Magical Girl Quest - The Fire That Burns

Well that went well. A lot more XP than I expected.

Unless the enforcers knew about the gas tank they will think we are even more powerful than we are.
Which could be a partial explanation on why we will grow so much after this.

@Naron I like the action plan but I contest some points on the XP plan:
Thermal Spear lv7 :
get L5 for the L5 bonus if we need to, otherwise Infinity edge will give more damage in the long term than splinting our focus between spells & infinity edge.
Knight's Aria lv7:
Currently this gives awful return on investment, a linear 6% spread between several stats per level. other abilities give 20-30% exponentialy.
I can agree getting it to level 5, as it's cheep and there could be a nice L5 bonus.
Regeneration lv10:
I would like to see what healing spells we can learn before investing more in this.
It's good as a out of combat heal now and it will need a heavy investment to become useful in combat.

I also have a question about Juggernaut Wave: Target Army:
Is this optional?
Can we use it as before or do we turning it into a nuke?
Where we can't ever use it safely even close to things we like in one piece.

A other note is that we should save a larger chunk of XP to spend latter.
Unless we are going to combat immediately we don't need the levels now.
And we can see what we get as L5/L10 bonuses before choosing what to spend the rest on.
 
I want Thermal Spear for its damage. Infinity Edge is easy to train, just duke it out with someone in a spar.
Throwing fire or ice at targets is not as easy, at least when you do not want to wreck the place.
Knight's Aria grows along with Daiyu, who has probably at least 1k EXP to spend for herself. It will become horrifying pretty soon.

Plus, we can learn exactly no healing spells. The option for healing on that farm is specifically to try applying Regeneration on others.


Target:Army is optional in its usage. Not that it matters much, seeing that Juggernaut Wave is our nuke option.


Besides, I am still playing the long game. Pushing Regeneration now will allow it to grow on its own sooner (once it reaches the point where it heals per turn), which allows us to bring to horrendous potential sooner. Same for Knight's Aria, which can become pretty ugly once Daiyu's exponential growth on her armour kicks in.

Additionally, why should we save a lot of EXP? The only thing left in the Shop is the Upgrade for Ignition Aura, which we kind of can not buy anytime soon. Spells and Infinity Edge will level by themselves when used in the field... so the best way to spend our EXP is on things that grow slow or not at all by themselves, or which we would need to dedicate additional time to train on.
Lastly, we already have all the damage we need; Utility is where it is at right now.
 
Well that went well. A lot more XP than I expected.

Unless the enforcers knew about the gas tank they will think we are even more powerful than we are.
Which could be a partial explanation on why we will grow so much after this.

@Naron I like the action plan but I contest some points on the XP plan:
Thermal Spear lv7 :
get L5 for the L5 bonus if we need to, otherwise Infinity edge will give more damage in the long term than splinting our focus between spells & infinity edge.
Knight's Aria lv7:
Currently this gives awful return on investment, a linear 6% spread between several stats per level. other abilities give 20-30% exponentialy.
I can agree getting it to level 5, as it's cheep and there could be a nice L5 bonus.
Regeneration lv10:
I would like to see what healing spells we can learn before investing more in this.
It's good as a out of combat heal now and it will need a heavy investment to become useful in combat.

I also have a question about Juggernaut Wave: Target Army:
Is this optional?
Can we use it as before or do we turning it into a nuke?
Where we can't ever use it safely even close to things we like in one piece.

A other note is that we should save a larger chunk of XP to spend latter.
Unless we are going to combat immediately we don't need the levels now.
And we can see what we get as L5/L10 bonuses before choosing what to spend the rest on.

You've summed up my issues with the XP plan. Right now, we're investing quite a lot of xp, to the extent that most of it is just gonna be gone if we go through with this plan. And that's fine. We can always get more XP (although this seems to be a rare occasion since most of the strongest creatures in the planet don't really give us this much in one go, based off the 3 we killed).

But the important thing is that we also need to be responsible with XP expenditure. I'm not very fond of using most of our current stock in one fell swoop right after we get it. It feels sorta premature, considering we could possibly find better uses if we wait.

Not saying to conserve everything, but getting Knight's Aria and Thermal Spear to 5 instead of 7 is probably a good idea. I'm fine with leveling Regeneration, but it has to be said that it's not particularly hard to level and doesn't have any amazing immediate benefits that would really need us to level it right now.

Honestly, I really want to get Incineration before the forces of hell arrive, so any training on that front is supported by me.
 
Dude, the entire place was leveled there is nothing left. Methane alone is not capable of that.

well, clearly it touched off long buried and forgotten demolition charges the Reich had intended to use to destroy the place. I mean what other explanation is there? magical girls fighting evil ghosts :V Pretty much any narrative they use to say this wasn't magic is going to be thin as fuck, but I'm assuming they don't want to blame terrorists since the destabilization would not be worth propping up the already crumbling mascarade. So old gas main setting off old munitions. This also has a fringe benefit of causing the other 6 preserved camps to be shut down for the public to be "searched for munitions." which will in no way involve looking for hidden ghost filled rooms. It also might lead to some "controlled detonations" which in no way would be demolitions packs being used to clear out said ghosts.
 
I want Thermal Spear for its damage. Infinity Edge is easy to train, just duke it out with someone in a spar.
Throwing fire or ice at targets is not as easy, at least when you do not want to wreck the place.
Knight's Aria grows along with Daiyu, who has probably at least 1k EXP to spend for herself. It will become horrifying pretty soon.

Plus, we can learn exactly no healing spells. The option for healing on that farm is specifically to try applying Regeneration on others.


Target:Army is optional in its usage. Not that it matters much, seeing that Juggernaut Wave is our nuke option.


Besides, I am still playing the long game. Pushing Regeneration now will allow it to grow on its own sooner (once it reaches the point where it heals per turn), which allows us to bring to horrendous potential sooner. Same for Knight's Aria, which can become pretty ugly once Daiyu's exponential growth on her armour kicks in.

Additionally, why should we save a lot of EXP? The only thing left in the Shop is the Upgrade for Ignition Aura, which we kind of can not buy anytime soon. Spells and Infinity Edge will level by themselves when used in the field... so the best way to spend our EXP is on things that grow slow or not at all by themselves, or which we would need to dedicate additional time to train on.
Lastly, we already have all the damage we need; Utility is where it is at right now.

The most important point is that we should spend less XP now in this update and spend the rest just before the next serious combat mission.
I would prefer spending just enough to get to Lv5 / Lv10 so we see what bonuses we get.
This is a standard engineering principle, unless one needs the result a choice should be delayed while gattering information.

Thermal spear: We have spell boost, if we want damage we should get levels in Infinity Edge.
The fact that we have exponential growth makes focused purchases much more efficient.

Knight's Aria: I would like to see how it grows a couple of levels before investing heavily in it.
If it's like reinforcement and it's a linear multiplier, it's simply not very good.
 
you let out a towering pillar of steam from your mouth
A future spell? I'm guessing it's using high pressure to release the jet.
You feel a gentle hand on your shoulder and let it shift your aim slightly to the side, then let the magic loose.
You Halt the ghost that attacked you as you grab Daiyu by the neck of her armour, dragging her back to you, a silent whisper guiding you to duck as another swings where your head just was.
Was that Gaia who was influencing us?
 
The most important point is that we should spend less XP now in this update and spend the rest just before the next serious combat mission.
I would prefer spending just enough to get to Lv5 / Lv10 so we see what bonuses we get.
This is a standard engineering principle, unless one needs the result a choice should be delayed while gattering information.

Thermal spear: We have spell boost, if we want damage we should get levels in Infinity Edge.
The fact that we have exponential growth makes focused purchases much more efficient.

Knight's Aria: I would like to see how it grows a couple of levels before investing heavily in it.
If it's like reinforcement and it's a linear multiplier, it's simply not very good.

You are not wrong with the first part, that is the most efficient way... but honestly, I would be favouring the very same leveling scheme later as well, which would just separate the purchase on two different Updates.
The Spell Boost did slip my mind, to be honest... but Thermal Spear is a short term gain right now; it grows faster with a few more levels than Infinity Edge does for the same cost, which gives us more damage overall.

Knight's Aria is... weird. Not sure if it does give a milestone, but it is our team Ability. If the thing that adds percentages to our patner's exponential growth grows exponentially, it would be ridiculously broken.

But if you insist, I will cut back on the two levels of Thermal Spear at least; those I only included originally because I wanted some more damage. Flight will always grow linear, so getting the levels now when they are still cheap is what we should do... and as I said, Knight's Aria will be pretty powerful either way. I do not consider lv7 a heavy investment, either... I would understand the notion if it was a weird idea like pushing up to lv15 at once, but taking the first few should be fine.

Changes in red:
[X] EXP Plan Shoring up (2,495 EXP)
-[X] Armoured Soul lv10 (525 EXP)
-[X] Regeneration lv10 (450 EXP)
-[X] Flight lv7 (165 EXP)
-[X] Knight's Aria lv7 (305 EXP)
-[X] Ignition Aura lv10 (360 EXP)
-[X] Alpha and Omega lv10 (525 EXP)
-[X] Thermal Spear lv5 (60 EXP)
-[X] Juggernaut Wave: Target Army (115 EXP)


Edit: One more thing: Reinforcement is actually plenty strong, seeing that it joins its linearly growing modifier with an exponentially growing modifier; at lv20, it basically puts a x2 on our Base Damage. At lv40, it puts a x3 on it.
This is huge... in the lategame, yet again.



Edit 2: On an unrelated note, I reread the battle... and yes, it was nicely done.
By the way, my money is on Gaia helping us out with those whispers and guidance because we are... uh... "sponsored" by her. So of course she has a vested interest in us staying alive.
 
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You are not wrong with the first part, that is the most efficient way... but honestly, I would be favouring the very same leveling scheme later as well, which would just separate the purchase on two different Updates.
The Spell Boost did slip my mind, to be honest... but Thermal Spear is a short term gain right now; it grows faster with a few more levels than Infinity Edge does for the same cost, which gives us more damage overall.

Knight's Aria is... weird. Not sure if it does give a milestone, but it is our team Ability. If the thing that adds percentages to our patner's exponential growth grows exponentially, it would be ridiculously broken.

But if you insist, I will cut back on the two levels of Thermal Spear at least; those I only included originally because I wanted some more damage. Flight will always grow linear, so getting the levels now when they are still cheap is what we should do... and as I said, Knight's Aria will be pretty powerful either way. I do not consider lv7 a heavy investment, either... I would understand the notion if it was a weird idea like pushing up to lv15 at once, but taking the first few should be fine.

Changes in red:



Edit: One more thing: Reinforcement is actually plenty strong, seeing that it joins its linearly growing modifier with an exponentially growing modifier; at lv20, it basically puts a x2 on our Base Damage. At lv40, it puts a x3 on it.
This is huge... in the lategame, yet again.



Edit 2: On an unrelated note, I reread the battle... and yes, it was nicely done.
By the way, my money is on Gaia helping us out with those whispers and guidance because we are... uh... "sponsored" by her. So of course she has a vested interest in us staying alive.

Don't forget about spell boost, it looks like a cheep minor damage booster.
And it is if you apply it to a existing character, then it's maybe a ~2x damage increases to spells.
But if you build you character around it you can dump spells and put the XP into weapon instead.
With exponential growth it becomes a huge multiplier easily allowing 10 to 1000 times the normal damage.

Regarding reinforcement the math does not work out. As said Lv20 gives x2 damage, and Lv40 gives 3x damage, but that is not much in an system which has exponential growth.
3 Levels in Infinity edge gives more than 2x damage, 5 levels gives 3.7x damage.
20 levels cost 3150 XP while 3 extra levels cost [current level * 45 + 45] XP. So Infinity edge is cheaper until it reaches Lv69.

The optimal ratio can be simplified to 1 Level of reinforcement for every 6 levels in infinity edge.

The same goes for Knight Aria with the exception of health.
Health increase is linearly so the multiplier as actually useful.
This combined with Daiyu benefiting greatly from extra HP makes it somewhat worthwhile.
Still 1% is very little.
 
But if you build you character around it you can dump spells and put the XP into weapon instead.
You had best not lose your sword in combat then.
That would be bad for casting spells.
Adhoc vote count started by Rukia on Oct 1, 2017 at 3:30 PM, finished with 5333 posts and 10 votes.

Adhoc vote count started by Rukia on Oct 2, 2017 at 6:43 AM, finished with 5336 posts and 10 votes.
 
You had best not lose your sword in combat then.
That would be bad for casting spells.
Aside from what Rukia said, I just feel not well "building around" any one component of a character. Each part of Cerys' set is there for a reason; some are better, some are worse, but all are useful.

True, Spell Boost can up the damage on our spells a lot without the need to train them... but it only ups damage; Halt does not gain from it, the levels in Thermal Spear would evolve Double Cast to its derivatives and maybe even add more useful Abilities. Plasma Sphere and Juggernaut Wave both can gain more power that way as well.

On the other hand, only pushing the Spells is just as stupid; we only have one per turn, so being able to stick things with Infinity Edge is just as important.

Then again, our tank stands between us and the enemy; any boost we can give her with Knight's Aria is worth it to keep her in the game that little bit longer.


I could go on, but this is the gist of it; every part of our build is important in some way. One can not disregard any one part and substitute it with another, this will lead to disaster.
We are mostly unopposed right now... but there will be others. And to bring up the most dangerous example I can think of right now:
Scream For Me
Level 17
-Weapons and Spells lower level than this ability cannot be utilized. Operates as an Overwhelming Presence effect.
To stay with the Spell Boost... imagine if, somewhere down the line, we are hit with this. All our Spells are low-level because we never bothered, substituting their levels with it... and suddenly, they are unusable.
Unless we throw out a massive amount of EXP to get them up to shape, we have to get into a fight with many parts of our powers unusable... and even if we do that, Cerys will be overwhelmed by how powerful her spells suddenly became.



And to get back to Reinforcement, having that multiplier is still a nice thing, especially because it will at one point cost less than upping Infinity Edge.
Plus, we know we can get a damage spike of 300% damage, which is another free x3 in exchange for some training and getting around the recoil.
 
Is it possible to create melee skills, I know we got sword and magic but I do worry one day we don't have either?
 
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