Ehh I think we've dicked over Ana enough already with the one-way lifelink not only would going higher risk us eating her mind it might also develop into a two-way life link giving us another way to gameover.
a) Ana knew there would be risks and wanted this
b) This will not happen


Additionally, it seems time to close the votes.
Adhoc vote count started by Naron on Apr 28, 2018 at 2:13 AM, finished with 3999 posts and 12 votes.

  • [X] Plan Baleful Diplomacy v2.5
    -[X] Refuse Brave Heart politely and ask her to stand down - you are not here to kill, and the remote detonators in her teammates were disabled already.
    --[X] If the opposition isn't attacking and is willing to talk, explain your point of view - their pursuit has gone long enough you were asked to intervene. You hope for a peaceful resolution, but will not back down. Supreme Tech is alive, and if they surrender there will be no harm to them. Also, you have a non-lethal spell so you won't be forced to kill them.
    --[X] In case hostilities break out, drop Paladin with Baleful Eclipse and dodge Brave Soul's attack the best you can, to disengage. Chi binds Brave Heart the moment Paladin is no longer an issue. Reassure Brave Heart her teammates will be fine.
    ---[X] Or, if it's unnecessary or impossible, hit Brave Heart with Sunlight Scepter followed by Baleful Eclipse.
    -[X] During battle, Chi is keeping an eye out for the soldiers. After all the girls are secure, or in case of emergency, reports what they're up to. Her main priority is Brave Heart though.
    -[X] If Brave Heart refuses to detransform after being caught, drop her defense and then hit her with Baleful Eclipse to knock her out. Soul may also contribute. And if one of the girls is afflicted by Affinity Kill, try dropping and reapplying the transformation once Brave Heart is down.
    -[X] Secure everyone and go to Clockwork Queen and Judge to share the news.
    [X] EXP Plan Baker's Dozen: -[X] Baleful Eclipse 13 (330 exp)
    -[X] Sunlight Scepter 13 (330 exp)
    [X] Exp Plan capture
    -[X] Sunlight Scepter 10 -> 15 (600 EXP)
    -[X] Baleful Eclipse 10 -> 11 (100 EXP)
    [X] Plan capture
    -[X] Reassure them, you are here to capture, not kill them. You won't be made to fight for something you do not believe in though, nor will you allow others to be pressed into service.
    -[X] Soul keeps looking like she'll take out Brave Heart, if given a chance, forcing Paladin to keep an eye on her.
    -[X] Moon pops heroes never die with Scorching Sunlight. Sun uses the opening to subdue Brave Heart with a standard attack
    -[X] Moon flies out of range of Paladin
    -[X] Sun uses Scorching Sunlight on Paladin, holding back enough as to not kill her
    --[X] If Paladin was previously hurt enough to not be able to survive even a held back Scorching Sunlight, subdue her normally (keeping your increased strength in mind) or wait for Baleful Eclipse to become available again
    -[X] Chi keeps an eye out for whatever to soldiers are planning
    [X] Sun attacks first with her Scepter to trigger Aegis
    - [X] After that Baleful Eclipse against Brave Heart and then against Paladin.
    [X] EXP-Plan
    - [X] Baleful Eclipse 10-15
    - [X] Sunlight Scepter 10-12
    [X] Plan Baleful Diplomacy v2
    -[X] "We're sorry, but we must refuse. The remote detonators on your teammates have been disabled already, and we don't want to harm you to stop you, but we will, if we have to. Please, detransform and let us take you in instead."
    --[X] In case hostilities break out, drop Paladin with Baleful Eclipse and dodge Brave Soul's attack the best you can, to disengage. Chi binds Brave Heart the moment Paladin is no longer an issue. Reassure Brave Heart her teammates will be fine.
    --[X] If the opposition isn't attacking and is willing to talk, explain your point of view - their pursuit has gone long enough you were asked to intervene. You hope for a peaceful resolution, but will not back down. Supreme Tech is alive, and if they surrender there will be no harm to them.
    -[X] If Brave Heart refuses to detransform after being caught, use Scorching Sunlight to drop her defense and then hit her with synchronized scepter strikes to knock her out. Soul may also contribute. And if one of the girls is afflicted by Affinity Kill, try dropping and reapplying the transformation once Brave Heart is down. Secure everyone and go to Clockwork Queen and Judge to share the news.
    --[X] EXP Purchase: Baleful Eclipse 13 (330 exp)
 
I am reasonably sure this was retconned when the Overheal-Ability was included some time ago.

And even if not, you would still need an Ability that lets you overheal (Overheal by Modifier) for this strategy. Normal Heal stops at full Health.
None of Moon's Spells has any form of Overheal yet
Hora.

There are also WOG that Soothing Moonlight has no further upgrades, IIRC. And that Become Whole Again has at least Reincarnation if we make it high enough.
Huh... I... I ought to say this now, before people do it and then get disappointed...

Soothing Moonlight has no significant Milestone at level 10. In fact, it has no more significant Milestones at all.
Tis a healing Spell and it already heals you plenty with what it does.

On that note... seeing that I gave in to myself and told people on Discord...

Yes, you can get Reincarnation, the Ability to revive the dead.
It is gated behind a high level of Become Whole Again.
It seems the little hints I put in here and there remained unnoticed.
On that note, here's the expected Become Whole Again healing values, barring upgrades (which it'll sorely need with its x1.2 modifier):
Level 05 - 103 Heal
Level 10 - 253 Heal
Level 15 - 626 Heal
Level 20 - 1556 Heal
Level 25 - 3870 Heal
Additionally, it seems time to close the votes.
I guess we'll see if I my votecrafting skill is poor or abysmal.
Naron, please be mindful Baker's Dozen has two purchases - Eclipse and Scepter.
 
Become Whole Again.

Naron will never give us Overheal on Soothing Moonlight.
I sure hope there are plans plans to give BWA a general effectiveness boost as well, because toting barely 60k healing on LEVEL 40 for Become Whole Again is kinda weak for an exponential growth designed girls. Though Level 50 (that's 12250 experience for you scrubs, 7800 for level 40) will have 375k or so.

Although, Spring's Dream has her Revitalize have 32k/32k values and level 40... Her Avatar of Nature super makes it some 80k average at that point.
 
Although, Spring's Dream has her Revitalize have 32k/32k values and level 40... Her Avatar of Nature super makes it some 80k average at that point.
Take note of the fact Spring can only cast it once per turn.

If you went the actual spellcaster-route (both Omni-Casters and Multi-Caster), you could use Become Whole Again a whole lot more than that.
 
If you went the actual spellcaster-route (both Omni-Casters and Multi-Caster), you could use Become Whole Again a whole lot more than that.
I probably don't know what I'm talking about here, and I am sorry if I'm wrong (I am probably wrong), but I feel that the names of the spells/abilities (or at least the descriptions of the spells/abilities) poorly conveyed that these routes even existed. Whenever I read the store items (both already bought and available) I always got a "mmorpg class exp-shop" sort of feel (which generally encourages the player to buy any of the shop items because they are all apart of your "class" and all the items are all meant to mix in beneficial ways), but after reading through this quest's shop and the recent discussions about what purchases to make I get the idea that the intent for this quest was to have a "choose your class through your purchases" sort of system, but instead what happened was that for the longest time players treated it similar(not exact) to the mmorpg system, the shop, with it's numerous (neat and creative) names for abilities, made it hard to infer what to actual system was.
One thing that could have helped (if I may be rude enough to assume that I know more than Naron for a second or two, if not then I apologize) is maybe a general naming scheme early on to imply what spells/abilities the players should expect to be the start of each route (could also imply other things such as a offensive focus set or a healing focused set but risks are risks) and later on in each route the system becomes more and more clearly seen the naming scheme slowly disappears as it's no longer needed(or maybe the opposite happens and the naming scheme only starts to appear later on)

Again I am sorry if I am wrong but I am curious, how did Naron intend for the players to find these "routes"?
sorry about the length of this, I find stuff like naming schemes and the stuff they are used for interesting, sorry.
 
Again I am sorry if I am wrong but I am curious, how did Naron intend for the players to find these "routes"?
I... have to be honest here, most parts are self-explaining.


Some, like the Super Abilities and Joint purchases, are always viable of course.
Every Item has a name and an explanation that gives decent hints about what they do and where they might go. I admit that some are more cryptic than others.

Additionally, there are no actual "routes". There are specialisations. Each of which is visible with what is there from putting some thought into it.
As for example, Primordial Legacy supports strategies that separate the twins and have them work in different places. They do not lock someone into a certain 'class', but simply give them a focus.


The problem I see here was, probably, that the players failed to realise EXP is limited and buying everything is not a good idea.
 
I... have to be honest here, most parts are self-explaining.


Some, like the Super Abilities and Joint purchases, are always viable of course.
Every Item has a name and an explanation that gives decent hints about what they do and where they might go. I admit that some are more cryptic than others.

Additionally, there are no actual "routes". There are specialisations. Each of which is visible with what is there from putting some thought into it.
As for example, Primordial Legacy supports strategies that separate the twins and have them work in different places. They do not lock someone into a certain 'class', but simply give them a focus.


The problem I see here was, probably, that the players failed to realise EXP is limited and buying everything is not a good idea.
You have said it before, Naron.
As before, this claim sounds to me like "the players wasted their limited EXP frivolously".

We did not.

The EXP purchases we made have ALWAYS fallen into one of four branches:
1) Connection and similar Joint purchases. Culminating in Absolute Connection and Harmonious Incorpiration. Taken to its logical conclusion.
2) Essential survivability upgrades, all leading up to Veil of the Solar/Lunar Goddess abilities. Taken to their logical conclusion.
3) Moon extra abilities - focus on overall damage mitigation for herself and allies. Still want her second Super, though.
4) Basic Spell and Ability increases - which we're only now raising to levels higher than 10.

Frankly, that claim I said how it sounds like? Is incredibly unfair.

Veteran MG are supposed to have about 20k EXP on her, by CWMGQ standards. We have 13k spread out among THREE magical girls.

Edit: and everything we purchased, we actually did use, too.
 
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As before, this claim sounds to me like "the players wasted their limited EXP frivolously".

We did not.
Um... yes.
But I vividly remember a lot of people planning to clean out the Shop.
Had I not said anything at that time, you probably would have done so.

You are right in that you did not do it, but one of the bigger reasons for that is me intervening before you did.


Edit:
Veteran MG are supposed to have about 20k EXP on her, by CWMGQ standards. We have 13k spread out among THREE magical girls.
You are not even close to being veterans. Ana is not, either.
Additionally, that number is brought forth from a setting where you have endless tons of mooks you can kill for EXP.

Libra does not have that.


Edit 2:
From the look of, I also think that you misunderstood the tone of my post.
I was not putting blame on anyone; rather, I was explaining that a misunderstanding likely led to the earlier confusion about how to go about spending.
 
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Um... yes.
But I vividly remember a lot of people planning to clean out the Shop.
Had I not said anything at that time, you probably would have done so.

You are right in that you did not do it, but one of the bigger reasons for that is me intervening before you did.


Edit:

You are not even close to being veterans. Ana is not, either.
Additionally, that number is brought forth from a setting where you have endless tons of mooks you can kill for EXP.

Libra does not have that.


Edit 2:
From the look of, I also think that you misunderstood the tone of my post.
I was not putting blame on anyone; rather, I was explaining that a misunderstanding likely led to the earlier confusion about how to go about spending.
About pre-edit: Fair enough. And thank you for intervening.
About Edit: Well, not anymore that is. Four Seasons, Strength and Night do have the raw levels of abilities that indicate their own personal graveyards being quite huge.
---Also, there are two friendly Summoners here for if we WANT TO engage in countless mooks slaughter.
About Edit 2: Instead, it apparently led to a radically opposite direction of keeping the EXP hoarded miserly.
 
About Edit: Well, not anymore that is. Four Seasons, Strength and Night do have the raw levels of abilities that indicate their own personal graveyards being quite huge.
About Edit 2: Instead, it apparently led to a radically opposite direction of keeping the EXP hoarded miserly.
A) Yes; at the time they were noobs, there still were nigh endless tons of mooks to kill :V

B) Looking at the fact you have ~180xp saved at the moment, I rather disagree. Especially because the main reason for the hoarding was that some people wanted to save for Celestial Ascendance.
 
About pre-edit: Fair enough. And thank you for intervening.
About Edit: Well, not anymore that is. Four Seasons, Strength and Night do have the raw levels of abilities that indicate their own personal graveyards being quite huge.
---Also, there are two friendly Summoners here for if we WANT TO engage in countless mooks slaughter.
About Edit 2: Instead, it apparently led to a radically opposite direction of keeping the EXP hoarded miserly.

I will just say WW 3. They have killed more than enough people within that. That was more than enough hinted and said, especially Nightmare Child.
And I would have loved to get Celestial Ascendance, but sadly our overall situation didnt really could get us there. Not unless I can press enough EXP out of Naron that we can still get it, even if it is just at the end of this quest.
 
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A) Yes; at the time they were noobs, there still were nigh endless tons of mooks to kill :V

B) Looking at the fact you have ~180xp saved at the moment, I rather disagree. Especially because the main reason for the hoarding was that some people wanted to save for Celestial Ascendance.
About B - that miserly hoarding was because you introduced both the concept of Limited EXP, and Celestial Ascendance.
And as for EXP spending?

At a minimum, you can expect me to vote for Radiant Conductor, Sunlight Scepter 15, and Veil of the Lunar Goddess 15 after the current debacle.
For reasons of "Decent less-than-lethal option for Moon to use without expending spells", "survivability boost for Sun" and "survivability boost for Moon".
 
3) Moon extra abilities - focus on overall damage mitigation for herself and allies. Still want her second Super, though.
4) Basic Spell and Ability increases - which we're only now raising to levels higher than 10.
For claim 4: bringing things above level 5 is actally a big investment. Level 5 is 100 EXP and should give a good hint of what the intended effect is. And exponential growth means spreading out further badly robs what should be core effects of usefulness. The EXP that brought Scorching Ray from lvl 5 to level 10 could have paid for Moon's Health perk reaching level 15. And those later levels give much more bang for your buck.

For 3: Trying to cover holes is pricy. Dropping survivability for spell-slinging power plus dodge would free up a lot of EXP to crank spells up. Imagine smacking this encounter with 3 Baleful Eclipses a round but having no protector or veil...

And lastly, sometimes players make very boneheaded decisions from the perspective of the guy behind the curtains :V
 
About B - that miserly hoarding was because you introduced both the concept of Limited EXP, and Celestial Ascendance.
I just wanted to make it clear this is an option. A viable one even.
Besides, the concept was not introduced at that point... I just explicitely said to keep an eye on that.

Radiant Conductor [...] For reasons of "Decent non-lethal option for Moon to use without expending spells" [...]
Um... a word of advice, you rather want to spend on her Scepter if that is the goal. Radiant Conductor is not really what you want.
 
I don't really think that non-spell offense for Moon is a worthwhile investment.

Training to make use of Return | Levitate to throw her Scepter at things sounds a lot more worthwhile, because that lets her trigger the Connection's synchronize bonus without getting in melee range of enemies, which bolsters Sun's ability to do non-spell non-lethal attacks.
 
I don't really think that non-spell offense for Moon is a worthwhile investment.

Training to make use of Return | Levitate to throw her Scepter at things sounds a lot more worthwhile, because that lets her trigger the Connection's synchronize bonus without getting in melee range of enemies, which bolsters Sun's ability to do non-spell non-lethal attacks.

Wasnt moon the tank? Shouldnt she a better option in melee-combat than Sun?
 
For claim 4: bringing things above level 5 is actally a big investment. Level 5 is 100 EXP and should give a good hint of what the intended effect is. And exponential growth means spreading out further badly robs what should be core effects of usefulness. The EXP that brought Scorching Ray from lvl 5 to level 10 could have paid for Moon's Health perk reaching level 15. And those later levels give much more bang for your buck.
Actually, level 5 to level 10 is 350 EXP. This is not a very big investment in my eyes. Somewhat pricey, but not too costly.
Level 10 to level 15 is 600 EXP. THIS is what I consider a sizeable investment.

My secondary purchases after those 15s are limited to two remaining Supers of Sun and Moon, mostly.
That said, anyone care to guess what they'd do?
1) Both of them replace a "once per turn" or "twice per turn" ability. Probably by making it unlimited use, or something.
2) As we've seen from Veil of the Solar Goddess, the effects were at least to double or quadruple aspects of the abilities replaced.
3) As we've seen from both Veil abilities, additional aspects of benefits are granted.

My hope for Mistress of the Tide is that it makes damage-taking from Shining Protector replacement not go to our health directly, but first be compared to our Veil no-sell.
My hope for Radiant Shine Unbroken is that it makes Sun impervious to Unstoppable, Judgement and Smite. And probably shifts the damage boost to "double the damage".
Um... a word of advice, you rather want to spend on her Scepter if that is the goal. Radiant Conductor is not really what you want.
Hmmm. Okay. A pity though. But if so, then I won't spend it on her scepter after all.

Wasnt moon the tank? Shouldnt she a better option in melee-combat than Sun?
Not quite. Moon is The Wall - no offense, absurd defense. That she spreads her defense to others is a bonus.
Sun is The Juggernaut - awesome offense, awesome defense.

Moon is the Immovable Object. Sun is the Unstoppable Force.
 
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Wasnt moon the tank? Shouldnt she a better option in melee-combat than Sun?
She's an unusual tank. She has a high No Sell Threshold, but almost no damage reduction whatsoever against things that get past the threshold.

Veil of the Solar Goddess + Shining Protector means that 'ideal' setup when Moon's NST is beaten is to control the layout of the battlefield such that enemy attacks target Sun but the Final End Damage is instead dealt to Moon. This would be aided immensely if Mistress of the Tides removes the twice per turn limit from Shining Protector, but that is quite an expensive upgrade and it isn't even certain that it does that.

Sun = DPS + Defense
Moon = Support + HP + No Sell
 
Actually, level 5 to level 10 is 350 EXP. This is not a very big investment in my eyes. Somewhat pricey, but not too costly.
Try adding up all the things you might want to bring to level 10.

Scorching Sunlight
Soothing Moonlight
Moon Health
Sun Health
Moon Flight
Sun Flight
Baleful Eclipse
Moon's Scepter
Sun's Scepter

If you try buying them all up to level 10 instead of level 5 that's 3150 EXP that's getting spread out instead of focused.

You could bring 2 items to level 17 with that much EXP. If you picked the Scepters they would have (293 Damage/355,170 Magic Modifier - 650 Damage/1,709 Magic Modifier) vs (63 Damage/5,802 Magic Modifier - 370 Damage/210 Magic Modifier) at level 10, for an example.

>_> And I want to spend EXP plugging in our newest member into the hivemind...
 
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