So I've redone the math on White Soul vs. Solid Core, this time in a spreadsheet, and found that factoring in her Magic Modifier on Soul Rend then in a worst case scenario it is actually possible for her to kill Nepgear if ICORE's last save only triggered once every two turns. Fortunately it turns out that is not the case:
so it's still impossible for White Soul to kill Nepgear. Well at least out to Turn 20. There may be some combination in which she can pull off two kills in a single turn but I find that unlikely.
So as long as we don't manage to kill Nepgear, remember Walk With Me can easily kill Nepgear if we successfully damage White Soul, we should be fine.
It requires an attack to be over 49% of Nepgears current health, which is decreasing. Currently, it does indeed bounce off.
Also, the ability technically applies itself to all valid targets in range each turn immediately. DoT effects linger, with the attacks full damage occurring, well, over time.
Well as long as we don't get hit with Soul Rend then Segarite Core and Revel in Darkness cancel out when Nepgear is at 18,000 Health. Seeing as Revel in Darkness triggers after Segarite Core we'd actually only have 13,500 Health during any attack. 49% of that is 6,615 which is enough to no-sell anything other then Soul Rend.
Looking at the thread's discussion from when White Soul's confirmed-to-be-full character profile was revealed, Core Purge trivializes the fight unless she can make clones out of its extraordinarily large range. If that didn't work for some reason, our backup plan would be to yell [PEACE] at her; the barrier she put up actually helps in this regard since it muffles sound, so our main concern of harming our allies shouldn't be as much of a problem.
So yeah, this fight should be a piece of cake unless the Juggernauts/Goddess Red show up to surprise attack us.
Looking at the thread's discussion from when White Soul's confirmed-to-be-full character profile was revealed, Core Purge trivializes the fight unless she can make clones out of its extraordinarily large range.
"I'm honestly not sure, kid. White and I loved each other. Not as... that... but more platonic. Or at least, I did. We realized early on, and she'd readily admitted it, that there was something deeply wrong with the way she thought. She could get... obsessed is the best way to describe it. And at some point, she apparently decided her obsession was me, I think. Whatever it was sent her off the deep end, started killing both sides in droves."
Really? So she can only cast Follow The Waves once per turn? That would make this so much easier. And if there are two copies of The White River, where does the second one appear? Because that could easily be finessed into a telefrag. Actually, where can she make her bodies appear? Do we have to worry about her creating a body with an arm inside our skull?
The thing to note though is that IC breaks away from the "rounding to the most inconvenient point" though. Instead of always rounding down, when IC hits a decimal it'll round up instead. So instead of reducing damage by 49% under Unrivaled Radiance, it reduces it by 50%.
A couple thoughts:
-White Soul can create her new bodies "within touching distance". That may well include on the opposite side of a wall or underground, letting her dodge Core Purge and any Starshine that doesn't take special care to destroy the environment near her.
-Celestial Severance has Echo. We've never seen a successful Echo activation, but between concerns from the Radiance fight and the Echo check in this chapter coming after damage calculations, it could well count as two separate hits. Which means that if we hit her with it and Walk With Me doesn't instantly go away, the Echo may well hit her and therefore us for a second time, which would actually kill us. I don't think it would work that way, but it's a possibility.
Here are some plans based on the ideas in my previous post. Very much work-in-progress. Most of them need more details and more contingencies, and several have obvious holes, but I can deal with that in the morning.
[] Plan This Never Gets Old
-[] Prevent her from getting into melee range without having to immediately delete the body, in order to prevent being Soul Rended. Flight is useful for this.
-[] Activate Core Purge at the next opportunity. The best time is right after she creates a new body, which should happen immediately after she deletes one.
-[] If she gets into cover or around a corner, pursue. Attempt to flush her out with the Panzer Blade. Don't leave openings for her to get behind you to the barrier by cloning herself around corners or on the other side of cover or through a wall. Make sure you always know where both bodies are.
-[] If this doesn't seem to be working, try to press her away from the barrier, then blast her with the Purifier Beam.
[] Plan Finally The Splash Is Useful
-[] Next time she deletes a body, blast her with the Purifier Beam. Position yourself so that you're aiming away from the barrier, and aim to provide her with minimal cover and room to dodge. Sweep the beam a bit to lessen her dodging ability still further.
[] Plan A Species Of Two
-[] Put your back to the barrier, make sure White Soul is in front of you, and Starshine forward. Blast the whole area, blow down walls, shoot blindly around corners, especially in the vicinity of her bodies. Leave her nowhere to hide.
-[] If she somehow survives, do it again, and try to prevent the same technique from working twice.
(Requires Starshine upgrade.) (I want to add a Core Purge after the second Starshine, but I also want plans which work without Core Purge, just in case)
[] Plan Two Walls Does Not Make A Cage
-[] Yell at Sega to cut a hole in the wall or ceiling instead of beating uselessly against the barrier—preferably the wall, since Insight can't fly. Assure her that you'll be fine; surviving White Soul is much easier than killing her.
-[] In the meantime, keep up the pressure on White Soul, and don't let her get in melee range without immediately needing to delete that body.
Alternatively, substitute one of the other plans for what Nepgear does. Sega isn't the most useful here, Red Rose is. Or Sega can fly Insight out while Nepgear cuts a hole in the ceiling and flies herself out, then ask Basilicom to ask Goddess Gold to flatten the place (that one would be Plan Screw It, We Have A Nuke). Or just have everyone but Red Rose leave (Plan You Two Work This Out Between Yourselves/You're On Your Own, Amanda!).
[] Plan A Pincer's Still A Pincer
-[] Yell at Sega. She should take over from Red Rose on holding up the other barrier—White Soul can get past it, and Red Rose is more likely to be able to take care of her.
-[] Get White Soul between yourself and the barrier—you're faster than her, you can just fly past her (and take a swipe in passing). Make sure/wait until there's no cover for her, then activate Core Purge. If she goes through the barrier, Red Rose can kill her; if not, she has nowhere to hide from the light.
[] Plan Pink Pinball
-[] You're faster than her, you can fly, and you can make magic platforms to bounce off of. She can only create bodies at a finite rate. Charge her, take a swipe, immediately change directions, find the next body, repeat until you find her faster than she can cast her spell.
[] Plan Cave-in
-[] Take a nice, big, horizontal swing with Celestial Severance, and bring down the roof. Try to catch both bodies in the arc so she's forced to make a new one. Fly upward, sword-first, to escape the collapse.
-[] If she survives, another horizontal Celestial Severance at waist height, then take off and Core Purge.
[] Plan Barrier What Barrier
-[] At next opportunity, cast Celestial Severance at the barrier, aimed away from anyone inside—either over everyone's heads or into the ground.
The barrier may well explode when overloaded, so this may be a bad idea.
[] Plan Give [PEACE] A Chance
-[] Move away from the barrier a bit. Then, the next time she gets close, talk in the Conceptual Language.
-[] Follow it up with a sword-swing, in case it doesn't work.
[] Plan What Even Is Your Plan
-[] Ask Irene what she thinks she's going to get out of this—even if you can't kill her, Amanda will. And even if she fails, then what? If she's hoping that being resurrected will change her mind, that seems unlikely; whatever mind control effects there are, they serve Goddess Red.
[] Plan Marriage Counseling
-[] You're fine with Amanda not needing you—that was never in question. But maybe talking to her about it would work better than murder? She's right there; you'd be happy to give them some time to chat.
Eh. To instantly kill White Soul we need to do 19,998 Final End Damage. Core Purge does (Health Cost x 75) Damage. So to instantly kill White Soul via Core Purge we'd need to be sacrificing at least 267 Health. With Nepgear's current Health Core Purge should burn through 2,394 Health per Turn.
So yeah; if we can get a single clone in range we win.
Here's a thought; Core Purge has a range of 50m. Soul Rend is a melee attack. So unless Soul Rend can be channeled through her weapon and her weapon can reach 50m we are safe from it as long as Core Purge is active. With Core Purge active and under the effects of Revel In Darkness we would oscillate between 15,652 Health (Max) and 11,152 (Minimum).
Therefore we may be better of just constantly reactivating Core Purge until we win or White Soul gives up.
Really? So she can only cast Follow The Waves once per turn? That would make this so much easier. And if there are two copies of The White River, where does the second one appear? Because that could easily be finessed into a telefrag. Actually, where can she make her bodies appear? Do we have to worry about her creating a body with an arm inside our skull?
Yes, she can only cast it once per turn, but IIRC, it lets her freely create as many clones as she wants within that turn, so long as she doesn't have more then two bodies active at any point. Don't know, range is fairly large I believe? And no.
Those are some really interesting plans you made there.
And you get a funny for the last one's name alone.
I am rather opposed to using Celestial Severance on the building, though; it would instagib the whole necropolis... and with how powerful it is, probably vaporise everything in its direct field of influence. No roof can come down when there is no roof left.
Also not a fan of casting it on the barrier for any reason.
By the way, I think Core Purge can destroy walls... if we want it to. It just never did because Nepgear did not need the collateral damage. So Pink Pinball with attached Core Purge might actually work out; we can probably fly faster than WS can morph away, seeing that any walls would be vaporised by the Ability.
Personally, I would prefer to merge three or four of those together for having contingencies; first trying to talk to her (Marriage Counseling... not likely to work, but we can probably afford a turn or two; she seems willing to talk at least), then [PEACE] to try immobilising her... followed by Pink Pinball/Core Purge and, if that does not work either, Starshine as the nuclear option. As we were told before, no one can outrun the light
Tactically, we have a few flavour options. White Soul can delete any Instance that she knows is in danger, but that means she is vulnerable to surprise. We could blast a hole in the ground, dive down out of sight and start firing pot shots upwards. A single hit would win the fight. Or alternatively just throw up some obstructions so she can't see where we're aiming.
One option I don't think anyone has suggested is letting White Soul hit us with Soul Rend. She can't create new clones on the same turn she uses Soul Rend so letting her hit us before dropping a Celestial Severance or Starshine on her would work.
Building on the previous comment, can we let her go first? Nepgear has the Initiative due to being more important to the plot... but if we are allowed to shift the order of actions, we can just wait out the moment where she uses Soul Rend on us, then charge and drop her with two (?) normal hits, a Starshine, or Celestial Severance.
(The White River: 1,000 Base Damage, No Dice, +520 Armor Pierce (False) = 1,520 Total Damage
Solid Core: 2,600 Base Resilience, +62 Dice, -1,300 Unstoppable (False) = 1,362 Damage Reduction
The White River always deals roughly 150 Final End Damage... which would be negligible at the numbers we are at even with constant Core Purge; unless she hits us with Soul Rend, we can stall. And once she notices that, she probably will do it.
The numbers are rough estimates, seeing that Core Purge drops our Base Resilience by 25%, but this attack had a low modifier roll on our damage reduction.
The main risks with that idea are that someone else could join the battle on her side (unlikely), or that our allies can not stop the barrier from shrinking further and get crushed. I do trust in Red Rose to keep it from doing that, though.
Well, if we want to try taking advantage of her 'tendencies':
[] Plan Do We Really Need All Four Of Them? I'm Sure Rei Will Understand
-[] Point out that once Ni resurrects Amanda, Irene will never truly be able to have her, since the control seal means that Amanda will always belong to Ni first.
Guys, remember that taking time to talk to White Soul increases the chance of Insight, Solid Drive, and Red Rose being crushed to death (or at least severe injury). Let's not talk where and just kill her. Controlled Panic should accomplish that easily, without harming our allies, and if it manages to break the barrier, so much the better.
Guys, remember that taking time to talk to White Soul increases the chance of Insight, Solid Drive, and Red Rose being crushed to death (or at least severe injury). Let's not talk where and just kill her. Controlled Panic should accomplish that easily, without harming our allies, and if it manages to break the barrier, so much the better.
Just because we have a plan that is likely to work does not mean we should not brainstorm all the solutions we can come up with, though.
There might be a better one yet to be found.
Guys, remember that taking time to talk to White Soul increases the chance of Insight, Solid Drive, and Red Rose being crushed to death (or at least severe injury). Let's not talk where and just kill her. Controlled Panic should accomplish that easily, without harming our allies, and if it manages to break the barrier, so much the better.
Well, there's many reasons I didn't actually vote for that.
But it's worth brainstorming - the right question/accusation/comment can go a long way, sometimes. And its not like Nepgear will (can afford) to stand around talking, but while there's not time for a knock-down, drag-out debate, social attacks are in fact the only type of attack that we can guarantee will hit White Soul without worrying about collateral damage or changing Nepgear's combat mechanics.
So, worth discussing.
[] Plan Overcoming Denial
-[] Irene abandoned Amanda, Amanda kept her promise to be there for her. Amanda gave Irene the only kind of help she could.
[] Plan Promises Kept
-[] We're here for her. Irene may have stopped being Amanda's friend, but she was Amanda's friend once. We'll put her to rest - that's what the promise was about, right?
[] Plan Reality Check
-[] You don't really think the Unified Darkness cares about promises made to slaves like you, Irene? Every broken promise empowers them.
Edit: I'm kind of favoring the Controlled Panic plan myself, but I want to try tossing a few ideas out first, see if anything turns up.
I think the most important question right now is: what's the room we're in like? Is it a hallway or an open space, is there cover, is there a roof and if so how high? @crystalwatcher?
The battlefield is more of a wide hallway/small entryway that leads into the central structure of the Necropolis. The whole thing is roughly 50 meters wide, and 70 or so meters long with Irene and Anastasia standing at either end. Anastasia has her back, more or less, right up against the barrier trapping the rest of the Assault Team, while Irene is standing at the base of the last staircase leading into the Necropolis' burial chambers just outside of the range of Celestial Severance.
The overhanging plant life is low enough to be cut through with Severance, but the fallout of that is for you guys to discover. The entire battleground has a slight incline as well, but not enough to really notice aside from giving those stuck in the entryway trap a clear view of Irene from the waist up over Nepgear's head.
If we think it might help, we could purchase two more levels of flight. That should give us another level of High-Speed Combat, which is probably going to be useful against White Soul. Plus we'll still have enough XP left over for boosting Starshine to level 17.
The 'Kind' Monster applies to allies and enemies, not White Soul herself. (Nor neutral parties, I guess.)
Here's a thought: Core Purge has a range of 50m. Soul Rend is a melee attack. So unless Soul Rend can be channeled through her weapon and her weapon can reach 50m we are safe from it as long as Core Purge is active.
Yes, she can only cast it once per turn, but IIRC, it lets her freely create as many clones as she wants within that turn, so long as she doesn't have more then two bodies active at any point.
I thought that one was mid-range on the names, actually. Though I guess 'Species Of Two' (referencing our "Localized Genocide" nickname) and 'This Never Gets Old' (we used basically the same plan against the Radiances and Grey Champion) may not have been obvious.
I am rather opposed to using Celestial Severance on the building, though; it would instagib the whole necropolis... and with how powerful it is, probably vaporise everything in its direct field of influence. No roof can come down when there is no roof left.
Celestial Severance creates a two-dimensional pane of light, about ten inches wide and fifty meters long, extending out of the Purifier Beam. It is currently our most precise attack, and will not destroy the roof if we don't specifically try to. Nor will it destroy the necropolis; most of it is out of range.
Nepgear confronts Amanda about the rest of the Old Guard said:
She has bi-location, with the ability to delete one of her instances fast enough to dodge things she really shouldn't be able to dodge. You could get the drop on her and fire your laser from point-blank range and she'd still be able to 'dodge' it by deleting the copy you're aiming at.
One option I don't think anyone has suggested is letting White Soul hit us with Soul Rend. She can't create new clones on the same turn she uses Soul Rend so letting her hit us before dropping a Celestial Severance or Starshine on her would work.
Or even a couple of regular attacks. This is a good idea, though I'll note that it only works if we know where both bodies are when she uses Soul Rend. And that Soul Rend is probably very painful, which may distract us long enough for her to escape.
[] Plan Overcoming Denial
-[] Irene abandoned Amanda, Amanda kept her promise to be there for her. Amanda gave Irene the only kind of help she could.
[] Plan Promises Kept
-[] We're here for her. Irene may have stopped being Amanda's friend, but she was Amanda's friend once. We'll put her to rest - that's what the promise was about, right?
[] Plan Reality Check
-[] You don't really think the Unified Darkness cares about promises made to slaves like you, Irene? Every broken promise empowers them.
We have to operate off of in-character knowledge. Nobody's said anything about promises. And I don't know how well the first two could work. It depends on the precise character of her obsession and whether it's the sort where she over-focuses and over-values something or the sort which involves extensive self-justification and rationalization. The former can be reasoned with, the latter can't. Her self-awareness makes the former more likely, but her words and actions look more like the latter.
I think we might be better off saying something like "If you didn't want her to be lonely, why'd you make her that way? You couldn't have expected her to stay friends with you." No OOC knowledge, it invites her to give us more information, and points out the obvious problem with what she's saying. Once we have more information, we can use some of the other approaches.
The battlefield is more of a wide hallway/small entryway that leads into the central structure of the Necropolis. The whole thing is roughly 50 meters wide, and 70 or so meters long with Irene and Anastasia standing at either end.
Did you accidentally a zero? Because 50 meters is not a "wide hallway". 5m would be. (Nor, for that matter, is something 70m long a "small entryway".) Also, she's pretty fast to have crossed fifty meters in the few seconds between her first and second attacks, unless that's the distance she retreated to after seeing Celestial Severance.
The overhanging plant life is low enough to be cut through with Severance, but the fallout of that is for you guys to discover.
Does that mean that it's at eye-level, or fifty meters up? And what kind of vegetation is it? Ivy would make sense for a roof, but if it's really that wide then it could be trees, or if it's narrower it could be trees hanging over from outside the walls. Also, I was asking about the roof, not plants (though the information is still useful). Destroying hanging ivy won't reduce structural integrity, but cutting down walls or busting through the ceiling would.
Also: what exactly is the shape and layout of these barriers? If they're planar, or otherwise don't completely surround the others (and we know that Insight is "pressing herself against a wall"), then Sega could go through the wall (her damage is high enough that even without Collateral Damage or room to swing she should be able to get through, I think). Do they just cover the interior of the passageway, or do they extend beyond it through the walls (or can't we tell)?
-We fly at 107m/s, and Core Purge and Celestial Severance both have a range of 50m. Starshine's range is not known precisely, but it's more than that.
-The projectiles from Starshine take nonzero time to travel from us to their targets, which she can use to get away.
-Core Purge takes approximately one second to activate.
-White Soul can only create bodies "within touching distance" of herself. She can likely bypass walls by creating a body on the other side.
-Core Purge does not go through walls, though as @Naron points out, we've never tried designating a wall as an enemy. But even if that would work we can't rely on it without WoG.
-Starshine also does not go through walls, but is likely able to blast them down and then send more projectiles in behind.
-We don't know what's on the other side of the walls.
-We're expecting another MG after White Soul; turning her into collateral damage would be bad. We're specifically expecting her in the building behind White Soul, so we'd rather it remain intact. This means that if she dodges back into the building, we can't hit her with Starshine, Celestial Severance, [/i]or[/i] the Purifier Beam without risking the next girl. Core Purge and the Panzer Blade are safe.
-We don't know who made these brandcraft barriers or what else they might have made.
-Red Rose is the expert, and she suggested Starshine, though not with a strong recommendation.
-White Soul spent a long time as #1, and has surely encountered most of the things we're considering throwing at her—AoE, damage aura, high speeds, environmental destruction, etc. So we'd be best served by trying things which are unusual about Anastasia or this situation: the scale of Starshine, our ability to tank Soul Rend, the Control Seal, the Conceptual Language, her strong desire to kill specific people, the enclosed space with a strong opponent.
-Sega is panicking. This will make her more difficult to communicate with.
-In terms of structural integrity, a hole in a wall is worse than a hole in the roof.
I've rearranged my plans somewhat, both taking account of new information and trying to get a coherent idea behind each. Here's what I have now:
[] Plan Indiscriminate
-[] Tell Sega to go through the wall or the ceiling.
-[] Alternate casting Starshine and firing the Purifier Beam. Aim at and near White Soul, but also blow up the walls, the ceiling, the ground, and anything she might hide behind.
This is the high-collateral-damage plan. It's likely to destroy a good chunk of the central structure as well as this entire hallway.
[] Plan Power Over Accuracy
-[] Tell Sega to go through the wall or the ceiling.
-[] Cast Starshine. Aim at both of White Soul's bodies and the area around them (including through nearby walls), and hit them not just once but continually. Leave her nowhere to escape to.
-[] If that doesn't work, do it again and try to fix whatever mistake you made the first time. Core Purge immediately afterward and move forward, and if she's still alive, chase her down.
This is the medium-collateral-damage plan. Basically Controlled Panic without the shooting, and trying to get backup. I think the collateral damage of the Purifier Beam is too much for too little benefit, even after Starshine's contribution. I expect this plan to reduce most of the hallway to rubble, or at least the far end, along with the staircase. It may also partly destroy the central structure, but I think our control's good enough (and it's far enough away) that we can avoid bringing it down. Probably.
[] Plan Someday This Will Work
-[] Tell Sega to go through the wall or the ceiling.
-[] Fly about halfway down the hall and activate Core Purge along the way. Make sure to watch both bodies.
-[] If she avoids it by going through a wall, carve a hole and follow. If she goes into the central structure, follow at max speed. Stay in the middle of passages/rooms in order to prevent her from using corners. Return quickly in case she's circling around to go for the others.
This is the low-collateral-damage plan. We need to fly down the hall because she's currently out of range. Unfortunately, she's seen the range on Celestial Severance and seems to be staying outside of it, and Core Purge has the same range. Fortunately, we're much faster than she is. I expect that this plan would end with her dodging through a wall, then losing us by bypassing walls.
[] Plan Not Doing This Alone
-[] Fly up, carving a hole in the ceiling with the Panzer Blade.
-[] Go around the edge of the barrier, and carve another hole in the wall next to the others. Specifically, the wall where Insight isn't.
-[] Let Red Rose take point against White Soul; intervene if she asks for it or if she needs help holding her.
The problems with this plan are (1) we don't know how big the barriers are, nor that they can be escaped by going through the wall, (2) while we're doing the rescue, White Soul can come through the barrier and kill Insight or Soul Rend Sega, and Red Rose is not prepared to kill her immediately (though Insight can stun, Sega can probably force her to delete once, and if she uses Soul Rend after Sega forces a deletion she'll be trapped in there for a turn), (3) White Soul may tag us while we're leaving (not too likely), and (4) the area between the barriers is small enough that we might hit someone while coming through the wall. Also, Sega should be able to get them out by herself; this plan is more for if she can't or if she doesn't listen, but we can put talking to her in it too. Putting a hole in the ceiling shouldn't bring down anything but ceiling and not much of that, and putting a hole in the wall may bring down part of the wall and ceiling but only very locally. I originally had the plan be to go through the wall on our side of the barrier, but that would put our back to White Soul.
[] Plan Bait
-[] "If you didn't want her to be lonely, why'd you make her that way? You couldn't have expected her to stay friends with you after what you did."
--[] If you can keep her talking, do so. Don't bother pointing out her screwed-up priorities, but press on logical inconsistencies (e.g. if she believes they'll be friends again after Goddess Red resurrects Amanda, ask why she thinks Goddess Red would mess with Amanda's mind instead of hers).
-[] Get at least 5m away from the barrier, preferably further. Keep track of both bodies.
-[] Next time she gets close, talk about [PEACE]. Say it multiple times. If you notice it hurting any of your allies, stop.
--[] If you don't know where the other body is, follow up with a sword swing to make sure the nearby one is deleted.
-[] Don't bother defending yourself too vigorously unless you can't see one of her bodies. If at any point she casts Soul Rend, immediately go after both bodies with whatever seems appropriate—Panzer Blade, Celestial Severance, Core Purge, Starshine, Purifier Beam, whichever.
This integrates both of the ideas which require letting her get close. It's also where I'm sticking my diplomacy option for the moment, since the other plans have reasons not to dally (admittedly, not very strong reasons). It doesn't have us telling Sega to go through the wall because we don't want our allies getting caught by the Conceptual Language (though Sega would be fine). It could be put back in, either after the Conceptual Language part or with a warning that we're going to try something and don't want to catch them in the effect. The part where we bait her into using Soul Rend is pretty dubious—she'll probably recognize that that's what we're doing. We could just try to keep up the stalemate until she uses it, but she may try something else—like going outside the walls to get past us—before getting a chance to use Soul Rend.
A couple more typos: Sega's Health doesn't account for two turns' worth of Anarite Generators at the end. It might be because she's not in combat, but we got those ten turns of regen with no mention of combat. And I forgot to typo-check the status portion, but it has the same typos as the previous one (except the EXP) (and I've fixed the formatting on the last update's typo fixes).
Did you accidentally a zero? Because 50 meters is not a "wide hallway". 5m would be. (Nor, for that matter, is something 70m long a "small entryway".) Also, she's pretty fast to have crossed fifty meters in the few seconds between her first and second attacks, unless that's the distance she retreated to after seeing Celestial Severance.
One thing that just occurred to me. If we're standing at the end of a hallway and firing an AOE to fill up the rest of the entire hallway, the only way for White Soul to dodge is to make a new body appear right next to Nepgear, too close for the attack to have spread out to fill the width of the room.
Thus, it might be a good idea to activate Core Purge before using Starshine, while White Soul is still outside of the range of Core Purge. Using Core Purge as a "stay away from me".
On that note, @crystalwatcher
Can those outside of the range of Core Purge tell when Core Purge has been activated? As in, is there a visual component to Core Purge?
Wondering if its possible to activate Core Purge without White Soul realizing it, and then tricking her into trying to dodge an attack by creating a body right next to Nepgear.
Thus, it might be a good idea to activate Core Purge before using Starshine, while White Soul is still outside of the range of Core Purge. Using Core Purge as a "stay away from me".
On that note, @crystalwatcher
Can those outside of the range of Core Purge tell when Core Purge has been activated? As in, is there a visual component to Core Purge?
Wondering if its possible to activate Core Purge without White Soul realizing it, and then tricking her into trying to dodge an attack by creating a body right next to Nepgear.