Shale
DL

Posts: 3774
Has the IQ of 6,000 P.E. teachers
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« on: August 27, 2008, 10:42:18 PM » |
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From Dhyer.
Why? Because there is so much failing fun to be had by all. Seriously, was replaying the game and thought I'd pull the stats
Fruegel 1- Didn't bother. He fails, and he has another form later.
UROBOLUS (Go LoD Translators) 270 HP (Approx), Earth Takes 5% extra from Physicals, 20% extra from Magic Dead average speed
PC HP: 145 PC Damage: 15 (23 w/ 150% boost magic)
Slime Toss: 16 Phys+90% Poison Bite: 16 Phys, Short Range Breath: 16 MT Phys Withdraw: Null SR physicals. Used in a triple turn w/Bite and Breath
Evaluation: Assy damage, but Poison helps against non-immune PCs. Decent durability (2 PC HP to me), and a spoiler trick help. Low Middle just on the spoiler trick. Sadly, this is the best boss for a while.
ELITE SOLDIER (Hoax) 250 HP, Dark Takes 25% extra from physicals, average to Magic Around 115% Speed
PC HP: 190 PC Damage: 21
Green Gas: Either 27 non elem MT magic or 21 Earth MT magic (unsure) Chain Whip: 14 Phys Dagger Toss: 7 Phys Illusion: Sends out 2 other illusions. These can do damage, and are dispelled when they are hit or when the original is hit. Not...horrid against enemies with only ST.
Evalution: Another one with good HP and no damage. Illusion is a nifty trick, but not as nulling as Withdraw and Poison. High Light.
KONGOL 1 250 HP, Earth Average!!! to Physicals, takes double from magic 67% Speed
PC HP: 205 Average Damage: 24
Axe Slash: 13 Phys Drop Axe: Needed to do below moves. Not sure if this uses a turn. Knockdown: 20 Phys Smack Together: 27 MT Phys
Evaluation: Crap. Bad damage, speed, and Mdef. Light, and makes his PC form look godly.
DORMANT VIRAGE Head- 350 HP; Body- 350 HP; Arm- 50 HP Head takes 40% extra from physicals, the other two takes 10% extra All three reduce magic about 20% Speed: Fucked up. Arm- 98% Speed. Head- Slightly below average at first, may have tendency to skip turn later. Body- About 33% average Speed. Hard to peg, but takes a while for it to act.
PC HP: 204 PC Damage: 33 (38 with Magic)
Eye Beam (Head): 58 Magic Claw (Arm): 37 Phys Writhe (Body): 1 Random Status All, MT
Evaluation: Well, you need to off the Body and Head, so its HP isn't horrid. MT>it (although you don't have MT in game at this point), and it's damage isn't horrid. Just has some weird speed issues that make it hard to place. Light/Middle.
FIREBIRD 600 HP, Fire 40% Extra from Physicals, 12% less from Magic About 90% Speed, Double Acts about every 8 turns or so
PC HP: 229 PC Damage: 38 (45 with Magic)
Flame Column- 23 Non-Elem!!! Phys Flamewind- 14 MT Non-Elem!!! Phys Crash- 24 MT Fire Magic Summon Volcano Ball- Summons 4 helpers (killable by one Shana physicals) Torpedo- Volcano Balls torpedo into enemies. 20 Phys per balls (can reasonably focus in game); Can't be double-acted with Summon.
Evaluation: Odd and sucky. Not fully dependent on Fire, but damage is horrid. Volcano Ball could reasonably cause 60 damage to one, but with a one turn charge time. Like almost all bosses so far, HP is slightly above 2 PC HP for me. Light.
GREHAM AND FREYBRAND Greham's HP: 350; Feyrbrand's HP: 450, Both Wind Greham reduces physicals 27.5%, extra 5% from Magic Feyr reduces physicals 10%, extra 30% from Magic Greham- 115% Speed; Feyr- 90% Speed
PC HP: 242 PC Damage: 52 (58 w/Magic)
Greham's Moves Crucifixition Spear- 68 Non Elem Magic Tornado- 50 Wind Magic Wind Wreath- 33 MT Wind Magic Aerial Slash- 21 Phys
Feyr's Moves Green Goo- 40 Phys+100% Stun or Poison (Equal Chances) Blue Goo- 40 Phys+100% Fear Bite- 40 Power Up- Worthless
Evaluation: Well, both are better than most of the bosses so far. Greham's certainly the most damaging one, but Feyr's combo of status and damage probably put him as the best boss so far. Feyr's a Middle, Greham L/M.
DRAKE 1150 HP, Wind Takes Extra 18% from Physicals, 38% extra from magic 140% Speed (He's fucking fast)
Bombs 100 HP Takes 35% less from Physicals, 120% extra from magic
Wire 100 HP Takes 20% less from Physicals, 38% extra from magic
PC HP: 280 PC Damage: 69 (81 with Magic)
Knife Toss: 42 Phys Summon Bomb: Summons One Bomb per PC. These explode in about 2 turns if not destroyed. Explosion: 96 Phys Wire: Places a wire that nulls short range physicals until destroyed (below 50% HP?) Heal: Restores 360 (Below 25%?, OPB?, Who Knows)
Evaluation: Best boss so far. Good speed, HP, the Bomb summon for a bit of extra damage, and the Wire trick. Heal...has a theoretical use. Of course, mages with MT damage are not his friend. High Middle, at least.
DJANGO 1200 HP, Earth Reduces Physicals by 30%, 13% extra from magic Statusable to sleep to a degree (Sachet. Game beats you over the head with it). Speed: 96% average
PC HP: 375 PC Damage: 63 (73 w/ magic)
Moves: Confuse Breath: 100% Confusion to one (LoD confuse is evil) Rockfall- 80 MT Physical Damage Slam- 54 Phys
Evaluation: Decent durability and Confuse put him into Middle. Damage isn't great, but he does beat non-Confuse immune PCs (LoD Confuse is that bad).
FRUEGEL (and Rodriguez and Guftas) 1000 HP, Earth Rod: 400 HP, Wind; Guftas: 400 HP, Dark Fruegel and Rod are average to physicals, Guftas reduces them 15% Fruegel takes 45% extra from magic, Rodriguez 17% extra, and Guftas takes 95% extra Speed: Fruegel is 88% average, Rod 120%, and Guftas 83%
PC HP: 420 PC Damage: 76 (88)
Moves: Fruegel Attack: 68 Karate Chop: 103 Rock Throw: 136
Rodriguez: Feather Arrow: 48 Drop: 96 (Only when Fruegel eggs him on)
Guftas: Claw: 61 Confuse: 100 ST (Only when Fruegel eggs him on)
Evaluation: While they work fairly well together, alone they aren't great. If you give Fruegel support credit for his HP, he could possibly squeak out to Low Middle. Light, otherwise. If given the full AI, Guftas is a High Light (fails too much even with Confuse), and Rod is a bad Light.
KONGOL 2 1000 HP, Earth elemental Reduces physicals 35%, extra 55% from magic Messed up speed, probably still 30 (although I once saw 80 Speed Haschel lap him 5 times)
PC HP: 478 PC Damage: 114 (127 w/ Magic)
Moves: Punch: 104 Damage Wall of Pain: 208 Damage Backbreaker: 52; Counter to Missed Addition
Evaluation: Obviously Light. His defenses are now better, but his HP is barely above PC, and his speed has obvious issues.
DOEL 650 HP/1500 HP; Thunder Reduces Physicals 10% (27.5% in Dragoon form), takes extra 20% from Magic About 95% average speed
PC HP: 521 PC Damage: 119 (135 w/ Magic)
Moves: Regular Form Tele Sword: 114 Non-Elem Magic Sword Slashes: 86 Physical Damage
Dragoon Form (Transformation doesn't alter turn order) ThunderCascade: 180 MT Thunder Magic (160 taking Haschel's Thunder innateness into account) SparkNet: 360 Thunder Magic (320 w/ Haschel's innateness factored in) Wave Sword: 120 Thunder Magic (105 w/ Haschel...) Invincbility: Gains Invincibility for next 3 actions Roaming Thunder: 240 MT Thunder Magic (210 w/ Haschel...); Used only during Invincibility
Evaluation: Well, he's certainly in the correct division. He's a decent, but not great, Heavy. There could be disagreements on when to let him enter Dragoon, but I allow it on turn 2 (While it's an HP trigger in game, it's more that he's not really trying until he sees you don't completely suck). Still, he's slow and Thunder depedent. However, Spark Net is a solid 2HKO and Invincibility is a neat trick.
2ND VIRAGE Head: 1500 HP, 2% weak to physicals 2 Arms: 350 HP each, 20% weak to physicals Body: 800 HP, 2% weak to physicals Magic tanks (magic damage over halved) with the magic raped enemies considering, slightly weak to magic without them. Speed: Slow. All parts. It's Virage speed, and it hurts my head. The head is ridiculously slow, and the rest are all just kind of slow.
PC HP: 616 (925 w/ boost; 746 assuming the boost is on the girls) PC Damage: 122.33 (242 w/ Magic) Giant disclaimer on the magic damage. Two enemies in this dungeon take about 4 times the running average damage to magic. We're talking 700 damage here w/ a 150% Shana/Meru item spell. I don't really know how to take this.
Head: Laser Beam- 205 Magical Damage Body: Writhe- Inflicts 1 status, MT Body: Stomp- 80 Physical Damage Arms: ID- 100% ID Arms: Beams- 75 MT Magic
Evaluation: Headache. Now has ID, which makes it at least Middle. MT>it, though.
GEHRICH AND MAPPI My notes for them kind of suck because they were on my old comp. And I didn't have a save at them! I know, how disappointed. Here's what I have.
Mappi: 1300 HP Reduces Physicals 22.5%, Reduces Magic 30%, A bit slow
Attack: 105 Damage Disappear: Disappears Reappear: 100% ID
Gehrich: 2200 HP Reduces physicals 27.5%, No notes on magic, Also a bit slow
Knife- 138 Damage Kick- 210 Damage
Double Team Attack: About 300 Damage (No)
Evaluation: Slow ID whore and trash. Middle/Heavy and Light.
LENUS 1 HP: 3500, Water Elemental Reduces Physicals 13%, Reduces Magic 61% (45% w/ bad MDef enemies removed) Speed: 87% Average
PC HP: 847 (987 w/ Physical Ring on the bad HP characters) (1127 w/ boost) PC Damage: 171 (w/ only physicals), 228 (w/ magic) 205 (w/magic and bad Mdef enemies removed). Once again, there are two enemies who take horrid damage from magic. However, these two are not as much outliers as the first enemy who was raped by magic. Because of that, I consider them, making the average damage 228.
Boomerang- 214 MT Physical Dancing Blades- No (Why is an ST Physical worse than the MT?) Dark Mist- 676 Dark Damage (Unlocked at 60% HP or against Dragoons) Black Rain- 451 Dark MT Damage (Same) Spear Frost- 451 Ice Damage (Ditto) Fatal Blizzard- 300 Ice MT Damage (Again)
Upon hitting 60% HP, or when Dragoons are activated, Lenus immediately gets a turn and can start using magic. She also starts getting double turns, and sometimes quadraturns. Note that these aren't too common, but she'll often use a double right away. She usually follows the first double with another double or a quadra, but the multi acting is scarce after that. Like Zeno, this could be considered an HP limit, or just that she taking your party seriously (Sees they don't die easily or sees that they have power). Take this as you will.
Evaluation: Only the 2nd truly good boss so far (Doel being the first), Lenus is strong dueller. While she's a bit slow, weak to Fire, and her damage arguably sucks at first. However, her defense is above average, her magic defense is ridiculous, and her HP is fairly solid (Nearing 2 PC HP). Once she hits 60% HP, she gets 2HKO magic damage that she can sometimes double. Low Godlike.
GHOST COMMANDER AND KNIGHTS HP: 1800, Dark Elemental (276!! HP for the 4 Knights) Reduces Physicals 3%, Reduces Magic 7% (22% Weak/16% weak for the Knights) Speed: 99% Average (Knights: Can't kill, too easy to kill)
PC HP: 935 (1083 w/ Physical Ring) PC Damage: 184 (w/ only physicals), 251 (w/ magic)Once again, there
Commander's Moves Rise to Heaven- 50% CHP Damage (Guess what this does under Fear!? 100% CHP damage) Slash- 195 Physical Damage Floating Skull- 100% Fear (Fear halves all damage the statused PC does and doubles all the damage he or she takes. All!) Pillar of Light- 196 Magical Draining Damage (392 Damage under Fear) Knight's Moves Slash- 134 Physical Damage Rush- 100% Stun
Evaluation: The Commander has to have one of the greatest values between in game worth and boss duelling worth. HP is meh, but PC area. However, despite being complete trash in game, he has a turn 100% damage combo that most PCs won't be able to block. Middle works with his speed. The Knights are punies.
LENUS 2 AND REGOLE Lenus/Regole HP: 3100/3100, Both Water Elemental (Too lazy to doublecheck if these numbers are fully accurate) Reduces Physicals 21%-Lenus, 33%-Regole, Reduces Magic 45%-Lenus, Dead Average- Regole Speed: 87%-Lenus; 79%-Regole Average
PC HP: 999 (1161 w/ Physical Ring) PC Damage: 264 (w/ only physicals), 351 (w/ magic)
Lenus's Moves Drowning- 364 MT Water Damage Tsunami Pillar- 243 MT Water Damage Energy Boomerang- 199 Physical Damage Flip Attack- 130 Physical Damage
Regole's Moves Tsunami- 369 MT Water Damage Beams- 169 MT Magical Damage Lunge- 233 Physical Damage
Evaluation:Lenus was hit with a nerf stick. Defenses are the same, but HP and damage are worse off. Luckily, for plot reasons, the forms are pretty separate! Regole is essentially just Lenus remixed, having almost the same damage, but even slower!, and having overall worse defenses. More Lenus- than remixed, I guess. Middle, and Lower Middle if you consider giving them support credit (which I do).
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