Crystalwatcher's Magical Girl Quest!

To give you all a heads up, the Partial-Activations of the Symphony and the Maw are utilizing the abilities of the Firing Spells instead of their inherent abilities as are held by the Progenitor Frame.
Ahhahahahahaha!!!

Sooo, "Rain of Light, Quadra Magic, Target-Army, Core-Boosted spell/weapon" when? Because this one does sound even more likely to brute force (read - outscale) the Morality Barrier based defenses.
Also, I can't help but remember that Target-Army is an x500 modifier, just half of what Planet Cracker (x1000) is supposed to have.
Omake idea: Candy Heart keeps getting revived by Goddess Red, and keeps getting killed by Nepgear as completely unintentional collateral damage. Nepgear never even notices that poor Candy is even there. Her latest death is getting blasted by Nepgear's satellite TV fixing laser and going "Yep. This is my life now."
Gehaburn triggers, her soul is absorbed by Nepgear, and WOG she becomes unavailable to further resurrection attempts.
 
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Gehaburn triggers, her soul is absorbed by Nepgear, and WOG she becomes unavailable to further resurrection attempts.
Actually Candy Heart has already got eaten:
"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.
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
So she can't even be revived a second time.

Incidentally as I grabbed that quote I'm reminded about just how damn close that was. She died with -1 Health. If our MM roll had just been a tiny bit smaller...
 
[X] Search the town together. If you run into Red Knight together, Kat might be able to keep things from coming to blows.
 
Anyway, it came up in Discord, but with how it all blew up there I think I'm going to need to say something here:

At level 75, Nepgear's Numbers will reach the point where on-sheet she'll look powerful enough to fight and/or win against Cosmos.

This is an illusion crafted by your knowledge of the Mortal-Side of the combat system.

For those of you unaware, Divine Beings started at Gaia and going up have 'abilities' known as Morality Barriers. What hasn't been explained is how these effect the Combat System in relation to them, and how. Though I have stated that strong enough attacks can pierce Morality Barriers, what I didn't explain is how that's possible. The reason I didn't explain that, or even mention it, is because Morality Barriers and how they influence interactions between the different Morality Levels Will become an important plot point down Gaia's story thread against Shiva-Sil. As well as why you don't see Shiva just up and running in to punch Gaia in her Antartica.

So yes. I am aware of the apparent discrepancy caused by Nepgear's growth in power, and the suddenly 'inadequate' numbers on the Divine Being's sheets. It'll all be explained in-story in due time.
 
@Crystalwatcher ah, so We'll have to do The Pale Light of the Moon if we want to learn more in a reasonable timeframe? (I assume we'll have other chances to get info on this, but this mission is the quickest route ASAICT)
 
Anyway, it came up in Discord, but with how it all blew up there I think I'm going to need to say something here:

At level 75, Nepgear's Numbers will reach the point where on-sheet she'll look powerful enough to fight and/or win against Cosmos.

This is an illusion crafted by your knowledge of the Mortal-Side of the combat system.

For those of you unaware, Divine Beings started at Gaia and going up have 'abilities' known as Morality Barriers. What hasn't been explained is how these effect the Combat System in relation to them, and how. Though I have stated that strong enough attacks can pierce Morality Barriers, what I didn't explain is how that's possible. The reason I didn't explain that, or even mention it, is because Morality Barriers and how they influence interactions between the different Morality Levels Will become an important plot point down Gaia's story thread against Shiva-Sil. As well as why you don't see Shiva just up and running in to punch Gaia in her Antartica.

So yes. I am aware of the apparent discrepancy caused by Nepgear's growth in power, and the suddenly 'inadequate' numbers on the Divine Being's sheets. It'll all be explained in-story in due time.
Which is why when we 'fired' the main gun we noticed a lot of weird personal effects due to the interactions of Divine side of things?
 
@Crystalwatcher ah, so We'll have to do The Pale Light of the Moon if we want to learn more in a reasonable timeframe? (I assume we'll have other chances to get info on this, but this mission is the quickest route ASAICT)
Define 'reasonable timeframe'.

Which is why when we 'fired' the main gun we noticed a lot of weird personal effects due to the interactions of Divine side of things?
A tiny part of it, yes.
 
@Crystalwatcher ah, so We'll have to do The Pale Light of the Moon if we want to learn more in a reasonable timeframe? (I assume we'll have other chances to get info on this, but this mission is the quickest route ASAICT)
I mean you could always let Pale Light time out and just do the follow up, but then you wouldn't get bonus points.
 
At level 75, Nepgear's Numbers will reach the point where on-sheet she'll look powerful enough to fight and/or win against Cosmos.
Surprisingly this is an actual concern now. Before I would have dismissed it since we'd never have enough XP to reach that kind of Level on anything. After all prior to the mission change up we were averaging 885XP per mission.

Now however everything has changed. Operation Starborn brought in 7,271XP and then there was:
Operation: Soul Collector (10 Updates)
  1. 65xp
  2. 134xp
  3. 535xp
  4. 75xp
  5. 1,125xp
  6. 1xp
  7. 1,675xp
  8. 50xp
  9. 350xp
  10. 1,599
Total = 5,609xp

So the two Mission Select type missions we've gone on have brought in an average 6,440 each. Here are some quick rank up XP requirements:
Purifier Beam/Celestial Severance/Starshine (Level 17)
-> Level 30 = 2,990
-> Level 40 = 6,440
-> Level 50 = 10,890
-> Level 60 = 16,340
-> Level 70 = 22,790
-> Level 75 = 26,390

So just one mission on average can either double the current Levels of two or bring one up to Level 40. Those XP numbers by the way are the cumulative XP requirements from Level 17 up to the marked Level.

If we do an average of two missions per day up until Operation Answerer triggers on Day 40 excluding the 4 days we'll be dragged into meets that gives us 20 missions. Assuming that average of 6,440xp per mission we should have earned 128,800xp by the time Operation Answerer rolls around. That is somehow exactly enough to bring Purifier Beam, Celestial Severance, Starshine, Flight, and Indestructible Core all to Level 75.
 
Surprisingly this is an actual concern now. Before I would have dismissed it since we'd never have enough XP to reach that kind of Level on anything. After all prior to the mission change up we were averaging 885XP per mission.

Now however everything has changed. Operation Starborn brought in 7,271XP and then there was:
Operation: Soul Collector (10 Updates)
  1. 65xp
  2. 134xp
  3. 535xp
  4. 75xp
  5. 1,125xp
  6. 1xp
  7. 1,675xp
  8. 50xp
  9. 350xp
  10. 1,599
Total = 5,609xp

So the two Mission Select type missions we've gone on have brought in an average 6,440 each. Here are some quick rank up XP requirements:
Purifier Beam/Celestial Severance/Starshine (Level 17)
-> Level 30 = 2,990
-> Level 40 = 6,440
-> Level 50 = 10,890
-> Level 60 = 16,340
-> Level 70 = 22,790
-> Level 75 = 26,390

So just one mission on average can either double the current Levels of two or bring one up to Level 40. Those XP numbers by the way are the cumulative XP requirements from Level 17 up to the marked Level.

If we do an average of two missions per day up until Operation Answerer triggers on Day 40 excluding the 4 days we'll be dragged into meets that gives us 20 missions. Assuming that average of 6,440xp per mission we should have earned 128,800xp by the time Operation Answerer rolls around. That is somehow exactly enough to bring Purifier Beam, Celestial Severance, Starshine, Flight, and Indestructible Core all to Level 75.
I doubt we'll be doing that many missions.

But wow.
 
Starborn is likely going to be an outlier. Missions that don't involve Really Important Things like Starborn's Messenger platforms that allow the Unified Light bonuses during Answerer will probably come out as pittances xp-wise.
 
The "big numbers" part of anti-Divine weaponry was always a non-issue to me, especially since we've been shown how Grey Champion could boost a mere mortal to seemingly ludicrous levels of damage. Especially since the scaling criteria are given.

The "why didn't you save them" part of vote results (and yes, I've seen it both here and in Summit's quest) makes me want to ask all such ambiguous votes to have the explicit sub-vote even in the body of the update, asking us whether we want to try and take someone alive.
 
Starborn is likely going to be an outlier. Missions that don't involve Really Important Things like Starborn's Messenger platforms that allow the Unified Light bonuses during Answerer will probably come out as pittances xp-wise.
I kinda doubt this unless you seriously rejig how much XP we get for things. For starters almost none of Operation Starborn's XP came from the mission itself. 77.7% came from the mooks we slaughtered. Operation Soul Collector's XP was more spread out but still less then 26.7% (I say less because you roll in the XP for White Soul, Juggernaut Drive, and Mission Success into one 1,500XP lump) came from the mission itself. The majority of the XP came from us winning fights against the Old Guard.

With stuff like Operation Murder Face where we could theoretically end up killing almost a million mooks per Turn...

Well put like that adjusting the XP system is kinda a requirement now.
 
I kinda doubt this unless you seriously rejig how much XP we get for things. For starters almost none of Operation Starborn's XP came from the mission itself. 77.7% came from the mooks we slaughtered. Operation Soul Collector's XP was more spread out but still less then 26.7% (I say less because you roll in the XP for White Soul, Juggernaut Drive, and Mission Success into one 1,500XP lump) came from the mission itself. The majority of the XP came from us winning fights against the Old Guard.

With stuff like Operation Murder Face where we could theoretically end up killing almost a million mooks per Turn...

Well put like that adjusting the XP system is kinda a requirement now.
My own idea of an adjustment off the top of my head is is to, well... Separate the missions into "war critical" and "routine" ones, then institute a soft or hard cap on mook-killing EXP on the "routine" ones.

I mean, obviously, if we decide to and manage to annihilate one whole Legion of Hell before skedaddling out of there unmolested, the mission would auto-upgrade to a "war critical" one. But otherwise, a story update where we managed a raid against five staging points, we'd get some limited amount of EXP from every mook category, a lump sum for every Hero Unit we defeat, and five more for getting the objectives carried out.
 
Hm. I think the simplier, and probably more accurate, solution would be to simply stop giving XP for killing mooks except in spectacularly large numbers, at which point it's less XP for killing the mooks and more XP for eliminating a Unified Darkness battalion or such.

The justification for this is that we've long since past the point where mooks can hurt Nepgear except in sufficiently large numbers. The most dangerous mook like unit we've ran into are Demon Summoners who have what seems like a ranged attack that deals at most 2,500 Damage per hit and can attack twice per Turn.

Nepgear literally cannot even be scratched if an attack does less then 12,995 Damage. There are plenty of Hero Units that would struggle to deal that much damage in a single attack and that is with nothing other then the starting Health boost from Segarite Core. Nepgear's durability only gets worse every single Turn unless you can manage to not simply pump out 12,995 Damage per attack but a crazy 900,000 Damage per Turn.

Even Demon Summoners, who IIRC were implied to be Elite Mooks, require almost two hundred (180 to be exact) just to keep Nepgear's Health from increasing. Considering that Nepgear also has insane offense to back up her insane defense maintaining that kind of bombardment is going to be pretty damn tricky.

Oh and if she can neither tank nor slaughter her enemies Nepgear also has fast enough flight to make hitting her a nightmare let alone trying to keep her from retreating.



Basically what I'm getting at is that individual mooks have simply stopped being relevant to Nepgear now and given recent events, exterminating the Soul Reavers and tanking Juggernaut Drive plus stalemating White Soul, Nepgear more then knows that. So that should be reflected in her growth as a Magical Girl since they grow stronger through adversity. Hero Units and literal armies are the only thing that are capable of providing Nepgear a challenge nowadays.
 
Remember that it's been said really early on that EXP comes from doing things that are importantTM​. Like how the more important someone is, the more EXP you get for meeting them.

By that logic, it makes sense that killing mooks in sidequests would give a lot less EXP than killing mooks in major missions.

So something like making it so that mooks killed in sidequests give X% of the EXP they would normally give.
 
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Also remember that EXP is representative of the will to get stronger in this setting. I think I explained it better some time much earlier in the thread somewhere. Like... three hundred pages ago? (Holy fuck this thread got huge. I originally started this as a bit of good fun.)

So yeah, as it stands, EXP gains from non-hero level enemies will likely drop off sharply since just fighting mooks won't give Nepgear a need to grow stronger on their own. Large masses, possibly, but again with a low increase even then.

Anastasia as of the current point in the quest has grown from a functional nobody that could get splattered by your average mook to a WMD equivalent. This growth in power also comes with a change in perspective. For example Rei doesn't gain exp for slaughtering waves of demons despite being fully capable of doing so because she doesn't actually feel threatened by them. Or Red Rose who doesn't get exp for fighting low-tier Magical Girls for the simply fact they tend to evaporate on contact with her.

So yeah. EXP seep will be a thing. Don't worry too much about it.
 
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