.
ICORE Level 25 = 160 + 170 + 180 + 190 + 200 + 210 + 220 + 230 + 240 = 1,800XP

Flight Level 25 = 200 + 210 + 220 + 230 + 240 = 1,100xp

Total = 1800 + 1100 = 2,900xp
Remainder = 4,190 - 2,900 = 1,290xp
 
ICORE Level 25 = 160 + 170 + 180 + 190 + 200 + 210 + 220 + 230 + 240 = 1,800XP

Flight Level 25 = 200 + 210 + 220 + 230 + 240 = 1,100xp

Total = 1800 + 1100 = 2,900xp
Remainder = 4,190 - 2,900 = 1,290xp

Ah, thank you. I really need to get a better grip on the formula I use to speed this up... or go back to adding each level separately.
 
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Hmm it's been awhile since i read through the quest so sorry if this question has already been answered. Is it just me or does every else who is not normally on out team get rattled, or stressed very easily?
 
Hmm it's been awhile since i read through the quest so sorry if this question has already been answered. Is it just me or does every else who is not normally on out team get rattled, or stressed very easily?

It seems so.
But on the other hand...
Team: GEAR
"Badasses need not apply."



Additionally, I just realised something... the Drives have a Synchronisation Ability that makes them stronger when several fight together.
Maybe we should spend some time with Uni and try to figure out if the Cores can get something of that kind as well?
 
Eh, the Old Guard mostly haven't been that impressive. Sixth Heaven was only a threat because she landed a suckpunch on Nepgear that took her out of the fight and Silver Hero's best got no sold by both Nepgear and Michael. So far the biggest threat has been Solar Radiance and Lunar Radiance and that was mostly down to how hard it was to stop them without killing them.
Sixth Heaven was arrogant, and had a few abilities that would be useful against most opponents that she never got to show off, and Silver Hero is very much a team player who was alone against natural counters.

You also didn't get to see the true bullshit of Lunar Radiance. And as for Grey Champion, she would have been way harder to take down without that Seal being a glaring weakspot.
 
Grey Champion's shtick is her ability to send her Health into the stratosphere. If you were aiming to kill her, you'd have to completely outstrip her damage output in order to wear her down. Otherwise she'd gain health faster than you'd be able to kill her. Add in her high damage, multiple attacks per turn, and ability to draw health from her collateral damage, Grey is one of those characters that if you don't kill them off early, they'll simply reach a point where actually killing them becomes impossible.

Silver Hero's shtick was her pure magical damage output. She could readily take multiple spells from several of her allies, and promptly use them in such a way that is better than their original users. She's the epitome of a support-class magical artillery. If her target was vulnerable to magic, she could simply blast them to kingdom come from a distance. Something she was so good at, raising her base defenses never occurred to her because her magical damage output was enough to render her functionally untouchable to melee combatants.

Sixth Heaven was arrogant, but was put into a position where she was just short on the ability to back it up: especially since Judgement Core was revved up to her own level of outright insanity, giving her the damage necessary to vaporize Sixth.
 
I would just like to note that while everyone else is optimizing the math I'm just sitting here smiling stupidly at how we just fought a magical girl who fought while singing metal songs.

Oh and are we sure Aquila's an archer? She might be a berserker.
 
Grey Champion's shtick is her ability to send her Health into the stratosphere. If you were aiming to kill her, you'd have to completely outstrip her damage output in order to wear her down. Otherwise she'd gain health faster than you'd be able to kill her. Add in her high damage, multiple attacks per turn, and ability to draw health from her collateral damage, Grey is one of those characters that if you don't kill them off early, they'll simply reach a point where actually killing them becomes impossible.
This is the part where I remind people that Celestial Severance has a base damage of 819,200, Double Cast, and Echo. Bare minimum it hits for 1,638,400 damage and on average it deals 3,276,800 damage. Factor in Calamity Circuit letting Nepgear cast her APT in spells per turn and if Nepgear wants you dead she can deal out an average of 13,107,200 damage per turn. Oh and all that damage is unstoppable.

There is a reason Nepgear's latest nickname is localized genocide. Amusingly it only takes two more levels, 310xp, of Celestial Severance before Nepgear can, on average, throw out more damage per turn then Goddess Gold. We certainly don't have her range, hence why Nepgear's genocide is localized, or ability trumping, Supremacy is pure bullshit, but raw damage we have in spades
 
This is the part where I remind people that Celestial Severance has a base damage of 819,200, Double Cast, and Echo. Bare minimum it hits for 1,638,400 damage and on average it deals 3,276,800 damage. Factor in Calamity Circuit letting Nepgear cast her APT in spells per turn and if Nepgear wants you dead she can deal out an average of 13,107,200 damage per turn. Oh and all that damage is unstoppable.

There is a reason Nepgear's latest nickname is localized genocide. Amusingly it only takes two more levels, 310xp, of Celestial Severance before Nepgear can, on average, throw out more damage per turn then Goddess Gold. We certainly don't have her range, hence why Nepgear's genocide is localized, or ability trumping, Supremacy is pure bullshit, but raw damage we have in spades
What do you hit with that so the energy release doesn't cake the planet?
 
What do you hit with that so the energy release doesn't cake the planet?
Don't the magical nukes do about a million? 3 million isn't even going to crack the continental plate. A greater concern is friendly-fire, and possible interference with allied magic in the area. Even then, there is still a pretty severe weakness. It's localized.

If that ability were known, were I the enemy commander I'd try to snipe her unexpectedly beyond her range. That'd probably fail, so then I'd switch my tactics. Send out appropriately spaced waves of trash-mobs, and then send my real heavy hitters to eviscerate the main line behind her.

If the enemy is overwhelmingly powerful, just don't engage.

From the side of Nepgear, that means the next upgrades to consider, or allies to obtain/train, should have sensory or transportation capabilities.
 
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What do you hit with that so the energy release doesn't cake the planet?

We have WoG that it does not. Due to how small a range Celestial Severance has, it can never endanger a being/entity/structure/whatever of that size.

Don't the magical nukes do about a million?
The Fragarach deals 15,000,000; Brahmastra throw out 40,000,000.

Additionally, nukes have Obliterate; nothing mortal survives them and they can kill gods.
 
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We have WoG that it does not. Due to how small a range Celestial Severance has, it can never endanger a being of that size.


The Fragarach deals 15,000,000; Brahmastra throw out 40,000,000.

Additionally, nukes have Obliterate; nothing mortal survives them and they can kill gods.
And they still can't crack a continental plate.

Personally, it sounds like the whole magical aspect didn't so much up the power, as up the field of effectiveness. In order to kill Gods, and other intangible things.
 
Sixth Heaven was arrogant, and had a few abilities that would be useful against most opponents that she never got to show off, and Silver Hero is very much a team player who was alone against natural counters.
I was starting to wonder how she go scary enough for an Overwhelming Presence without her Overwhelming Presence...

A giant six-armed skeleton didn't feel like enough on its own, ya'know.
 
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