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116022 Posts in 5254 Topics by 380 Members - Latest Member: beckyramirez477 September 10, 2010, 11:43:14 AM
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Author Topic: Final Fantasy V (Jobs)  (Read 465 times)
Talaysen
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Posts: 2082



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« on: August 27, 2008, 10:13:12 PM »

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.
« Last Edit: January 27, 2010, 10:59:05 PM by Talaysen » Logged

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« Reply #1 on: March 10, 2010, 03:36:20 AM »

From Tai

Agl average, factoring in EQ weight.
AVG: 166.1

Thief: 180
Ninja: 178
Hunter: 176
Mystic Knight: 174
Dancer: 173
Bard: 169
Mediator: 167
Red Mage: 166
Dragoon: 165
Monk: 165
Chemist: 164
Geomancer: 163
Time Mage: 163
Samurai: 162
Blue Mage: 162
White Mage: 162
Knight: 161
Black Mage: 161
Summoner: 160
Berserker: 151

In effect, anyone who uses shields drops two, anyone who doesn't drops one. No one stays the same AGI.
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[22:53] <%Grefter> ENTIRE
[22:53] <%Grefter> PLENT
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« Reply #2 on: April 10, 2010, 01:45:38 PM »

Possible equipment options:



Berserkers have the option of Doom Scythes which are a fairly common drop/steal.  It offers 48 less ATK than the Giant's Axe, but has a 33% of casting Doom upon contact with an enemy.

Mediators get the Beastkill whip, which offers 10 less ATK than the Flame whip and loses the randomcasting Fire3, but gains a chance of paralyzing an enemy 50% of the time.  If you allow it, there's also the Dragon Whip/Whisker, which does the same thing as the Beastkill whip, but has 20 more ATK than said Beastkill whip (which means 10 more ATK than the Flame Whip and still no randomcast Fire3) and deals some bonus damage to dragons.

If you do not consider Back Row, then Thieves and Ninjas might want to consider Double Lances instead of Rising Suns - they offer 10 less ATK AND are considered a Rare Steal, but are still fairly easy to come across.  The bonus is that each Double Lance offers two hits to an enemy instead of one.

If anyone can figure out how !Terrain works, the Geomancer may want to opt for the Rune Bell, which offers 10 less ATK, but has a bevy of elemental damage bonuses.  For a further 10 ATK penalty, there's also the Earth Bell, which boosts the power of Earth Spells and has a 25% chance of casting Quake.

Thieves can get the unique Thief Glove on their accessory slot for 4 more DEF.  Small, yes, but every little bit helps, yes?

All classes can equip the Kaiser, but supposedly the Monk benefits from it the most, since it specifically boosts the power of !Kick and Brawl.



Other oddities:

If equipped, Knights can use the Defender to itemcast Armor/Protect.
If equipped, Samurais can use the Masamune to itemcast Haste.
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