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Author Topic: SaGa Frontier Bosses  (Read 14881 times)

Laggy

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SaGa Frontier Bosses
« on: August 27, 2008, 08:20:27 PM »
Boss Index (50)
Blue's Quest (4)
. Kylin
. TimeLord
. DragonLord
. Hell'sLord - final boss
Red's Quest (16)
. Armorpilla
. Sphinx
. Platyhooks
. Goblin
. MBlack
. Blackgarb
. Arachne aka Campbell
. Cyclops
. Shuzer form 1
. Shuzer form 2
. Berva form 1
. Berva form 2
. MBlackII
. BlackX
. MBlackIII
. BossX - final boss
Emelia's Quest (4)
. Nidheg
. Goblin
. Gargantu
. Diva - final boss
Asellus's Quest (12)
. DevilSquid
. FireSage
. WaterSage
. GreenSage
. LionPrincess form 1
. HunterKnight aka Ciato
. Giant
. Griffin
. BatKnight aka Ciato
. LionPrincess form 2
. *BlackKnight aka Rastaban
. Orlouge - final boss
T260G's Quest (5)
. Vulcan
. SirDemon
. VulcanII
. MecGod
. GenocideHeart - final boss
Riki's Quest (7)
. VulcanII (see T260G listing)
. Platyhooks
. Tanzer
. Mollasite
. DevilSquid
. Virgil
. MasterRing - final boss
Lute's Quest (2)
. Giant (see Asellus listing)
. Spriggan aka Mondo - final boss

*Not finished.

First off, a big thanks to all those who helped me compile this: Niu, Neph, and Infinity in particular. Much of the stat information was gathered thanks to their efforts.

All bosses are taken against what I consider to be a "standard" party. I generally exclude monsters entirely (save Riki, for obvious reasons); I attempt to make a party of three humans, one mystic, and one mec. Cases where that's not possible has me throw in an appropriate filler character according to the plot (a mystic for Asellus, a mec for T260G, etc.) All characters are raised in one obvious skill tree (swords, guns, fists, magic, physical/magical mystic, Mec weaponry), and kept training in that area for a better spread. As the game encourages it through its character selection, swordsmen are favored the most out of everything, and their damage tends to best represent "average".

Equipment is vital in SaGa. It heavily affects damage taken, and allows even extremely underleveled characters to beat a quest with relative ease if you know what you're doing. In-game, storebought items are quite expensive and there is no easy way to gather money save the Takonomics trick (more on that later). In general, I use three tiers of equipment choice: the earlygame, where one makes do with whatever one can have - mostly initial equipment; the midgame, where I assume the best equipment choices from the Junk Shop (a money-friendly trick to load up for your party); and the endgame, where I assume best storebought equips, period. For the latter two, the items worn to calculate boss damage are taken against a CyberSuit/any shirt (for midgame) or a PowerSuit/HyperWear (for endgame). Shields are also available (ShellShields storebought, ExcelShields by Junk Shop), and more often than not play a large role in blocking enemy attacks; nearly every physical listed in this topic is blockable by a shield, and a character can equip multiple shields. Take this as you will.

As far as "maximum level" goes, I generally target 750 HP as the preferable average as endgame. Some may see it higher, some lower, but playing the game blindly (that is, without abuse of the many known exploits such as Takonomics) generally sees a party around that strength when the final boss comes around. It is notable that the last tier of random encounters, famous for monsters such as Dullahans, Krakens and/or Suzakus, tend to start appearing around the 600 HP range. Certain quests may find this number to be higher or lower depending on difficulty (Asellus's quest is exceptionally long, Lute's quest is exceptionally short, and so forth), so my own playstyle may change things a bit there.

Speed is semirandom in SaGa, and as such, take any figures listed with a grain of salt as far as that goes. I have attempted to simplify enemy speed to the best of my ability, but there is really no good way to do it. Given the volatile and highly dynamic nature of SaGa's system - from everything to party building, enemy stats, and damage figures - the numbers can easily differ depending on your experience and play style. This stat topic is intended to serve mainly as a refresher and memorance of a particular boss's skillset; forgetting crucial moves is quite easily done, since in general SaGa bosses tend to fall fast ingame and rarely use their entire moveset to its maximum potential. (It is good that they don't, because they have a startling trait to possess seldom-used MT OHKO attacks.)

All bosses are generally immune to instant death and statuses. Exceptions have been noted. Additional immunities are also listed, as are notable equipment (shields, for instance).

Attack terminology that I have used:
magical - what falls as traditional magic. Such attacks have a spellcasting animation associated with the mainstream spells in SaGa (Light, Realm, Mystic, etc.) Note that this is pretty much the only distinction SaGa ever makes to separate non-magical and magical attacks. Attributes play no part in distinguishing an attack from being magical or not.
line effect, area affect - attacks that aren't truly MT but can strike multiple targets due to position. This generally has no impact in the DL.
initiative move - always goes first in the round. In the case of multiple initiative moves being used on the same round, normal checks to Qui scores are made.

Status effects (all status effects except Stone wear off in time):
Stun - Lose your turn for that round. Only works if the stunner goes first, obviously.
Venom - Ye basic poison, lose 10% mHP at the end of every round. Can be lethal.
Sleep - Standard RPG sleep; character doesn't act. Any damage effect cancels it.
Palsy - Paralysis. The character cannot act until it wears off.
Blue Mess - Randomly lose turns (the inputted action doesn't go off). Happens seldomly, generally worthless.
Red Mess - Confusion. Can use any move on any target, including self-harmful ones.
Charm - Always do beneficial actions for the enemy or harmful ones against the PCs, including self-harm. Damage doesn't remove this, it has to wear off.
Angry - Essentially silence. Reduced to only basic physicals/weapons.
Stone - Petrify. Character is immune to all damage and effects while petrified. Permanent, game over status.
(Fire/Ice/Bolt)Barrier - Elemental shields that can be created by certain effects, often by getting hit with the appropriate elemental attack. While a shield is active, the character has effectively 99 resist in the corresponding element (Heat/Cold/Electricity) and counters all contact attacks with roughly 300~ damage of the appropriate element. Wears off after three rounds.

Elements (called attributes) in SaGa consist of the following:

Slash, Strike, Pierce - The generic physical attack types. Slash attribute attacks are associated with swords, Strike associated with fists, and Pierce associated with guns.
Heat - The equivalent of the fire element.
Cold - The equivalent of the ice element (not water, which gets its own distinction in SaGa.)
Electric - The equivalent of the lightning element.
Light - Debatable. Light in SaGa extends to many things, far from the generic holy-elemental definition (both Re-Al-Phoenix and TimeEclipse are Light attribute attacks, to give you a hint...)

Note that attacks can consist of more than one attribute (and often do). An attack with multiple attributes always hits the weakest defense of the target. Bosses' resistance to attributes have been listed where possible; these numbers are essentially their defense values. How much a resistance actually reduces damage of a particular attribute is unknown (albeit scores of 99 are generally effective immunity).

VIT is SaGa's universal defensive stat. The formula for damage reduction is: [VIT/4]/128 percent reduction.

Additionally, special types of attack exist in SaGa that are worth noting: Water, Ground, Sonic, Gaze, and Psychic attacks. Several items immune these in-game, storebought at that, and sometimes are more often than not -needed- to survive some particularly vicious attacks from enemies or bosses. Take this as you will. They are not elements or attributes, however.
« Last Edit: December 29, 2010, 08:25:29 PM by OblivionKnight »
<Eph> When Laggy was there to fuel my desire to open crates, my life was happy.  Now I'm stuck playing a shitty moba and playing Anime RPGs.

Laggy

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Re: SaGa Frontier Bosses
« Reply #1 on: August 27, 2008, 08:22:40 PM »
Blue's Quest
Party: Blue, Gen, Liza, T260, Dr. Nusakan

(I assume endgame equipment for all of Blue's bosses. There's no reason not to, really, the way they're fought.)

Kylin

HP: 45000~
Speed: 71 Qui.
Resistances: 24 Slash/34 Hit/34 Pierce/34 Heat/34 Cold/34 Electricity/24 Light. 41 Vit.
Immune to Water, Sonic, Ground

Kylin always casts LightShift on its first turn.

LightShift: Brings sunlight into the battlefield; allows Kylin to regen 1000 HP/round, magical
Dash: 250 damage, causes pushback, strike-attribute, line effect
VaporBlast: 230 damage, criticals against floating targets, pierce-attribute, magical
ReverseGravity: 540 damage, causes Stun (success rate 3/20), strike-attribute, magical, MT
SacredSong: 660 damage, Sonic attack, light-attribute, MT
MysteryTap: Causes Blue Mess (success rate 3/6), MT
Vortex: Dispel, hits entire battlefield, magical

Party Statistics
Blue: 549 HP, 46 Qui
Gen: 683 HP, 51 Qui
Liza: 662 HP, 57 Qui
T260: 800 HP, 99 Qui
Dr. Nusakan: 731 HP, 83 Qui
Average: 685 HP, 67 Qui

PC Damage
Blue's MegaWindblast: 1950
Blue's Tower: 8500
Gen's HeadWind (Kusanagi): 2300
Liza's SkyTwister: 2350
T260's PluralSlash (LordStar): 3600
Dr. Nusakan's GriffithScratch: 2600
Total damage per round: 12800

Comments: Ow. Kylin hits hard, and hits everyone. Both SacredSong and ReverseGravity are bad news in a fight, and the former can't be PsychicPrisoned, either, making it almost a necessity to come in prepared and immuning sonic. Otherwise, his durability is respectable, and he's an overall solid boss with great crowd control; unlike many SaGa bosses, he -does- tend to use his MT attacks in-game.


TimeLord

HP: 60000~
Speed: 60 Qui.
Resistances: 24 Slash/34 Hit/34 Pierce/34 Heat/34 Cold/34 Electricity/24 Light. 60 Vit.
Immune to Psychic

TimeLord always casts GlassShield on his first turn.
After losing 50% of his HP, TimeLord casts OverDrive on his next turn.

GlassShield: Blocks any one attack; if attack was a short-range physical, counters with BrokenGlass, dealing 840 ITD damage, magical
Physical: 130 damage, strike-attribute
Kick: 140 damage, strike-attribute
PoisonusBlow: 240 damage, strike-attribute, causes Venom (success rate 3/7)
PowerBeat: 300 damage, strike-attribute, causes Stun (success rate 1/3)
QuickSand: Highly variable damage (190-660) damage, average 425, strike/light-attribute, causes Stun (success rate 2/12), misses floating targets, MT
ChaosStream: Highly variable damage (50-250), average 150, light-attribute, causes random status effect (success rate 8/25), magical, MT
PhantasmShot: 250-350 damage, light-attribute, causes random status effect (see PC PhantasmShot, success rate 4/6), magical
TimeEclipse: 500 damage, light-attribute, causes Stone (success rate 18/21) and lowers QUI -massively- (success rate 3/3), magical
Fascination: Causes Charm (success rate 2/2), magical
DelayOrder: Lowers QUI (success rate 6/9), magical, initiative move
PsyNet: Causes Palsy (success rate 19/20), MT
OverDrive: Grants 6 turns in succession, magical, initiative move, usuable only below 50% HP, OPB

Party Statistics
Blue: 549 HP, 46 Qui
Gen: 683 HP, 51 Qui
Liza: 662 HP, 57 Qui
T260: 800 HP, 99 Qui
Dr. Nusakan: 731 HP, 83 Qui
Average: 685 HP, 67 Qui

PC Damage
Blue's MegaWindblast: 2100
Blue's Tower: 9100
Gen's HeadWind (Kusanagi): 2400
Liza's SkyTwister: 2550
T260's PluralSlash (LordStar): 3950
Dr. Nusakan's GriffithScratch: 2800
Total damage per round: 13800

Comments: Uhm... don't hit him with short range physicals. Also, don't be vulnerable to petrify, and don't hit him below 50% HP, either. Meet all of this, and survive near-OHKO damage every turn and your speed getting raped, and you have a winning formula against TL's famed boss form. Nasty in pretty much every regards, and TimeEclipse is just brutal as a multipurpose spell, wrapping a lethal status, high damage and speed breaking all into one.


DragonLord

HP: 55000~
Speed: 75 Qui.
Resistances: 23 Slash/23 Hit/23 Pierce/13 Heat/13 Cold/13 Electricity/23 Light. 82 Vit.

Blocks deflectable attacks with Deflect about 25% of the time.
Counters close-range attacks with Kasumi about 25% of the time.

Physical: 130 damage, slash-attribute
Heaven/Hell: 400 damage, strike-attribute, causes Stun (success rate 4/7)
DeadEnd: 540 damage, slash/pierce-attribute, causes instant death (success rate 3/4)
ThunderThrust: 360 damage, slash/pierce/electric-attribute
TailHit: 390 damage, strike-attribute, causes Stun (success rate 2/5), area affect
GasFlame: 100 damage, heat-attribute, lowers QUI (success rate 4/15), MT
Deflect: Blocks a deflectable attack, used automatically
Kasumi: 540 ITD damage, used only as a counter to close-range attacks, negates the enemy's attack completely

Party Statistics
Blue: 601 HP, 46 Qui
Gen: 764 HP, 53 Qui
Liza: 735 HP, 60 Qui
T260: 800 HP, 99 Qui
Dr. Nusakan: 818 HP, 83 Qui
Average: 744 HP, 68 Qui

PC Damage
Blue's MegaWindblast: 3800
Blue's OverDrive + StasisRune sequence: 31750
Gen's LifeSprinkler (Kusanagi): 3500
Liza's SkyTwister: 2600
Liza's DSC: 12550
T260's PluralSlash (LordStar): 4050
Dr. Nusakan's GriffithScratch: 2550
Total damage per round: 16500 (54400 w/ OverDrive and DSC)

Comments: Automatically sub-Jogurt durability due to facing Uber Blue. Ignoring that... decent at an anti-physical game (both Deflect and Kasumi combine for decent walling), as well as various options ranging from ID to stunlock running off of pretty good speed - but it's all singletarget, and physical.


FINAL BOSS - Hell'sLord

HP: 100000~
Speed: 50 Qui in human form, 20 Qui in dragon form.
Resistances: 24 Slash/48 Hit/32 Pierce/34 Heat/34 Cold/26 Electricity/24 Light. 40 Vit in human form, 50 Vit in dragon form.

Hell'sLord has several attack patterns. They can generally be executed in any order, but always consist of the following combinations.

Hell'sLord has two forms, each with their own attack patterns; at the end of a round he can, at will, change forms. Doing so has no effect other than alternating between available attack lists (the human form uses magical attacks, the dragon form uses physical ones, generally).

When starting the battle and while in human form, all damage inflicted on Hell'sLord is reduced to 25% of norm. This lasts until a spell hits him. Everytime Hell'sLord reverts to human form, this damage reduction is reset, requiring another spell to be cast to break it again.

Human Form
LifeSteal: Drains 1 LP which then heals an amount equal to the target's mHP (success rate 2/6), causes Palsy (success rate 1/2), fails on instant death immunity (has accuracy issues nonetheless)
IllStorm: Causes Venom (success rate 6/12), MT

Sabers: 400 ITD damage, MT

Smile: Causes Palsy (success rate 10/12), MT

Dragon Form
Physical: 140 damage, slash-attribute, can tripleact
Horn: 200 damage, slash/pierce-attribute

ArcticBreath: 330 damage, causes IceBarrier (50% chance), cold-attribute, area affect
BoltBreath: 400 damage, causes BoltBarrier (50% chance), electric-attribute, line effect
FireBreath: 310 damage, causes FireBarrier (50% chance), heat-attribute, area affect


GasFlame: 230 damage, heat-attribute, lowers QUI (success rate 2/2), area affect
PoisonGas: 170 damage, light-attribute, causes Venom (success rate 1/3), area affect

Party Statistics
Blue: 601 HP, 46 Qui
Gen: 764 HP, 53 Qui
Liza: 735 HP, 60 Qui
T260: 800 HP, 99 Qui
Dr. Nusakan: 818 HP, 83 Qui
Average: 744 HP, 68 Qui

PC Damage
Blue's MegaWindblast: 3200
Blue's OverDrive + StasisRune sequence: 26650
Gen's LifeSprinkler (DragonSword): 3750
Liza's SkyTwister: 3150
Liza's DSC: 8850
T260's PluralSlash (Kusanagi): 5050
Dr. Nusakan's GriffithScratch: 2550
Total damage per round: 17700 (46850 w/ OverDrive and DSC)

Comments: Wow, he's... a lot like Diva... except a hell of a lot worse. That's... sad, given he has to face freaking Uber Blue, which immediately punts any respect for him into the negatives. To boot, his best attack sequences are either all subject to shield blocking or are elemental reliant and only work once, leaving him with... low (though ITD) 2HKO in Sabers if those avenues are blocked. The only thing of note is the odd damage reduction that he gets in human form; too bad that doesn't really matter since no one sane respects his durability anyway.

== END OF BLUE'S QUEST ==

Red's Quest
Party: Red, Gen, Liza, Rabbit, Doll

Armorpilla

HP: 1500~
Speed: 6 Qui. (>_>)
Resistances: 18 Slash/17 Hit/18 Pierce/23 Heat/23 Cold/13 Electricity/13 Light. 27 Vit.

Armorpilla is accompanied by two BlueFighters. They get OHKO'd by .. anything (ShiningKick kills them eight times over), physical for 0 damage, and can stun you... which is godly given that they are far slower than Alkaiser.

After losing about 40% of its HP, at the end of the round, Armorpilla warps the battleground into the "4th Dimension Magisphere".

Horn: 30 damage, slash/pierce-attribute
Tackle: 30 damage, strike-attribute, causes pushback
SpiderNet: Lowers QUI (success rate 1/6)
BeetleJuice: 120 damage, light-attribute

In 4th Dimension Magisphere
Horn: 80 damage, slash/pierce-attribute
Tackle: 80 damage, strike-attribute, causes pushback
SpiderNet: Lowers QUI
BeetleJuice: 120 damage, light-attribute

Party Statistics
Alkaiser: 400 HP, 33 Qui
Average: 400 HP, 33 Qui

PC Damage
Alkaiser's ShiningKick: 850
Total damage per round: 750

Comments: Fails at life, even with the "4th dimension magisphere!!" plot move that it uses; Alkaiser two-hits this loser. The only way to really lose this fight is to not kill off its support beforehand, and then get combo'd after you get warped into eyeball dimension.


Sphinx

HP: 1000~
Speed: Unknown (always went last).
Resistances: Unknown. Does it matter?

Sphinx is accompanied by two GreenFighters. Same disclaimer about their utter failure (now they break double digit damage, though! Barely!).

Physical: 30 damage, slash-attribute
Wing: 30 damage, slash/pierce-attribute
Tackle: 40 damage, strike-attribute, causes pushback
ElfShot: 50 damage, pierce/light-attribute, criticals against undead (OMG!), lowers WIL (success rate 3/7)
Thunderbolt: 140 damage, electric-attribute
SphinxRiddle: Causes instant death (success rate 2/2)

Party Statistics
Alkaiser: 407 HP, 33 Qui
Cotton: 260 HP, 31 Qui
Average: 334 HP, 32 Qui

PC Damage
Alkaiser's ShiningKick: 850
Cotton's Supersonic: 120
Total damage per round: 1070

Comments: ...worse durability than the last boss? Words fail me. But he does have good ID! ...too bad Alkaiser immunes that >_>;


Platyhooks

HP: 12000~ (See below)
Speed: 24 Qui.
Resistances: 28 Slash/28 Hit/38 Pierce/43 Heat/43 Cold/53 Electricity/63 Light. 12 Vit.
Immune to Water
Vulnerable to status and instant death

After losing 33% of his HP, Platyhooks flees the battle, with four Platoonpus replacing him. If he is somehow killed (usually through ID - yay SphinxRiddle!) they still replace him. If you dawdle long enough trying to kill the Platoonpus though, he returns.

Physical: 20 damage, pierce-attribute
Beak: 40 damage, slash/pierce-attribute, causes Blind (success rate 1/4)
PoisonGrip: 50 damage, slash/strike-attribute, causes Venom (success rate 2/2)
SharpShoot: 40 damage, pierce-attribute
BoomerangHook: 60 damage, strike-attribute
Pheremone: Causes Charm... I think (success rate 0/3)
WaterCannon: 110 damage, slash/strike-attribute, Water attack, causes pushback

Party Statistics
Red: 175 HP, 18 Qui
Fuse: 222 HP, 20 Qui
Roufas: 242 HP, 17 Qui
White Rose: 222 HP, 18 Qui
BJ&K: 220 HP, 10 Qui
Average: 216 HP, 17 Qui

PC Damage
Red's WheelSlash (Murakumo): 620
Fuse's BlasterSword (HandBlaster): 160
Roufas's ThunderThrust (SamuraiSword): 230
White Rose's FlashFire: 330
BJ&K's Laser: 550
Total damage per round: 1890

Comments: Status vulnerable AND not particularly durable. The damage could also use some work, given he has absolutely zero MT capability. And this one doesn't even face Alkaiser...


Goblin

HP: 1500~
Speed: 22 Qui.
Resistances: Unknown (like it matters). 31 Vit.
Equipped with a Buckler

Goblin is accompanied by two YellowFighters... blah blah fail...

Physical: 10 damage, strike-attribute
Coils: 30 damage, strike-attribute, causes Palsy (success rate zero.. it's Alkaiser)

Party Statistics
Alkaiser: 464 HP, 33 Qui
Average: 464 HP, 33 Qui

PC Damage
Alkaiser's DeflectLance: 1450 (...)
Total damage per round: 1450

Comments: He's baaaaaaack! This time facing Alkaiser! ...yeah, that's a fair fight. His Emelia form looks Godlike compared to this one; same HP, same damage, but now he's fighting an overpowered main that nearly OHKOs him. That'll go well.

(Midgame equipment is assumed from now on, for the four BlackX Emperors. The order of which they will be fought are the order that I feel scales best difficulty wise.)

MBlack

HP: 25000~
Speed: 55 Qui.
Resistances: 30 Slash/30 Hit/45 Pierce/25 Heat/25 Cold/10 Electricity/10 Light. 50 Vit.
Mec-type

MBlack only (but always) uses MoonScraper on its third round, and every third round afterwards.

Tackle: 220 damage, strike-attribute, causes pushback
Thrust: 170 damage, pierce-attribute
Thunderbolt: 180 damage, electric-attribute
MoonScraper: 200 ITD damage, MT

Party Statistics
Red: 544 HP, 41 Qui
Gen: 508 HP, 45 Qui
Liza: 484 HP, 49 Qui
Rabbit: 525 HP, 99 Qui
Doll: 420 HP, 39 Qui
Average: 496 HP, 55 Qui

PC Damage
Red's WheelSlash (Kusanagi): 1500
Gen's TripleThrust (Twin Dragon): 1650
Liza's SkyTwister: 2300
Rabbit's Laser: 2350
Doll's MegaWindblast: 2250
Total damage per round: 10050

Comments: Uh.... whatever. Standard average boss with a piddling 3HKO - absolutely pathetic by SaGa standards. MoonScraper is the only thing that comes even close to being somewhat threatening, and it's marred by a once every three turns limitation... yeah. MBlack is trash, much like every other boss in Red's quest (up to this point, anyway).


Blackgarb

HP: 2500~
Speed: Unknown (always goes last).
Resistances: 18 Slash/13 Hit/18 Pierce/33 Heat/33 Cold/23 Electricity/23 Light. Unknown Vit.

Blackgarb is accompanied by three AutoBuffers. They have around 3500~ HP each and do piddling damage (actually about as good as Blackgarb's >_>), but they do block non-long range attacks from targeting him until defeated.

The screen in the background use various moves as the battle progresses at random intervals, starting on the second round; it has an equal chance of using HypnoFlash, Yell, or nothing.

Vulcan: 80 damage, pierce-attribute, area affect

C.T.C. Screen
HypnoFlash: Causes Sleep (success rate 10/12), MT
Yell: Raises STR and QUI, MT

Party Statistics
Red: 603 HP, 45 Qui
Gen: 592 HP, 50 Qui
Liza: 590 HP, 54 Qui
Rabbit: 555 HP, 99 Qui
Doll: 481 HP, 39 Qui
Average: 564 HP, 57 Qui

PC Damage
Red's HeadWind (Kusanagi): 2900
Gen's TripleThrust (Twin Dragon): 2200
Liza's SkyTwister: 2700
Rabbit's TigerRampage: 4450 (YAY!)
Doll's MegaWindblast: 2300
Total damage per round: 14550

Comments: LOL HES GUNNA SHOOT U!!!! ...

He's worse than his support (who outnumber him 3 to 1). That's just... wow. Yeah, this is one massive failure of a fight, and having the background on their side doesn't save it.


Arachne

HP: 30000~
Speed: 40 Qui.
Resistances: 23 Slash/23 Hit/28 Pierce/13 Heat/13 Cold/13 Electricity/23 Light. 40 Vit.

Physical (BitSystem clone): 240 ITD damage
ECM: Creates ECM effect (causes Missile attacks to miss), initiative move
LightningWeb: 150 damage, electric-attribute, stuns Mecs, MT
Nightmare: 190 damage, light-attribute, causes Sleep (success rate 0/3), magical
BladeNet: 210 damage, slash-attribute, causes Palsy (success rate 1/2)
HPDrain: 80 parasitic healing, light-attribute
RavaShot: 150 damage, light-attribute
PainDoubler: Does damage equal to target's missing HP (i.e. damage incurred) - caps at 666, magical, MT

Party Statistics
Alkaiser: 853 HP, 70 Qui
Gen: 592 HP, 55 Qui
Liza: 590 HP, 54 Qui
Rabbit: 555 HP, 99 Qui
Doll: 481 HP, 39 Qui
Average: 614 HP, 62 Qui

PC Damage
Alkaiser's Al-Phoenix: 2450
Gen's TripleThrust (Twin Dragon): 2000
Liza's SkyTwister: 2500
Liza's DSC: 10650 (Yes, she just learned it >_>)
Rabbit's TigerRampage: 4050
Doll's MegaWindblast: 2500
Total damage per round: 13450 (21600 with DSC)

Comments: Slow, fragile, no real offense worth mentioning, and also faces Alkaiser. All of these add up to a winning combination of suck. Lady Campbell is nothing to write home about, I'm afraid; even though PainDoubler is a nifty concept on paper, she'll practically never get a chance to use it effectively with such garbage durability, speed AND damage.


Cyclops

HP: 35000~
Speed: 24 Qui.
Resistances: 31 Slash/21 Hit/31 Pierce/21 Heat/11 Cold/21 Electricity/21 Light. 40 Vit.
Immune to Gazes   
Vulnerable to stun.

The battle starts with all PCs at half HP. This occurs in a cutscene where Cyclops attacks the party beforehand. Take this as you will.

Physical: 80 damage, strike-attribute
StunGaze: Causes Palsy (success rate 5/5), Gaze attack
DivingPress: 230 damage, strike-attribute
Rock: 130 damage, strike-attribute

Party Statistics
Red: 613 HP, 46 Qui
Gen: 592 HP, 50 Qui
Liza: 590 HP, 56 Qui
Rabbit: 555 HP, 99 Qui
Doll: 487 HP, 40 Qui
Average: 567 HP, 58 Qui

PC Damage
Red's HeadWind (Kusanagi): 2400
Gen's TripleThrust (CometBlade): 2250
Liza's SkyTwister: 2550
Liza's DSC: 10400
Rabbit's TigerRampage: 4000
Doll's MegaWindblast: 2600
Doll's Tower: 10000
Total damage per round: 13800 (21650 w/ DSC)

Comments: Yet another 3HKOer with absolutely nothing up his sleeve. Well, there's the half HP gimmick but like hell if that's legal >_>


Shuzer (Form 1)

HP: 30000~ (see below)
Speed: 45 Qui.
Resistances: 32 Slash/32 Hit/42 Pierce/32 Heat/32 Cold/32 Electricity/32 Light. 10 Vit.

Shuzer always uses ClawBit on the third round, and every third round following the end of the last ClawBit's duration.

When Shuzer loses 60% or more of his HP, the party is struck with EnemyFire (30 physical damage, MT) at the end of the round, and he flees. If after 12 rounds, if Shuzer hasn't lost all his HP (HAHAHAHAHHA), Shuzer flees as though defeated (including the EnemyFire bit) and the fight ends. This means that his effective HP is 18000.

Shuzer's remaining HP carries over to the next fight; if he is completely depleted, Alkaiser will one-hit him with anything during it. >_>

Physical: 160 damage, slash-attribute
GliderSpike: 300 damage, pierce-attribute
SpinAttack: 200 damage, strike-attribute, MT
Tornado: 480 damage, strike/light-attribute
ClawBit: 110 damage, slash/pierce-attribute, repeats damage at the end of every round afterwards; ends randomly after 1 to 5 rounds
(The below attacks are used while Shuzer is under the effects of ClawBit.)
RailCannon: 120 damage, strike/pierce-attribute
FlameBlast: 250 damage, heat-attribute, area affect
PoisonGas: 120 damage, light-attribute, causes Venom (success rate 1/5)
Vulcan: 280 damage, pierce-attribute, area affect
FireBreath: 260 damage, heat-attribute

Party Statistics
Red: 613 HP, 46 Qui
Gen: 592 HP, 50 Qui
Liza: 590 HP, 56 Qui
Rabbit: 555 HP, 99 Qui
Doll: 487 HP, 40 Qui
Average: 567 HP, 58 Qui

PC Damage
Red's HeadWind (Kusanagi): 2250
Gen's TripleThrust (CometBlade): 2350
Liza's SkyTwister: 2350
Liza's DSC: 9650
Rabbit's TigerRampage: 3800
Doll's MegaWindblast: 2250
Doll's Tower: 10000
Total damage per round: 13300 (20600 w/ DSC)

Comments: ...wooooow. Despite being the first boss in Red's quest to actually pack some respectable damage, Shuzer blows it completely by one glaring flaw: his HP. It is completely within reason to one-round him, ESPECIALLY if you're packing high powered stuff like DSC or Tower. So while he wouldn't be that bad, the fact that he dies to virtually a sneeze is just -_- worthy (and to add insult in injury, the fight is even timed against him!).


Shuzer (Form 2)

HP: See first form.
Speed: See first form.
Resistances: See first form.

Shuzer's attack list, pattern, and damage figures are completely identical to his first form (albeit all attacks will do moderately less damage due to his target), except he faces...

Party Statistics
Alkaiser: 871 HP, 72 Qui
Average: 871 HP, 72 Qui

PC Damage
Alkaiser's Al-Phoenix: 2550
Total damage per round: 2550

Comments: Interpretation issues with his HP aside... no. You still suck, Shuzer.


Berva (Form 1)

HP: 40000~
Speed: 28 Qui.
Resistances: 8 Slash/8 Hit/12 Pierce/8 Heat/8 Cold/8 Electricity/8 Light. 10 Vit.

Berva evades all contact moves (close-range ones, essentially) with SwayBack.

Physical: 50 damage, strike-attribute
DivingPress: 200 damage, strike-attribute
GroundHit: 210 damage, strike-attribute, Ground attack
PowerBomb: 220 damage, strike-attribute
MadAttack: 250 damage, strike-attribute
MysteryTap: Causes Blue Mess (success rate 6/15), MT

Party Statistics
Red: 658 HP, 50 Qui
Gen: 645 HP, 54 Qui
Liza: 619 HP, 57 Qui
Rabbit: 555 HP, 99 Qui
Doll: 536 HP, 43 Qui
Average: 603 HP, 61 Qui

PC Damage
Red's TripleThrust (Kusanagi): 3850
Gen's TripleThrust (CometBlade): 3350
Liza's SkyTwister: 3000~ (if it hit...)
Liza's DSC: 11550
Rabbit's TigerRampage: 4900~ (again, if it hit...)
Doll's MegaWindblast: 2950
Doll's Tower: 13200
Total damage per round: 18050 (26600 w/ DSC)

Comments: Berva's not serious in his first fight, and it shows. Low 3HKO damage, slow, crap-ass defenses (those resists are REALLY bad), HP's nothing to write home about... however, he is monstrously anti-physical thanks to SwayBack, which remains his most key trait. Absolutely no reason to use this form though when he has...


Berva (Form 2)

HP: 60000~
Speed: Same as first form.
Resistances: Same as first form.

Berva evades and counters all contact moves with BervaCounter.

Physical: 50 damage, strike-attribute
DivingPress: 200 damage, strike-attribute
GroundHit: 210 damage, strike-attribute, Ground attack
PowerBomb: 220 damage, strike-attribute
MadAttack: 250 damage, strike-attribute
MysteryTap: Causes Blue Mess (success rate 6/15), MT
GodHand: 630 damage, strike/heat-attribute
BervaCounter: 330 ITD damage, used as a counter only

Party Statistics
Red: 658 HP, 50 Qui
Gen: 645 HP, 54 Qui
Liza: 619 HP, 57 Qui
Rabbit: 555 HP, 99 Qui
Doll: 536 HP, 43 Qui
Average: 603 HP, 61 Qui

PC Damage
Red's TripleThrust (Kusanagi): 3850
Gen's TripleThrust (CometBlade): 3350
Liza's SkyTwister: 3000~ (if it hit...)
Liza's DSC: 11550
Rabbit's TigerRampage: 4900~ (again, if it hit...)
Doll's MegaWindblast: 2950
Doll's Tower: 13200
Total damage per round: 18050 (26600 w/ DSC)

Comments: Amazing what one (OHKO level) move can do. Better durability (excellent enough that it makes up for the crappy defenses), and now he evades and counters rather than simply evading and kills shit with GodHand. Solid, by far the best boss as of yet.

(Endgame equipment is assumed from now on, for the Black Ray and the BlackX base.)

MBlackII

HP: 40000~
Speed: 30 Qui.
Resistances: 40 Slash/40 Hit/60 Pierce/40 Heat/40 Cold/10 Electricity/10 Light. 80 Vit.
Mec-type

Physical: 110 damage, strike-attribute
Physical (RailCannon clone): 160 damage, strike/pierce-attribute
MoonScraper: 180 ITD damage, MT
MicroMissile: 5!!! damage, strike/pierce/heat-attribute, MT
Vulcan: 110 damage, pierce-attribute, area affect
ShootAll: 160 damage, strike/heat-attribute, MT
HE-Rocket: 0 damage (....), strike/pierce/heat-attribute but has accuracy issues...
Graviton: 300 damage, heat/cold/electric/light-attribute

Party Statistics
Red: 792 HP, 67 Qui
Gen: 775 HP, 67 Qui
Liza: 718 HP, 66 Qui
Rabbit: 625 HP, 99 Qui
Doll: 604 HP, 47 Qui
Average: 703 HP, 69 Qui

PC Damage
Red's TripleThrust (Asura): 2300
Gen's Tres Flores (SilverMoon): 2850
Liza's SkyTwister: 3200
Liza's DSC: 9450
Rabbit's TigerRampage: 3800
Doll's MegaWindblast: 2800
Doll's Tower: 13700
Total damage per round: 14950 (21200 w/ DSC)

Comments: Not exactly what I'd call an upgrade, and MBlack wasn't all that impressive to begin with. Getting hit by single-digit damage at this point in the game is fairly amusing, too. He does have crowd control! ...really. He tries, at least, with his unchanged MoonScraper. -_-


BlackX

HP: 30000~
Speed: 55 Qui.
Resistances: 20 Slash/20 Hit/30 Pierce/20 Heat/20 Cold/5 Electricity/5 Light. 50 Vit.

Doubleacts, using one attack from each of the following lists.

Physical: 120 damage, slash-attribute
Bloodsucker: 100 parasitic healing, light-attribute
ChainHeat: 150 damage, slash-attribute, causes instant death (success rate 4/9)
Scissors: 140 damage, slash-attribute

CharmGaze: Causes Charm (success rate 3/4), Gaze attack
StoneGaze: Causes Stone (success rate 2/3), Gaze attack
StunGaze: Causes Palsy (success rate 3/3), Gaze attack
DeathGaze: Causes instant death (success rate 5/6), Gaze attack

Party Statistics
Alkaiser: 999 HP, 92 Qui
Gen: 782 HP, 67 Qui
Liza: 732 HP, 71 Qui
Rabbit: 775 HP, 99 Qui
Doll: 634 HP, 51 Qui
Average: 784 HP, 76 Qui

PC Damage
Alkaiser's Al-Phoenix: 3550
Gen's Tres Flores (SilverMoon): 4200
Liza's SkyTwister: 3800
Liza's DSC: 12500
Rabbit's TigerRampage: 4650
Doll's MegaWindblast: 3300
Doll's Tower: 16550
Total damage per round: 19500 (28200 w/ DSC)

Comments: ...who the hell is he? I mean, plotless filler bosses that come out of nowhere are standard fine, but this vampire freak has lines and all, brief as they are. >_> Anyhow. BlackX (original nomenclature at its best) is a no-good status whore, and sucktastic damage. It works, and he's not awful on the draw - still below average, but better than every other boss before him - although he does drop like a stone.


(Not bothering with the Emperor clones, as they all fail anyway - unchanged damage, scaled up HP, and... just general suckage. Arachne is the only one with new moves (namely RavaBarrire) and it really doesn't save her.)


MBlackIII

HP: 100000~
Speed: 60 Qui.
Resistances: 27 Slash/32 Hit/37 Pierce/27 Heat/27 Cold/12 Electricity/12 Light. 55 Vit.
Mec-type

MBlackIII always follows the same attack pattern, executing his moveset in the order listed below and repeating ad nauseum. For the first iteration, Dark Phoenix replaces Dash.

(The following three attacks are carried out as a tripleact.)
ThunderBall: 160 damage, electric-attribute
Blade: 170 damage, slash-attribute
Tornado: 230 damage, strike/light-attribute

GliderSpike: 260 damage, pierce-attribute
TigerRampage: 780 damage, strike/light-attribute
MoonScraper: 190 ITD damage, MT
Dark Phoenix: 700 damage, pierce/light-attribute, OPB
Dash: 180 damage, strike-attribute
Kick: 150 damage, strike-attribute

Party Statistics
Alkaiser: 999 HP, 92 Qui
Gen: 782 HP, 67 Qui
Liza: 732 HP, 71 Qui
Rabbit: 775 HP, 99 Qui
Doll: 634 HP, 51 Qui
Average: 784 HP, 76 Qui

PC Damage
Alkaiser's Al-Phoenix: 3350
Alkaiser's Re-Al-Phoenix: 5600 (learned after MBlackIII uses Dark Phoenix)
Gen's Tres Flores (SilverMoon): 3800
Liza's SkyTwister: 3500
Liza's DSC: 10900
Rabbit's TigerRampage: 4250
Doll's MegaWindblast: 3050
Doll's Tower: 16000
Total damage per round: 17950 (25350 w/ DSC)

Comments: Ah, yes, "Metal Alkaiser" himself. MBlackIII has... durability, for starters, putting every other boss in the quest to shame in terms of taking hits. Then there's his skillset. Nothing but damage, some of it unimpressive, some of it... not - TigerRampage and Dark Phoenix come to mind, there. While he's still slow, that kind of damage output and breaking six digit HP goes a long way. Doesn't bring as much to a duel as Berva does, but he's definitely up there as far as Red's bosses have to offer.


FINAL BOSS - BossX

HP: 120000~
Speed: 59 Qui.
Defense: 18 Slash/42 Hit/31 Pierce/13 Heat/13 Cold/13 Electricity/13 Light. 72 Vit.

After losing about 33% of its HP, BossX starts charging for JudgementX on the next round.

After losing 66% of its HP, BossX starts doubleacting with certain attack combos (the only one that really matters is Lord'sDinner + Graviton).

Rocks fall, everyone dies: 9999 damage, rock-attribute, MT *shot*
LordCannon: 175 ITD damage, used two to four times in succession
LightningWeb: 140 damage, electric-attribute, stuns Mecs, MT
Graviton: 300 damage, heat/cold/electric/light-attribute
Flash: Causes Blind (success rate 0/9), MT
MadAttack: 210 damage, strike-attribute
Iron Ball: 290 damage, strike-attribute
ThunderBall: 440 damage, electric-attribute
PoisonGas: 70 damage, light-attribute, causes Venom (success rate 0/3), area affect
(The following two attacks are carried out as a doubleact.)
CharmGaze: Causes Charm (success rate 6/8), Gaze attack
StunGaze: Causes Stun (success rate 6/8), Gaze attack

Lord'sDinner: 840 parasitic healing, light-attribute, only usuable below 66% HP
JudgementX: 450 ITD damage, MT, 1-round charge time, only usuable below 66% HP
HyperGaze: 140 damage, light-attribute, causes random status effect (success rate 5/9), MT, only usuable below 33% HP

Party Statistics
Alkaiser: 999 HP, 92 Qui
Gen: 782 HP, 67 Qui
Liza: 732 HP, 71 Qui
Rabbit: 775 HP, 99 Qui
Doll: 634 HP, 51 Qui
Average: 784 HP, 76 Qui

PC Damage
Alkaiser's Re-Al-Phoenix: 5150
Gen's Tres Flores (SilverMoon): 4000
Liza's SkyTwister: 3250
Liza's DSC: 9200
Rabbit's TigerRampage: 4150
Doll's MegaWindblast: 2850
Doll's Tower: 14700
Total damage per round: 19400 (25350)

Comments: Too many moves. BossX has a monstrous skillset, much of it complete trash, but the ones that aren't are enough to propel him ahead in dueling, especially with such a ridiculously high HP count for SaGa standards. Albeit his best attacks aren't available until he's lost a third of his HP, he makes do before and after - LordCannon spam is surprisingly dangerous when focused, and Lord'sDinner is outright brutal, killing anyone not named Alkaiser. Also, fear the godliness that is JudgementX.

== END OF RED'S QUEST ==

Emelia's Quest
Party: Emelia, Annie, Liza, Roufas, Rouge

Nidheg

HP: 3000~
Speed: Unknown. (Always went last.)
Resistances: Unknown.

Thrust: 30 damage, pierce-attribute
Dash: 40 damage, strike-attribute, line affect
Needles: 20 damage, pierce-attribute
Supersonic: 90 damage, light-attribute, Sonic attack
StunGaze: Causes Palsy (success rate 3/3), Gaze attack

Party Statistics
Emelia: 103 HP, 10 Qui
Annie: 149 HP, 17 Qui
Liza: 120 HP, 24 Qui
Average: 124 HP, 17 Qui

PC Damage
Emelia's HE Rocket (LightBazooka): 231
Annie's DoubleSlash (LaserKnife): 161
Liza's AirThrow: 141
Total damage per round: 533

Comments: Typically overpowered earlygame SaGa boss. Stun Gaze is generally lethal this early on, as Palsy refuses to wear off for long periods of time. He also lasts a surprisingly long amount of time, given how poor your damage options are so far. Still, not overly impressive.


Goblin

HP: 1500~
Speed: 22 Qui.
Resistances: Unknown. 31 Vit.
Equipped with a Buckler

Goblin is accompanied by two YellowFighters. They inflict single digit damage and look like Power Ranger ripoffs.

Physical: 20 damage, strike-attribute
Coils: 80 damage, strike-attribute, causes Palsy (success rate 3/4)

Party Statistics
Emelia: 196 HP, 22 Qui
Annie: 193 HP, 21 Qui
Liza: 185 HP, 26 Qui
Roufas: 227 HP, 20 Qui
Average: 200 HP, 22 Qui

PC Damage
Emelia's HE Rocket (LightBazooka): 140
Annie's Smash (CeramicSword): 280
Liza's RollingCradle: 160
Roufas's ShadowCounter (SamuraiSword): 440
Total damage per round: 1020

Comments: Ahahahahaha. Coils makes him not completely fail! ...yeah, I'm just looking for something to mock. This guy is a complete joke.

(Midgame equipment is assumed from this point on.)

Gargantu

HP: 4000~
Speed: 18 Qui.
Resistances: 14 Slash/20 Hit/20 Pierce/10 Heat/20 Cold/2 Electricity/10 Light. 32 Vit.

Physical: 200 damage, strike-attribute
TailHit: 230 damage, strike-attribute, causes Stun (success rate 3/6)
Trample: 320 damage, strike-attribute
Quake: 240 damage, strike-attribute, Ground attack, causes Stun (success rate 2/10)
Da-dum: STR and QUI up
MysteryTap: Causes Blue Mess (success rate 3/3), MT

Party Statistics
Emelia: 354 HP, 37 Qui
Annie: 369 HP, 32 Qui
Liza: 331 HP, 35 Qui
Average: 351 HP, 35 Qui

PC Damage
Emelia's SharpShoot (LethalGun): 760
Annie's Smash (Osc-Sword): 660
Liza's BackFist: 460
Total damage per round: 1880

Comments: Slow and dies fast. But he hits... uh, hard, when he actually hits (Trample's hit chance is chancey, and shields completely own his entire skillset save Quake). He's also optional, and fighting him kicks you off to the bad ending to boot, so he's seldom seen.

(Endgame equipment is assumed from this point on, for the Forsaken Chapel.)

FINAL BOSS - Diva

HP: 100000~
Speed: 55 Qui.
Defense: 33 Slash/33 Hit/43 Pierce/33 Heat/33 Cold/33 Electricity/99 Light. 40 Vit.

Diva has several attack patterns. They can be executed in any order, but the attacks she uses are always the following combinations on any given turn.

Diva has two forms, each with their own attack patterns; at the end of a round she can, at will, change forms. Doing so has no effect other than alternating between available attack lists (Form 1 uses magical attacks, Form 2 uses physical ones).

Form 1
Thunderbolt: 300 damage, electric-attribute
ThunderBall: 340 damage, electric-attribute
BoltBreath: 220 damage, electric-attribute, causes BoltBarrier, area affect

BoltBlast: 130 damage, electric-attribute, causes BoltBarrier, MT (if executed in this sequence, which is the most favorable for Diva, this will typically bounce off due to BoltBarrier...)

StunGaze: Causes Palsy (success rate 8/10), Gaze attack
CharmGaze: Causes Charm (success rate 8/10), Gaze attack
DeathGaze: Causes instant death (success rate 7/10), Gaze attack

Retribution: 360 damage, electric/light-attribute, MT

Form 2
Blade: 110 damage, slash-attribute
GroundHit: 400 damage, strike-attribute, Ground attack, causes Stun (success rate 1/4)
HeatSmash: 140 damage, heat-attribute
Tornado: 500 damage, strike/light-attribute
Dash: 100 damage, strike-attribute


Headbutt: 160 damage, strike-attribute, causes Stun (success rate 2/5)

GaleAttack: 100 damage, slash/pierce-attribute, MT

MaginRampage: 570 damage, slash/strike-attribute

Party Statistics
Emelia: 730 HP, 78 Qui
Annie: 727 HP, 67 Qui
Liza: 744 HP, 59 Qui
Roufas: 765 HP, 53 Qui
Rouge: 608 HP, 51 Qui
Average: 714 HP, 62 Qui

PC Damage
Emelia's BoundShot (TwoGun LethalGun): 3550
Annie's TurbidCurrent (Kusanagi): 2700
Liza's SkyTwister: 2600
Liza's DSC: 10000
Roufas's TripleThrust (Asura): 2800
Rouge's MegaWindblast: 2100
Rouge's Tower: 9800
Total damage per round: 13750 (21250 w/ DSC)

Comments: Uh. Diva's AI is much mocked ingame, and indeed it is quite stupid, often executing moves in a WTF manner (LOLZ, BoltBlast to give the entire party BoltBarrier and then spam the other electric-attritute attacks!!). In all honesty, though, given intelligent control, her arsenal can be quite fearsome. Fairly accurate statuses and her attacks are overwhelming if all focused on a single PC - admittedly, the physical sequence has issues being taken literally due to every attack being subject to shield blocking. Nonetheless, in the right order, her "thunder" sequence kills just fine, and if she's not up against good evasion the physical beatdown to come hurts (and MaginRampage is a good alternative, anyhow). Oh, and as far as her durability goes... hands-down the best as of yet, even if you take DSC against her (which I would; DSC is basically a given if you have Liza on your team >_>).

== END OF EMELIA's QUEST ==

Anyway, we're about to hit the character limit, so... the rest of the bosses a few posts below.
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Re: SaGa Frontier Bosses
« Reply #2 on: August 27, 2008, 08:25:15 PM »
Asellus's Quest
Party: Asellus, Gen, Emelia, Mesarthim, Rouge

DevilSquid

HP: 3000~
Speed: 16 Qui.
Resistances: 10 Slash/34 Hit/18 Pierce/10 Heat/15 Cold/5 Electricity/10 Light. 21 Vit.

Maelstrom: 325 damage, light-attribute, Water attack, MT
MightyCyclone: 200 damage, strike-attribute
Feeler: 90 damage, strike-attribute, doubleacted
Ink: 60 damage, light-attribute, causes Blind (success rate 0/1)

Party Statistics
Asellus: 81 HP, 25 Qui
White Rose: 173 HP, 18 Qui
Mesarthim: 215 HP, 23 Qui
Average: 156 HP, 22 Qui

PC Damage
Asellus's Asura (Asura): 900
WhiteRose's FlashFire: 530
Mesarthim's MysticSword: 190
Total damage per round: 1620

Comments: Overkill damage! Pity about the speed and fail durability, but it's there (of course, ingame, Maelstrom is potentially nulled by 2/3 of the party thanks to water-blocking equipment, and none of other attacks kill anyone except Asellus). Still, that's... pain. Even if you block water, he can potentially kill with his other moves if he gets lucky.


FireSage

HP: 2500~
Speed: 23 Qui.
Resistances: 24 Slash/24 Hit/24 Pierce/99 Heat/14 Cold/14 Electricity/24 Light. 6 Vit.
Immune to Ground, Psychic

Blade: 80 damage, slash-attribute
HeatSmash: 110 damage, slash/heat-attribute
GliderSpike: 100 damage, pierce-attribute

Party Statistics
Asellus: 88 HP, 25 Qui
White Rose: 173 HP, 18 Qui
Average: 131 HP, 22 Qui

PC Damage
Asellus's Asura (Asura): 780
WhiteRose's MysticSword: 180
Total damage per round: 960

Comments: Painfully 2HKOs, with average speed and mehish durability. The upstart tradition of being grossly overpowered due to the status of an earlygame SaGa boss is fairly evident, but that's how things fly. If you take more PCs against him (technically possible, and easily done if you know what you're doing, but I didn't the first playthrough and he seems clearly meant to be fought against Asellus and White Rose only), his durability dips.


WaterSage

HP: 6500~
Speed: 28 Qui.
Resistances: 23 Slash/23 Hit/23 Pierce/13 Heat/13 Cold/13 Electricity/23 Light. 12 Vit.
Immune to Water, Psychic
Equipped with a GenbuShield

WaterCannon: 90 damage, slash/strike-attribute, Water attack, causes pushback
Horn: 110 damage, slash/pierce-attribute
ChainHeat: 110 damage, slash-attribute, causes instant death (success rate 4/5)
Oscillation: 350 damage, light-attribute, Sonic attack, MT

Party Statistics
Asellus: 179 HP, 25 Qui
Gen: 220 HP, 19 Qui
Emelia: 221 HP, 27 Qui
White Rose: 267 HP, 18 Qui
Rouge: 191 HP, 21 Qui
Average: 216 HP, 22 Qui

PC Damage
Asellus's Asura (Asura): 830
Gen's WheelSlash (BroadSword): 340
Emelia's SharpShoot (AGUNI-CP1): 100
WhiteRose's FlashFire: 590
Rouge's Implosion: 580
Total damage per round: 2440

Comments: He has Oscillation. Anyone who's played SaGa a decent amount knows what that means. The rest of his skillset is meaningless, save some fairly accurate ID, but suffice to say that it's with that kind of damage output (and good speed, surprisingly) the WaterSage's fairly monstrous in a duel setting. Best hit point count and defenses so far, even if that says little.


GreenSage

HP: 10000~
Speed: 29 Qui.
Resistances: 23 Slash/23 Hit/23 Pierce/13 Heat/13 Cold/13 Electricity/23 Light. 32 Vit.
Immune to Psychic

Can doubleact (usually does).
Counters all close-range attacks with CounterFear, which causes Red Mess at 100% probability.

Scream: 260 damage, light-attribute, Sonic attack, causes Blue Mess (really low success rate), area affect
Spore: 100 damage, light-attribute, area affect
Ectoplasnet: Causes instant death (success rate 8/10)
BrainCrush: 130 damage, strike-attribute, lowers INT
DeadlyMoss: 90 damage, light-attribute, causes Angry (unknown success rate), line affect

Party Statistics
Asellus: 290 HP, 25 Qui
Gen: 315 HP, 23 Qui
Emelia: 291 HP, 39 Qui
White Rose: 344 HP, 18 Qui
Rouge: 256 HP, 23 Qui
Average: 299 HP, 26 Qui

PC Damage
Asellus's WheelSlash (Asura): 1320
Gen's WheelSlash (Kusanagi): 1550
Emelia's TotalShot (AGUNI-CP1): 160
WhiteRose's FlashFire: 740
Rouge's VermilionSand: 1050
Total damage per round: 4820

Comments: Why is she the GreenSage when the other two were named after elements? I have no idea. Anyway, she's... scary. CounterFear basically screws over any non-confuse immune fighter, and she packs high damage with two actions per turn plus accurate instant death. Easily the toughest of the Sage fights ingame as well, if you don't come prepared (i.e. sonic immunity).

(Midgame equipment is assumed from here on.)

LionPrincess (Form 1)

HP: 21000~
Speed: 54 Qui.
Resistances: 18 Slash/22 Hit/60 Pierce/18 Heat/18 Cold/18 Electricity/18 Light. 20 Vit.
Equipped with a Buckler

Counters close-range attacks with Kasumi about 25% of the time.
LionPrincess alternates between two attack lists; a physical attack one turn, a magical attack the next.

HardSlash: 210 damage, strike-attribute
Smash: 340 damage, slash/strike-attribute
Heaven/Hell: 550 damage, strike-attribute
WheelSlash: 500 damage, slash-attribute, area affect

ArcticBreath: 250 damage, cold-attribute, area affect
FireBreath: 250 damage, heat-attribute, area affect
Thunderbolt: 300 damage, electric-attribute

Kasumi: 700 ITD damage, used only as a counter to close-range attacks, negates the enemy's attack completely

Party Statistics
Asellus: 527 HP, 46 Qui
Gen: 535 HP, 44 Qui
Emelia: 482 HP, 54 Qui
White Rose: 470 HP, 18 Qui
Rouge: 452 HP, 36 Qui
Average: 493 HP, 40 Qui

PC Damage
Asellus's HeadWind (Asura): 2750
Gen's HeadWind (Kusanagi): 2950
Emelia's BoundShot (LethalGun): 1570
WhiteRose's FlashFire: 660
Rouge's MegaWindblast: 2400
Rouge's Tower: 9750
Total damage per round: 10330

Comments: LionPrincess... well, she has damage, no question about that, and decent on the draw. However.. damage has skyrocketed, and her durability's really, really bad even for SaGa standards. Still, given that she more or less OHKOs average and is somewhat anti-physical... eh. There's also magical damage in the mix in case she runs into someone evasive or physically durable, but in those cases she's generally screwed, even with 2HKOing magic. Probably the weakest of the bosses as of yet, and she's supposed to be the scary plot device -_-


HunterKnight (Ciato) (Form 1)

HP: 30000~
Speed: 54 Qui.
Resistances: 23 Slash/23 Hit/23 Pierce/13 Heat/13 Cold/13 Electricity/23 Light. 48 Vit.
Immune to Psychic

Physical (RailCannon clone): 310 damage, strike/pierce-attribute
GliderSpike: 330 damage, pierce-attribute
Wing: 250 damage, slash/pierce-attribute
PhantasmShot: 330 damage, light-attribute, causes random status effect (see PC PhantasmShot, 6/9 success rate), magical
Fascination: Causes Charm (success rate 5/6)

Party Statistics
Asellus: 635 HP, 52 Qui
Gen: 684 HP, 57 Qui
Emelia: 661 HP, 71 Qui
White Rose: 655 HP, 53 Qui
Rouge: 601 HP, 47 Qui
Average: 647 HP, 56 Qui

PC Damage
Asellus's TripleThrust (Asura): 3000
Gen's TripleThrust (Kusanagi): 2900
Emelia's TwoGun CrossShot (LethalGun): 2200
WhiteRose's GriffithScratch: 2150
Rouge's MegaWindblast: 2850
Rouge's Tower: 13550
Total damage per round: 13100

Comments: Huh. Ciato doesn't totally fail in this form, albeit, it's still pretty bad. Failure speed, and durability could be better; low damage for SaGa boss standards (only a scraping 2HKO?!) but highly accurate status rounds that out. Almost undoubtedly better than his final form.

(Endgame equipment is assumed from here on, in Chateau Aiguille.)

Giant

HP: 40000~
Speed: 58 Qui.
Resistances: 33 Slash/33 Hit/43 Pierce/33 Heat/33 Cold/33 Electricity/33 Light. 89 Vit. (!!)
Immune to Water
Vulnerable to instant death
Equipped with a GenbuShield

Can double/tripleact with Blade or doubleact IceSmash/HeatSmash (one of each, not the same one twice).

Blade: 180 damage, slash-attribute
IceSmash: 250 damage, slash/cold-attribute
HeatSmash: 250 damage, slash/heat-attribute
GaleAttack: 180 damage, slash/pierce-attribute, MT
TitusWave: 330 damage, slash/strike-attribute, Sonic attack, area affect
GroundHit: 600 damage, strike-attribute, Ground attack, causes Stun (low success rate), misses floating targets
Quake: 500 damage, strike-attribute, Ground attack, MT

Party Statistics
Asellus: 797 HP, 70 Qui
Gen: 835 HP, 72 Qui
Emelia: 799 HP, 84 Qui
Mesarthim: 677 HP, 93 Qui
Rouge: 749 HP, 67 Qui
Average: 771 HP, 77 Qui

PC Damage
Asellus's RisingNova (Asura): 2050
Gen's Tres Flores (SilverMoon): 2900
Emelia's TwoGun BoundShot (LethalGun): 4400
Mesarthim's GriffithScratch: 2250
Rouge's MegaWindblast: 2450
Rouge's Tower: 13400
Total damage per round: 14050

Comments: PC damage has pretty much reached its peak, so the Giant's HP is actually not all that bad. His offense isn't terribly good, though - even Quake (which is the only thing threatening ingame) doesn't hold up for it. And the fact that all of his attacks are evadable in some way, plus his startling status vulnerability, makes him... not otherwise good. One of the few foes that can be considered reasonably durable, though, even if he's complete TimeEclipse bait in-game.


Griffin

HP: 35000~
Speed: 90 Qui.
Resistances: 24 Slash/34 Hit/34 Pierce/34 Heat/34 Cold/34 Electricity/24 Light. 63 Vit.
Immune to Ground

Beak: 220 damage, slash/pierce-attribute, causes Blind (success rate 0/4)
TailHit: 350 damage, strike-attribute, causes Stun (success rate 4/10), area affect
Wing: 300 damage, slash/pierce-attribute
GliderSpike: 400 damage, pierce-attribute
Windblast: 650 damage, pierce/light-attribute, MT

Party Statistics
Asellus: 797 HP, 70 Qui
Gen: 835 HP, 72 Qui
Emelia: 799 HP, 84 Qui
Mesarthim: 677 HP, 93 Qui
Rouge: 749 HP, 67 Qui
Average: 771 HP, 77 Qui

PC Damage
Asellus's RisingNova (Asura): 2500
Gen's Tres Flores (SilverMoon): 3850
Emelia's TwoGun BoundShot (LethalGun): 3000
Mesarthim's GriffithScratch: 2800
Rouge's MegaWindblast: 2650
Rouge's Tower: 15250
Total damage per round: 14800

Comments: Pure shield blockable attacks aren't exactly a good thing to have; shields own the bird ingame. Windblast is still scary enough to keep on one's toes, but rare that it isn't really much of a worry, and the Griffin once again adheres to the pathetic stature of SaGa boss durability. Came in expecting more of a skillset, but apparently not. Oh well, at least it's fairly fast.


BatKnight (Ciato) (Form 2)

HP: 50000~
Speed: 37 Qui.
Resistances: 23 Slash/23 Hit/23 Pierce/13 Heat/13 Cold/13 Electricity/23 Light. 32 Vit.
Immune to Psychic

Ciato is accompanied by two SonicBats. One regenerates at the beginning every round if possible (maximum 2). They have 3000~ HP, can easily be killed before they act, and tend to suck (oh noes, 200 damage Supersonics!).

PsyNet: Causes Palsy (success rate 8/20), MT
ShadowNet: Causes Palsy (success rate 9/15), MT
Jackal: 220 damage, light-attribute, causes Venom (success rate 0/12 ...), magical
Reaper: 350 damage, light-attribute, causes instant death (success rate 1/10), magical
GliderSpike: 130 damage, pierce-attribute
PowerGrab: 50 parasitic healing, light-attribute, lowers STR (success rate 0/8 ...), magical
Ectoplasnet: Causes instant death (success rate 3/4)
BladeNet: 110 damage, slash-attribute, causes Palsy (success rate 0/2)

Party Statistics
Asellus: 802 HP, 70 Qui
Gen: 835 HP, 72 Qui
Emelia: 806 HP, 84 Qui
Mesarthim: 695 HP, 93 Qui
Rouge: 755 HP, 69 Qui
Average: 779 HP, 77 Qui

PC Damage
Asellus's RisingNova (Asura): 3200
Gen's Tres Flores (SilverMoon): 4250
Emelia's TwoGun BoundShot (LethalGun): 3800
Mesarthim's GriffithScratch: 3050
Rouge's MegaWindblast: 3750
Rouge's Tower: 20700
Total damage per round: 18050

Comments: Ciato is a lesson in failure. No crowd control whatsoever (other than inaccurate PALSY, which tends to wear off in one or two turns), damage that makes DevilSquid look good, slow as hell, and apparently the first boss to suck so much that he warrants support. Said support is OHKO bait, and in the meanwhile, he can do... 3HKO damage and whore out with instant death. That's about it. Trash ingame, and bad even when given the inflation to DL format. Let's not forget the awesome hit rates of his status too, which might make Vinsfeld run for his money, or his 16HKO parasitic healing!!


LionPrincess (Form 2)

HP: 35000~
Speed: 54 Qui.
Resistances: 18 Slash/22 Hit/60 Pierce/18 Heat/18 Cold/18 Electricity/18 Light. 20 Vit.
Immune to Psychic
Equipped with a Buckler

Counters close-range attacks with Kasumi about 25% of the time.
LionPrincess alternates between two attack lists, listed below.

HardSlash: 240 damage, strike-attribute
Heaven/Hell: 650 damage, strike-attribute
WheelSlash: 350 damage, slash-attribute, area affect
BearCrush: 550 damage, slash/strike-attribute

Spiders: 270 damage, pierce-attribute, line effect
GriffithScratch: 350 damage, slash/strike-attribute
Crystalizer: 210 damage, light-attribute, causes Stone (success rate 1/10), area affect

Kasumi: 910 ITD damage, used only as a counter to close-range attacks, negates the enemy's attack completely

Party Statistics
Asellus: 802 HP, 70 Qui
Gen: 835 HP, 72 Qui
Emelia: 806 HP, 84 Qui
Mesarthim: 695 HP, 93 Qui
Rouge: 755 HP, 69 Qui
Average: 779 HP, 77 Qui

PC Damage
Asellus's RisingNova (Asura): 3100
Gen's Tres Flores (SilverMoon): 4600
Emelia's TwoGun BoundShot (LethalGun): 3850
Mesarthim's GriffithScratch: 3300
Rouge's MegaWindblast: 3600
Rouge's Tower: 20400
Total damage per round: 18450

Comments: Talk about a nerf. LionPrincess lost her speed, her overkill damage, an inferior second attack list... there is literally no saving factor for here; and contrary to what I thought, her durability actually got -worse- (she can be one-rounded ingame with Tower!). Bad in pretty much every regard, overall.


Don't have Rastaban notes; if anyone wants to pick up on that be my guest. We now move on to...


FINAL BOSS - Orlouge

HP: 70000~
Speed: See below.
Resistances: 40 Slash/64 Hit/58 Pierce/40 Heat/40 Cold/40 Electricity/40 Light. 50 Vit.

Orlouge's attack pattern has three distinct phases.

Phase 1: Orlouge himself does not act. At the start of every round, one of three mistresses are summoned. These mistresses are untargetable and cannot be killed, and are essentially acting for Orlouge; however, each one has her own attack list, speed, and baseline stats. The mistress chosen appears to be random. The mistress then takes her turn normally for that round.
Phase 2: After Orlouge loses about 20% of his HP, Portraits start being invoked. At the start of every round, a random Portrait move is executed on the current mistress (see below for details). He can also act, using Selection, at totally random intervals (on average every four turns or so).
Phase 3: After Orlouge loses about 60% of his HP, all three mistresses are summoned. Orlouge then follows a set attack pattern: 3Mistresses one round (none of the mistresses act), and then Selection the next round (all three mistresses act, as though they were in Phase 1).

If Orlouge's HP is depleted while in Phase 1 or 2, he does not die; a successful attack must be inflicted on him in Phase 3 to actually defeat him.

Orlouge
Speed: 50 Qui.

Selection: Causes Stone/Palsy/Sleep/Berserk/Venom, at 100% probability
3Mistresses: 310 ITD damage, lowers STR and WIL, MT

Mistress 1 (Catgirl)
Speed: 60 Qui.

Salamander: 380 damage, heat-attribute
BoltBreath: 240 damage, electric-attribute, causes BoltBarrier (50%)
Supersonic: 290 damage, light-attribute, Sonic attack, area affect
(During Phase 2, the above attacks can be double or tripleacted in any combination if Portrait 3 is invoked.)
(During Phase 2, the below attacks can be singleacted if Portrait 2 is invoked.)
Ignis: 470 damage, heat-attribute, MT
BoltBlast: 20 damage (...), electric-attribute, causes BoltBarrier, MT
Oscillation: 550 damage, light-attribute, Sonic attack, MT

Mistress 2 (Lioness)
Speed: 70 Qui.

Hypnotism: Causes Sleep (success rate 10/12)
PhantasmShot: 310 damage, light-attribute, causes random status effect (see PC PhantasmShot, success rate 16/20), magical
(During Phase 2, the above attacks can be double or tripleacted in any combination if Portrait 3 is invoked.)
(During Phase 2, the below attacks can be singleacted if Portrait 2 is invoked.)
Hypnotism: Causes Sleep, MT
PhantasmShot: 310 damage, light-attribute, causes random status effect (see PC PhantasmShot), magical, MT

Mistress 3 (Angel)
Speed: 90 Qui.

Wing: 200 damage, slash/pierce-attribute
Tornado: 360 damage, strike/light-attribute
(During Phase 2, the above attacks can be double or tripleacted in any combination if Portrait 3 is invoked.)
(During Phase 2, the below attacks can be singleacted if Portrait 2 is invoked.)
Windblast: 300 damage, pierce/light-attribute, MT
MagneticStorm: 520 damage, electric/light-attribute, criticals and causes random status effects on Mecs, MT

Portraits
These are used during Phase 2 to boost a mistress's stats at the start of every round.
Portrait (1): STR and WIL up
Portrait (2): Allows access to MT attacks (see attack lists)
Portrait (3): QUI up, allows double/tripleacting (see attack lists)

Party Statistics
Asellus: 802 HP, 70 Qui
Gen: 835 HP, 72 Qui
Emelia: 806 HP, 84 Qui
Mesarthim: 695 HP, 93 Qui
Rouge: 755 HP, 69 Qui
Average: 779 HP, 77 Qui

PC Damage
Asellus's RisingNova (GoldenLion): 2250
Gen's Tres Flores (SilverMoon): 3300
Emelia's TwoGun BoundShot (LethalGun): 3500
Mesarthim's GriffithScratch: 2400
Rouge's MegaWindblast: 2250
Rouge's Tower: 14700
Total damage per round: 13700

Comments: What the hell. Way too complicated for his own good, Orlouge... well. His damage is unimpressive until Phase 2; until then, he has some status whoring, namely Hypnotism and PhantasmShot. But at least the margin required to access better attacks happens fairly quickly; at that point he has his choice between a potentially tripleacting Salamander or Oscillation. 3Mistresses is complete trash in a duel format, so depending on whether you force him to follow Phase 3's attack pattern or not, the last portion of his HP may be good or useless. Selection would be nifty if it wasn't so random/late, albeit it's still there. Defenses and HP are decent, even if he is considered one of the frailer final bosses... still far too much of an interpretation headache.

== END OF ASELLUS'S QUEST ==

T260G's Quest
Party: T260G, Gen, Leonard, Emelia, ZEKE

Vulcan

HP: 200~
Speed: 5 Qui.
Resistances: Unknown. 15 Vit.
Mec-type

Physical: 30 damage, strike-attribute
Vulcan: 40 damage, pierce-attribute, area affect
HE-Rocket: 50 damage, strike/pierce/heat-attribute

Party Statistics
T260G: 190 HP, 16 Qui
Average: 190 HP, 16 Qui

PC Damage
T260G's physical (EasyRifle): 60
T260G's HE-Rocket (JunkBazooka): 100
Total damage per round: 60

Comments: Nearly impossible if you forget to repair the broken items that you get from the first few arena fights at Taco, he's... a total pushover with them, as clearly shows.


SirDemon

HP: 400~
Speed: 9 Qui.
Resistances: Unknown. 1 Vit.

SirDemon has a Xeno and a Skeleton for support. They are OHKO bait, killable before they act, and even if they do act fail to do any damage worth mentioning.

Thrust: 30 damage, pierce-attribute
Blade: 40 damage, slash-attribute
GremlinTouch: 90 damage, light-attribute, causes Palsy (success rate 1/3)
GasFlame: 100 damage, heat-attribute, lowers QUI (success rate 1/1), area affect

Party Statistics
T260G: 220 HP, 16 Qui
Gen: 200 HP, 21 Qui
Average: 210 HP, 19 Qui

PC Damage
T260G's physical (EasyRifle): 40
T260G's HE-Rocket (JunkBazooka): 80
Gen's Thrust (IronPipe): 180
Total damage per round: 220

Comments: IronPipe-wielding Gen for Godlike. Anyway... durability is ass, damage is actually not all that bad if he decides to use it intelligently. If he didn't die to a sneeze, it might actually be a challenging fight ingame.


VulcanII

HP: 400~
Speed: 5 Qui.
Resistances: Unknown. 15 Vit.
Mec-type

VulcanII has three D-Tractors as support. They kind of fail (vague 3-4HKO damage and trashy durability) but do block close-range moves from targetting VulcanII until defeated.

Physical: 20 damage, strike-attribute
Vulcan: 30 damage, pierce-attribute, area affect
HE-Rocket: 40 damage, strike/pierce/heat-attribute

Party Statistics
T260G: 220 HP, 16 Qui
Gen: 231 HP, 24 Qui
Riki (Zombie): 209 HP, 6 Qui
Mei-ling: 156 HP, 19 Qui
Lute: 202 HP, 11 Qui
Average: 204 HP, 13 Qui

PC Damage
T260G's physical (EasyRifle): 60
Gen's SwallowSwing (FiendRod): 160
Riki's TailHit (Zombie): 120
Mei-ling's SunRay: 160
Lute's HardSlash (KukriBlade): 90
Total damage per round: 590

Comments: ...Yeah, no. Makes the first Vulcan look godly in comparison. He's arguably worse than his support.

(Endgame equipment from now on, for "Doomsday Machine" RB3 onward.)

MecGod

HP: 60000~
Speed: 50 Qui.
Resistances: Unknown. 45 Vit.
Mec-type

Regens 1000 HP/round.

Physical: 140 damage, slash-attribute, doubleacted
DeathGaze: Causes instant death (success rate 5/7), Gaze attack, doubleacted
Tituswave: 330 damage, slash/strike-attribute, Sonic attack, area affect
MagneticStorm: 370 damage, electric/light-attribute, criticals and causes random status effects on Mecs, MT
GasFlame: 60 damage, heat-attribute, lowers QUI (success rate 1/3), area affect
TigerRampage: 890 damage, strike/light-attribute

Party Statistics
T260G: 875 HP, 99 Qui
Gen: 794 HP, 64 Qui
Leonard: 750 HP, 99 Qui
Emelia: 736 HP, 83 Qui
ZEKE: 800 HP, 99 Qui
Average: 791 HP, 89 Qui

PC Damage
T260G's PluralSlash (LordStar): 4700
T260G's V-Max CosmicRave: 9350
Gen's LifeSprinkler (ZeroSword): 4650
Leonard's Pop-Knight: 3100
Emelia's BoundShot (TwoGun LethalGun): 4450
ZEKE's PluralSlash (CometBlade): 4900
Total damage per round: 21800

Comments: First off, note the party averages. This is what happens when you have an endgame party full of Mecs (and it's a long quest to boot, so even non-Mec chars are noticeably leveled). Secondly, mock this guy, for he is complete bait to LogicBomb spam off 99 Qui chars - in fact, with only one person equipped with Mec-debilitating techniques, MecGod can literally never see a turn if you do it right. His durability sucks, too (facing Omega Body? Ow.) What saves his ass in a duel is damage... TigerRampage hurts, plain and simple, and he's not so totally sucktastic in durability that he can't get it off; albeit, it's still pretty bad.


FINAL BOSS - GenocideHeart

HP: Infinite in main form. 25000~ for each shift. 15000~ for final form. Total 90000~.
Speed: 50 Qui.
Resistances: Varies (see below). 40 Vit.

GenocideHeart starts off in its main form, which has infinite HP. The pattern of rounds then goes as follows:
Round 1: All PCs act (albeit any damage done to GenocideHeart is pointless). GenocideHeart does not act.
Round 2: This is an invisible round; literally, you don't even see the command menu. It's notable because if you tried to defend during round 1 (to reduce Carnage's damage), it's now cancelled thanks to this. GenocideHeart uses Carnage, and then virtual shifts to a random shift, changing the background and its form.
Round 3: PCs are now facing one of GenocideHeart's shift forms (damage starts mattering now). GenocideHeart acts normally, using whatever available moveset it has. If a shift's HP is depleted, GenocideHeart reverts to his main form at the end of the round (note that GenocideHeart can still act in that particular round, with his current shift form, even if it incurs overkill damage before it takes its action. Additionally, spillover damage is not applied to the next form.) Effectively, each shift has its own HP pool, totally separate from the others or the main form.

Post this, the pattern begins again at Round 1 until three shifts are defeated; note that any particular shift is never chosen twice. When reverting back to the main form after its third shift is defeated, GenocideHeart acquires a new HP pool - his final form - and gains a new attack pattern (see below). Defeating him here ends the battle.

Main Form
Resistances: 16 Slash/64 Hit/32 Pierce/16 Heat/16 Cold/16 Electricity/16 Light.

Carnage: 360 ITD damage, causes instant death (success rate 6/20), MT
(In final form, can doubleact using any combination of moves from any shift instead of using Carnage.)

Desert Shift
Resistances: 10 Slash/10 Hit/15 Pierce/10 Heat/10 Cold/5 Electricity/5 Light.

Tornado: 180 damage, strike/light-attribute
MagneticStorm: 300 damage, electric/light-attribute, criticals and causes random status effects on Mecs, MT
HeatWave: 110 damage, heat-attribute, lowers QUI (success rate 2/15), MT
TimeEclipse: 200 damage, light-attribute, causes Stone (success rate 1/2) and lowers QUI (success rate 2/3), magical
(Doubleacts with the following moves, in any choice or order.)
Physical (RailCannon clone): 140 damage, strike/pierce-attribute
GasFlame: 80 damage, heat-attribute, lowers QUI (success rate 6/14), area affect
SunRay: 30 damage, heat-attribute, criticals against undead
Salamander: 150 damage, heat-attribute

Ocean Shift
Resistances: 12 Slash/12 Hit/17 Pierce/12 Heat/17 Cold/2 Electricity/7 Light.
Immune to Water

Maelstrom: 250 damage, light-attribute, Water attack, MT
Tower: 3180 (!!!) damage, electric-attribute, magical
(Doubleacts with the following moves, in any choice or order.)
Thunderbolt: 130 damage, electric-attribute
Flash: Causes Blind (success rate 1/15), MT
Tornado: 180 damage, strike/light-attribute

Mountain Shift
Resistances: 11 Slash/11 Hit/16 Pierce/11 Heat/99 Cold/6 Electricity/6 Light.

LightBall: 60 damage, light-attribute, MT
Windblast: 170 damage, pierce/light-attribute, MT
(Doubleacts with the following moves, in any choice or order.)
Silf: 240 damage, cold/electric-attribute
ArcticBreath: 150 damage, cold-attribute, causes IceBarrier (50% chance), area affect
WaterCannon: 30 damage, slash/strike-attribute, Water attack, causes pushback

Church Shift
Resistances: 11 Slash/11 Hit/16 Pierce/21 Heat/21 Cold/16 Electricity/16 Light.

SacredSong: 200 damage, light-attribute, Sonic attack, MT
MecSonata: 100 damage, light-attribute, Sonic attack, criticals against and stuns Mecs, MT, initiative move
(Doubleacts with the following moves, in any order.)
SadSong: STR and WIL down, MT
Scream: 130 damage, light-attribute, Sonic attack, area affect

Wilderness Shift
Resistances: 10 Slash/10 Hit/15 Pierce/10 Heat/10 Cold/5 Electricity/5 Light.

StoneGas: 110 damage, light-attribute, causes Stone (success rate 0/7), area affect
Ectoplasnet: Causes instant death (success rate 2/3)
DeadlyMoss: Causes Angry and Venom (success rate 5/7), area affect
(Doubleacts with the following moves, in any choice or order.)
SleepGas: Causes Sleep (success rate 1/1), area affect
PainPowder: 70 damage, light-attribute, causes Blind (success rate 0/3)
Spore: 40 damage, light-attribute, area affect

Party Statistics
T260G: 950 HP, 99 Qui
Gen: 825 HP, 72 Qui
Leonard: 750 HP, 99 Qui
Emelia: 766 HP, 84 Qui
ZEKE: 750 HP, 99 Qui
Average: 808 HP, 91 Qui

PC Damage
T260G's PluralSlash (LordStar): 4650
T260G's V-Max CosmicRave: 8800
Gen's LifeSprinkler (ZeroSword): 4750
Leonard's Pop-Knight: 2950
Emelia's BoundShot (TwoGun LethalGun): 4550
ZEKE's TigerRampage: 7100
Total damage per round: 24000

Comments: Ow. Headache to interpret... but the way its shifts work, GenocideHeart is guaranteed to get at least six actions off - three Carnages, then one attack from each shift (which, more likely than not, is going to want to include the Ocean Shift for obvious reasons). Not overly impressive given that its durability in each individual form is really damn bad, but then again, little stays alive after getting blasted by Tower. And that's it, mainly; it has some mediocre status options otherwise, and stacking damage, but both are stopped easily enough as long as its opponent packs decent damage. Lightning protection and status blocking, as well as some healing/tankishness, readily counter him. Not as godly as I thought it'd be, and a bit of a disappointment from reputably the toughest boss in the game, although it's still quite scary.

== END OF T260G'S QUEST ==
<Eph> When Laggy was there to fuel my desire to open crates, my life was happy.  Now I'm stuck playing a shitty moba and playing Anime RPGs.

Laggy

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Re: SaGa Frontier Bosses
« Reply #3 on: August 27, 2008, 08:28:14 PM »
Riki's Quest

Party: Riki, Gen, Emelia, T260, Dr. Nusakan

VulcanII
See T260G's quest.


Platyhooks

HP: 5000~
Speed: 24 Qui.
Resistances: 28 Slash/28 Hit/38 Pierce/43 Heat/43 Cold/53 Electricity/63 Light. 12 Vit.
Immune to Water
Vulnerable to status and instant death

Platyhooks is accompanied by a Razorback for support. It's not total fail, but generally is not a factor (dies too fast).

Physical: 40 damage, pierce-attribute
Beak: 60 damage, slash/pierce-attribute, causes Blind (success rate 1/5)
PoisonGrip: 80 damage, slash/strike-attribute, causes Venom (success rate 2/4)
SharpShoot: 60 damage, pierce-attribute
Pheremone: Causes Charm... I think (success rate 0/7), area affect
Sweep: Causes Stun (success rate 5/9), area affect
WaterCannon: 130 damage, slash/strike-attribute, Water attack, causes pushback

Party Statistics
Riki (FrillNeck): 366 HP, 33 Qui
Gen: 311 HP, 24 Qui
Lute: 302 HP, 16 Qui
T260: 275 HP, 11 Qui
Mei-ling: 226 HP, 24 Qui
Average: 296 HP, 22 Qui

PC Damage
Riki's TailHit (FrillNeck): 280
Gen's ShadowCounter (KukriBlade): 310
Lute's Smash (BroadSword): 160
T260's Missile (MissilePod): 130
Mei-ling's SunRay: 150
Total damage per round: 1030

Comments: Meh. Pretty pathetic at this point; Red's faced a weaker party and was roughly about the same level of strength. The support doesn't really matter, either.


Tanzer

HP: 15000~
Speed: 16 Qui.
Resistances: Unknown resists. 18 Vit.

Tanzer comes into this fight with unnamed "support", much like Orlouge's Portraits. However, they are clearly a part of him, and can easily be seen as another form of multiacting.
As an interesting side note, Tanzer's support can combo with Tanzer. (In fact, one of the more common combos involves AcidBreath + Spore for over 600 damage...)

If you dawdle long enough in this fight (highly unlikely, Tanzer'll rip you apart beforehand 99% of the time), Nomad is eaten and you game over. Ha HA!

IllStorm: Causes Venom (success rate 7/8), MT
AcidBreath: 300 damage, light-attribute, lowers DEF (success rate 7/7)
WaterCannon: 120 damage, slash/strike-attribute, Water attack, causes pushback
PainDoubler: Does damage equal to target's missing HP (i.e. damage incurred) - caps at 666, magical, MT
Oscillation: 400 damage, light-attribute, Sonic attack, MT
(Tanzer's "support" uses the below moves.)
Spore: 90 damage, light-attribute, area affect
Needles: 70 damage, pierce-attribute
BladeNet: 220 damage, slash-attribute, causes Palsy (success rate 0/4), doubleacted
Coils: 70 damage, strike-attribute, causes Palsy (success rate 2/2)
Feeler: 80 damage, strike-attribute

Party Statistics
Riki (Axebeak): 370 HP, 38 Qui
Mei-ling: 237 HP, 26 Qui
T260: 275 HP, 11 Qui
Gen: 324 HP, 25 Qui
Fei-on: 240 HP, 31 Qui
Average: 289 HP, 26 Qui

PC Damage
Riki's BoomerangHook (Axebeak): 750
Mei-ling's SunRay: 270
T260's Missile (MissilePod): 250
Gen's ShadowCounter (KukriBlade): 410
Fei-on's CrushBeat: 920
Total damage per round: 2600

Comments: Holy shit. Tanzer is... ridiculous. Dishes out more than double overkill damage every round, and has PainDoubler to accompany it to add insult to injury. And thought that was enough? He has Oscillation too! HELLO MT OHKO, and unlike other bosses who have it, there is -NO- sonic protection this early on. Respectfully durable, too. I now consider this the hardest fight of SaGa Frontier - not only is he pretty dangerous both in paper and ingame, you're using Riki as a main and are most likely drained of resources after going through a dungeon of which there is no WP/JP restoration.

(Midgame equipment assumed from now on.)

Mollasite

HP: 6000~
Speed: 42 Qui.
Resistances: Unknown resists. 42 Vit.

Mollasite starts the fight by spending the first four rounds approaching a bed, and then possessing the child inside of it at end of the fourth. It can act normally during these rounds. If you do any amount of significant damage to it, it flees.

Mollasite ends every round by using LifeSteal on the child that it possesses afterwards, draining 1 LP (although it does not actually heal it). If manages it drains 6 LP by this method before being defeated, the battle ends in a game over.

Lullaby: Causes Sleep (success rate 12/15), MT
SadSong: STR and WIL down, MT
IllStorm: Causes Venom (success rate 7/9), MT
ElfShot: 80 damage, light-attribute, lowers WIL (success rate 0/1)
RavaShot: 60 damage, light-attribute, magical
Coils: 140 damage, strike-attribute, causes Palsy (success rate 1/2)
Chop: 20 damage, strike-attribute, causes Blind (success rate 0/4)
DeadlyMoss: Causes Angry and Venom (success rate 8/10), area affect
SharpPain: Causes Stun (success rate 4/5), magical, initiative move, MT
RavaBarrire: 140 damage, light-attribute, doesn't go off until the end of the round, magical, MT
Feeler: 160 damage, strike-attribute

Party Statistics
Riki (Platyhooks): 388 HP, 64 Qui
Gen: 355 HP, 26 Qui
Emelia: 214 HP, 31 Qui
T260: 455 HP, 65 Qui
Dr. Nusakan: 240 HP, 13 Qui
Average: 330 HP, 40 Qui

PC Damage
Riki's BoomerangHook (Platyhooks): 910
Gen's WheelSlash (Osc-Sword): 670
Emelia's TotalShot (LethalGun): 530
T260's physical (LethalGun): 370
Dr. Nusakan's PhantasmShot: 300
Total damage per round: 2780

Comments: Eh. Mollasite is a fairly mehish status whore of a boss. Silence or sleep its victims, then chip away with Venom and rather crappy damage. Durability isn't exactly what I'd call good, either, and it has no real tricks aside from that; RavaBarrire is the only thing remotely approaching good ingame, and it doesn't save it.


DevilSquid

HP: 12000~
Speed: 16 Qui.
Resistances: 10 Slash/34 Hit/18 Pierce/10 Heat/15 Cold/5 Electricity/10 Light. 21 Vit.

Maelstrom: 230 damage, light-attribute, Water attack, MT
MightyCyclone: 260 damage, strike-attribute
Feeler: 20 damage, strike-attribute, doubleacted
Ink: 40 damage, light-attribute, causes Blind (success rate 0/1)

Party Statistics
Riki (LivingSword): 512 HP, 35 Qui
Gen: 617 HP, 48 Qui
Emelia: 491 HP, 53 Qui
T260: 530 HP, 65 Qui
Dr. Nusakan: 572 HP, 83 Qui
Average: 545 HP, 57 Qui

PC Damage
Riki's GroundHit (LivingSword): 1000
Gen's TurbidCurrent (Osc-Sword): 1550
Emelia's BoundShot (LethalGun): 1800
T260's Bolt Thrower: 850
Dr. Nusakan's MegaWindblast: 4200
Total damage per round: 9400

Comments: Fails at liiife. Sure, he was somewhat quirkish in Asellus's quest, but there's just no saving him here; Maelstrom is simply not as scary as it once was. Sucks for him, and he dies to ... barely any punishment at all, too.

(Endgame equipment assumed from now on, for Mosperiburg and Margmel.)

Virgil


No.


FINAL BOSS - MasterRing

HP: 80000~ (with regular defenses), 25000~ (with full defenses)
Speed: 55 Qui.
Resistances: 50 Slash/50 Hit/50 Pierce/50 Heat/50 Cold/30 Electricity/30 Light. 55 Vit.

MasterRing starts the fight with nine support creatures. Only five monsters can be onscreen at any time, so she periodically switches them in and out (herself included). They are not insignificant, but far too much of a headache to get stats and figures on; additionally, they affect MasterRing's attack pattern and defenses by their mere presence or lack of it.
MasterRing's HP is lowered whenever one of her support dies, but her defense rises to compensate. I have listed values and damage figures for both the assumption that none of her support is touched, and the assumption that they all are.
MasterRing can double or tripleact in a sense; she does so randomly, and with certain attack combinations that generally leave much to be desired (rarely using direct damage moves more than once). I'd compose a complete list if I could be bothered to care, but sadly, I don't.
If all of its support is defeated, MasterRing starts using Revolution9 at the start of every round; it then also acts using any move selected from the combined moveset of all of its support. Again, lack of want to actually compile this gargantuan of a list; in summary, it'd contain some accurate status whoring and subpar damage (inferior to her original attack list).

Assist: Raises STR, WIL, QUI, and PSY
PsychoArmor: Raises PSY and VIT, magical
Oscillation: 490 damage, light-attribute, Sonic attack, MT
PowerBeat: 160 damage, strike-attribute
PoisonGas: 110 damage, light-attribute, area affect
TitusWave: 280 damage, slash/strike-attribute, Sonic attack, area affect
GremlinTouch: 310 damage, light-attribute, causes Palsy (success rate 1/4)
Spoil: Lowers WIL (success rate 4/5)
Vortex: Dispel, hits entire battlefield, magical
Lullaby: Causes Sleep (success rate 4/6), MT
SonicWave: 250 damage, light-attribute
Revolution9: Deals 270 ITD damage at end of round, MT; if struck with a dispel move beforehand (ala Vortex), Revolution9 is cancelled; magical, initiative move, only usuable if all support is dead

Party Statistics
Riki (BlackDragon): 602 HP, 63 Qui
Gen: 804 HP, 60 Qui
Emelia: 658 HP, 71 Qui
T260: 825 HP, 99 Qui
Dr. Nusakan: 708 HP, 83 Qui
Average: 719 HP, 75 Qui

PC Damage
(Second figures are values after all support is killed.)
Riki's MagneticStorm (BlackDragon): 1550/700
Gen's LifeSprinkler (ZeroSword): 2600/1750
Emelia's BoundShot (TwoGun LethalGun): 2100/450
T260's PluralSlash (ZeroSword): 3900/1950
Dr. Nusakan's MegaWindblast: 3000/1250
Total damage per round: 13150/6100

Comments: What a bloody headache. Throwing out the support, which anyone sane would do, I think (for all that they are somewhat of a factor ingame... but... eh), MasterRing has moderately damaging crowd control. And that's it. I wouldn't personally take into account Revolution9 myself, as not only is it gimmicky as hell and technically requires her support (that is, getting them killed), it also gives her complete access to a huge moveset which I really don't feel like getting. >_> This makes her entirely reliant on Oscillation... not a bad move by any means, and she actually uses it quite frequently, but nowhere near the instant game-over fame it tends to have on other bosses. Quite possibly the worst final boss in all of SaGa, save Hell'sLord (who fails for completely different reasons).

== END OF RIKI'S QUEST ==

Lute's Quest
Party: Lute, Gen, Capt. Hamilton, TimeLord, T260

(Endgame equipment assumed. If you ask why, I shoot you.)

Giant
See Asellus's quest.

FINAL BOSS - Spriggan

HP: 100000 total (see below)
Speed: See below.

Spriggan has five separate forms. When a particular form's HP is depleted, the next one replaces it at the beginning of the next round. Note that lethal damage does not prevent a form from acting on the round it dies. Damage is not carried over to the next form.

At totally random intervals, the party can be struck with the following attacks at the end of a round while fighting Spriggan.

Enemy Fire: 20 damage, pierce-attribute, MT
IronPole: 100 damage, strike-attribute, MT

Form 1
HP: 17500
Speed: 30 Qui.
Resistances: 35 Slash/35 Hit/43 Pierce/45 Heat/45 Cold/25 Electricity/45 Light. 40 Vit.

Doubleacts.
If it incurs 35000 or more damage in one round, Form 2 is skipped on the form change.

Tremor: 180 damage, strike-attribute, Ground attack, causes Stun (success rate 1/12)
Vulcan: 80 damage, pierce-attribute, area affect
Missile: 100 damage, strike/pierce/heat-attribute
Trample: 210 damage, strike-attribute
Supersonic: 110 damage, light-attribute, Sonic attack, area affect
ECM: Creates ECM effect (causes Missile attacks to miss), used as a final attack

Form 2
HP: 17500
Speed: 30 Qui.
Resistances: 35 Slash/35 Hit/43 Pierce/45 Heat/45 Cold/25 Electricity/45 Light. 40 Vit.

Doubleacts.

Trample: 210 damage, strike-attribute
Blade: 80 damage, slash-attribute
Supersonic: 110 damage, light-attribute, Sonic attack, area affect
SpreadBlaster: 270 damage, heat/electric-attribute
FlameBlast: 120 damage, heat-attribute, causes FireBarrier (50%), area affect

Form 3
HP: 12500
Speed: 50 Qui.
Resistances: 25 Slash/25 Hit/33 Pierce/35 Heat/35 Cold/35 Electricity/35 Light. 50 Vit.
Equipped with an ExcelShield

Doubleacts (tripleacts with Vulcan alone).

Physical (RailCannon clone): 180 damage, strike/pierce-attribute
Blade: 130 damage, slash-attribute
Vulcan: 140 damage, pierce-attribute, area affect
MecSonata: 200 damage, light-attribute, Sonic attack, criticals against and stuns Mecs, MT, initiative move
HyperBazooka: 160 damage, pierce/heat-attribute

Form 4
HP: 27500
Speed: 60 Qui.
Resistances: 8 Slash/8 Hit/8 Pierce/8 Heat/8 Cold/0 Electricity/8 Light. 70 Vit.

Always uses CounterECM on its first turn.
Only (but always) uses BusterLauncher on its fourth round, and every fourth round afterwards.

CounterECM: Cancels any current ECM effects, initiative move

(The following moves are carried out in a doubleact, in any order.)
Physical (BitSystem clone): 230 ITD damage
SpreadBlaster: 400 damage, heat/electric-attribute

(The following moves are carried out in a tripleact, in any order or choice.)
BrainCrush: 240 damage, strike-attribute, lowers INT (success rate 6/7)
Dash: 200 damage, strike-attribute
HeatSmash: 280 damage, slash/heat-attribute

ShootAll: 150 damage, strike/heat-attribute, MT

BusterLauncher: 1140 (!!) damage, heat/light-attribute, lowers QUI (success rate 1/9), area affect

Form 5
HP: 25000
Speed: 30 Qui.
Resistances: 8 Slash/8 Hit/8 Pierce/8 Heat/8 Cold/0 Electricity/8 Light. 50 Vit.

Tripleacts (except for BusterLauncher).
Only (but always) uses BusterLauncher on its third round, and every third round afterwards.

Physical (RailCannon clone): 210 damage, strike/pierce-attribute
HyperBazooka: 260 damage, pierce/heat-attribute
Vulcan: 160 damage, pierce-attribute, area affect
Graviton: 270 damage, heat/cold/electric/light-attribute

BusterLauncher: 1140 damage, heat/light-attribute, lowers QUI (success rate 1/9), area affect

Party Statistics
Lute: 714 HP, 52 Qui
Gen: 678 HP, 56 Qui
Capt. Hamilton: 698 HP, 52 Qui
TimeLord: 679 HP, 88 Qui
T260: 800 HP, 99 Qui
Average: 714 HP, 69 Qui

PC Damage
Lute's NoMoment (Asura): 1850
Gen's LifeSprinkler (CometBlade): 3000
Capt. Hamilton's LifeSprinkler (Kusanagi): 3400
TimeLord's GriffithScratch: 2450
TimeLord's OverDrive + StasisRune sequence: 24400 (sooo don't take this into factor)
T260's PluralSlash (LordStar): 3500
Total damage per round: 14200

Comments: Makes or breaks up on how lenient you are in choosing moves. Spriggan's durability... is odd, since although combined together it's quite durable, each individual form falls fast. However, given how the fight works, each form will at least get a single hit in (the form change doesn't happen until the end of the round, and it still gets its action even if you've depleted the particular form's HP score); usually that's enough shots out to off anyone, even more so if BusterLauncher is employed in the final two forms - the most powerful enemy attack in the game, save GenocideHeart's Tower. A headache to interpret nonetheless. And that's the last boss of SaGa...

== END OF LUTE'S QUEST ==
<Eph> When Laggy was there to fuel my desire to open crates, my life was happy.  Now I'm stuck playing a shitty moba and playing Anime RPGs.

Dark Holy Elf

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Re: SaGa Frontier Bosses
« Reply #4 on: November 21, 2010, 08:42:29 AM »
Might as well get my stamp in on every Saga Frontier stat topic we have!

-Arachne has Pheremone. No clue on the accuracy, my only non-immune PCs were dead the turn it was used. <.<

-Somewhat more significantly, the first MBlack has TigerRampage. It does borderline OHKO damage, much like MBlackIII's.

-It's worth pointing out that Diva's non-ITD damage (i.e. all of it?) is quartered against mystics (excluding Mesarthim, but including transformed Asellus). Diva always fights Emelia herself, and for the other four slots, Emelia has 22 choices, including 4-5 who quarter her damage (depending on whether Asellus counts). Not sure what I'd make of this, but I'm throwing it out there.

-This is also true of Mollasite and Arachne. I'm too lazy to check how many mystics / how many PCs total are available for Riki/Red at those points. It's also true of SirDemon and Goblin but as far as I know they can't face any mystics. All of these bosses are considered "lower mystics" and those get owned plotwise by upper mystics, which all the non-Mesarthim mystic PCs are.

-Humourously, and likely due to an error, freaking Orlouge is also classed as a lower mystic. However, ITD attacks are not affected by this mechanic, and the ITD 3Mistresses is the only damage-dealing attack used by Orlouge proper, so this property has no gameplay effect. All the other mystic bosses (even the lowly FireSage) aren't classed this way, for the record.

-The name "light" is a really misleading name for that particular element in Saga Frontier. Laggy more or less points this out but it really has to be stressed. The attacks in the game you might actually expect to be "light" elemental, namely SunRay and MegaWindblast, are not this element, even! The BMG calls it "force" and I tend to do the same, but regardless of nomenclature it's basically a catchall for energy attacks and "non-elemental" magic.

Oh, and nice work on this, Laggy. Getting the stats on some of the final bosses alone (hi Orlouge) can only be the work of a man of great patience.

EDIT: And another nitpick: Giant is immune to instant death. His status vulnerabilities are stun, venom, blind, and petrify.

More EDIT: Pretty darn sure that GenocideHeart's final form's HP can be damaged in the earlier trips to the "No Future" screens. I unloaded on those screens this time and killed the final form in two attacks. Looking at the game data, the final form should have the same HP as the others... in Laggy's case, that'd be 25000. I assume that, like various other final bosses, though, that its HP can't be lowered below 1 until the final stage.

EDIT: LionPrincess is equipped with a Glirandly which raises all her stats by 10 (this is not currently listed), so her Qui and Vit are +10 from what the stat topic currently claims.

EDIT: Speaking of stat boosts, enemy mecs have them too, and whatever resource (Sakura?) Laggy used apparently doesn't include them. Granted, they tend not to equip much that boosts stats, so it doesn't matter much. Still, all the MBlacks, as well as MecGod, have a Knife equipped, which grants +4 QUI. Notably this means the first MBlack is above average speed, yet another reason he's the best of the four emperors in-game! (says so much)
« Last Edit: December 30, 2011, 07:59:33 AM by Dark Holy Elf »

Erwin Schrödinger will kill you like a cat in a box.
Maybe.

Dark Holy Elf

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Re: SaGa Frontier Bosses
« Reply #5 on: May 30, 2015, 06:31:34 PM »
Defences:

Laggy lists all damage done vs. the boss, so these only matter if you want to figure out how good a Saga Frontier boss is against ITD or really want to break down their precise defences against different attacks.

Saga Frontier defensive damage formula (the specifics may vary by attack type, but this is a good approximation):
Damage = Base damage * (128 - relevant defence stat - VIT/4)

Effective defence stat average of Battle Rank 9 monsters (i.e. base defence stat + VIT/4):
45 Slash, 51 Hit, 52 Pierce, 65 Heat, 63 Cold, 51 Electric, 59 Force

You can compare boss effective defences to these using the formula above. As an example, Orlouge has stats of
"Resistances: 40 Slash/64 Hit/58 Pierce/40 Heat/40 Cold/40 Electricity/40 Light. 50 Vit."
This means his effective defences are: 52 Slash, 76 Hit, 70 Pierce, 52 Heat, 52 Cold, 52 Electric, 52 Force

So Orlouge reduces Slash by 8%, Hit by 32%, Pierce by 24%, and Lightning by 1%, while taking an extra 20% from Fire, 17% from Ice, and 10% from Force.


If there's adequate interest I could go through and list defences for all endgame bosses, but overall this feels mostly like trivia which can be calculated for individual matches if badly needed, so I probably won't.

Erwin Schrödinger will kill you like a cat in a box.
Maybe.