Under the Open Sky (CWMGQ Spinoff)

So, looks like Arc is going to go after said MG? Well, we should prep for counter-MG combat anyway. We can't load enough power to kill a leg anyway, even with Heavy Caliber. Wave Force will be useless against a Huge enemy.

Also, Arc will be fainting after this combat, right? I want to eat an entire cargo chopper when we get to go to the air force junkyard, see if that lets us carry around people without being slowed down.
 
So...Wave Force on the Crab?
In terms of damage, Wave Force won't work for the same reason METEOR didn't work. It's got an ability that makes Scale to Target read its Maximum Health as a lot lower than it actually is.

What we can do though is purchase Horrorslayer and then set Panoply to Multi-Shot | Danmaku | Heavy Caliber | Horrorslayer, so that two regular attacks is enough to kill a Claw or Leg, letting us kill two of those per turn unless interrupted. This would delay it long enough for Team GEAR to arrive.

Other things are currently being discussed in Discord, related to complicated mechanics. I'll hold off on mentioning any of that until we get some Word of God.

Also, we can first cast Guardian Touch on Arc Mastermind so that she is a bit safer when dueling her rival.
 
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Ok, here's what I'm thinking.

[X] Plan Attack The Shadow
-[X] Let Arc Mastermind deal with Lunatic Psyker while you handle the shadow
-[X] Make sure to equip Darkslayer to your Panoply, then use Spell-Boost in conjunction with Adamantine and Omnicaster to Wave Force the shadow into paste
-[X] If for some reason you can't use Wave Force to get rid of the shadow, use Aggressive Absorption instead
-[X] Try to help Arc if it looks like she needs it
-[X] Once the shadow is gone and Psyker has either been killed or driven off, focus on the crab.
-[X] Equip Heavy Caliber, Multi Shot, Danmaku, and Adamantine when dealing with the crab, then get to work

[X] EXP Plan Dark Consumption
-[X] Purchase Darkslayer (420)
-[X] Upgrade Aggressive Absorption to level 10 (90)
-[X] Purchase Emulate Fire (40)

Lunatic isn't very fast, so her shadow shouldn't be able to dodge Wave Force. Darkslayer might not give any bonuses to a Spell-Boost (though I hope it does), but it'll be useful if we can't just Wave Force the shadow to death. Arc and Lunatic are both powerful, so let's try to stay out of their way until the shadow is dead. Ironically enough, thanks to the interaction between growth affinity (or lack thereof) and To Defy The Gods, odds are good that the shadow is more dangerous to us than the original Lunatic Psyker.

Upgrading Aggressive Absorption gives us a tenth time it hits, and has a chance to give it a new Ability or Affinity. Purchasing Emulate Fire should get one more thing out of the way, and it puts us in a good position to purchase both Mark and Flare Arrow next update, depending on how much XP we get.
 
-[X] Equip Heavy Caliber, Multi Shot, Danmaku, and Adamantine when dealing with the crab, then get to work
Are you intending to attack the main body or one of its limbs?

Multi-Shot + Danmaku only gives a Total Damage of 9,600 + (3 * 1d600). That's between 9603 and 11,400.

The Crab's main body has a Damage Reduction of 6,000 + 1d5,000. That's between 6,001 and 11,000. And it has a gigantic amount of Health. We aren't going to be doing more than annoying it that way.

The crab's limbs have 7,500 Resilience and may or may not use the Crab's MM of 5,000. And they have 35,000 Health each. We're not killing them that way either.


Our goal here should be to:
  1. Keep ourselves and Arc Mastermind alive.
  2. Destroy a few of the Crab's legs within 3 turns so that it takes it longer than 5 turns to reach the Counter Force's defensive line.
If we can stall the Crab by 1 or 2 turns, then Team GEAR will arrive and the Crab will get annihilated by Nepgear's Celestial Severance, which is strong enough and spammable enough that it will quickly kill the Crab despite being subject to the 87% reduction of Titanic Enemy.



If we buy Horrorslayer instead of Darkslayer, then two ranged attacks from Summit can take out one of the Crab's legs, and she can do that twice per turn.
 
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Hmm...fair points. Ok then, how about this:

[X] Plan Delay the crab
-[X] Cast Guardian Touch on Arc Mastermind
-[X] Equip Horrorslayer, Multi Shot, Danmaku, and Heavy Caliber, then start attacking Massy's legs. Be sure to toss a Wave Force at the shadow or Lunatic Psyker if you can make it hit, two on one isn't a good thing.
-[X] If Arc Mastermind is in trouble, help her out by switching your Panoply to Omni Caster level 4, then start Wave Forcing until Arc is in a better position. Once she is, return the Panoply to its previous configuration and focus on the legs again.

[X] EXP Plan Kill
-[X] Purchase Horrorslayer (420)

Ok, Horrorslayer should let us kill the legs and arms soon. Focusing on the legs first slows it down, and getting rid of the arms takes away it's main offensive weapons. With Arc boosted with her spell and Guardian Touch, aided by the occasional Wave Force from us, she should be able to hold out long enough for us to delay Massy.

If she really needs help, then we'll help her with long range attacks in the form of Wave Force, then get back to work on the crab.
 
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Eh. Is indulging Tony Chan beserver rush with minimum support wise when she's the bombardment girl who's supposed to Crack dem legs? Maybe try getting her to I'd target and coordinate for massive damage while someone else deals with her? Or just get a stronger team while we Crack legs.
 
Hmm...fair points. Ok then, how about this:

[X] Plan Delay the crab
-[X] Cast Guardian Touch on Arc Mastermind
-[X] Equip Horrorslayer, Multi Shot, Danmaku, and Heavy Caliber, then start attacking Massy's legs. Be sure to toss a Wave Force at the shadow or Lunatic Psyker if you can make it hit, two on one isn't a good thing.
-[X] If Arc Mastermind is in trouble, help her out by switching your Panoply to Omni Caster level 4, then start Wave Forcing until Arc is in a better position. Once she is, return the Panoply to its previous configuration and focus on the legs again.

Ok, Horrorslayer should let us kill the legs and arms soon. Focusing on the legs first slows it down, and getting rid of the arms takes away it's main offensive weapons. With Arc boosted with her spell and Guardian Touch, aided by the occasional Wave Force from us, she should be able to hold out long enough for us to delay Massy.

If she really needs help, then we'll help her with long range attacks in the form of Wave Force, then get back to work on the crab.
Well, for one thing, Horrorslayer requires spending some EXP.

Second, spamming Wave Force like that doesn't work very well, because unless we use the 'slow' version of it, casting it means that nobody (including ourself) can cast any spells for the rest of the turn.

Lastly, what do you plan to do if the Crab casts its giant fire blast with Apocalypse? Dealing with that is one of the things I'm waiting on answers about in Discord. The other thing waiting for a mechanics comment from Crystalwatcher (or possibly LostDeviljho) is that Kelllogo might have accidentally made this fight trivially easy due to misunderstanding mechanics.

I've been waiting on those answers before posting a plan.
 
Out of curiosity, do we still have Mica's spear? If we do we should probably absorb it or decide if we can stab people with it.
 
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(Ramming Speed: 1700 Base Damage, +246 Dice, +850 Head-On Collision = 2896 Damage

Herokiller Mica: 999 Resilience, +698 Dice, +1200 Herokiller's Mantle, +5792 False Existence, -5993 Juggernaut, +200 Bigger Object in Collision = 2896 Damage Reduction

0 End Damage)
Wait. really, the exact same damage/damage reduction result? Wow.

This has repercussions for your plan. Maybe she's vulnerable to her own weapon? You grab her spear from where it's fallen.

Mica pushes herself up with her wings and shoots you a look of pure scorn. "You've accomplished nothing. I'm going to make flower girl wilt and nothing-"
Saaay... Would anyone mind if we nom on this spear? I think we might get Juggernaut out of it without paying for it from our Ability Ladders. Author, please state your opinion on whether we can eat it, whether we will be allowed to, and whether we'll get Juggernaut or something else out of it?

@ShadowAngelBeta - no we won't be gatting Anti-Light, that was Mica's spell, not her spear.

I mean, it's the last time we've seen this spear in the chapter as well.

Now, notes on the plan.
Guardian Touch is a good idea.
Do Massy's legs have the same HP gauge as her Massive Claws?
On topic of fists - yeah, let's stay the fuck away from them.
 
HEY! I have a wild idea!

We know we can Shift someone else with us. Even if it's unpleasant.
What happens if we try to Shift or Gate Massy somewhere a few miles back?

EDIT: Damage calcs...

Equip Horrorslayer, Multi Shot, Danmaku, and Heavy Caliber, then start attacking Massy's legs...
Hmm.

(Horrorslayer Panoply: Base Damage 1200, +d600 Dice, +300 x10 Danmaku, +6000 Horrorslayer = 10500 (avg)
Horrorslayer Panoply: Base Damage 1200, +d600 Dice, +300 x10 Danmaku, +6000 Horrorslayer = 10500 (avg)
Horrorslayer Panoply: Base Damage 1200, +d600 Dice, +300 x10 Danmaku, +6000 Horrorslayer = 10500 (avg)

Total Damage 31500

Massy's Leg: Base Resilience 7500, +d5000 Dice = 10000 Damage Reduction (avg)

End damage 21500

Huge Enemy: Negated by Heavy Caliber

Final End Damage 21500

Massy's Leg: 35000-21500=8500 Health)


Something like that...

While with level 10 Agressive Consumption (warning, melee attack):

(Agressive Consumption: Base Damage 200, +d100 Dice, +1200 Spell Boost = 1450 (avg) x10

Total Damage 14500

Massy's Leg: Base Resilience 7500, +d5000 Dice = 10000 Damage Reduction (avg)

End damage 4500

Huge Enemy: 75% Damage Reduction

Final End Damage 1125

Massy's Leg: 35000-1125=33875 Health
Missy's Leg lowers Resilience by 112!)
 
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Error: System Overload, too much mass.
Yeah, kinda figured out that would be the case.

On a different note, we might want to save ourselves (300+310+320+330+340+70)=1670 XP to get Panoply 35 and Instant Manufacture if we're staying here for the repairs after tonight... Or for contacting Machine Code for her ideas. IM would probably speed up our restoration of the tanks, and we'd be able to repair about 50 of them in short-ish order. This will allow us to recoup some 500+ XP, and will earn us quite a bit of Merit. Bonus is we're at the next tier of Panoply abilities as well. Thoughts?
 
Yeah, kinda figured out that would be the case.

On a different note, we might want to save ourselves (300+310+320+330+340+70)=1670 XP to get Panoply 35 and Instant Manufacture if we're staying here for the repairs after tonight... Or for contacting Machine Code for her ideas. IM would probably speed up our restoration of the tanks, and we'd be able to repair about 50 of them in short-ish order. This will allow us to recoup some 500+ XP, and will earn us quite a bit of Merit. Bonus is we're at the next tier of Panoply abilities as well. Thoughts?
Scavenging the battlefield for interesting things to eat, such as Mica's spear, will also give a significant amount of EXP.
 
Ok, we got answers from Discord! Fun times or retcons ahead!

Discord said:
Me:
I guess we can ask @The Workshop. Do magical golems cease to function when hit by Grand Dispel, is there a way to write "Spell-Cancel, but lasting until the end of the turn", and does an spell with Spell-Cancel need Intercept (False) in order to protect yourself from an enemy spell?

Crystalwatcher:
Depends on the level.
Ranges from frizting up for a turn to spontaneously disentigrating until theyre re-summoned.

Me:
So, if attacked by
Wave Force
-Summit riles up the space between dimensions, then flings it at an enemy.
Level 20
Base Damage: 80% of target's max health
Magic Modifier: 400 +20 per level
Affinity: Discovery
Ability: Unstoppable | Scale To Target | Grand Dispel

Crystalwatcher:
If the golem is purely magical it'll desintigrate, or otherwise get permanently disabled until it's owner resummoned/reenchants it.

Me:
Good to know
And what about spells that have Spell-Cancel? Do you need Intercept (False) to use them to block spells?

Crystalwatcher:
Depending on the way the dispel works, yes.

Me:
In this case, attempting to use
Quell
-A scattering of green sparks.
Level 1
Base Damage: 1
Magic Modifier: N/A
Affinity: Protection
Ability: Spell-Cancel
to protect yourself from
Hellfire
Level 30
Base Damage: 18,000
Magic Modifier: 6,000
Affinity: Fire | Horror
Ability: Apocalypse

Crystalwatcher:
It'll keep you alive, but unlikely for anyone else standing close to you.

Me:
Good enough. Only other person in range is a high growth affinity MG
Would using that defensively require some true or false version of Intercept?
When you're far enough away from the attacker that melee combat is impossible.

Crystalwatcher:
False would likely be necessary.
So in short, the Grand Dispel of Wave Force should instakill Lunatic Psyker's shadow since its a construct made of pure magic, and once we get a little bit of practice in, we'll be able to block spells by tossing a Quell in their path.
 
Out of curiosity, do we still have Mica's spear? If we do we should probably absorb it or decide if we can stab people with it.

Huh. Good idea. Might get something Anti-Light out of it. More limited use for us, but enemy MGs might always have that affinity.
:oops: You've got it. The spear is too big to Fuse presently, but you could ask someone to break it into bite-sized pieces later. Or smack people with it if you needed Juggernaut more than Protean abilities.

I'll add that in in a bit.

HEY! I have a wild idea!

We know we can Shift someone else with us. Even if it's unpleasant.
What happens if we try to Shift or Gate Massy somewhere a few miles back?
The typical limit for Shifting is that Summit can lift it. Unwilling Shift targets also must have substantially less Magic to yank them with you.
 
[X] Plan Delay the crab
-[X] Cast Guardian Touch on Arc Mastermind
-[X] Equip Horrorslayer, Multi Shot, Danmaku, and Heavy Caliber, then start attacking Massy's legs. Be sure to toss a Wave Force at the shadow or Lunatic Psyker if you can make it hit, two on one isn't a good thing.
-[X] If Arc Mastermind is in trouble, help her out by switching your Panoply to Omni Caster level 4, then start Wave Forcing until Arc is in a better position. Once she is, return the Panoply to its previous configuration and focus on the legs again.

[X] EXP Plan Kill
-[X] Purchase Horrorslayer (420)
Wave Force can't be spammed because the Grand Dispel prevents Summit herself from casting any spells for the remainder of the turn (unless she uses the 'slow' version of Wave Force). We can help out Arc Mastermind once Team GEAR arrives to actually kill the crab.

Also, it might be worth casting one Wave Force at the Crab once per turn, simply so that it can't use its giant Apocalypse spell. Its main body only has one attack per turn, so keeping that locked down shouldn't be too hard.
 
Anyway...in light of new information, here's a new plan

[X] Plan Stalling Tactics
-[X] Start by hitting the shadow with Wave Force, then switch your Panoply to Multi Shot, Danmaku, Heavy Caliber, and Horrorslayer. When you can use magic again and get a chance, cast Guardian Touch on Arc Mastermind.
-[X] Begin attacking and destroying Massy's legs. If it looks like Massy is going to attack, dodge, and use your teleportation ability if needed
-[X] Try to use Wave Force each turn in such a way that it disables Massy's spell casting ability, while leaving Arc Mastermind's intact. If needed, use teleportation to achieve this.
-[X] Keep out of the way of the fight between Arc Mastermind and Lunatic Psyker, but take a few pot shots at Lunatic from time to time.

[X] EXP Plan Kill
-[X] Purchase Horrorslayer (420)
 
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If it looks like Massy is going to use a spell, prepare your Quell spell
Remember that we can't block the spell with Quell unless we first practice to get Intercept (False).

On the other hand though, preemptively hitting Massy with Wave Force will forbid it from casting a spell that turn. Preemptively hitting it with Quell will not do that (need to hit it right before it casts the spell).
 
You've got it. The spear is too big to Fuse presently, but you could ask someone to break it into bite-sized pieces later. Or smack people with it if you needed Juggernaut more than Protean abilities.
Good to know.
1) We will probably nom it, if only to stop Floral Glory from having flashbacks (or us from losing the spear).
2) So it means Fuse mention of "10 cm circumference per level" refers to a sphere of this size, not to a aperture (into which this spear would fit)?
3) Does Aggressive Absorption have the same benefits as Fuse, only turned to combat? And if yes, can't we cast AA on the spear to nomnomnom it?
4) @ReaperofInterest, please add casting Guardian Touch on Arc Mastermind first thing.
 
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