Magical Girl Quest - The Fire That Burns

I am with the rest, though; the masquerade should drop... and probably will do so soon.
You know we can force the issue or at least confront her on this, I know she's been making moves to slowly make the transition but it we don't really know what she's doing and it might be fast enough. After this it might be prudent to get her to talk about her plans and maybe even nudge her to speed it up.
 
Complete Character Sheet
Peluda
Stats

Health: 21,000
Base Damage: 680
Base Resilience: 1700
Magic Modifier: 230

Affinity: Wild | Decay
Weapon

Claws and Fangs
Level 13
Attacks Per Turn: 3
Affinity: Decay
Ability: Poison | Armour Pierce
Spells

Blight
Level 7
Base Damage: N/A
Magic Modifier: N/A
Affinity: Decay
Ability: Curse | Stack by Level

Fire Breath
Level 14
Base Damage: 1200
Magic Modifier: 150
Affinity: Wild
Ability: Melt | Primordia
Abilities

Thick Fur
-Reduces the effectiveness of armour piercing abilities and fire by 25%.

High Speed Combat
Level 2
-The Peluda is capable of tracking objects moving up to 180mph.

Harbinger of Decay
-The Peluda is a long lived and well known Legend in France. Because of this, its existence is constantly enforced upon the world. Existence is classified as Legend and regains 20% Health per turn.
 
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soon is sadly subjective. Sadly.

Letting people know that Gaia kidnapped us to tell us that might light a fire under some people's asses though.

Hmm, wonder why Gaia told us that, feels like we're missing something.
 
We are going to want to use Alpha and Omega together with dropping the temperature as far as it will go.

Also fly it doesn't seem to be able to.
 
Okay, let me analyse that.
Health: 21,000
Base Damage: 680
Base Resilience: 1700
Magic Modifier: 230
This is bad.
Harbinger of Decay
-The Peluda is a long lived and well known Legend in France. Because of this, its existence is constantly enforced upon the world. Existence is classified as Legend and regain 20% Health per turn.
And this makes it worse.

Basically, we need to deal more than 4,200 damage to it per turn in order to wittle it down.


It can do nothing to Daiyu due to her Abilities (which should also prevent the poison because it can not get that into her body), but we die in two hits. On the other hand, its Spell is fire... so we should be immune to that at least.

Staying in the air above it does sound good.
Problem is, the Fire Breath has Primordia; it can use that to intercept our spells.



Which means that we have basically two choices:
1) we push one of our spells quite a bit higher to blast it (Plasma Sphere or Juggernaut Wave, the latter would grow far faster), or push Thermal Spear and build it up for an alpha-strike with 40 Spears
2) We Alpha and Omega it into oblivion. I am not sure how big it is exactly, but we should remain out of jumping-range if we stay fifteen metres above. Problem is that it coul leap out of that with little trouble, so Daiyu needs to keep it in place at all times while being unable to hurt it.


A third option would be to push everything we have into Infinity Edge and hope that our bonuses are enough to do non-trivial damage... but this is not at all safe.



Edit: Actually, I just realised... another five levels in Juggernaut Wave would push the damage to 32k. Enough to one-shot the Peluda.
What would people think about us if we did that?
 
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Okay, let me analyse that.

This is bad.

And this makes it worse.

Basically, we need to deal more than 4,200 damage to it per turn in order to wittle it down.


It can do nothing to Daiyu due to her Abilities (which should also prevent the poison because it can not get that into her body), but we die in two hits. On the other hand, its Spell is fire... so we should be immune to that at least.

Staying in the air above it does sound good.
Problem is, the Fire Breath has Primordia; it can use that to intercept our spells.



Which means that we have basically two choices:
1) we push one of our spells quite a bit higher to blast it (Plasma Sphere or Juggernaut Wave, the latter would grow far faster), or push Thermal Spear and build it up for an alpha-strike with 40 Spears
2) We Alpha and Omega it into oblivion. I am not sure how big it is exactly, but we should remain out of jumping-range if we stay fifteen metres above. Problem is that it coul leap out of that with little trouble, so Daiyu needs to keep it in place at all times while being unable to hurt it.


A third option would be to push everything we have into Infinity Edge and hope that our bonuses are enough to do non-trivial damage... but this is not at all safe.
I'd rather get our halt to lvl 5, and lock it down. I think we get lock down then, which prevents spells from being cast.
 
I'd rather get our halt to lvl 5, and lock it down. I think we get lock down then, which prevents spells from being cast.

Yes, that would work.
But how do we hurt it enough to get around its healing property? Alpha and Omega actively eats our magic, so it would take away Halt as well and we have nothing else strong enough to do the trick.
 
Ah, I see.


I do remember there is some kind of punishment involved with breaking the masquerade.

How does the rest of the Thread feel about taking the risk?

I think there's too much risk involved with Juggernaut Wave at our current level of control. I'd rather risk a tough fight tbh.

My suggestion is to place Alpha and Omega and attempt to lock it down with Daiyu's help. The problem with that plan is that Halt is probably not gonna work with Alpha and Omega there at the same time (goddamit why did Gaia have to interrupt us before we attempt to make A and O not consume our magic...).

There are probably other ways to do it, but I'm not thinking clearly right now...

EDIT: I didn't calculate it, but would it be possible to level Plasma Sphere to 5? The milestone is likely to make it very powerful. Also probably less destructive than Juggernaut Wave.
 
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We should have enough to push Plasma Sphere to lv10, actually.
But the Milestone will not just make its damage go through the roof; it will only get another (two) Ability(ies).

I just ran it through, it will deal 2.5k damage at lv10. -1700 Base Resilience means 800 damage on hit per turn and we have only one cast per turn.

This is not even remotely enough to wittle it down that way.


Looking at it that way, I guess our only chances are Alpha and Omega and Juggernaut Wave.
One can potentially get us killed from being too close, the other might potentially expose magic or ravage the countryside.

With the damage however, it should not destroy too much; we will be fighting the Peluda in the open and far from where people live, after all. At 32k, it would not yet be enough to go far further than where we want it to hit.
 
How about we just level Juggernaut Wave enough to kite it well flying? We don't need to one shot it.
 
How about we just level Juggernaut Wave enough to kite it well flying? We don't need to one shot it.

Problem with that is that Juggernaut Wave has 4 turn cooldown. 80% of the Peluda's health comes back to it by the time we use Juggernaut Wave again. and we'd have to stall it for those 4 turns.
 
Yes, that would work.
But how do we hurt it enough to get around its healing property? Alpha and Omega actively eats our magic, so it would take away Halt as well and we have nothing else strong enough to do the trick.
The last time we did an alpha strike with thermal spears, we got 40 of them.
If we get that many again, we deal ~15k damage with the opening strike, because of double cast without having to even level it.
 
Why not pull that same move we did on that other monster. Fly up far enough they can't see us, spawn mad lances and with the help of our battle sister make it stationary enough to drop down the light of the righteous.
 
Raising our Weapon level to 11 probably won't help, excepting us getting a very good LVL10 ability.
this would raise our base damage to 179 and our MM to 110
With Knights Aria that goes to 304 damage and 187 MM
Reinforcement raises our base damage to 440 or 384 depending if it's additive or multiplicative with Knights Aria. Can you answer that @Rukia ?
Crush tripples it after.
Which gives us:

(Ignition Knight: +179 Infinity Edge, +187 Dice, +125 Knights Aria, +80 Reinforcement x3 Crush = 1713 Total Damage (additive variant, high dice)
(Ignition Knight: +179 Infinity Edge, +0 Dice, +125 Knights Aria, +80 Reinforcement x3 Crush = 1152 Total Damage (additive variant, low dice)

(Ignition Knight: +179 Infinity Edge, +187 Dice, +125 Knights Aria, +136 Reinforcement x3 Crush = 1881 Total Damage (multiplicative variant, high dice)
(Ignition Knight: +179 Infinity Edge, +0 Dice, +125 Knights Aria, +136 Reinforcement x3 Crush = 1320 Total Damage (multiplicative variant, low dice)


Defensive Roll would be:

Peluda: +1700 Base Resilience, +230 Dice, -425 Armour Pierce +106 Thick Fur = 1611 Total Reduction
Peluda: +1700 Base Resilience, +0 Dice, -425 Armour Pierce +106 Thick Fur = 1381 Total Reduction


Meaning we make 0 - 500 damage per hit with our sword, even if we raise it a lot.
 
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Problem with that is that Juggernaut Wave has 4 turn cooldown. 80% of the Peluda's health comes back to it by the time we use Juggernaut Wave again. and we'd have to stall it for those 4 turns.

The main problem is actually the healing; stalling would work just fine, seeing that Daiyu is still invincible to it.
Plus... I think the more severe body modifiers start showing up below 50% Health, so even if we just punt it down to 25%, it would probably lose at least a leg and most of its fur while sustaining pretty terrible internal injuries. That would likely stun it for a turn or two while the damage heals.


The last time we did an alpha strike with thermal spears, we got 40 of them.
If we get that many again, we deal ~15k damage with the opening strike, because of double cast without having to even level it.
Why not pull that same move we did on that other monster. Fly up far enough they can't see us, spawn mad lances and with the help of our battle sister make it stationary enough to drop down the light of the righteous.
Yes, but we can only cast two per turn; charging this up takes 20 turns... and the Peluda regenerates its Health back far faster while we have nothing else to hurt it with.
Would need levels in Thermal Spear for that.

Meaning we make 0 - 500 damage per hit with our sword, even if we raise it a lot.
Yep, which is useless. We have four hits per turn at most, which would do less than the 4.2k-threshhold it regenerates per turn.




Okay. I just ran another set of calculations.

Our options are as follows:
1) A Sea of Spears: With Thermal Spear at lv11, we can charge up fourty of those for a minimum damage of 22,320; with Magic Modifier, this would be enough to assuredly kill the Peluda in one hit.
-Addendum: We could leave it at lv10 and hope for Spell Boost to do the rest
-Addendum: We could leave it lower and finish the Peluda with a few more levels in Juggernaut Wave; but that would destroy the countryside again. (Still, three levels would turn the damage into 8k, enough for a last hit)
Pro: Tested and safe method
Con: Preparing this might set off the Peluda; damage overall would still destroy the countryside; if the alpha-strike is negated somehow, we are in trouble


2) Alpha and Omega the thing. We could get another 3 levels with the EXP we have, turning the first damage up to 152; seeing that it doubles each turn, it would then take about seven turns of continuous usage to kill the Peluda. Otherwise eight to nine turns.
Pro: Tested method, works as intended
Con: Not safe if the Peluda jumps for us or throws things; requires the creature to remain in range; we can not work any other magic while using it


3) Juggernaut Wave to lv8 and alpha-strike the Peluda to death
Pro: Guaranteed kill, works and is safe
Con: Will destroy the countryside


4) A mixture of 1 and 3; push Thermal Spear to lv8 for minimum 12,920 damage (not counting MM or Spell Boost), then Juggernaut Wave to lv6 for 8,000 damage; charge up the spears and rain them down, then follow up with the wave in the same turn.
Pro: Might not destroy the countryside (as much), works from a safe distance
Con: We are in trouble if it does not work; preparing this might set off the Peluda



Discarded ideas:
-Hit with sword: even if we had the damage necessary for this (we have not; lv10 with all buffs would reach 1.8k at best), we can not afford going near this thing unless absolutely necessary
-Plasma Sphere: Too little damage for what we are doing





With all this in mind... we have no choice, really. If we had the damage to actually hurt it with normal attacks, this might be different... but as it stands, our only viable strategy is to end this quick either way.
Honestly, I am not a fan of Alpha and Omega right now; too much could go wrong with that.


Edit: after the last time we tried to go for less collateral and almost died... I am reluctant.
 
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Yes, but we can only cast two per turn; charging this up takes 20 turns... and the Peluda regenerates its Health back far faster while we have nothing else to hurt it with.
Would need levels in Thermal Spear for that.
It is not being hit with anything during those turns. It is an alpha strike. It is not a part of battle. There will be nothing for it to regenerate from.
 
It is not being hit with anything during those turns. It is an alpha strike. It is not a part of battle. There will be nothing for it to regenerate from.
If we kill it with the alpha-damage. Otherwise we have to charge that up again, so it is basically putting everything on one shot.

And with that going above the 20k-threshhold that was set to determine when damage starts doing collateral anyway, we still destroy the countryside.
 
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I see one way it could go well for us (which likely Rukia planned): team up with Diayu.

Diayu is explicitely a tank. She can tank hits Preluda hits, while Cerys can keep enemy within range of Alpha and Omega. Only issue is, that I believe Cerys do not know that Diayu is immune to that, and there is no time for experiments.

<sigh> plus, irrational as it is, I do not really like Diayu. I felt better when Cerys was alone.

Otherwise, we may need to speak with Karen to discuss Juggernaut Wave option - and risk involved in it.

Btw - if wave was directed straight down and fired from close distance, how big damage to area would be? Would it just splash around, or be focused on Preluda and bury her in earth?

If we went behing Preluda and tried continuously using/refreshing Halt... do we have realistic chances of keeping it still and not attacking? If so that that plus Alpha/Omega plus Ignition Aura may be a way to go.
 
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Hasn't it been said to cause problems with Gaia if we start taking chunks of the earth out? I'm not liking the idea of juggernaut wave and would much rather have Daiyu tank while we alpha and omega.

This idea of alpha strike is getting to be a problem, what if the next enemy is just better then the Peluda in every way? What do you want to destroy the continent to kill it? We need to make alpha and omega better to deal with these kinds of situations where brute force nukes cause more damage then the enemy.
Diayu is explicitely a tank. She can tank hits Preluda hits, while Cerys can keep enemy within range of Alpha and Omega. Only issue is, that I believe Cerys do not know that Diayu is immune to that, and there is no time for experiments.
This.
<sigh> plus, irrational as it is, I do not really like Diayu. I felt better when Cerys was alone.
But not this, this is just heresy.:tongue:
 
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