Crystalwatcher's Magical Girl Quest!

The last time anyone saw Gabriel, it was Michael being kicked through the Reluxus Hypergate while she and her personal guard stayed behind to hold the line long enough for the Elves to shut it down.

No new Angel named Gabriel was born in the intervening years until your Gabriel was prayed into being by those kids you didn't know you saved.
Do Angels even leave corpses behind or do they do the whole "disappear into motes of light" thing?
 
your link is broken.
Fixed.

Do we have an omnidirectional area attack? Because if the problem is clones cloning clones, we need to fill all available space and hit all of them, so it won't matter which one's real.
Core Purge. It has a number of issues:
1. It changes how our Spells work, and possibly the Purifier Beam, too. We don't know how, which means contingencies are hard to plan for.
2. It has a 50 meter range. White Soul is currently a little more than 50m away, and has seen that that's the range of Celestial Severance. The courtyard we're in is approximately 50m x 70m, so we'd need to move forward about 27m to cover the whole thing. And she could always go in the building or past a wall.
3. It cannot go through walls, and does not knock them down.
4. White Soul may have seen us use it against previous opponents—her kit's reasonably good for reconnaisance.
5. It has a 1-second window to be interrupted. Not much time, but if she knows what we're about to do and tries to put The White River down our throat…
6. It can't be canceled: once we start, it'll run for five turns.
7. This one's mostly just me, but its mechanics may interact poorly with Revel In Darkness.
8. Nobody's brought this up yet, but Sega's right behind us and busy panicking. She might well choose to activate the Progenitor Frame, and most of us don't want to do that just yet.

There are also reasons that we don't need it/want to use something else:
1. Red Rose suggested Starshine, despite having seen us use Core Purge, and never having seen Starshine (presumably she heard about it while chatting with Rei before the mission, or else has been keeping tabs on us).
2. She also thought that a grenade might work, so we don't need that much AoE. Also the cloning has a very short range.

Did the Angels ever retrieve Gabriel's corpse?

Because if the Demons have it, then Goddess Red has it...
See these two posts, in addition to crys' post above. This one is also interesting.

Grammar needs work, as does word choice and sentence construction. Overuse of dramatic language too, e.g. this
I want to kill her, to smash her foul head like a rotten egg. To set her nerves aflame. To rip her mind apart and trap her into endless nightmares. I want her to suffer for all time!
reads like a prepared speech by an overdramatic teenager, not something someone would actually think.

That said, I like. People like Jade are fun.

Magical Girl Inspiring Ember screamed, writhing and twisting, impaled on a twisted throne-like edifice of fused steel and bone. Her own power not allowing her to die; forced to watch as all she knew turned to ash below her,
"Writhe" means "twist", so that's redundant. The comma at the end should be a period. And these two are one sentence, so either turn that period into a comma or change the second sentence to "Her own power did not allow her to die,…". Also, that should be a comma, not a semicolon.
Acrid smoke filling the air
"Filled". "X Y-ing Z" is not a complete sentence; you make this error pretty often.
In the midst of the darkness and flames, another Magical Girl danced, twin blades flickering in the dark and spilling blood endlessly.
Not a typo, but how do you have it still being dark while the town is on fire? Fire is bright.
The sound of battle slowing down
"Slowed".
each death - every drop of blood; every burning ember - fueling the 'Queens' power to greater heights.
Em-dashes (—), not hyphens with spaces. "Queen"'s, not 'Queens'. And that semicolon should be a comma.
the scolding wind swirled
"Scalding". Only not, because "scald" means "burn with hot liquid". Try "scorching" or "searing".
"Firelight".
Bleached bone chairs arrayed around tables that were filled with roast meat.
"Were arrayed" (or combine the sentences), and get rid of the "that were".
Piles of metal still glowed in their cores
In what's cores? The pronoun has no antecedent.
Raging fires illuminating the ever shifting faces entrapped in steel for forever more.
"Illuminated", or combine the sentences. "Ever-shifting" needs a hyphen. And either "forever" or "forevermore" (if you're feeling purple), not "for forever more".
"Demon". "Daemon" is an uncommon alternative spelling, sometimes used by authors to indicate a distinct class of being, and crystalwatcher has consistently used "demon".
Fire danced in her veins - the rush of split blood making the world take on a crystalline edge; the siren of destruction and desecration a high like no other.
Commas, not dash and semicolon. "Spilt". And "siren"? I think you either misplaced a word or meant something different.
The taste of ash in the air, the scent of fire and the comfort of burning wind caressing her body.
The taste of ash in the air… what? There's no verb.
a excuse to let lose.
"An", "loose".
burring the scrum with a wave of a hand
"Burning". And I actually had to look up "scrum", this is so far from its usual context—it could technically work but it's not the word you want.
The 18 year old Epic taking her time to appreciate her art work
"18-year-old", "took", "artwork".
Daemons, Nightmares, Dark Stars and more demon worshiping, human filth formed a twisted congregation looking towards the alter that now stood where 'Inspiring Ember' held her gathering.
"Demons", Dark Star is the name of the faction not the species, "demon-worshiping" and no need for the comma, "altar", and she isn't holding a gathering now so it presumably should be "had held".
The burning wind whipping her dark cape around, as the black-haired girl reached out to cup the other girls face.
"Whipped", "girl's".
counterproductive - she could let her have
Em-dash. And given context, do you mean "let herself"?
hate and incomprehension.
This works, but would work better as "hatred".
"Twenty four million," Jade said, running a finger down the other girls face, "two hundred and eighty four thousand.
"Twenty-four", "eighty-four", "girl's".
Capitalize.
Humans that is - I'm not eve getting into out 'allies' - even if you didn't pull the trigger, so to speak yourself.
Em-dashes, "even", "trigger yourself, so to speak", and you can get rid of the "so to speak"—it's a standard metaphor.
the Grail Mud from the Type Moon franchise
This sticks out. It's weird and incongruous and breaks the flow. Especially the specification of "from the Type Moon franchise".
"The".
healing her throat letting her speak one last time .
Add a comma, or "to let her speak", and get rid of the space before the period.
"Grey-clad".
a pair of pliers continuing to speak
Needs a comma.
I love fighting. I delight in murder
I don't think the "I" is supposed to be italicized.
agony without limits and end
"Limit or end".
a drip of blood enter the traitors mouth.
"Drop", "traitor's".
Its blood answering her call and Hanna Carter froze, her regalia turning into vanishing motes of light
What's blood? "Answered". "Vanishing into motes of light" would flow better.
to the cosmos we must crush
Comma.
fighting among ourselves
"Amongst" is more usual here, though not mandatory.
"Self-destructive".
demons to fight, to play with and the UL doesn't care overly much
Comma after "to play with", "overmuch".
Blackened lines covering
"Covered".
"Still-alive".
Comma not semicolon; lowercase.
"Dying".
hellscape off ever shifting alliances
"Of", "ever-shifting".
I chose the rational choice.
The repetition of "choose" is awkward; try "made the rational choice" or "chose the rational option".
You introduced the pliers earlier, you can say "the pliers" or "her pliers".
"placing it into a sealed container and placing it into her pocket."
"Placing it into" twice in a row is awkward.
throne , reflecting the fire and ash laden sky as the tainted girls heart was ripped out.
Space before comma, "fire- and ash-laden", "girl's".
"Blood-soaked".
a ash and a single message at the local counter force base
Get rid of the "a", capitalize "Counter Force".
"Ms."
"Fireball". Occurs twice more.
"Mr."
"It's".
"Sir" should be lowercase.
Only for those arguments being dismissed on the ground that
Combine the sentences; "to be dismissed"; "grounds".
Delete one.
Lowercase, double quote.

So I'm betting we'd at least hit into the kiloton range.
Hm. There's an interesting question here. We know pretty much what Celestial Severance does:
The way Celestial Severance works it that it extends the Panzer Blade with a massive pane of light literally 50 meters long and roughly ten inches wide along a 2 dimensional plane.

In other words: you're swinging a 2D windowpane made of pure energy at someone.

The size of the blade is unconditional, so you can't shrink or grow it at all, and there's nothing your enemies can do to manage the same. It will plow through pretty much everything in it's way, including Morality Barriers if you come across a Divine Being small enough that 50 meters is significant against them.
But what actually happens when that "windowpane of pure energy" hits something? If we swung it at something (like, say, the ground) sideways rather than edge-on, what would happen to the matter in the way? Would it just vanish? Would it be superheated by the ridiculous amount of energy passing through it and explode? And since Nepgear is not so infinitely skilled as to always swing perfectly edge-on, what's happening now with the slight deviation in angle?

…this is on the list of things we're testing once back at base, by the way. (Speaking of, I should probably start making an actual list. What's currently on it, other than Spell Synchronization and how Core Purge affects our other abilities?)


While searching for that quote I found a couple of other interesting things:
When a MG's Weapon is destroyed they lose their ability to utilize basic attacks or spells that are based around some special use of their weapon. Such as Nepgear's Celestial Severance, or White Knight's V.I.C.T.O.R.Y. spell. As you can obviously tell, it's pretty fucking ridiculous.
So despite this:
Even if an ability that comes up renders the Purifier Beam unusable will not render spells uncastable.

Just don't expect them to come out in the way you're used to.
I'd guess that not upgrading the PB would have left CS unusable.

On a related note, given
Sunder auto-breaks the opponent's weapon during an intercept conflict. Indestructible stops this, but everyone else gets hit with it. Weapons that aren't actually weapons, such as "Fist" or "Tentacle" and etc., are cleaved from the target's body completely.
I've been wondering what happens when such weapons are disable by Scream For Me. Do they just stop having the metaphorical weight to do more damage than the non-magical version?


I was also going to mention that the performance of Celestial Severance in the last update indicates that Double Cast does not make Echo roll twice, but it turns out we already had WoG to that effect. Though the second half of that post is pretty funny now.


And on Hell's Legions, are they three million:
An event that had seen two entire Legions from hell directly portal into Sky City Parshath and attempt to overrun it with their grand total of six million demons.
or three billion:
2: What is the average composition of a Legion nowadays?
Somewhere close to 3 billion demons apiece. They've been reduced to something like eleven legions from their original twenty one at... crap I can't remember how many.
? I can't find the explanation of how Hell got so many demons into Hope, so I can't do proper calculations on their logistics. But I can do some handwaving about the assault on Elysium:

Let's assume that Elysium's walls were a circle 20km (12.5mi) in radius—the same area as NYC (including the parts which are water), but circular. If demons surround the city and assault it (and are killed) at a rate of one demon per meter of wall per second, then that's ~125,000 demons per second, or 10.8 billion demons per day, which would kill ten legions of three billion in three days. More realistic estimates would put the rate much lower.

We're also told that demon corpses were piled all the way to the tops of the ten-story walls. Let's assume a story is about 3m (≈10ft, the typical height), and guess that a demon corpse takes up about a tenth of a cubic meter (this is an underestimate—it would suggest demons averaging about 220lb). We need one more number: the angle of repose of crushed (under their comrades) demon corpses. Google and Wolfram|Alpha are remarkably unhelpful on the matter, so we'll just start with a guess of 30˚. The total volume is then 2*π*20000*30^2*cot(30˚)/2≈98,000,000m^3, giving 490 million dead demons. We can adjust this a bit by tweaking various factors: an angle of repose of 15˚ would give a round billion corpses, and a bigger or more irregularly-shaped wall would be longer, but this should give the right order of magnitude.



I've been expressing some concern over Gaia being less-than-happy with what the Fragments of Peace represent, but it seems I needn't have worried so much:
Also if NepNep or any other Divine MG reached God Tier...I'm sure curious to see how Gaia would react. Squee? Hugs? Sailor Moon Marathon?
All the above.


By the way, can we get an explanation as to why Revel In Darkness bypasses our damage reduction? I want to know whether "[certain] aura effects" goes on my list of stuff that can bypass To Stand Amongst Gods (in addition to the ever-increasing list of stuff which gets by ICORE).
 
But what actually happens when that "windowpane of pure energy" hits something? If we swung it at something (like, say, the ground) sideways rather than edge-on, what would happen to the matter in the way? Would it just vanish? Would it be superheated by the ridiculous amount of energy passing through it and explode? And since Nepgear is not so infinitely skilled as to always swing perfectly edge-on, what's happening now with the slight deviation in angle?
The "windowpane of energy" is defined by the swing arc of the Panzer Blade.
 
8. Nobody's brought this up yet, but Sega's right behind us and busy panicking. She might well choose to activate the Progenitor Frame, and most of us don't want to do that just yet.
Well, she wouldn't choose to activate the P-frame, because at this point it's all strictly OOC information. She might choose to turn on her end of the activation requirement though, that's true.

in addition to the ever-increasing list of stuff which gets by ICORE
If Sudden Death isn't on that one it probably should be, considering its entire purpose is to be a "no, fuck you" to bullshit defenses like ICORE.
 

Thanks for the feedback. As for Jade's thoughts... that was kind of modeled on me in a foul mood. I didn't quite, get what i want to across but the desire to endlessly hurt someone and wanting to smash a person's scull... i do think like that if I'm sleep deprived, on edge and being annoyed by someone i hate.

Honestly? That omake was bad, i wrote it very lade after a almost no sleep for over a week, changed my mind multiple time during my writing. I'll fix it up but i'm really embarrassed about it all up. Normally i proof read thing several times before posting, i didn't do that here.

I'm glad some people enjoyed it at any rate.

Edit: edited and fixed
 
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Are there any other 'overdrive' Abilities for other Affinities under construction? Annihilation feels like a candidate for that.
Depends on whether I can think of something suitable yet distinct from the other two.

Doesn't that get prevented by the whole thing about Auto Kill not working if the target has a higher Existence Bonus than you?
Sudden Death the ability, not Sudden Death the spell Red Rose has.
 
@crystalwatcher - Something I was reminded of by beth2's post. Do you remember this:
For reference 2,353 Echos each containing two Celestial Severances plus the initial two gives a rough Final Damage of around 7,942,396. Given that it's an unstoppable attack that is enough to take 22.7% of Gaia's Health. I'm pretty sure that would classify as an extinction level event.
Yeah. Everything in that hit-zone is dead and gone. And Gaia is probably screaming at the top of her lungs,

"WHAT THE FUCK WAS THAT?!?!?!"
?

Well Celestial Severance currently has a base damage of 3,276,800 which doubles to 6,553,600 with Double-Cast. So we're already 82% of the way to triggering the above. If even a single Echo triggers that damage doubles again to 13,107,200 which is 165% of the above mentioned damage.


Any thoughts on that matter?
 
@crystalwatcher - Something I was reminded of by beth2's post. Do you remember this:

?

Well Celestial Severance currently has a base damage of 3,276,800 which doubles to 6,553,600 with Double-Cast. So we're already 82% of the way to triggering the above. If even a single Echo triggers that damage doubles again to 13,107,200 which is 165% of the above mentioned damage.


Any thoughts on that matter?
You're guaranteed to get Gaia's attention if it procs.
 
LDj's Combat Math Extravaganza
Alright kiddies, there's been occasional spots of confusion or inconsistency with math strings over the course of the quest, so we in the Workshop have decided to make an official explanation for this stuff. Buckle up folks, 'cause it's time for:

LDj's Combat Math Extravaganza!

Okay so first off, What is Combat Math?

Well, to put it simply it's all those little strings of numbers and dice that sometimes pop up in updates that involve, you guessed it, combat.

Now, to break it down for you, combat math generally has three sections:
  1. Offensive String
  2. Defensive String
  3. Final String

Offensive String:

The Offensive String is where the power of an attack is calculated. The number of possible modifiers that can go in this String is theoretically limitless, but in practice you generally only get a few Situational Modifiers and Weapon Abilities, along with the two numbers that you will basically always see. What are the numbers, you ask? They're Base Damage and Magic Modifier.

Base Damage is how much damage your attacks deal, well, at base. Take, for instance, Magical Girl Sparkle. Sparkle's Magical Girl weapon is a stick, the Magic Stick. The Magic Stick, at base, deals 50 damage.

Next, Magic Modifier is how much magical enhancement is put into a given attack, represented by a die roll on a die with a number of faces equal to one's MM. In our example, Sparkle has an MM of 50, and for the sake of simple math we'll assume she rolled a natural 50.

After that there are Ability Modifiers, which source from either Personal Abilities belonging to a combatant, or Weapon Abilities tied to the attack in use. Magical Girl Sparkle doesn't have any Ability Modifiers in play right now, but don't worry, we'll come back to this later.

And finally, we have Situational Modifiers, such as how the demon Sparkle is smacking with her stick left himself wide open. Situational Modifiers run the gamut from little things like a +5 here or a -10 there, to several-digit monsters used to indicate that yes, you did just run over that guy's face with a freight train, and no, he was not prepared.​

Put all of these things together, and we get our first Offensive String:
offensive string
Magic Stick: 50 Base Damage, +50 Dice, +10 Opening= 110 Total Damage
Now, if you've been following along you should be able to tell me what each of those numbers corresponds to, but if you can't, the answer is Base Damage, Magic Modifier, and a Situational Modifier, respectively. That final number that says "total damage"? That there is what we'll henceforth be referring to as an Offensive Total.

As a side note, Offensive Strings always start with the name of the weapon or spell they correspond to, so you know who's doing what.


Defensive String:

The Defensive String is the Offensive String's opposite number: While the Offensive String is there to calculate how well one attacks, the Defensive String is there to calculate how well one takes an attack.
The Defensive String has almost all the same modifiers that the Offensive String does, like MM, Abilities, and Situational Modifiers, but rather than Base Damage we have Base Resilience.

Base Resilience is, as its name might imply, the measure of how tough you are, be it through immense and terrible mystic power, or just having really hard abs.​

Now in our example, Mr. Demon is kinda dumb and not very magical, so he has a Magic Modifier of 0, but he never ever skips gym day, so in addition to being able to use his torso as an impromptu cheese grater, he has a Base Resilience of 100.

And so, our Defensive String looks like this:
defensive string
Mr. Demon: 100 Base Resilience, +0 Dice, -10 Distracted = 90 Damage Reduction
That final number there is what we'll call a Defensive Total from here on out.

Now, before we move on to the next String, some of you may notice that the Situational Modifier of being open isn't listed here. That's because it was an Offensive modifier for Sparkle, and as a general rule (though not an absolute), Situational Modifiers don't apply twice to different Strings. However, you'll also notice that -10 for Distraction, which was the reason he was open in the first place.


Final String:

And now we have the Final String. The Final String is where we take our Offensive Total and our Defensive Total, and subtract the latter from the former to get our Total End Damage, which is then subtracted from the target's Health.

Health (abbreviated as HP because reasons) is the measure of how much damage you can take before you go down. Depending on the context of a fight, hitting 0 health can do different things. In a sparring match it might knock you out, and in a gunfight it might give the wall behind you a new coat of paint.​

The Final String generally looks something like this:
final string
20 Total End Damage

Mr. Demon: 500 - 20 = 480 Remaining
But, sometimes, another modifier will come into play. Any modifier that affects the Final String will always be an Ability Modifier. For instance, if Magical Girl Sparkle spent all her EXP to buy an ability that doubled her End Damage against Evil enemies like Mr. Demon, it would look like this:
final string
20 Total End Damage

Sparkle Power: x2

40 Final End Damage

Mr. Demon: 500 - 40 = 460 Remaining
And that's the Final String. Putting it all together, Magical Girl Sparkle's turn looks like this:

sparkle's turn
Magic Stick: 50 Base Damage, +50 Dice, +10 Opening= 110 Total Damage
Mr. Demon: 100 Base Resilience, +0 Dice, -10 Distracted = 90 Damage Reduction

20 Total End Damage

Sparkle Power: x2

40 Final End Damage

Mr. Demon: 500 - 40 = 460 Remaining

Side note: in the event Conditional Modifiers that key off End Damage come into conflict, the Defensive ability will proc first, and, if that renders the Offensive ability moot, negate the Offensive one.

And that wraps up the basics. Now we move on to the complex stuff. First off, a topic delayed earlier and the main source of complexity in the system:


Ability Modifiers:

Ability Modifiers are... honestly a pain at times. There are so many of them, and so many things they can do. Ability Modifiers come in two types: Personal Abilities and Weapon Abilities.

Personal Abilities are those listed in the "Abilities" tab of one's Character Sheet. Things like Flight are good examples, but the expanse of what's possible with Personal Abilities is limited almost exclusively by the imagination of the person writing the sheet.

Weapon Abilities are the things listed on the "Ability" line in the description of the relevant weapon. (Although the term "weapon abilities" is something of a misnomer, as they can also apply to spells.) Unlike Personal Abilities, Weapon Abilities aren't defined within the text of the character sheet itself, and instead we have an external reference for them because, as a cursory glance will reveal, the full list of defined Weapon Abilities is far too long for most people to remember off the tops of their heads.
Intercept:
Intercept is an Ability that can be found in either category of Ability Modifiers, and possesses a few variants. At base, however, it causes an Intercept Conflict, wherein you compare Offensive Strings, and whoever has the higher Offensive Total wins, and treats the other guy's String as a Defensive String to solve for End Damage, or rather, Intercept Damage. Intercept Damage is then used as Base Damage for another Offensive String against the loser's regular Defensive String, and combat resolves normally from there.

Sub-strings:
Occasionally, an Ability Modifier will key off the total of a String, but for some reason can't be included in the string itself, or the subsequent string. In these cases, it prompts a Sub-string for application of the modifier, placed between the String whose Total it is modifying and the subsequent String.

Multipliers and O-Ops:

Now, in the course of applying the various modifiers to the relevant Strings, you'll encounter four relevant symbols. Listed, they are:
  • + (Additive)
  • - (Subtractive)
  • % (Percentage)
  • x (Multiplier)
Take special note of that last one, it's funky.

Additives and Subtractives are fairly simple; you simply add or subtract the relevant number from your current subtotal of the String in question as you follow the Order of Operations, or O-Ops for short. We'll cover that in a bit more detail momentarily.

The next Modifier Symbol we have is a Percentage. Percentages are almost always part of Ability Modifiers, and never show up explicitly in the Offensive or Defensive Strings. Where Additives or Subtractives are flat number changes like +10 or -5, Percentages scale proportionately to something. However, they're calculated before addition to a String and applied as an Additive or Subtractive. The exception here is the Final String, where Percentages can appear as explicit modifiers, but they're always supposed to be paired with an Additive or Subtractive to indicate whether they're an increase or a reduction.

And finally, the Multiplier, the odd duck out. Multipliers, uniquely, are not a flat bonus, but instead affect the entire subtotal of the entire String. For example, in Magical Girl Sparkle's Offensive String above, a damage bonus of 100% would be represented as a +50 for an Offensive Total of 160, while a x2 Multiplier would double the entire Offensive Total for a result of 220.

It's important to note that Multipliers in the same String apply to each-other additively (lowercase "a", not to be confused with Additive Modifiers), so Multipliers of a x2 and one of x3 in the same String would result in a final Multiplier of x5, not x6. However, if the Multiplier(s) in question apply on separate strings in the same calculation, it can become self-compounding.

Divisors also exist, but don't get a symbol because it's not standard on English keyboards, and they're pretty rare besides. Due to the lack of the symbol, Divisors generally prompt Sub-strings where they come into play. Otherwise, they function identically to Multipliers, just in the opposite direction.

Now, as far as O-Ops goes, for the Offensive and Defensive Strings, always read Left to Right, while for the Final String, if there are any modifiers they apply from Top to Bottom. It's important to note that Multipliers are always listed at the end of the O-Ops list, after all the Additives and Subtractives have been applied.​


As a general note, whenever something results in a fraction, it's rounded to a whole number. Whether that's up or down depends on context; it rounds in whichever direction in most inconvenient to the protagonist.

Aaaand that about covers everything I think needs covering right now.
 
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A very long overdue post.

You might want to add in a sidenote about Intercept. Mainly, that its a conflict between two Offensive Strings instead of one Offensive String and one Defensive String, and then the difference goes up against the loser's Defensive String.



It might also be worth including a sidenote about what happens when conditional modifiers of Final End Damage come into conflict.

As an example of what I mean, consider the following situation.
  • Offensive String: 300 Total Damage
  • Defensive String: 99 Damage Reduction
  • Defender's Current Health: 400
  • Attacker possesses the ability The Insurmountable Gap
  • Defender possesses the ability INDESTRUCTABLE CORE
300 - 99 = 201. Depending on the order of operations for abilities that modify Final End Damage, Final End Damage will be either 0 (300 - 99 < 0.99 * 400) or 4 (300 - 99 > 0.5 * 400).
Percentages are almost always part of Ability Modifiers, and never show up in the Offensive or Defensive Strings.
This is rather odd wording, since the actual bonus for stuff like Juggernaut is in fact written as part of the Offensive String. Its just not written as a percentage there.
 
It might also be worth including a sidenote about what happens when conditional modifiers of Final End Damage come into conflict.

As an example of what I mean, consider the following situation.
  • Offensive String: 300 Total Damage
  • Defensive String: 99 Damage Reduction
  • Defender's Current Health: 400
  • Attacker possesses the ability The Insurmountable Gap
  • Defender possesses the ability INDESTRUCTABLE CORE
300 - 99 = 201. Depending on the order of operations for abilities that modify Final End Damage, Final End Damage will be either 0 (300 - 99 < 0.99 * 400) or 4 (300 - 99 > 0.5 * 400).
I honestly don't know that one, ask @crystalwatcher . (At a guess, it's something like "super ability wins, if neither is a super ability whatever's worse for you wins".)
 
My guess would be that it happens in whichever order favors the Magical Girl. In situations where both parties are MGs you make a judgement called based on whatever is more amusing the nature of the Abilities in question.
 
LDj's Combat Math Extravaganza!
You know I'll be checking this carefully.
As a side note, Offensive Strings always start with the name of the weapon or spell they correspond to, so you know who's doing what.
Well, usually. Sometimes crys has fun with them (e.g. Gabriel intercepting the Demon King in UNIFIER DRIVE). You could also give the corresponding note for Defensive Strings.
defensive string
Mr. Demon: 100 Base Resilience, +0 Dice, -5 Distracted = 95 Damage Reduction
1. We've seen the Distracted defensive modifier a few times before: in CARNAGE GEAR it gave a -10 to demon footsoldiers (who also had a Holyshitwhatthefuck modifier (BTW, that instance is inconsistent with later uses of the HSWTF modifier, which all gave -10% Base Resilience)) and multiple times to a Hell Beast, and in MALEVOLENT GEAR it gave -10 to Assault Zombies several times.

2. We may have seen a +0 Dice (though a quick search doesn't find any), but it's usually if not always written as No Dice.
Ability Modifiers come in two types: Personal Abilities and Weapon Abilities.
There may also be circumstances (e.g. Ability Negation) where it is useful to distinguish Personal Abilities held by one of the combatants from ones held by others which nonetheless affect the calculation (e.g. Echo of Peace).
Intercept:
Intercept is an Ability that can be found in either category of Ability Modifiers, and possesses a few variants. At base, however, it causes an Intercept Conflict, wherein you compare Offensive Strings, and whoever is higher treats the other guy's String as a Defensive String, then goes up against their actual Defensive String.
Not quite. The winner of the Intercept conflict does not have their reduced damage go up against the opponent's Defensive String directly; instead, the Intercept Damage is treated as Base Damage for another Offensive String. This means that the various Offensive Modifiers occur twice (citations: FATAL GEAR 1, PROPHET DRIVE, UNDEAD DRIVE). Also, the loser's Weapon Abilities seem to still apply in the Defensive String, judging by the Smite in UNDEAD DRIVE.
And finally, the Multiplier, the odd duck out. Multipliers, uniquely, are not a flat bonus, but instead effect the entire subtotal of the entire String. For example, in Magical Girl Sparkle's Offensive String above, a damage bonus of 100% would be represented as a +50 for an Offensive Total of 160, while a x2 Multiplier would double the entire Offensive Total for a result of 220.

[…]

Now, as far as O-Ops goes, for the Offensive and Defensive Strings, always real Left to Right, while for the Final String, if there are any modifiers they apply from Top to Bottom. It's important to note that Multipliers are always listed at the end of the O-Ops list, after all the Additives and Subtractives have been applied.
That's not exactly correct. The Time Walking Blade's Crush in ALIGNED GEAR and M.E.C.A. Force's Rotary Cannons' Anti-Infantry did not multiply the additive bonuses, and in GEAR RUSH, Truth's Equalizer's Crush was not written at the end of the list. We have some WoG about this, but I don't know exactly how to interpret it.
It's important to note that Multipliers in the same String apply to each-other additively (lowercase "a", not to be confused with Additive Modifiers), so a Multipliers of a x2 and one of x3 in the same String would result in a final Multiplier of x5, not x6.
I think that should be x4, not x5. Otherwise two x1s would give an x2, which would be very odd.
As a general note, whenever something results in a fraction, it's rounded to a whole number. Whether that's up or down depends on context; it rounds in whichever direction is most inconvenient to the protagonist.
Except ICORE.
Aaaand that about covers everything I think needs covering right now.
You should say something about how damage from multiple attacks is combined and how damage to multiple targets is split up (i.e. when does each target take full damage and when do they have their Health & Resilience combined). Synchronization bonuses are also the only multiplicative bonus we've seen that isn't explicitly granted by an Ability.

Overall, much clearer than my attempt. Good job with the terminology.

which source from either Personal Abilities belonging to a combatant, or Weapon Abilities
The Defensive String is the Offensive String's opposite number: while
The semicolon is valid, but a colon works better.
Any modifier that affects the Final String
Don't underline the colon.
Put all together, Magical Girl Sparkle's turn looks like this:
"Put together" or "putting it all together". The turn fails to include Sparkle Power. And "opening" is lowercase again.
Weapon Abilities are something of a misnomer
The term "Weapon Ability" is a misnomer; Weapon Abilities are not.
They're the things listed on the "Ability" line in the description
It's inconsistent, but IIRC the singular is far more common.
for most people to remember off the tops of their heads.
a bit more detail momentarily
they're always supposed to be paired with
but instead affect the entire subtotal
Offensive Total for a result of 220.
It's important to note
Paragraph break needs another line break.
Divisors also exist, but don't get a symbol because it's not standard of English keyboards, and they're pretty rare besides
always real Left to Right
depends on context; It rounds in whichever direction is
Either de-capitalize "it" or replace that semicolon with a period. Or a colon (and de-capitalize), that also works.
 
I think that should be x4, not x5. Otherwise two x1s would give an x2, which would be very odd
That would be an off-by-one error. The first applies it's full value and all subsequent multipliers are reduced by one.

EDIT: and there's a rather simple way to think of adding x1 multipliers...
 
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