Crystalwatcher's Magical Girl Quest!

Btw, shouldn't we at least upgrade ou basic atack a bit? I mean, we do have that ability that grants us 30 free atacks per turn in army mode, so...

Also, is echo of peace our overwhelming presence or we still need to unlock it?
 
[X] Hold The Line (Take Direct control of Team GEAR)

There's also the fact that the Assault team has the Progenitor Golems for if the need more fire-power.
 
[X] Hold The Line (Take Direct control of Team GEAR)

wo teams, the Line Team rushes the gates, smashing as much as we can in a straight line in order to draw as much attention as we can.
Yeah that completely changes what Line Team means. We're not holding the defensive line like the update originally implied but instead trying to slaughter tons of demons and draw attention. That is definitely Nepgear's strong suite.

Btw, shouldn't we at least upgrade ou basic atack a bit? I mean, we do have that ability that grants us 30 free atacks per turn in army mode, so...

Also, is echo of peace our overwhelming presence or we still need to unlock it?
Supremacy Zone's 30 attacks per turn in army actions is kinda useless honestly. On average we'd probably get around 13k to 14k per attack which TIG should generally double to ~27k. Thirty such attacks gives a total of 810k damage against the enemy army.

Starshine, as I mentioned earlier, can deal out 77 million damage per attack and can be used four times per turn for a total of 308 million which TIG may or may not double to 617 million.

We could ramp up the damage on our Purifier Beam except we just finally got that under control with Barrel Retraction so having the damage balloon out again isn't something we really want.


Each of Peace isn't our Overwhelming Presence; we still haven't earned that yet. Although Nepgear is probably on her way to that given her various feats and accumulating legend.


Aside from Starshine I think the scariest thing we contribute to this fight is Supremacy Zone's automatic intercepts of any attack in Nepgear's LOS. So as long as she is flying high above the battlefield she should be spewing out thousands of Intercepts. Sure each attack isn't that damaging (13k base x 2 for SZ Intercept x 2 for TIG = 52k) but thousands of them add up.

Nepgear is basically a flying fortress capable of spewing out endless waves of death and drawing everyone's attention towards her. She also has the tankiness required to survive all that attention; hence the fortress part. Which is what makes her so well suited to the distraction team.
 
Supremacy Zone's 30 attacks per turn in army actions is kinda useless honestly
Well, as far as i know if we lvl it up to 20 we get another APT, but at the same time i understand the problem with the damage balooing again, and we really need the control in such chaotic battlefield. Btw, how much health/armor we gain with each lvl of core? And when would be a good idea to spend our xp? I mean, we should keep +/-1k for when the next ability unlocks, but still, afaik our main problems are less lack of damage and more on how to apply said damage...
 
Btw, how much health/armor we gain with each lvl of core?
We gain +200hp and +100BR per level of ICORE. So far there have been no signs of there being any bonuses to hitting significant levels in it either.

And when would be a good idea to spend our xp?
Honestly right now we don't really have anything good to spend XP on.

Purifier Beam is, as mentioned, already extremely deadly and getting it up to Level 20 for the extra APT and possibility of a new Ability means bringing its damage up to 43,605 (Extended)/ 21,802 (Retracted). Yes in Retracted it doesn't have the Apocalypse ability but 20k damage is the point where you recreate the Collateral Damage ability via raw damage.


Celestial Severance is at the point where it very much fulfills its promise of obliterating anything in it's path. Seriously 6.5 million minimum damage, 13 million average damage, and it completely bypasses almost all resistances. That is legit magical nuclear bomb levels of damage. It doesn't have the range nor the Obliterate ability but for taking out small but tough targets it is the next best thing. We could drop another 540xp to get it up to Level 20 for the possibility of another Ability and to bring the damage output up to 26/52 million but I don't really see the point.

Starshine has already been covered in detail. The only question is how does it actually shake up against actual armies like the one we are facing now. We've used it on tiny armies of less then 200 but never on truly large armies like this one. It was also at a notably lower level (10). There was some suggestion back then it didn't have the coverage to work on actually large armies but that was four years ago and 7 levels so who knows if that is correct.

So we may want to level up Starshine, Level 20 gets us from 77 million to 150 million per attack and the possibility of another Ability, but probably only after we get an idea how effective it is in true army vs. army contexts. No point dropping 540xp to power it up if we are target capped rather then damage capped.


Flight is a tricky one. There are certainly faster flyers (Old/Dead Gabriel) but at 270mph Nepgear is already about as fast as the vast majority of top tier flyers we have data on. She actually significantly out speeds the gunships we fly in.


Indestructible Core is, as far as we know, already well into the realm of diminishing returns. When it is fully functional Nepgear is immune to any attack with less then 10,395 damage (12,995 if it has to deal with her Base Resilience), has an effective health of 2.1 million, and gains an effective 900k health every turn.

Each extra level increases those numbers by 346 (446), 70,000, and 30,000 respectively. Meanwhile the current cost of 250xp and grows by 10xp per level (so next level would be 260, then 270, and so on).


That is it for the things Nepgear can spend XP on. We do have a couple things in the shop but none of them are unlocked so we couldn't buy them even if we wanted to. Besides they are all complete unknowns.
 
The weapon damage increasing is no longer a problem - it's already out of control when extended, and the retracted mode is a penetration effect, like War Chaser's Starbow, and will not spill damage to the sides. That said, it's still just...not worth ranking up?
 
[X] Hold The Line (Take Direct control of Team GEAR)

It seems that fighting Spawns of Apocalypse isn't in the job description of the Assault Team, and neither is killing the rest of Goddess Red's Army of Apocalypse.
Why not? Let's play as the team sans Nepgear again, it was fun (albeit considerably nerve-wracking) during the UtOS spin-off. I blame Alex.

Also, it has the benefit of Nepgear staying with the rest of Fragments of PEACE, which might help us grow into a team-based ability like one Drives have. :p

[X] EXP Plan Round Numbers
-[X] Purchase Purifier Beam LVL 20 (540)
-[X] Purchase Starshine LVL 20 (540)
 
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Hmm, Celestial Severance would be another 540 exp right, if so the total needed to bring them all up to 20 would be 1620 exp leaving us with a 1115 exp safety net.

[X] Hold The Line (Take Direct control of Team GEAR)

[X] EXP Plan all 20
-[X] Purchase Purifier Beam LVL 20 (540)
-[X] Purchase Celestial Severance LVL 20 (540)
-[X] Purchase Starshine LVL 20 (540)
 
[] EXP Plan all 20
-[] Purchase Purifier Beam LVL 20 (540)
-[] Purchase Celestial Severance LVL 20 (540)
-[] Purchase Starshine LVL 20 (540)
We do not really need more damage now. To keep up we need speed mainly.

[X] EXP Plan Harder Faster Stronger
-[X] Purchase Indestructable Core LVL 25 to LVL 28 (780)
-[X] Purchase Flight LVL 27 to LVL 31 (1140)
-[X] Purchase Starshine LVL 17 to LVL 20 (540)
 
Flight is a tricky one. There are certainly faster flyers (Old/Dead Gabriel) but at 270mph Nepgear is already about as fast as the vast majority of top tier flyers we have data on. She actually significantly out speeds the gunships we fly in.
"Faster than" isn't the only benchmark for flight, though. In the current scenario where Nepgear is splitting off from her team, she might e.g. need to rush over, in which case absolute speed matters. Not that a few percent additional speed are likely to be crucial, admittedly.

Also, sorry for not being up-to-date on the author and beta hints and rulings, but would it take Flight level 37 or 46 for High-Speed Combat Level 5, and would that be likely to unlock another ability?


Edit: Based on Mellithae's answer (thanks, BTW)
[X] Hold The Line (Take Direct control of Team GEAR)
[x] EXP: Don't Spend
 
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[x] EXP: Don't Spend
"Faster than" isn't the only benchmark for flight, though. In the current scenario where Nepgear is splitting off from her team, she might e.g. need to rush over, in which case absolute speed matters. Not that a few percent additional speed are likely to be crucial, admittedly.

Also, sorry for not being up-to-date on the author and beta hints and rulings, but would it take Flight level 37 or 46 for High-Speed Combat Level 5, and would that be likely to unlock another ability?
37 and almost certainly not, respectively.
 
We do not really need more damage now. To keep up we need speed mainly.
Who are we trying to keep up with?
  • Nepgear: 270mph
  • Sega: 280mph
  • Judgement Drive: 280mph (430mph Drive Synch)
  • Uni: 190mph
  • Juggernaut Drive: 310mph
We are just barely slower then Sega and vastly faster then Uni. We aren't exactly going to be slowing anyone on the team down.


"Faster than" isn't the only benchmark for flight, though. In the current scenario where Nepgear is splitting off from her team, she might e.g. need to rush over, in which case absolute speed matters. Not that a few percent additional speed are likely to be crucial, admittedly.
At 270mph Nepgear is capable of traveling 120 meters per second. We don't know how far away the Hellgates are but lets say it is a massive journey for soldiers on foot at 10km (~2 hours for normal soldiers probably more like 30min for Team GEAR). At full speed it would take Nepgear 83 seconds (1 minute and 23 seconds) to cross that distance.

If we spent all our EXP we could get up to 360mph. That extra 90mph reduces the travel time by 20 seconds to 63 seconds. Now admittedly 20 seconds can be a long time on the battlefield but even that is being unreasonably optimistic. The battlefield, as depicted, is messy enough our primary limiting factor wont be speed or distance but the endless hoards of enemies in the air and on the ground.

The shorter the actual distance Team GEAR and the less important this becomes. Halve the distance and the difference between the two speeds is equally halved.
 
I'm concerned about Nepgear essentially being stun locked in that last spar and her ability to move around the battlefield.
She nearly ran over like 5 different allies in the first few seconds once she jumped out of the helicopter and did get hit by a hellbeast.
We should look into improving her reaction time (attacks per turn).
Now WEAPONS are all high level opponents but we're at the point where we are expected to take on Goddess Red and similarly high ranked enemy's.
We need to start thinking about her ability to keep up in the fight not just damage output.
 
We should look into improving her reaction time (attacks per turn).
Reaction time (in the context of things moving) is actually based on High Speed Combat. Sin facerolled Nepgear like she did because she was, if not the first, then one of the very few enemies you've faced that were faster than Nep's HSC could keep up with.
 
On the subject of level ups, I'd like to get all of our attacks up to 20... when we have a chance to train so we don't risk history repeating what happened to Truth. That's the last thing poor Nepgear needs. So not right now, in other words, due to the risk of friendly fire with this many people around. Training should be enough to let us adjust to a grenade like AOE like Collateral Damage as a False Ability, but we're in the middle of a battle.
 
On the subject of level ups, I'd like to get all of our attacks up to 20... when we have a chance to train so we don't risk history repeating what happened to Truth. That's the last thing poor Nepgear needs. So not right now, in other words, due to the risk of friendly fire with this many people around. Training should be enough to let us adjust to a grenade like AOE like Collateral Damage as a False Ability, but we're in the middle of a battle.
One thing to keep in mind is that our weapon's level is largely irrelevant right now aside from affecting our attacks per turn, because unlike almost every character, we have no limit to how many spells we can cast each turn.
 
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