Talaysen
DL

Posts: 2082
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« on: August 27, 2008, 10:13:12 PM » |
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From Pipe Dreamer
This game getting its generics into the Not Ranked tournaments finally got me the motivation to get its stats in. The generics are taken at L40, against 25 Defense and M. Defense, with Faris's stat bonuses (+3 to Str and Mag, +2 to Agl and Vit) to prevent arbitrary inflation on either side.
About the Stats
HP is a function of Level and unequipped Vitality. MP is a function of Level and unequipped Magic.
Strength and Magic affect the characters' physical and magic multipliers. Due to the way the game works (only whole-number multipliers are used), small boosts to Strength and Magic are useless unless they carry a character past a multiplier benchmark. At level 40, one magic multiplier benchmark is 256 / 40 = 6.4 Magic, while one physical multiplier benchmark is 128 / 40 = 3.2 Strength.
Vitality's only use, besides affecting HP as aforementioned, is affecting how much HP a character recovers while under Regen status.
Agility affects the amount of time it takes for the ATB gauge to fill up. Unlike in the other FFs, in FF5 everyone's ATB gauge fills at the same rate. All Agility does is affect where the ATB gauge starts to fill. The gauge has 255 units, and at the beginning of every turn, (135 + Agility) units are automatically filled. It then fills at the same rate for every character until it reaches 255 and the character is allowed to act.
Attack influences how much damage the character does with the Fight command.
Defense and Magic Defense work subtractively.
Evade is very close to a literal percentage. Magic Evade generally only applies to status attacks in-game, since almost all straight damage spells are unblockable. Some may take this stat to simply mean status resistance in the DL. Magic Evade works subtractively, where HitRate% = (Spell basehitrate - target MEvade).
About Equipment
While almost every job has a unique weapon of some kind, armor in FF5 falls quite cleanly into three classes: Heavy Armor, Medium Armor, and Robes. The only exception is Ribbons, which are unique to Dancers. Shields fall closely to the Heavy Armor category, except Blue Mages can also equip them. To save space, I have listed all potentially useful equipment in the section and will refer only to the armor type a character can equip in the character sections. Equipment I consider defaults are marked with an asterisk (*).
Heavy Armor *Crystal Helmet [Defense +13] *Crystal Armor [Defense +20, Magic Defense +2] *Gauntlet [Defense +6, Magic Defense +1] Diamond Helmet [Defense +10, Magic Defense +2, Halve Lightning]
Medium Armor *Dark Hood [Defense +12, Magic Defense +2, Agility +2] *Dark Suit [Defense +17, Magic Defense +2, Agility +1] *Diamond Ring [Defense +4, Magic Defense +5, Magic Evade +5] *Monk-only: Kaiser Knuckles [Defense +8, Strength +5, Brawl up] Diamond Plate [Defense +13, Magic Defense +2, Halve Lightning]
Robes *Circlet [Defense +10, Magic Defense +2, Magic Evade +5] *Black Robe [Defense +14, Magic Defense +14, Magic Evade +20, Magic +5] *Diamond Ring [Defense +4, Magic Defense +5, Magic Evade +5] Chemist-only: Angel Robe [Defense +10, Magic Defense +11, Magic Evade +25, Vitality +5, Nullify Poison, Immune to Poison] Gaia Gear [Defense +8, Magic Defense +10, Magic Evade +18, Strengthen Earth]
Ribbons *Ribbon [Defense +12, Magic Defense +2, Magic Evade +5, Str, Mag, Vit, Agl +5, Immune to Dead, Stone, Toad, Poison, Darkness, Aging, Berserk, Mute] *Rainbow Suit [Defense +18, Magic Defense +3, Magic Evade +4, Immune to Charm] *Red Shoes [Defense +11, Magic Defense +2, Magic Evade +3, Immune to Charm]
Shields *Crystal Shield [Defense +8, Evade +45] Diamond Shield [Defense +6, Evade +35, Halve Lightning]
About Terminology
When you change your character into a job in FF5, they will automatically have the Fight and Item commands and one specific ability of that job. This specific ability is locked and cannot be changed; they are marked with a double asterisk in the character listings. Some jobs learn additional abilities, which can be equipped into the character's blank ability slot. Abilities that (in my opinion) should be taking as default in these blank ability slots are marked with a single asterisk.
When I say that a move "pierces defense" (e.g. Flare), it means that defense is divided by 32 when calculating damage for that move. Since few enemies have over 32 defense in FF5, and the game rounds down all numbers, this is for all practical intents and purposes the same as ignoring defense. "Ignores defense" (e.g. X-Fight) means that the attack takes defense as 0 when calculating damage. Curiously, both defense-piercing and defense-ignoring attacks are still affected by Safe or Shell in FF5, though fixed-damage attacks such as Blow Fish and gravity attacks are not. Whether you take it as a property of these attacks or as a property of FF5 Safe and Shell is up to you.
Instant death attack that "misses Heavy-types" bypass Instant Death immunity. Only monsters classed as Heavy-type (or monsters or PCs who were targets of the Dragon's Kiss mix) are immune to these attacks. I personally don't preserve this distinction in the DL, though of course your interpretation may vary.
I am unsure of what Mblock value to take as default, so only base hit rate is listed for status spells. You may wish to deduct a constant from these hit rates to arrive at true hit rates.
Knight
Weapon: Ragnarok (Defender) Armor: Heavy Armor, (Shields)
HP 2071 MP 163 Str 50 Agl 28 Vit 46 Mag 12
Attack 110 (99, if Defender; 140, if Ragnarok) Defense 39 (47, if Shield) M. Defense 3 Evade 0% (45%, if Shield) M. Evade 0%
(Note: Ragnarok is superior to Excalibur in every way, but most disallow it due to it being guarded by an optional superboss.)
Innate: Weapon Block: (Defender) 25% chance of evading all physical attacks. This check is made independent of Shield evasion; if Knight has both a Shield and a Defender equipped, his effective evade is 58.75% Cover: Knight automatically takes all physical damage for party members below 1/8 max HP[/i]
Abilities:
**!Fight: 2890/2516/3910 physical damage (1445/1258/1955, if Shield) **!Guard: All physicals nulled for next turn. Useful against VP fighters?
Monk
Weapon: Fists Armor: Medium Armor
HP 2900 (2231 without HP +30%) Str 53 [+5] Agl 28 [+3] Vit 52 Mag 3
Attack 133 Defense 37 M. Defense 4 Evade 0% M. Evade 0%
Innate: Counter: 50% chance of countering physicals.
Abilities:
**!Fight: 2376 physical damage spread over 2 hits **!Kick: 1155 physical damage to all enemies *HP +30%: Max HP up 30% !Mantra: Heals 104 damage, lifts Blind and Poison !BuildUp: 4748 physical damage spread over 2 hits, 1-turn charge time
Thief
Weapon: Rising Sun Armor: Medium Armor
HP 1593 Str 28 Agl 43 [+3] Vit 28 Mag 20
Attack 71 Defense 33 M. Defense 9 Evade 0% M. Evade 5%
Abilities:
**!Fight: 460 physical damage
Dragoon
Weapon: Dragoon Spear Armor: Heavy Armor, Shields
HP 1939 Str 45 Agl 32 Vit 41 Mag 14
Attack 119 Defense 47 M. Defense 3 Evade 45% M. Evade 0%
Abilities:
**!Fight: 1504 physical damage **!Jump: 3008 physical damage, one-turn charge time, ignores evade *!Dragon Sword: Drains 120 HP and 80 MP. Magical.
Ninja
Weapon: Hardened Dagger + Rising Sun Armor: Medium Armor
HP 1620 Str 42 Agl 41 [+3] Vit 29 Mag 16
Attack 170 Defense 33 M. Defense 9 Evade 0% M. Evade 5%
Innate: Weapon Block: (Hardened) 25% chance of evading all physical attacks
Abilities:
**!Fight: 1110 + 690 physical damage, total 1800 **!Throw: Throws a weapon, shuriken, or scroll. Ignores evade, but not defense.
Fuuma: 5643 physical damage Flame Scroll: 570 magical damage, fire-elemental Water Scroll: 570 magical damage, water-elemental Thunder Scroll: 570 magical damage, lightning-elemental
*!Image: Inflicts Image status on self. Image causes the next two physical attacks to miss. Note that this applies even to "unblockable" attacks such as X-Fight and Throw
Samurai
Weapon: Masamune Armor: Heavy Armor, Shields
HP 2045 Str 46 Agl 29 Vit 45 Mag 14
Attack 107 Defense 47 M. Defense 3 Evade 45% M. Evade 0%
Innate: Blade Grasp: 25% chance of evading all physical attacks. This check is made independent of Shield evasion; this effectively increases Samurai's evasion to 58.75%. Initiative: (Masamune) Samurai gets a full ATB guage at the start of the battle
Abilities:
**!Fight: 1312 physical damage **!GilToss: 3750 physical damage, spends 2000 * (number of targets) in Gil *!Slash: Instant death, 85% base hit rate, misses Heavy-types !SwdSlap: Same as physical attack, except doesn't dispel Sleep, Confuse and Controlled status
Berserker
Weapon: Giant's Axe Armor: Heavy Armor, Shields
HP 2204 Str 48 Agl 18 Vit 51 Mag 3
Attack 91 Defense 47 M. Defense 3 Evade 45% M. Evade 0%
Innate: Berserk: Attack is boosted by 50%
Abilities:
**!Fight: Randomly fluctates between 1054 and 3366 physical damage, average 2210
Hunter
Weapon: Artemis Bow Armor: Medium Armor
HP 1567 Str 43 Agl 39 [+3] Vit 27 Mag 21
Attack 111 Defense 33 M. Defense 9 Evade 0% M. Evade 5%
Abilities:
**!Fight: 1290 physical damage **!Aim: 1290 physical damage, ignores evade *!X-Fight: 3108 physical damage, ignores evade and defense !Animals: Randomly uses one of the following attacks. Roughly 2.5% chance of Mysidian Rabbit, even odds for the others.
Mysidian Rabbit: Wasted turn Squirrel: 140 magical damage, misses floating targets Nightingale: 357 healing to party, also cures Blind and Poison Bee Swarm: Deals ([10... 100] - 25) * 7 damage. Momonga: Inflicts Paralysis, unblockable.
Mystic Knight
Weapon: Epee Armor: Heavy Armor, Shields
HP 1912 Str 41 Agl 41 Vit 40 Mag 27
Attack 57 Defense 47 M. Defense 3 Evade 45% M. Evade 0%
Innate: MBarrier: If an attack knocks Mystic Knight below 1/8 max HP, he casts Shell as a counter.
Abilities:
**!Fight: 448 physical damage **!MgcSword: Mystic Knight takes one turn to cast magic on his sword, for the rest of the battle (or until another Sword magic is cast) his Fight command will have the listed effect.
Flare: 2198 physical damage Drain: Drains 448 damage Psyche: Drains 1/4 of target's current MP Break: 100% chance of inflicting Stone on target if Fight command hits. Mute: 100% chance of inflicting Mute on target if Fight command hits. Sleep: 100% chance of inflicting Sleep on target if Fight command hits. Venom: 100% chance of inflicting Poison on target if Fight command hits. Fire 3: Kill target instantly if weak to Fire. If target is weak to fire but Heavy-type, deal 3192 damage instead. Ice 3: Kill target instantly if weak to Ice. If target is weak to ice but Heavy-type, deal 3192 damage instead. Bolt 3: Kill target instantly if weak to Lightning. If target is weak to ice but Heavy-type, deal 3192 damage instead. Holy: Kill target instantly if weak to Holy. If target is weak to ice but Heavy-type, deal 3192 damage instead. Bio: Kill target instantly if weak to Poison. If target is weak to ice but Heavy-type, deal 3192 damage instead.
White Mage
Weapon: Morning Star Armor: Robes
HP 1540 MP 338 Str 20 Agl 28 Vit 26 Mag 51 [+5]
Attack 50 Defense 28 M. Defense 21 Evade 0% M. Evade 30%
Abilities:
**!Fight: Randomly fluctates from 152 to 552 damage, average 352 **!White: Silenceable magic. Subject to Reflect, with the exception of Dispel
Holy: (20 MP) 2592 magical damage, holy-elemental Cure 3: (29 MP) Fully heals target. If multitargeted, heals 1080 to all targets. Heal: (10 MP) Heals all status effects Image: (6 MP) Inflicts Image. See Ninja section for details. Wall: (15 MP) Inflicts Reflect. This wears off, but it lasts long enough (three-four turns?) Safe: (3 MP) Inflicts Safe. Safe halves all incoming physical damage. Shell: (5 MP) Inflicts Shell. Shell halves all incoming magical damage and halves incoming status odds. Curiously, this also applies to "defense-piercing" spells such as Flare. What you make of this is up to you. Berserk: (8 MP) Inflicts Berserk. Unblockable. Mute: (2 MP) Inflicts Mute, 75% base hit rate. Can wear off, though I'm not sure of duration. Size: (5 MP) Inflicts Mini, 90% base hit rate. Mini drops defense to 0, Attack to 3 (practically, this means you won't be doing more than 1 damage to any endgame monster), and doubles evasion. Charm: (4 MP) Inflicts Confuse, 75% base hit rate. Dispel: (12 MP) Removes positive status from target. Life 2: (50 MP) Revives with full HP.
*MP +10%: Boosts max MP by 10%
Black Mage
Weapon: Fire/Ice/Thunder Rod Armor: Robes
HP 1487 MP 429 Str 18 Agl 27 Vit 24 Mag 57 [+5]
Attack 16 Defense 28 M. Defense 21 Evade 0% M. Evade 30%
Abilities:
(Note: For the elemental spells, the first number refers to the damage without the corresponding elemental rod equipped, the second with.)
**!Fight: Randomly deals between 0 and 98 magical damage of the corresponding element **!Black: Silenceable magic. Subject to Reflect, with the exception of Drain and Psyche.
Flare: (39 MP) 3302 magical damage, non-elemental, pierces defense Fire 3: (25 MP) 2080/3120 magical damage, fire-elemental Ice 3: (25 MP) 2080/3120 magical damage, ice-elemental Bolt 3: (25 MP) 2080/3120 magical damage, lightning-elemental Psych: (1 MP) Drains 25% of opponent's current MP if opponent's magic defense is below 8. Fails if opponent's magic defense is above 8. Sleep: (3 MP) Inflicts Sleep, 90% base hit rate. Toad: (8 MP) Inflicts Toad, 80% base hit rate. Toad drops Attack to 3, Defense and Evade to 0, and renders the target unable to cast any spells but Toad. Break: (15 MP) Inflicts Stone, 75% base hit rate. Doom: (29 MP) Inflicts instant death, 80% base hit rate.
*MP +30%: Boosts max MP by 30%
Time Mage
Weapon: Morning Star Armor: Robes
HP 1460 MP 304 Str 22 Agl 29 Vit 23 Mag 50 [+5]
Attack 50 Defense 28 M. Defense 21 Evade 0% M. Evade 30%
Abilities:
**!Fight: Randomly fluctates from 152 to 552 damage, average 352 **!Dimen: Silenceable magic. Subject to Reflect, except the damage spells, Void, Reset, and Float.
Meteo: (42 MP) Deals 4 hits of non-elemental damage. Damage ranges from 350 to 2450. Average damage for entire attack is thus 5600. Each hit randomly targets an opponent, in a team setting. Quarter: (18 MP) Deals 14/16 of opponent's current HP in damage, 99% base hit rate. Quick: (77 MP) Immediately gives caster two free turns. Haste: (5 MP) Inflicts Haste. Haste doubles effective speed. Regen: (3 MP) Inflicts Regen. On Time Mage, this means 57 HP gained per turn. Float: (10 MP) Inflicts Float. Float means immunity to ground-based attacks. Reset: (1 MP) Restarts battle. Slow: (3 MP) Inflicts Slow, 95% base hit rate. Slow halves effective speed. Stop: (8 MP) Inflicts Stop, 90% base hit rate. Stop can wear off, but I'm usure of its duration. Old: (4 MP) Inflicts Old, 90% base hit rate. Old causes the target's Speed and Level to gradually decrease to 1. This affects magical damage but not physical damage. X-Zone: (20 MP) Inflicts instant death, 50% base hit rate, misses Heavy types. Void: (3 MP) Silent Lake effect, doesn't work on bosses. Comet: (7 MP) Deals non-elemental magical damage ranging from 200 to 1400. Average is thus 800. Haste 2: (15 MP) Multitarget version of Haste. Slow 2: (9 MP) Multitarget version of Slow, 80% base hit rate.
Summoner
Weapon: Air Knife or Fire/Ice/Thunder Rod Armor: Robes
HP 1514 MP 338 Str 17 Agl 26 Vit 25 Mag 59 [+5]
Attack 56 (16) Defense 28 M. Defense 21 Evade 0% M. Evade 30%
Abilities:
(Note: For the elemental summons, the first number refers to the damage without the corresponding element-booster [elemental rod, Gaia Gear, Air Lancet] equipped, the second with.)
**!Fight: 279 physical damage, wind-elemental **!Summon: Silenceable magic. Ignore reflect.
Bahamut: (66 MP) 3500 magical damage, non-elemental, pierces defense. Leviathan: (39 MP) 2380/2940 magical damage, water-elemental Syldra: (32 MP) 1960/2940 magical damage, wind-elemental Phoenix: (99 MP) 1120/1680 magical damage, fire-elemental. Also revives a dead ally to full HP and MP. Titan: (25 MP) 1190/1785 magical damage, earth-elemental. Misses floating targets. Shoat: (33 MP) Inflicts stone, 99% base hit rate. Remora: (2 MP) Inflicts paralysis, 100% base hit rate. Paralysis wears off, though I'm unsure of its duration. Odin: (48 MP) 80% chance of True Edge, inflicting unblockable instant death. If True Edge roll fails or opponent is heavy-type, deal 3220 physical damage instead. Golem: (18 MP) Casts a shield that absorbs all incoming physical attacks. The shield will take 3000 damage before disappearing. Carbunkle: (45 MP) Casts reflect on entire party. This wears off, but it lasts long enough (three-four turns?)
**!Call: Use a random summon, no MP cost
Blue Mage
Weapons: Air Lancet or Fire Rod Armor: Robes, Shields, (Medium armor)
HP 1620 MP 301 Str 19 Agl 28 Vit 29 Mag 49 [+5]
Attack 56 (16) Defense 28 M. Defense 21 Evade 0% M. Evade 30%
Abilities:
(Note: For the elemental spells, the first number refers to the damage without the corresponding element-booster [elemental rod, Air Lancet] equipped, the second with.)
**!Fight: 279 physical damage, wind-elemental **!Blue: An eclectic mix of spells and abilities. Not silenceable, sometimes reflectable
Aero 3: (24 MP) 1380/2070 magical damage, wind elemental, reflectable Blow Fish: (25 MP) 1000 damage, fixed, ignores defense Mind Blast: (6 MP) 660 damage and inflicts Paralysis. The paralysis lasts roughly one turn. Missile: (7 MP) Deals damage equal to 75% target's current HP, 75% base hit rate Vampire: (2 MP) Drains half of lost HP from target, 99% base hit rate White Wind: (28 MP) Heals entire party by amount equal to current HP Big Guard: (72 MP) Inflicts Safe, Shell, and Float on all allies. Reflectable. Moon Flute: (3 MP) Inflicts Berserk on all allies Death Claw: (21 MP) Reduces target HP to single digits and inflicts paralyze, 66% base hit rate, misses Heavy-types. Time Slip: (9 MP) Inflicts Sleep and Old, 90% base hit rate Frog Song: (5 MP) Inflicts Toad, 66% base hit rate Tiny Song: (5 MP) Inflicts Mini, 66% base hit rate Flash: (7 MP) Inflicts Blind, 75% base hit rate. Darkness quarters accuracy. Guard off: (19 MP) Halves target's defense and M. defense, 80% base hit rate Magic Hammer: (3 MP) Halves target's current MP, 75% base hit rate Dark Shock: (27 MP) Halves target's level. This causes target's magic damage to be roughly halved. 66% base hit rate. Condemn: (10 MP) Inflicts Count Down on target, unblockabe, misses Heavy-types. Note that enemies killed by Condemn do not give experience (though they still give AP). What you make of this is up to you.
Red Mage
Weapon: Epee or Fire/Ice/Thunder Rod Armor: Robes, (Medium Armor)
HP 1381 MP 126 Str 35 Agl 32 Vit 20 Mag 34 [+5]
Attack 57 Defense 28 M. Defense 21 Evade 0% M. Evade 30%
Abilities:
**!Fight: 384 physical damage **!Red: Silenceable magic. Subject to Reflect.
Fire 2: (10 MP) 250/375 magical damage, fire-elemental Ice 2: (10 MP) 250/375 magical damage, ice-elemental Bolt 2: (10 MP) 250/375 magical damage, lightning-elemental Cure 2: (9 MP) Heals 450 damage Safe: Inflicts Safe. See White Mage section for details. Sleep: (3 MP) Inflicts Sleep, 90% base hit rate. Toad: (8 MP) Inflicts Toad, 80% base hit rate. See Black Mage section for details. Mute: (2 MP) Inflicts Mute, 75% base hit rate. Can wear off, though I'm not sure of duration. Size: (5 MP) Inflicts Mini, 90% base hit rate. See White Mage section for details. Charm: (4 MP) Inflicts Confuse, 75% base hit rate.
*!X-Magic: Cast any two spells on the Red magic list in a row
Mediator
Weapon: Flame Whip Armor: Medium Armor
HP 1753 Str 40 [+2] Agl 28 [+5] Vit 34 Mag 23
Attack 82 Defense 33 M. Defense 9 Evade 0% M. Evade 5%
Abilities:
**!Fight: 855 physical damage, 33% chance of casting Fire 3 for 1120 fire damage. Average damage is thus 1228 **!Catch/!Release: You can Catch a monster that's below 1/8 health, then Release it. The monster will do an attack. I'm not sure how people are going to treat this, but I'm listing a few useful ones anyway. All of these are OPB, of course.
Great Dragon: (Fight) 9999 physical damage Giant Bird: (Wind) deals damage equal to 25% target's max HP. Cannot be blocked or immuned in-game. Faerie Orc: (Cure 3) Full healing. UndeadRusk: (Break) Inflicts Stone, 75% base hit rate Bandersnatch: (Blaster) Even odds of inflicting Paralysis or instant death, unblockable
*Control: Takes control of enemy, 40% hit rate. Equipping a Coronet takes this up to 75%; but there's only one Coronet and all jobs can equip it.
Chemist
Weapon: Morning Star Armor: Robes
HP 1700 Str 29 Agl 30 Vit 32 Mag 22 [+5]
Attack 50 Defense 28 M. Defense 21 Evade 0% M. Evade 30%
Abilities:
**!Fight: Fluctates from 209 to 759 damage, average 484 **!Drink: Drink one of the following potions. All are store-bought. Note that Chemist can mimic all of these effects on other party members with Mixes, assuming you allow Category 2 materials (see below).
Protect Drink: Inflicts Safe. See White Mage section for details. Speed Drink: Inflicts Haste. See Time Mage section for details. Giant Drink: Doubles both max and current HP Hero Drink: Adds 10 to level. This raises his Fight damage to [247... 897] Power Drink: Supposedly adds 20 to Attack. Due to a bug, however, this has no effect on Chemist.
*!Mix: Mix two items together for a unique effect. I've broken Mixes down into four categories: Category 1 are Mixes that only use regular storeboughts. Category 2 are ones that use Turtle Shells and Dragon Fangs (common drops from fairly common enemies). Category 3 are ones that use Dark Matters (dropped by fairly rare enemies).
Category 1:
Water of Life: Inflicts Regen. On Chemist, this is 80 HP regained per round. X-Potion: Full healing. Half Elixir: Full MP healing. Restorative: Heals Aging, Sleep, Paralyze, Charm, Berserk, Mute Elemental Power: All magical elements up (1.5x damage) Levitate: Inflicts Float. Life Shield: Grants instant death immunity. Resist Fire: Grants fire absorption Resist Ice: Grants ice absorption Resist Thunder: Grants lightning absorption Kiss of Blessing: Inflicts Berserk, Image, and Haste. Ignores immunities to any of the statuses. Resurrection: Revive with full HP and MP
Category 2:
Drain Kiss: Drains 1840 damage. 99% base hit rate. Dragon Breath: Deals damage equal to caster's current HP, fire/ice/lightning-elemental Holy Breath: Deals damage equal to caster's current HP, holy-elemental Dragon Shield: Grants immunity to fire, ice, and lightning Dragon Armor: Inflicts Reflect, Shell, Safe, Regen Panacea: Heals all status ailments Dark Sigh: Inflicts Blind and Confuse, unblockable Failure: Deals damage equal to 25% target's current HP, also inflicts Charm, unblockable Split Shell: Halves target's defense and M. defense, unblockable Bacchus's Wine: Inflicts Berserk, unblockable Dragon's Kiss: Turns target into a Dragon and a Heavy-type target.
Category 3:
Shadow Flare: 1940 magical damage, non-elemental, pierces defense Dark Ether: Reduces target's current MP by 75% Death Potion: Inflicts instant death, unblockable Toad's Kiss: Inflicts Toad, unblockable Dark Gas: Inflicts Blind, 99% base hit rate
Geomancer
Weapon: Tinker Bell Armor: Robes
HP 1646 Str 31 Agl 29 Vit 30 Mag 50 [+5]
Attack 55 Defense 28 M. Defense 21 Evade 0% M. Evade 30%
Abilities
**!Fight: Fluctates from 56 to 1596 damage, average 826 **!Terrain: I honestly have no idea how to interpret this. Even worse, I have no idea of what the terrains listed in the Algorithms FF5 correspond to, in battle backgrounds. I'm disregarding this ability for now.
Bard
Weapon: Apollo Harp or Lamia Harp Armor: Robes
HP 1301 Str 19 Agl 35 Vit 17 Mag 37 [+5]
Attack 0 Defense 28 M. Defense 21 Evade 0% M. Evade 30%
**!Fight:(Apollo Harp) 200 magical damage, does 8x to dragons and undead (Lamia Harp) Deals 3/16 of target's current HP in damage and inflicts confuse. 99% base hit rate. **!Sing: Silenceable magic. Not subject to Reflect.
Charm Song: Inflicts confuse, 99% base hit rate. Love Song: Inflicts stop, 99% base hit rate. Stop wears off, though I'm unsure of its duration. Power Song: Gradually increases party's Strength. Bard cannot perform other actions while singing. Bard breaks out when hit by a physical. Magic Song: Gradually increases party's Magic. Bard cannot perform other actions while singing. Bard breaks out when hit by a physical. Speed Song: Gradually increases party's Agility. Bard cannot perform other actions while singing. Bard breaks out when hit by a physical. Heroic Song: Gradually increases party's level. Bard cannot perform other actions while singing. Bard breaks out when hit by a physical.
*!Hide: Becomes untargetable by any attacks. Cannot do anything while Hiding except use Show. Note that due to a bug, Hiding characters will still be untargetable after they use Show. This effect lasts until the enemy uses a spell or special attack on the character. This means the Bard can technically become totally invincible to pure fighters in the DL. What you make of this is up to you.
Dancer
Weapon: Man Eater [Str, Agl, Vit, Mag +2] Armor: Ribbons, (Medium Armor)
HP 1275 Str 32 [+7] Agl 32 [+7] Vit 16 [+7] Mag 21 [+7]
Attack 89 Defense 41 M. Defense 7 Evade 0% M. Evade 12%
Dancer's damage will be listed for humanoids, i.e. those hit by Man Eater's damage bonus.
**!Fight: 2492 physical damage **!Dance: Randomly use one of the following attacks. Sword Dance is 50%, the other two are 25%
Sword Dance: 9968 physical damage, ignores evade and defense Mystery Waltz: Drains MP. This fails to break MDef, against the values I'm using -_- Jitterbug Duet: Drains 280 HP
*!Flirt: Cancels target's next action. 100% base hit rate.
Rankings
By HP:
1. Monk, 2900 2. Berserker, 2204 3. Knight, 2071 4. Samurai, 2045 5. Dragoon, 1939 6. Mystic Knight, 1912 7. Mediator, 1753 8. Chemist, 1700 9. Geomancer, 1646 10t. Ninja, 1620 10t. Blue Mage, 1620 12. Thief, 1593 13. Hunter, 1567 14. White Mage, 1540 15. Summoner, 1514 16. Black Mage, 1487 17. Time Mage, 1460 18. Red Mage, 1381 19. Bard, 1301 20. Dancer, 1275
Average 1726
By Damage:
1. Ninja, 5643 2. Time Mage, 5600 3. Dancer, 4984 4. Samurai, 3750 5. Summoner, 3500 6. Black Mage, 3302 7. Archer, 3108 8. Knight, 2890 9. White Mage, 2592 10. Monk, 2376 11. Berserker, 2210 12. Mystic Knight, 2198 13. Blue Mage, 2070 14. Dragoon, 1504 15. Mediator, 1228 16. Geomancer, 826 17. Red Mage, 750 18. Chemist, 484 19. Thief, 460 20. Bard, 200
Average 2483
From Tai
Agl: (Including the equipment. 135 has been added to all scores to simulate the +135 addition to all scores, naturally.) AVG: 167.35 (Ow. Thief/Ninja/Hunter overswing Berserker's effects.)
Thief: 181 Ninja: 179 Hunter: 177 Mystic Knight: 176 Dancer: 174 Bard: 170 Mediator: 168 Dragoon: 167 Red Mage: 167 Monk: 166 Chemist: 165 Geomancer: 164 Samurai: 164 Time Mage: 164 Blue Mage: 163 White Mage: 163 Knight: 163 Black Mage: 162 Summoner: 161 Berserker: 153
Will add more averages later.
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