Honestly, End Damage reduction is one of, if not the most effective form of defense around. I try to branch out here and there (
Rose Encore, for instance), but as far as general defense goes, there's really not much that does better.
It is certainly one of the best
general-purpose defenses—outside of some uncommon effects (e.g.
'Merely' Human,
The Unrivaled Radiance of the Sun) it's the same as a Health increase except that Damage by Health effects don't scale to compensate. I'm just saying that I like it when people try other things (Rose Encore made me happy), and I'd like to see more of it (and it's more interesting to have defenses which are strong in one area and weak in others). Also, some of the most effective defenses we know of (White Soul, Goddess White, Goddess Grey, Archangel Gabriel, Brilliant Key, Solar Radiance, Lunar Radiance, the Hyper Evolved Snake) are of the more exotic sort, though many of them have cases they don't cover.
Here's an example of someone besides Brilliant Key who has [Auto Rhythm].
I stand corrected. Did not remember that.
For starters, the ability doesn't outright give the beneficiaries 5 extra ATP. It builds up, so on turn 1 they'd have 1 extra AP, on turn 2 they'd gain another bringing them up to 2, etc. It's supposed to be balanced by taking time to reach its full effect.
That depends very much on context. A lot of our battles have been over in a turn or three, but anything larger-scale will go on for much longer—like, say Operation Starborn, which it's hard to tell but I think took about ten turns for the second wave plus Sixth Heaven (and would have been much longer if we didn't have an anti-army spell). Also, remember that buffs tend to
last; the Radiances may have been the longest single fight we've had during Soul Collector, but
Segarite Core has been building up Health the whole time. Taking a few turns to ramp up is really only an issue if you need to fight with no warning.
I didn't think Don't End On a Sour Note would have sounded good for a name. It's essentially supposed to keep allies from dying via overheal, or "Ending on a Sour Note". Basically, it's supposed to be a reference to how a bad ending can spoil the whole performance, so she stops the bad ending from happening at all.
I had a response, but you've changed it so I'll just say that either one makes a good name.
Because it gives a decent reason for the girls who have it to have new spells in their arsenal when they final show up. It opens up new methods to deal with situations for them, which in turn helps keep them alive.
The first is covered by normal MG growth. The second—sure, it makes them more powerful and versatile, but what's the justification for them actually having it? It should—and I welcome correction if I'm wrong here—indicate that the person in question has done the studying and training necessary to be a mage even without their MG abilities (though the Magic Affinity MGs at least probably get a skill boost, the same way MGs normally get inherent weapon skills). You could give the same justification for making them an amateur mechanical engineer or tactician, because those are also skills which would find regular use in their line of work.
Magical Girl Symphonic Conductor, ver. 2
Well, she's scarier now. I still think
Accelerato is OP and
Abafondo should have Damage Barrier instead of what it has now, and it's APT, not ATP (in
Adagissimo) (why is that typo so common?), but otherwise I like it.
Demons don't get defenses as fancy as Magical Girls display, they tend to stick with 'lots of Health and damage reduction'.
Fair enough. (Had other responses, but they're no longer relevant since you revised him.)
A quick comparison of Archangel Michael to high-end "Happy Fun Stuff" suggests that the archangel would win by being too fast to hit and having a number of Abilities that fuck over evildoers. Probably without a scratch if his Super Ability keeps spells from hitting him when healing is turned off.
I misremembered how strong he was. He'd kill Titan Worms; Ancient Wyrms it depends whether
Superslayer negates his spell immunity (he should keep the immunity even with healing turned off, I think, but Slayer Abilties tend to negate stuff,
sometimes even when not specifically stated).
Updated to be less/more scary.
Nice. Those Disintegrates are scary. Is
Coalesce supposed to be a buff as well as a heal? If not, why the Boost-Self?
Who?
If a monster that doesn't have an existence bonus has auto kill, than it'll only be usable on existences below Story. So Maker-only.
Remind me, what fraction of Existence Bonus-possessing beings in the war are magical girls/MG Weapons/minions?