Magical Girl Quest - The Fire That Burns

[X] Don't spend XP
How does one vote against a XP plan?

We can spend XP any time and it's better to spend it just before going out on a mission.
Either we spend it as we would have anyway or we buy the things we need for that mission.

This is about how you do it.


However, the reason I want to buy now is that the prices only get higher.
If we have enough time, we will train all of the things that can be improved now; once they gain another level, we lose another 15 EXP we can save by doing it now for each of them.
 
I think we need more DOT spells like a magical flamethrower or napalm.

Thermal Control
Level 17
-Control thermal energy, also allows you to sense temperature in a radius of 800 metres.

Here, everything we will ever need in that regard.
Honestly, we have DoT on our sword, our damage Spells and one of our two auras...

Sinarblood's suggestion of something with Disintegrate would be good, but I am not sure we can get it.
We will see.
 
You are still free to create new things, but the DC has been raised.
You have a high enough Magic Control that a Nat 1 won't kill you, but it will probably wreck your training room.

I thought they made us a particularly sturdy training room after we wrecked their field of sand with Plasma Sphere?
 
We'd have 1750 hp at level 30, but that's not the point. I clearly stated that the massive gains are at a lower level, not much point in raising it to higher levels until the xp cost is very small compared to other skills. As it stands though, going from 5-10 will raise our health by 50% from 500 to 750.

Anyway, I don't think you're the type to ever change your plans no matter how how many people point out the flaws. Like trying to assassinate the dark mage with thermal control in the village, only reason that had a happy end was that we were lucky enough he only summoned scrants.

Um....
I am pretty sure I am not writing this Quest.

Thanks for pointing it out, fixed it. Easy to mix up names when talking about several people in one post.
 
Anyway, I don't think you're the type to ever change your plans no matter how how many people point out the flaws. Like trying to assassinate the dark mage with thermal control in the village, only reason that had a happy end was that we were lucky enough he only summoned scrants.

Now this was uncalled for. I do change my plans when I am actually convinced.
And the Thermal Control assassination was not my idea; I just went with what a lot of people wanted.


Besides... maybe you did not notice, but even 750 Health would not have stopped a second hit from those ghosts to kill Cerys, either.

Additionally...
Upgrading from level 5 to 10 would cost... 75 + 90 + 105 + 120 +135 = 435 EXP. We would blow almost everything we saved up on 250 HP that any strong enemy can cut away with one hit anyway. Taking only a few levels in the smaller things leaves us with more to spend on Items or in emergencies.

All in all, Health does not help us much and it would be more effective to put the experience into Plate Armour, seeing that it grows exponentially at least.

Additionally... if we would go into battle right again, I would agree that more Health is a good idea.
As it is however, we will have at least a few days to recuperate and train.

Do you really think there will be no attempt to train Armoured Soul? I know I will call for that, as well as at least one full day spent improving the armour.
 
Last edited:
Thing is that the XP plan is not even good.
Why split XP on both Ignition aura & Alfa & Omega?
Is there any justification for the purchases?

Build comparison

I'll go over the abilities & spells we can level, and try to argue for or against spending XP on them.

Flight:
This gives maneuverability and nebulous dodge bonuses. It's OK to spend XP, we will want levels in it.

High-Speed Combat:
We will need this against fast opponents: It's OK to spend XP but we don't need it now.

Ignition Aura:
This is a mixed bag, before Incineration it has low damage and does not do much.
With Incineration it's very good with extreme damage.
We should think of it as a very good ability that costs ~4000 XP.
Focus on it or ignore it don't mix.

Plate Armour:
This has a low base multiplier but it has good scaling at 30% per level.
It's the best defensive XP investment.

Armored Soul:
This has flat scaling making it very bad at high levels.
Only reason to spend XP here to survive resilience bypassing effects.

Thermal Control:
This is super good, but it's level 17! so it should be.
We don't need XP here yet until out other abilities begins to reach this level.

Regeneration:
The ability is not good to level since we can't get more HP cheaply.
As it it's out of combat recover and getting more would be to expensive. Don't spend XP here.

Reinforcement:
This is a OK ability. The math says one should by 1 level for every ~6-7 levels of Infinity edge. (+30% vs +5% and Infinity edge gains extra attacks).
For best gains spend XP here once Infinity edge reaches level 50.

Alpha and Omega:
This is a very good ability with terrible synergy with us. It's power is that it eventually wins any attrition war.
But we are a glass cannon against almost any opponent we will either win or lose long before this becomes a factor.
It would be perfect for Daiyu, but for us it's not good.
Don't spend XP on this.

Plasma Sphere, Thermal Spear & Push:
Good spells but since we have spell boost we should level Infinity Edge instead. Don't spend XP here.

Halt:
This is a good spell we should level this to a multiple of 5 to gain the level bonuses. OK to spend XP on.

Infinity Edge:
Spell boost is literary a game changer, it changes how one should think of XP and spell damage.
Levels in this gives: Melee damage, spell damage and, extra actions.
It even gives some defense by improving hungering void and resilience.
If we focus on this every new spell we get will be resilient.
Best offensive XP investment.
 
Is there any justification for the purchases?

They are cheap and everything that would be cheaper already is decent in what it does. Alpha and Omega will grow faster at higher levels and aside from that, I hope that a higher level will allow Cerys to control it better... allowing her to turn off the part where it sucks up our own magic.

If we can layer both auras, we have a decent protection against spells, constant fire damage against anything closeby and damage reduction as well whenever we are in battle.

Additionally, there is a Milestone on Alpha and Omega we can get like this. As one of our most powerful Abilities, that might do something good.
 
That sounds more like a training thing or ability upgrade. Levels give straight damage.
Also are we sure there is a Level 5 bonus?
I don't think Armoured Soul, Regeneration or Reinforcement had any.
 
That sounds more like a training thing or ability upgrade. Levels give straight damage.
Also are we sure there is a Level 5 bonus?
I don't think Armoured Soul, Regeneration or Reinforcement had any.

Armoured Soul did have a milestone. It merged with Will to Survive to form ???.

Regeneration and Reinforcement reached level 5 before the mechanics rehaul, so we weren't granted bonus because it didn't exist when we had gotten level 5.

@Rukia can we get milestones on Regeneration and Reinforcement? If so, at what level would that happen?
 
That sounds more like a training thing or ability upgrade. Levels give straight damage.
Also are we sure there is a Level 5 bonus?
I don't think Armoured Soul, Regeneration or Reinforcement had any.

Regeneration and Reinforcement had none, but Armoured Soul gave us +20 on the Magic Modifier and interacted with Will to Survive.

The Milestone on Plate Armour gave us something as well, I think it was a boost in Health (50? Or was it doubled?).
 
Regeneration and Reinforcement had none, but Armoured Soul gave us +20 on the Magic Modifier and interacted with Will to Survive.

The Milestone on Plate Armour gave us something as well, I think it was a boost in Health (50? Or was it doubled?).

To be fair, Thermal Control got a milestone at Level 15. Likely because it was higher than level 5 before the mechanics rehaul. So not everything gets a milestone specifically at Level 5.
 
To be fair, Thermal Control got a milestone at Level 15. Likely because it was higher than level 5 before the mechanics rehaul.

Yup, that is true.
On the other hand, I have the feeling that we would not have gotten any Milestone there if we managed to stabilise Plasma Sphere by ourselves. This might have been Rukia being merciful on us.

I mean, Thermal Control is powerful enough as is even without Milestones.
 
[X] EXP Plan: Shoring up Defense
-[X] Armoured Soul: lvl 5 -> 7 (165 EXP)
-[X] Plate Armour: lvl 7 -> 8 (105 EXP)
-[X] Push lvl 1 -> 2 (15 EXP)

285 XP spending here, leaves us enough for training with Daiyu and to learn infinity edge along with a little bit left over. I'll likely be back in around 3 hours to edit my plan if it got traction and flaws were pointed out, going for a split at work today.
 
Why do you want a level in Push?
It does basically nothing.
Adhoc vote count started by Naron on Sep 20, 2017 at 12:23 PM, finished with 4890 posts and 5 votes.

  • [X] EXP Plan: Playing to our strengths
    -[X] Flight: lvl 4 -> lvl 5 (60 EXP)
    -[X] Alpha and Omega: lvl 3 -> lvl 5 (105 EXP)
    -[X] Ignition Aura: lvl 6 -> lvl 7 (90 EXP)
    [X] EXP Plan: Playing to our strengths
    [X] Don't spend XP
    [X] EXP Plan: Shoring up Defense
    -[X] Armoured Soul: lvl 5 -> 7 (165 EXP)
    -[X] Plate Armour: lvl 7 -> 8 (105 EXP)
    -[X] Push lvl 1 -> 2 (15 EXP)
 
[X] EXP Plan: Shoring up Defense
-[X] Armoured Soul: lvl 5 -> 7 (165 EXP)
-[X] Plate Armour: lvl 7 -> 8 (105 EXP)
-[X] Push lvl 1 -> 2 (15 EXP)
 
[X] EXP Plan: Playing to our strengths
-[X] Flight: lvl 4 -> lvl 5 (60 EXP)
-[X] Alpha and Omega: lvl 3 -> lvl 5 (105 EXP)
-[X] Ignition Aura: lvl 6 -> lvl 7 (90 EXP)
 
Actually, I came up with a lategame strategy against our squishiness while doing other things. That might be pretty good unless we find something else.

Do note, please, that this is far, far in the future of this Quest. I am only talking about it now because I would like to hear opinions.


The main idea is to have Regeneration at level 50 when the lategame comes around.
Why? Because it heals us back to full within one turn.

Even though our Health-pool is small and will always be, an acceptable Damage Reduction and Base Resilience, as well as our aura defenses and intercepting with Infinity Edge, might allow us to survive quite a bit of damage.
And then it becomes undone in seconds.

Ignition Knight would not be the enemy one can wind down with a few good hits while avoiding her ridiculously high damage, but someone that has to be defeated in one turn. Not should be, has to.
There would be no other way to take her down, plus going anywhere near her means one has to be able to tank ungodly amounts of damage (hello, Ignition Aura) without popping.

Then we also have Will to Survive. One save from death per battle, which sets us to 1 HP. Pop, completely healed in seconds and ready to join the fray again.



So I was thinking, starting in a bit (once everything else is around its level), we should put a level into Regeneration once in a while. There are few other ways to level it, unless that experiment with our magic cloud and the animals (have to remember asking Morgan about the farm) actually works and we can use it on others.
 
Actually, I came up with a lategame strategy against our squishiness while doing other things. That might be pretty good unless we find something else.

Do note, please, that this is far, far in the future of this Quest. I am only talking about it now because I would like to hear opinions.


The main idea is to have Regeneration at level 50 when the lategame comes around.
Why? Because it heals us back to full within one turn.

Even though our Health-pool is small and will always be, an acceptable Damage Reduction and Base Resilience, as well as our aura defenses and intercepting with Infinity Edge, might allow us to survive quite a bit of damage.
And then it becomes undone in seconds.

Ignition Knight would not be the enemy one can wind down with a few good hits while avoiding her ridiculously high damage, but someone that has to be defeated in one turn. Not should be, has to.
There would be no other way to take her down, plus going anywhere near her means one has to be able to tank ungodly amounts of damage (hello, Ignition Aura) without popping.

Then we also have Will to Survive. One save from death per battle, which sets us to 1 HP. Pop, completely healed in seconds and ready to join the fray again.



So I was thinking, starting in a bit (once everything else is around its level), we should put a level into Regeneration once in a while. There are few other ways to level it, unless that experiment with our magic cloud and the animals (have to remember asking Morgan about the farm) actually works and we can use it on others.
^This

Also, you can level Regen by healing your injuries.
Just fight Daiyu without armour (jk don't do this)
 
Also, you can level Regen by healing your injuries.
Just fight Daiyu without armour (jk don't do this)

Which is kind of the problem. Bringing this higher means getting injured first.
Actually, do we get small trickles of experience on this each time we take a little damage and heal it off on the way back? (Like after the Willows and Thunderbird)?
 
if we're still talking about new spells we want to go for before our window closes, the most useful thing I can think of would be a spell to heal others, unless we can apply Regen to other people and I just forgot
 
if we're still talking about new spells we want to go for before our window closes, the most useful thing I can think of would be a spell to heal others, unless we can apply Regen to other people and I just forgot

The window is already closed, I think.
Besides, we were working on finding out if we can apply Regeneration to others... then this last week of Boss-battles happened.
 
Back
Top