Well, good to see we've managed to save half of our alternates so far. Now we just need to deal with the other. @Naron, I have some questions that should prove useful to our planning.

1: Is Mistress of the Tide still active, or is Primordial Son on her own as far as her health and resilience go?
2: If we purchase Neverending Sunlight here, will we immediately be able to cast multiple spells per turn? I'm not looking for something like a 1 to 1 action to spell converter at the moment, just that we'll be able to use Become Whole Again during the same turn we kill Rogue if we use Scorching Sunlight to Kill her.


Now, I have two XP Plans that I think should prove useful.
[X] EXP Plane Sunshine
-[X] Upgrade Scorching Sunlight to level 15 (140 XP)
-[X] Upgrade Supernova to level 15 (1020 XP)
-[X] Purchase Event Horizon (1000 XP)
-[X] Purchase Neverending Sunlight (450 XP)
Total XP Spent: 2610

This acquires an upgrade to our magic modifier while granting us an Omnicaster and boosting our damage reduction, if only a little. I figure if we take it, we should blind Rogue as often as possible while using Scorching Sunlight to damage her.

[X] EXP Plan Melee
-[X] Upgrade Sunlight Scepter to level 20 (850)
-[X] Upgrade Shell of Light to level 10 (350
-[X] Purchase Solar Seal (100)
-[X] Purchase Neverending Sunlight (450)
-[X] Upgrade Supernova to level 15 (1020)
Total XP Spent: 2500

This plan is for if we have decide to go melee with Rogue for whatever reason. She'll of Light and Solar Seal ought to give us a decent boost to survivability, while Supernova and Neverending Sunlight will let us blind Rogue and if needed revive her in the same turn. If we doo choose this plan, upgrading Sunlight Scepter is non-negotiable, because at its current stats Rogue will plow through Sun. Here's an approximation of a level 20 Sunlight Scepter's stats:
Sunlight Scepter damage: 5,496
Magic Modifier: 192,392
Solar Veil Extra Resilience: 48098

All we'd need is a single hit to win the fight, but we're going to have to work hard to get that hit.

Any questions or objections?
 
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Now, as a reminder:
1) A good enough Overwhelm would make the post-Intercept Unblockable - as in, it will land.
Moonlight Scepter 20: 73072 Base Damage, +36536 Superior Discipline, +91340 Godlike Strength, +112500 Overwhelm = ~302k damage
Moonlight Scepter 21: 116915 Base Damage, +58457 Superior Discipline, +146143 Godlike Strength, +112500 Overwhelm = ~433k damage

2) A high enough Sunlight Scepter at hover will make Sun capable of ignoring non-melee attacks of Rico
18348---29356-46969-75150-120240-192384
Sunlight Scepter 19 guarantees Sun will not be harmed by Rico as long as she holds the height advantage

Moonlight Scepter 21: 180+190+200=570 EXP
Sunlight Scepter 19: 850-190=660 EXP

Well, good to see we've managed to save half of our alternates so far. Now we just need to deal with the other. @Naron, I have some questions that should prove useful to our planning.

1: Is Mistress of the Tide still active, or is Primordial Son on her own as far as her health and resilience go?
2: If we purchase Neverending Sunlight here, will we immediately be able to cast multiple spells per turn? I'm not looking for something like a 1 to 1 action to spell converter at the moment, just that we'll be able to use Become Whole Again during the same turn we kill Rogue if we use Scorching Sunlight to Kill her.


Now, I have two XP Plans that I think should prove useful.
[X] EXP Plane Sunshine
-[X] Upgrade Scorching Sunlight to level 15 (140 XP)
-[X] Upgrade Supernova to level 15 (1020 XP)
-[X] Purchase Event Horizon (1000 XP)
-[X] Purchase Neverending Sunlight (450 XP)
Total XP Spent: 2610

This acquires an upgrade to our magic modifier while granting us an Omnicaster and boosting our damage reduction, if only a little. I figure if we take it, we should blind Rogue as often as possible while using Scorching Sunlight to damage her.

[X] EXP Plan Melee
-[X] Upgrade Sunlight Scepter to level 20 (850)
-[X] Upgrade Shell of Light to level 10 (350
-[X] Purchase Solar Seal (100)
-[X] Purchase Neverending Sunlight (450)
-[X] Upgrade Supernova to level 15 (1020)
Total XP Spent: 2500

This plan is for if we have decide to go melee with Rogue for whatever reason. She'll of Light and Solar Seal ought to give us a decent boost to survivability, while Supernova and Neverending Sunlight will let us blind Rogue and if needed revive her in the same turn. If we doo choose this plan, upgrading Sunlight Scepter is non-negotiable, because at its current stats Rogue will plow through Sun. Here's an approximation of a level 20 Sunlight Scepter's stats:
Sunlight Scepter damage: 5,496
Magic Modifier: 192,392
Solar Veil Extra Resilience: 48098

All we'd need is a single hit to win the fight, but we're going to have to work hard to get that hit.

Any questions or objections?
1) We don't need more Scorching Sunlight right now
2) We don't need Solar Seal or Shell of Light EVER
3) We do need to get Sunlight Scepter to minimum 19 for Magic Modifier giving us 120k*0.75=90k extra damage reduction for blatantly ignoring Rico's aerial/distance combat
4) Excellent point on Neverending Sunlight!
5) Supernova 15 is worth considering for its AOE, but I am not quite sure about that.
6) We do need Flight 19 to be safe from Shuriken
7) It's worth considering to raise Moonlight Scepter to 20 at least. For APT if nothing else.
 
1: Is Mistress of the Tide still active, or is Primordial Son on her own as far as her health and resilience go?
2: If we purchase Neverending Sunlight here, will we immediately be able to cast multiple spells per turn? I'm not looking for something like a 1 to 1 action to spell converter at the moment, just that we'll be able to use Become Whole Again during the same turn we kill Rogue if we use Scorching Sunlight to Kill her.
1) Spellcasting is blocked. Mistress of the Tide is not a Spell
2) It is an Omni-Caster, that is what it does. No comment on how it does that, though.
 
Any questions or objections?

With your EXP-plan we die because Moon wont have enough Health. Like said we need another level up for Moons Veil to fullheal her if we dont buff our heal itself.

My suggestion as a battle-plan would be limiting her positions she can port by destroying her Kunais (if possible).
 
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A good enough Overwhelm would make the post-Intercept Unblockable - as in, it will land.
That is, assuming that we even get a chance to use Overwhelm. We still don't know whether or not she can negate our attempts to Intercept, since testing that is rather risky.
Sunlight Scepter 19 guarantees Sun will not be harmed by Rico as long as she holds the height advantage
Considering what Rogue can do with her thrown kunai, keeping that height advantage is very difficult.
1) We don't need more Scorching Sunlight right now
I agree, but I think that one level was more to see if it gets a useful bonus at level 15.
 
That is, assuming that we even get a chance to use Overwhelm. We still don't know whether or not she can negate our attempts to Intercept, since testing that is rather risky.

As far I understand Narons answer on that is, that our Intercept and dodging and so on still works.
But in the end we need enough ATP and or speed to have even the chance of hitting her.
 
The last three updates were probably some of the better ones. I can tell this encounter was planned well in advance. The placement in the overall plot feels a bit random, but the content does not leave cause to complain.

Also, I am a sucker for what-if scenarios and facing the alternate version of main characters.

Also also, I find that I like the originals better (i.e. Eva and Rico as opposed to Priscilla). From the designs, to personalities, to magic phrases. Never got into the mind meld stuff. I just have to wonder what kind of quest it would have been in their alt-verse.

I kinda drifted away a little when the quest got overly mechanical (six digit numbers do not make for intuitive rules), but that got me to de-lurk just to say it. You've done a good job with them, Naron.
 
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As far I understand Narons answer on that is, that our Intercept and dodging and so on still works.
But in the end we need enough ATP and or speed to have even the chance of hitting her.
Impression I got from his response was more "this is theoretically possible for a character to do, but I'm not saying anything either way on whether or not Rogue actually can do it".
 
Ok, here's my current plan taking into account the new information.

[X] EXP Plan Upgrade
-[X] Upgrade Sunlight Scepter to level 20 (850)
-[X] Upgrade Moonlight Scepter to level 20 (370)
-[X] Upgrade Supernova to level 10 (350)
-[X] Purchase Neverending Sunlight (450)
-[X] Upgrade Soothing Moonlight to level 15 (600)
Total XP Spent: 2620

Ok, let me explain my reasoning. Upgrading the Scepters increases Sun and Moon's attack power and MM, while also granting two more APT. Supernova increases Sun's damage reduction granted by one of her Supers, while also working towards knocking out the requirements for one of Sun's abilities. Upgrading Soothing Moonlight may cost us out ability to use multiple threads on the same target, but at level 15 it will heal enough damage that we won't really need multiple threads for a while. In addition, getting Soothing Moonlight will knock out one of the requirements for Reflected Godlight. Neverending Sunlight will let us use multiple spells in one turn, which in addition to helping us heal Moon faster will help in fighting Rogue.

Moonlight Scepter Damage: 73072
Soothing Moonlight Heal: 132642

[X] Plan Prepare for the End
-[X] Use Soothing Moonlight to heal Moon as many times as you can until she's back at full health.
-[X] Try to blind Rogue again with Supernova, then attack her with Moon's scepter. Try to be ready with a cast of Scorching Sunlight if she teleports somewhere.
-[X] Try to get rid of as many of the Kunais Rogue has scattered as you can to limit her mobility, then box her in so she can't dodge as much.
-[X] Try to take to the air so as to limit Rogue's options in battle and take advantage of Radiant Shine Unbroken.

Any questions or objections?
 
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Ok, here's my current plan taking into account the new information.

[X] EXP Plan Upgrade
-[X] Upgrade Sunlight Scepter to level 20 (850)
-[X] Upgrade Moonlight Scepter to level 20 (370)
-[X] Upgrade Supernova to level 10 (350)
-[X] Purchase Neverending Sunlight (450)
-[X] Upgrade Soothing Moonlight to level 15 (600)
Total XP Spent: 2620

Ok, let me explain my reasoning. Upgrading the Scepters increases Sun and Moon's attack power and MM, while also granting two more APT. Supernova increases Sun's damage reduction granted by one of her Supers, while also working towards knocking out the requirements for one of Sun's abilities. Upgrading Soothing Moonlight may cost us out ability to use multiple threads on the same target, but at level 15 it will heal enough damage that we won't really need multiple threads for a while. In addition, getting Soothing Moonlight will knock out one of the requirements for Reflected Godlight. Neverending Sunlight will let us use multiple spells in one turn, which in addition to helping us heal Moon faster will help in fighting Rogue.

Moonlight Scepter Damage: 73072
Soothing Moonlight Heal: 132642

[X] Plan Prepare for the End
-[X] Use Soothing Moonlight to heal Moon as many times as you can until she's back at full health.
-[X] Try to blind Rogue again with Supernova, then attack her with Moon's scepter. Try to be ready with a cast of Scorching Sunlight if she teleports somewhere.
-[X] Try to get rid of as many of the Kunais Rogue has scattered as you can to limit her mobility, then box her in so she can't dodge as much.

Any questions or objections?
1) I approve of this plan, mostly.
2) Supernova at 10 has merely 7683 damage, which is both not enough to harm Moon, and not enough to one-shot Rogue. Still as a blinder it would work.
3) Moonlight Scepter Damage in intercept is ~303k, which is more than enough for most purposes
4) Sunlight Scepter 20 Magic Modifier is 192'384, which is more than enough to make her impervious to Rico's non-melee attacks
5) I still suggest we lower Sunlight Scepter to 19 and raise Veil to 21 - yes, we get less APT, and only 120240 MM, but we just about triple our current HP, which is a fine safety cushion
6) Maybe add a caveat for flying into the air to limit Rico's tactics and take advantage of Radiant Shine Unbroken protecting Sun?
 
Ok, here's my current plan taking into account the new information.

[X] EXP Plan Upgrade
-[X] Upgrade Sunlight Scepter to level 20 (850)
-[X] Upgrade Moonlight Scepter to level 20 (370)
-[X] Upgrade Supernova to level 10 (350)
-[X] Purchase Neverending Sunlight (450)
-[X] Upgrade Soothing Moonlight to level 15 (600)
Total XP Spent: 2620

Ok, let me explain my reasoning. Upgrading the Scepters increases Sun and Moon's attack power and MM, while also granting two more APT. Supernova increases Sun's damage reduction granted by one of her Supers, while also working towards knocking out the requirements for one of Sun's abilities. Upgrading Soothing Moonlight may cost us out ability to use multiple threads on the same target, but at level 15 it will heal enough damage that we won't really need multiple threads for a while. In addition, getting Soothing Moonlight will knock out one of the requirements for Reflected Godlight. Neverending Sunlight will let us use multiple spells in one turn, which in addition to helping us heal Moon faster will help in fighting Rogue.

Moonlight Scepter Damage: 73072
Soothing Moonlight Heal: 132642

[X] Plan Prepare for the End
-[X] Use Soothing Moonlight to heal Moon as many times as you can until she's back at full health.
-[X] Try to blind Rogue again with Supernova, then attack her with Moon's scepter. Try to be ready with a cast of Scorching Sunlight if she teleports somewhere.
-[X] Try to get rid of as many of the Kunais Rogue has scattered as you can to limit her mobility, then box her in so she can't dodge as much.

Any questions or objections?

We should find a way that we can heal enough because Moon cant heal anymore. Therefore our chance isnt that good to heal us full before the fight goes on. and she has more dmg than we can heal, but if we can create an opening for it, then it could work.
 
1) I approve of this plan, mostly.
2) Supernova at 10 has merely 7683 damage, which is both not enough to harm Moon, and not enough to one-shot Rogue. Still as a blinder it would work.
3) Moonlight Scepter Damage in intercept is ~303k, which is more than enough for most purposes
4) Sunlight Scepter 20 Magic Modifier is 192'384, which is more than enough to make her impervious to Rico's non-melee attacks
5) I still suggest we lower Sunlight Scepter to 19 and raise Veil to 21 - yes, we get less APT, and only 120240 MM, but we just about triple our current HP, which is a fine safety cushion
6) Maybe add a caveat for flying into the air to limit Rico's tactics and take advantage of Radiant Shine Unbroken protecting Sun?
2) Supernova at level 10 may not be able to harm Moon or oneshot Rogue, but I had decided to that we might as well make some progress towards getting it towards level 15 while still leaving XP left over for other things.
5) With my current plan Soothing Moonlight will be healing over 132,000 Health per casting. Combining that with the fact that we'll be getting Neverending Sunlight, and I think that Moon's health is fine as it is.
6) Good point, I'll go ahead and edit my plan.
 
2) Supernova at level 10 may not be able to harm Moon or oneshot Rogue, but I had decided to that we might as well make some progress towards getting it towards level 15 while still leaving XP left over for other things.
5) With my current plan Soothing Moonlight will be healing over 132,000 Health per casting. Combining that with the fact that we'll be getting Neverending Sunlight, and I think that Moon's health is fine as it is.
6) Good point, I'll go ahead and edit my plan.

You know that she is eating around 150k dmg each time Rouge hits her. 130k heal isnt enough, not if you consider how many HP Moon has left and how many attacks Rouge has. We desperatly need another level in our Veil, because it fullheals us.
 
I don't like it. It's too unfocused and has no clear goal. It also lacks a level in Veil, which is a good safety measure. We really don't need Sunlight Scepter levels ATM, either. I do like the moonlight levels, but I'm in favor of either:

[X] EXP Plan Intercept
-[X] Upgrade Moonlight Scepter to level 20 (370)
-[X] Upgrade Veil of the Lunar Goddess to level 22 (410)
(Optional: -[X] Upgrade Soothing Moonlight to level 15 (600))

And going for the intercept with Moon. (The optional version also heads towards reflected godlight.)

or:

[X] EXP Plan Nova
-[X] Upgrade Veil of the Lunar Goddess to level 22 (410)
-[X] Upgrade Supernova to level 15 (1020)
-[X] Purchase Neverending Sunlight (450)

And trying to catch her in a Nova. (This plan also heads towards event horizon.)

I suppose we could fuse them or reduce the veil level to 21...
 
5) With my current plan Soothing Moonlight will be healing over 132,000 Health per casting. Combining that with the fact that we'll be getting Neverending Sunlight, and I think that Moon's health is fine as it is.
You know that she is eating around 150k dmg each time Rouge hits her. 130k heal isnt enough, not if you consider how many HP Moon has left and how many attacks Rouge has. We desperatly need another level in our Veil, because it fullheals us.
What Dragou said. Assuming we dodge 3 attacks, get 4 guaranteed hits from the Shuriken - all on Moon - and get 4 more attacks from Kunai - also on Moon - we get hit for 150k*8=1.2m health. JUST enough for Veil 21.
 
You know that she is eating around 150k dmg each time Rouge hits her. 130k heal isnt enough, not if you consider how many HP Moon has left and how many attacks Rouge has. We desperatly need another level in our Veil, because it fullheals us.
However, we will also be getting Neverending Sunlight, which grants us the ability to use at least two spells in one turn. That's at least 260k of healing, potentially up to 650k depending on how many spells per turn we get.
 
However, we will also be getting Neverending Sunlight, which grants us the ability to use at least two spells in one turn. That's at least 260k of healing, potentially up to 650k depending on how many spells per turn we get.
And Rico still hits us potentially for 1.2m damage per turn - more than our current health (380k) and your full heal (650k) combined.
What even is the reason to get the Moonlight Scepter levels if the damage is coming from Supernova + Neverending Sunlight?
Nova isn't a damager in this plan. Yet.
 
What even is the reason to get the Moonlight Scepter levels if the damage is coming from Supernova + Neverending Sunlight?
For the extra APT and in case Rogue attacks Moon. If Rogue does attack Moon, Moon can intercept the attack to deal some heavy damage to Rogue.
And Rico still hits us potentially for 1.2m damage per turn - more than our current health (380k) and your full heal (650k) combined.
Rico has to give up at least one Attack to use her Shadow Clone ripoff technique. She won't be able to hit us for her maximum potential damage.
 
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For the extra APT and in case Rogue attacks Moon. If Rogue does attack Moon, Moon can intercept the attack to deal some heavy damage to Rogue.
Because it fits the Skill affinity and how powerful she's supposed to be, to be on the safe side, I'm working with the assumption that she can in fact negate the Intercept attempt. Meaning that all that happens if we try to Intercept is that we reduce her total number of attacks by 1 (burn one to negate our Intercept) and her next attack gains Unblockable. The actual power of our scepter is irrelevant for that, so only the extra APT has an effect.
 
However, we will also be getting Neverending Sunlight, which grants us the ability to use at least two spells in one turn. That's at least 260k of healing, potentially up to 650k depending on how many spells per turn we get.

I dont say getting the heal is wrong, we just dont have enough time too fullheal us every round. Raising Soothing moonlight is in fact a good choice but until we can heal at least 70% of her dmg we need to raise our Veil or we will die. But speed and ATP is something we need too to actually hitting her. Its quite a conundrum how to resolve that problem. maybe a level into veil and a bit heal and the other EXP to close the gap towards her (like HSC and so on) so that we can intercept her or something like that.
 
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Look, just like we don't need Solar Seal, we don't need more levels of Lunar Veil right now. We can blind Rogue every turn with Supernova which ought to make her a more manageable threat. Combine that with destroying her teleportation targets, and we can wear her down quick enough that Lunar Veils level are unnecessary at best, and a waste of XP at worst right now.
 
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