Xp doesn't help for those really, you want the "Skill" and "Dodge" Abilities to go up via training. We can't even use them as is between the costs and our low APT.
Leveling up your weapon raises APT, which increases usages of the Skill/Dodge options, as we can pool our APT. And the Explosive Parry sounds like it might be a flurrybreaker.

Judgement mostly is to make up for Moon's kind of limp wristed melee.
 
Has she someone to tell her it is alright and to look forward?
While this is grammatically correct, it is very unusual phrasing.
Then you hug her. It is really awkward with how she is still sitting and everything is full of soap, but you do it nonetheless; you hug your friend from both sides so she can feel as warm as you have ever since you gained your magic, your four arms locking her safely in place.
.....Considering the location....

lewd
Ana's eyes are small and cocnern is written all over her face.
concern
You suddenly do no longer feel like spoiling your dog; he is quickly carried back into his basked while you clean off bits of fur.
basket
A few minutes are spend getting your hair in order
spent
though you transform into Primordial Moon first, just so you do not have to change when getting back inside.
This seems.......off....considering how they talk about themselves now. Makes it sound like both bodies are transforming into Primordial Moon instead of just one.
It does draw your curiousity and you finall manage to snap out of it and listen properly again.
curiosity
finally
I was wondering... could you help me practicing?
practice
(Temporal Fracture: +20 Unexpected, +711 dice = 731 Damage
Temporal Fracture: +20 Unexpected, +187 dice, +711 Time Walk = 918 Damage
Temporal Fracture: +20 Unexpected, +167 dice, +898 Time Walk = 1,085 Damage

(Temporal Fracture: +255 dice, +1065 Time Walk = 1,320 Damage
Temporal Fracture: +47 dice, +1320 Time Walk = 1,367 Damage
Temporal Fracture: +104 dice, +1367 Time Walk = 1,471 Damage

(Temporal Fracture: +41 dice, +1471 Time Walk = 1,512 Damage
Temporal Fracture: +816 dice, +1512 Time Walk = 2,328 Damage
Temporal Fracture: +125 dice, +2328 Time Walk = 2,453 Damage

(Temporal Fracture: +49 dice, +2453 Time Walk = 2,502 Damage
Temporal Fracture: +261 dice, +2502 Time Walk = 2,763 Damage
Temporal Fracture: +584 dice, +2763 Time Walk = 3,347 Damage
I'm not 100% sure, but I don't think this is how Time Walk works. Triple Cast causes a single attack to consist of 3 hits and Time Walk scales off the previous attack. Also, the ability bible description implies that Time Walk doesn't change its value until the next turn.

So I think it would be that the first attack has no Time Walk procs whatsoever, then the second one has all 3 hits contain "+1065 Time Walk", the third one has all 3 hits contain "+1471 Time Walk", and the fourth one has all 3 hits contain "+2453 Time Walk".
1,635,813Total Damage
Forgot a space after the number.
Two personal abilities having identical names but completely different effects is bad civilization...........
(Unlocked Level 4 Character Sheet: Magical Girl World Eater)
So now its possible to add her to the Connection if we so choose.

Also, her spells are a lot scarier than I expected. I am not sure if solo spells derived from Synchronize spells are allowed to have Sudden Death though. That might only apply to the synchronized version.
Explosive Parry
-350 EXP
Increase your options while on the defensive
Sounds like it grants the ability to have Detonate hit our opponent when we're in an Intercept conflict? Maybe also lets Sunlight Scepter initiate Intercept?
(Bianca Vescovi) Magical Girl Nightmare Child
Huh, I wonder if she knows Bianca's big secret.
Nightmares persist (lvl ???)
-Can cast an additional number of Spells equal to this Ability's level per turn
Any particular reason this isn't just Omni-Caster? Is there an additional effect and you just forgot to add some question marks in the description?
 
The XP plan I want is as follows:

[] EXP-Plan (880 XP)
-[] Sun - Sunlight Scepter 10 -> 11 - 100 XP
-[] Sun - Radiant Shine Unbroken - 650 XP
-[] Moon - Veil of the Lunar Goddess 13 -> 14 - 130 XP

5802*1.8= 10443.6, which should qualify us for Radiant Shine Unbroken.

If radiant shine unbroken leaves radiance always on, then a max roll of sun's detonate affects moon like: (assuming it rounds up. If it rounds down it's 3 less damage.)

(Sunlight Scepter: +63 Base Damage, +15 Disicipline, +10,444 Veil of the Solar Goddess, +10,444 dice = 20,966 Total Damage 31,449 Radiance
Primordial Moon: +700 Base Resilience, +1 dice = 701 Total Damage Reduction

30,748 Total End Damage)

30,748>24,695, so it pierces Moon's defense.

So we need to get a veil level with it and we don't have enough XP to do so.

[] EXP-Plan Almost There (230 XP)
-[] Sun - Sunlight Scepter 10 -> 11 - 100 XP
-[] Moon - Veil of the Lunar Goddess 13 -> 14 - 130 XP

Or we could save for Harmonious Incorporation. I thought the thread were mostly against that, though.
I'm not 100% sure, but I don't think this is how Time Walk works. Triple Cast causes a single attack to consist of 3 hits and Time Walk scales off the previous attack. Also, the ability bible description implies that Time Walk doesn't change its value until the next turn.

So I think it would be that the first attack has no Time Walk procs whatsoever, then the second one has all 3 hits contain "+1065 Time Walk", the third one has all 3 hits contain "+1471 Time Walk", and the fourth one has all 3 hits contain "+2453 Time Walk".
I thought it was done correctly, though I would have put each instance of time walk as a separate +.
 
If radiant shine unbroken leaves radiance always on, then a max roll of sun's detonate affects moon like: (assuming it rounds up. If it rounds down it's 3 less damage.)
That training that Sun was doing sounded like she was trying to control Detonate. Tone it down when not needed.

Also, Moon's weapon has Return | Levitate. It should be possible to sync the attacks when Moon's weapon gets thrown instead of used as a club.
I thought it was done correctly, though I would have put each instance of time walk as a separate +.
The exact wording in the ability bible is
Time Walk: Allows the given weapon to add it's Magic Modifiers to the next attack ad infinitum. Each turn every Magic Modifier from previous turns are added to the attack until combat has ceased.
The second sentence alone seems to be enough to say that it was done wrong here. Seems to say that for "+X Time Walk", X = sum of all dice that attack used on earlier turns.
 
[] You did not really get to do any exercises, so you will do them now
[X] Talk to Strength; something bothers her and maybe you can help
[X] Double Down

[X] EXP-Plan for the sun
-[X] Scorching Sunlight 9 -> 10 (90 XP)
-[X] Sunlight Scepter 10 -> 11 (100 XP)
-[X] Radiant Shine Unbroken (650 XP)
-[X] Total Cost: 840 XP

We have much more XP spend on Moon than Sun. Though it does not matter as much anymore, let's give Sun some more.
 
That training that Sun was doing sounded like she was trying to control Detonate. Tone it down when not needed.

Also, Moon's weapon has Return | Levitate. It should be possible to sync the attacks when Moon's weapon gets thrown instead of used as a club.
I know it's possible to avoid, but sun hasn't mastered controlling it and "possible to avoid it" is still far less than I'm comfortable with. It only takes one instance of it happening to be a problem.

[] You did not really get to do any exercises, so you will do them now
[X] Talk to Strength; something bothers her and maybe you can help
[X] Double Down

[X] EXP-Plan for the sun
-[X] Scorching Sunlight 9 -> 10 (90 XP)
-[X] Sunlight Scepter 10 -> 11 (100 XP)
-[X] Radiant Shine Unbroken (650 XP)
-[X] Total Cost: 840 XP

We have much more XP spend on Moon than Sun. Though it does not matter as much anymore, let's give Sun some more.
We need a lunar veil level to defend against the splash from sun's scepter if we do so.
 
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[X] Talk to Strength; something bothers her and maybe you can help
[X] Just find a nice spot to lie down and enjoy today's last sunlight; you need to think

I would like to go to strength to socialice with her and the twins realy need to think about their current state. It is nearly the same as when they started beeing MG´s. They need to understand this and figure it out, maybe something good comes from it.

Besides I saw the calculation and I am wondering: Could we have won with a few Sunlight-Scepter or Scorching-Sunlight levels?

And we should level up the weapons for atp and because it will help us in general. Like Strength said within that update, we should master one and then we can buy more.
 
[x] Talk to Strength; something bothers her and maybe you can help
[x] Just find a nice spot to lie down and enjoy today's last sunlight; you need to think

I really want to grab Speed Gap for Sun while we're in a safe area like this. Its description really sounds like it helps us with fighting people who are faster than us, which is one of the things we'd struggle with right now. Grabbing mystery boxes kinda goes against the advice that Strength gave everyone, but we don't really have the opportunity to do the non-EXP way of covering that weakness.

[x] EXP Plan Strength and Speed
-[x] Purchase Speed Gap (500 EXP)
-[x] Upgrade Scorching Sunlight 9 -> 10 (90 EXP)
-[x] Upgrade Sunlight Scepter 10 -> 11 (100 EXP)
-[x] Upgrade Moonlight Scepter 5 -> 7 (110 EXP)

48 EXP remaining
I know it's possible to avoid, but sun hasn't mastered controlling it and "possible to avoid it" is still far less than I'm comfortable with. It only takes one instance of it happening to be a problem.


We need a lunar veil level to defend against the splash from sun's scepter if we do so.
We aren't leaving home next update (probably), so we can hold off and see what happens in training.
 
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I really want to grab Speed Gap for Sun while we're in a safe area like this. Its description really sounds like it helps us with fighting people who are faster than us, which is one of the things we'd struggle with right now. Grabbing mystery boxes kinda goes against the advice that Strength gave everyone

Hmmm dont buy mystery boxes, because it is against Strength advice and then buy gap, which we dont know what it does. Gap is a mystery box itself. That is somewhat contradicting. BTW in general buying new things goes against Strength advice.
 
Hmmm dont buy mystery boxes, because it is against Strength advice and then buy gap, which we dont know what it does. Gap is a mystery box itself. That is somewhat contradicting. BTW in general buying new things goes against Strength advice.
The thing is, she also said to focus on what you're good at. I highly suspect that it helps Sun hit enemies who would otherwise be faster than her, which is focusing on her role of DPS.

Also Nightmare Child responded by basically saying "that advice doesn't necessarily work for everyone".
 
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The thing is, she also said to focus on what you're good at. I highly suspect that it helps Sun hit enemies who would otherwise be faster than her, which is focusing on her role of DPS.

Then we could level up flight, which would help our travel-speed, too. Especially when we need to go somewhere in time. But sadly no one wants that or thinks about that way.
 
This seems.......off....considering how they talk about themselves now. Makes it sound like both bodies are transforming into Primordial Moon instead of just one.


I'm not 100% sure, but I don't think this is how Time Walk works. Triple Cast causes a single attack to consist of 3 hits and Time Walk scales off the previous attack. Also, the ability bible description implies that Time Walk doesn't change its value until the next turn.

So I think it would be that the first attack has no Time Walk procs whatsoever, then the second one has all 3 hits contain "+1065 Time Walk", the third one has all 3 hits contain "+1471 Time Walk", and the fourth one has all 3 hits contain "+2453 Time Walk".

Two personal abilities having identical names but completely different effects is bad civilization...........

Sounds like it grants the ability to have Detonate hit our opponent when we're in an Intercept conflict? Maybe also lets Sunlight Scepter initiate Intercept?

Any particular reason this isn't just Omni-Caster? Is there an additional effect and you just forgot to add some question marks in the description?
First of all, they are ten-year-olds. Keep your mind out of the gutter.
Secondly, errors were fixed. Thank you.

Thirdly, as we learned in mainline, Time Walk works in the same turn. That aside, I do not see why it should not work that way.
Fourthly, Night's False Existence is the only thusly named Ability in this installment.

Fifthly... it does something to your intercepts, but it definitely will not allow Sun to initiate them by herself.
And sixthly, you may notice how Nepgear's Omni-Caster also has a special name. This is not limited to only her and just calling an Ability "Omni Caster" gets boring over time.


Besides I saw the calculation and I am wondering: Could we have won with a few Sunlight-Scepter or Scorching-Sunlight levels?
Yes.

The thing is, she also said to focus on what you're good at. I highly suspect that it helps Sun hit enemies who would otherwise be faster than her, which is focusing on her role of DPS.
How about you build up your DPS first then? Not like Sun is dealing much damage at the moment.
 
Then we could level up flight, which would help our travel-speed, too. Especially when we need to go somewhere in time. But sadly no one wants that or thinks about that way.
Flight is a far larger EXP expenditure to get good at.

If Speed Gap is something that helps us when we're faster than our opponent, we'll want Flight levels anyways.

If Speed Gap is something that helps us when our opponent is faster than us, it lets us avoid spending EXP on leveling up Flight.
And sixthly, you may notice how Nepgear's Omni-Caster also has a special name. This is not limited to only her and just calling an Ability "Omni Caster" gets boring over time.
Nepgear and Rei get that because their abilities are essentially "Omni-Caster (Lvl ∞)", which looks silly.
How about you build up your DPS first then? Not like Sun is dealing much damage at the moment.
Well, I did also include a level for her weapon and spell in the same vote.
 
[X] Talk to Strength; something bothers her and maybe you can help
[X] Double Down

have that if you want a lot of increased Sun DPS dealing :p
[X] EXP-Plan sun spellspammer
-[X] Scorching Sunlight 9 -> 10 (90 XP)
-[X] Sunlight Scepter: Spellslinger (350 XP)
-[X] Neverending Sunlight (350 XP)
-[X] Total Cost: 790 XP
 
If Speed Gap is something that helps us when we're faster than our opponent, we'll want Flight levels anyways.

If it this then we have burned 500 EXP without getting much out of it. Which it makes a mystery box and doesnt help us getting better in our sections where we good at. It can go wrong the exactly same way like any other mystery box.
 
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No. Because HSC is always the same, but each Omni-Caster increases its level in a different way.
That actually is true of HSC too. At least for the people who have HSC without having Flight.
If it this then we have burned 500 EXP without getting much out of it. Which it makes a mystery box and doesnt help us getting better in our sections where we good at. It can go wrong the exactly same like any other mystery box.
The description though leans much more towards it helping when our opponent is faster.
Light moves faster than anything else... but you can not do the same.
If that description is being said to Sun, then its saying "Sun isn't the fastest combatant". This interpretation is saying its intended for when we aren't fast.

If that description is being said by Sun, then its "Sun is faster than you". This interpretation could be either something that helps us when we are faster than our enemy or something that ensures that we're faster than our enemy.

If however you look at our other shop items that have this type of mysterious description, they all are being spoken to us rather than by us, which points towards that first interpretation.
 
Light moves faster than anything else... but you can not do the same.

That just says that we arent light, nothing more, if we use your thinking of spoken towards us. Therefore it can easely mean both things or something complete different, even when it is named Speed Gap. It is even possible that it just limits the speed gap between us and our opponent. What would happen if the speed gap is lessened by 50% or something like that? It helps maybe, but even when we lessen the gap like that, it doesnt help us if the enemy is still faster.

You are only considering your own way of interpretation and ignore others possibilities. Thats the problem with interpretation, because we dont know which of us is right and therefore we dont know anything.

It is like as if I would say "I am old".
Everyone has another interpretation of it. Some people will think I am over 60. Others say I am 40.
But it is even possible that I am just around 25-30.

It is way too vague to be sure. Thats why it is still a mystery box.
 
So... I feel like I should say something.

have that if you want a lot of increased Sun DPS dealing :p
[X] EXP-Plan sun spellspammer
-[X] Scorching Sunlight 9 -> 10 (90 XP)
-[X] Sunlight Scepter: Spellslinger (350 XP)
-[X] Neverending Sunlight (350 XP)
-[X] Total Cost: 790 XP
Can anyone tell me why this is the most useful plan among the bunch you currently have?
I will just use it as an example. Though I would like to note that "most useful [...] of the bunch" does not mean "best possible" before anyone gets ideas.


Now, the thing I assume only very few people actually picked up on so far is that EXP is limited. You only have a certain amount and I purposefully made this Quest in a way where you will never have even close to enough to buy everything.

I will be honest. Right now and also in the past, player behaviour appears to me as if everyone jumps at the shinies while hoping for one of them to suddenly solve all their problems. Take it from me, there is no such thing.

Which means that you need to actually look at what you want instead of buying the next mystery box and hoping for the best. This is the one and only warning I am giving you: if you continue like this, you will most likely die.


Now, back to the question I asked in the beginning. Why is the plan above the best you have so far?
Because it is a concise plan. Its goal is to give your main spellcaster the means to cast her strongest Spell more often, without being distracted by anything else. It is a solid plan because it makes Primordial Sun play to her strengths.
 
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