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The RPG Duelling League  |  RPG Debate  |  RPG Stats Forum  |  Unranked Games (Moderators: Dark Holy Elf, Dhyerwolf)  |  Legaia 2: Duel Saga
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Author Topic: Legaia 2: Duel Saga  (Read 3155 times)

Dhyerwolf

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Legaia 2: Duel Saga
« on: December 18, 2007, 07:18:06 PM »
Dhyerwolf's Notes
Topic has been minorly revamped. DL boss notes have been moved up (rest can be found in the same place), and equipment lists have been moved to a later post in order to make the first page of the topic more accessible. Now I give a summary of the elemental resists, status resists and other notable equips of a character below their stats and above their damages/attacks. You can control+f to a character's full equipment list with the following (First letter of the character's name+equip)
Lang: Lequip
Maya: Mequip
Kazan: Kequip
Sharon: Sequip
Ayne: Aequip

Unoriginal's Notes
1. All stats are taken at Lvl 65 with each character's ultimate equipment on, and all damage figures are against Avalon's first two forms. All damage values are approximate, as they tend to vary a bit.

2. Stats!
Cha- This serves as status resistance against non-100% statuses.
Def- Characters actualy have two different defence stats, one for upper body and one for lower, but I'm just going to take the average of the two.
AP- Normal Arts generate AP, and Super/Hyper/Mystic Arts use them up. Most of the combos I list will start with a Hyper Art, then use a chain of regular Arts to keep AP up. It should be noted that a move will generate AP even if it misses.
Art Blocks- Determines how many attack commands a character gets per round. All of the combos I list already use up all of the available blocks. All combos listed will include the component Arts, along with the net AP change and AP required to start the combo.

3. Mystic Arts- Everyone but Ayne has one of these. They cost 100 MP, 100 AP, and the user must be below 50% MHP to use them. Unevadable Non-typed ITD overkill.

4. Arts and Super Arts have an increased hit rate, and as far as I can remember Hyper Arts can't be blocked at all, unless the target is extremely short, whereupon some or all of the attack can miss.

5. Status
Status effects of note:
Confuse: Muddles the directional inputs of the attack command, making it impossible to reliably pull Arts off.
Seal: Prevents the use of anything requiring MP
Spellbind: Victim can't use Arts
Berserk: Victim will attack random targets
Bewitch: i.e. Charm, victim will attack random targets, but won't attack the the one who inflicted the status
Blind: Reduces Hit/Evade rate
Poison: HP drops by about 5% each turn
Venom: Same as poison, but HP can't be recovered as long as the status is present
Plague: HP/MP/AP drop every turn, has a chance to spread to allies every turn
Petrify: Standard Petrify
Paralyse: Target can't act until they're either hit or a few turns pass
Sleep: same as Paralyse, but Def drops a bit
Stun: Same as Paralyse, but it doesn't wear off if the target gets hit(they're essentialy a punching bag for several turns) 

6. There are storebought accessories to basically block every status, and also Critical (HP to 1)

7. Element Gaurds halve the damage of the listed element.

8. Stat boosts of the same amount do not stack. So equiping two items with a 10% Str boost would only result in a 10% gain. Also, a 5% and a 10% boost would be combined into a 15% boost before being applied to the targeted stat, rather than being added seperately.

Lang
Origin: Galea
HP: 3518
MP: 325
Str: 528
Agi: 346
Cha: 209
Int: 218
Men: 235
Def: 355
Art Blocks: 12

Equips (Check under Control+F Lequip to see full equip list)
Judgement Day
Raging Roar
Divine Hope
Valiant Peace (Doubles Recovery Effects)

Status Accuracies with Weapons:
15% on a Super/Hyper Art, likely 1-2% on a Normal Attack or Art. Status weapons include Petrify (Default), Stun, Seal, Sleep, and Paralysis.
Elemental Resists:
Dark, Wind (Armor, Boots, and Greaves), Fire, Earth (Armor), Light (Greaves)
Status Resists (Not Including Accessories):
Berserk, Blind, Fear, Paralyze, Petrify, Plague, Poison, Spellbind, Stun
Other Equipment Choices:
5-7% Draining+50% Stun (Weapon Doombringer)
AP Boost for ability to get 100 AP in one turn (Weapon Violator)
5% Regen (Armor Last Element, 10% Regen with Boots Valiant Peace)
Agility Boost (Armor Speed King (17 extra speed) and Bracer Divine Arm Guard (61 extra Speed))

Attacks
Hawk Stroke x2, Blade Dance x2, Thunder Flash: 10500 +84 AP
Sleeping Dragon, Thunder Flash, Mountain Crusher x2: 19300 -8 AP (60 req)
Thunder Sky, Chaos Stroke, Mountain Crusher x2: 17500 +2 AP (50 req)
Red Whirlwind, Demon Thrust x2: 11300 +16 AP (24 AP Req, 2 chances of 5% Stun, 1 chance of 15% Paralysis with CHA Boosting)
Thunder Moon x2, Blue Moon Buster x2: 11150 -16 AP (32 Req, 2 chances of 15% Stun)

(Demon Thrust is 5% Stun, Thunder Moon is 15% Stun, Red Whirlwind is 15% Paralrysis, and his Super Art Moonflower is 18% Sleep with CHA Boosting)

Mystic Art- Flaming Sword: 104000

Magic
Blazing Smash (Origin): 21000 Fire ST 150 MP
Flaming Fist (Origin): 11400 Fire MT 32 MP
Flame Crest: Physical and Mystic Art damage up ~20% ST 48 MP

Optimal Equip set-up #1
(Stats listed are relative to the stats they have while wearing their optimal equipment)
Weapon: God Era: - 24 Str, -2 Int, +36 Cha, +10% AP gain, +50% damage vs. Giants
Armor: Last Element: -16 Def, -12 Men, +26 Cha, 5% HP Regen
Bracers: Divine Arm Guard: -1 Str, -1 Def, +24 Agi, +10% Agi
Boots: Valiant Peace: x2 Healing effects.
Set-up notes: Loses a small amount of power and defense in exchange for speed and 10% per-turn regen. Can also use the combo Pyro has listed further down in the topic to max out his AP gauge in one attack string.

Maya
Origin: Rivas
HP: 2178
MP: 420
Str: 556
Agi: 302
Cha: 346
Int: 316
Men: 312
Def: 320
Art Blocks: 9

Equips (Check under Control+F Mequip to see full equip list)
Alus Robe (5% Regen)
Heavenly Shoes (Null Bewitch, Stop Guard Break- stops any skills designed to deal damage even if they're evaded)

Elemental Protection:
Dark, Water/Ice, Fire (Armor and Shoes), Light, Thunder, Earth (Armor), Wind (Shoes)
Status Protection (No Accessories):
Berserk, Bewitch (Default), Paralysis, Poison, Seal, Spellbind, Stun, Venom
Other Equips:
5% Regen (Default Armor Alus Robe)
AP Boost (Build to MA in Two Turns) (Armor Aura Cloak)
Barrier Effect (Nulls Special Damage and Potentially cuts Physicals by 75% when Defending, Shoes Barrier Soles)

Attacks
Maya's 3-Block Arts come in all elements, her 4-Block Arts come in just Water and Fire. Her 4-Block Hypers come in Light, Earth, Water, and Lightning, the 5-Block Hyper is Fire, and the 6-Block Hyper is Dark. Some of her spells have a chance of causing a status ailment. The ones I'm aware of is her 3-Block Light spell, which can cause Blind, and her 3-Block Dark can cause Venom. There are probably more of them, so any input on which does which would be helpful. In-game, her spells are considered "Normal" attacks, which are based off of her Str score, and they do hit the opponent's Def despite appearances, but there seems to be some odd quirk with them I can't figure out...

x3 3-Block combo: 6950 +48 AP
Blind Furyx3: 6950 +48 AP, 3 chances of 5% Blind,  Light
Dark Disaster: 6950 +48 AP, 3 chances of 5% Venom, Dark
4-Block Hyper, 4-Block, normal attack: 10850 -20 AP (40 req)
Dancing Flames, 4-Block: 12500 -30 AP (50 req)
Nether Gate, 3-Block: 18339, one chance of 40% Spellbind or Plague -44 AP (60 req)
(--Ballastic Light/Spirit Storm: Super Arts that cost 24 AP and inflict Blind and Seal, respectively, at a 17.5% rate
--Big Bang and Raging Sky: Hyper Arts that cost 40 AP and inflict Blind and Spellbind, respectively, at a 40% rate. These can be used in 4-Block Hyper, 4 Block Normal Attack)

Mystic Art- Forbbiden Rite: 105000, Full Heal to party

Magic
Life Blessing (Origin): 50% MT Healing, 16 MP
Life Heal (Origin): 50% Healing and Status Curing, 22 MP
Solar Guidence: 100% Revival, 34 MP
Glorious Mercy: 100% MT Healing, 68 MP
Gospel: Normal-type damage up by 50%, Incoming Normal-type damage halved for several turns(usualy 3) MT 46 MP

Notes: Lacks durability(Gospel helps a great deal here), and her basic attacks kinda sucks because she can't chain her Arts together, but she has lots of healing, and Gospel lets her do a *lot* of damage (154800) with her Mystic Art.

Kazan
Origin: Deva
HP: 2577
MP: 287
Str: 480
Agi: 312
Cha: 205
Int: 219
Men: 228
Def: 290
Art Blocks: 13

Equips (Check under Control+F Kequip to see full equip list)
Seven Stars (Null Petrify, 5% Regen)
Dragonlord Shoes (Charge Heal- Full OPB Auto-Life, Add Stun to Attack)

Status Weapons:
10% Infliction Rate on his Super, 30% Rate on Hyper Arts, and maybe 1% on Normal Attacks and Arts. Includes Poison, Sleep, Stun (Default)
Elemental Protection:
Dark, Thunder (Armor and Shoes), Wind, Water/Ice, Fire (Armor)
Status Protection without Accessories:
Berserk, Blind, Petrify, Poison, Venom (Default)
Other Equips:
5% Regen (Default Armor Seven Stars)
Charge Heal (100% OPB Auto Life) (Default Shoes Dragonshoes)
15 More Agility (Gets him above average speed) (Armor Cyclone Doublet)

Attacks
Doube Fist, Double Kick, Critical Thrust x2, Jawbuster, normal attack: 10900 +92 AP
Ultimate Fury, Double Fist, Double Kick, Critical Thrust, normal attack: 17800 -4 AP (req 60)
Hyper Blast, Double Fist, Double Kick, Critical Thrust, Jawbuster: 17600, 30% Blind +26 AP (50 req)
(--Cannon Blast: Super Art with 32 AP Cost, Inflicts Blind at 10% Rate)
(--Skyshaker: Hyper Art with 50 AP Cost, Inflicts ID at 33% Rate)

Mystic Art- Fists of Stone: 89500

Magic
Earth Energy (Origin): 11700 Earth MT 48 MP
Earth Rage (Origin): 14900 Earth MT 120 MP
Earth Protect (Origin): Def Boost (Haven't tested, I assume it's ~20%) ST 64 MP

Notes: If he gets lucky and inflicts a Stun (and Charge Heal means that he'll almost always get a shot at it), he's pretty much won, otherwise he's held back by his average-ish stats and damage. On the other hand, Charge Heal also means that his opponent will probably have to risk knocking him into MA range twice.

Sharon
Origin: Arrode
HP: 3042
MP: 296
Str: 464
Agi: 458
Cha: 438
Int: 198
Men: 190
Def: 263
Art Blocks: 14

Equips (Check under Control+F Kequip to see full equip list)
Godblade Rodwell
Iron Princess (Halve Light, +20% Guard/Evade Rate)
Queen Sleeves
Queen Heels (Null Petrify)

Status Weapons:
Inflicts Status at rate of 22.5% on Super/Hypers, and 2-3% on attacks and Normal Arts. Choices Include Plague, Bewitch and Venom
Elemental Protection:
Light (Default Armor), Wind (Armor and Bracers), Water/Ice (Bracers and Boots), Dark (Armor and Boots), Thunder (Armor), Earth (Bracers), Fire (Boots)
Status Protection Without Accessories:
Bewtich, Paralysis, Petrify, Poison, Seal, Sleep, Spellbind, Stun
Other Equips:
23 more Agility (Armor Wonder Bikini)

Attacks
Slay Cutlass x2, Rumble Spike x2, Spike Anchor, Riot Flag: 10380 Max AP
Detonating Rose, Spike Anchor x2, Slay Cutlass, Rumble Spike: 17500 +8 AP (60 req)
(--Peach Surprise: A Super that costs 24 AP, and inflicts Charm at rate of 45%)
(--Surf Divide: A Super Art that costs 24 AP, and inflicts Stun at rate of 22.5%)

Mystic Art- Apokolips: 91300

Magic
Lightning Arrow: 11800 Thunder MT 80 MP
Thunderbolt Bow: 13200 Thunder MT 120 MP

Notes: Lefty. Can't really take hits, but she's fast, and can fill her AP guage very quickly. One of her Super Arts inflicts Charm, but I haven't had the chance to test rates or work it into a combo.

Ayne
HP: 4137
MP: 271
Str: 690
Agi: 178
Cha: 203
Int: 155
Men: 162
Def: 389
Art Blocks: 10

Equips (Check under Control+F Aequip to see full equip list)
Demon Axe (Chance of ID)
Evil Banishes (Halve Dark, Null Paralysis and Poison)
Holy Armbands (Boosts Arts power by 50% (Already in damages), Boosts Defense as HP decreases)

Status Weapons:
10% of Status Infliction on Super/Hyper Arts, maybe 1% on other moves. ID (Default), Blind are his options.
Elemental Protection:
Dark (Default Armor), Fire (Armor, Armbands), Wind (Armbands, Loses Art Attack up)
Status Protection:
Blind, Fear, HP->1, ID (Loses Art Attack up), Paralyze, Spellbind, Venom
Other Equipment:
Art Attack Up (Boosts Art damage by 50%) (Default) (Holy Armbands)

Attacks
Shock Force x2, Full Impact x2, normal attack: 18800 +72 AP
Axe Crush, Full Impact, Shock Force: 30000 -14 AP (50 req)
Raging Warrior, Disaster Master, Earth Razor, Shock Force: 23600 +8 AP (40 req)
Axe Crush, Earth Razor, Shock Force, Full Impact: 33000 +2 AP (50 req, WGS active)
Axe Crushx2: 44600 -100 AP (100 req)
(--Solid Blow: A Super Art costing 16 AP that inflicts Stun at a rate of 10%)

Magic
Victory Spirit: All stats up by ~20% for several turns 85 MP Self Only
Holy Tree Spirit: Cures/Prevents all statuses for several turns 78 MP Self Only
Wind God Spirit: Give an additional Art Block for several turns 54 MP Self Only

Notes: He's big, slow, and strong, with a few stat boosting spells to assist with the slow part. If he needs to use the Roaring Flash to block ID attacks, his damage would go down by a bit less than 1/3 due to the loss of the Holy Armbands' Art Attack Up. 

Averages

HP
1. Ayne- 4137
2. Lang- 3518
3. Sharon- 3042
4. Kazan- 2577
5. Maya- 2178
Average: 3090

MP
1. Maya- 420
2. Lang- 325
3. Sharon- 296
4. Kazan- 287
5. Ayne- 271
Average: 320 

Agi
1. Sharon: 458 (+1.39 SD)
2. Lang: 346 (407 w/Divine Arm Gaurds) (+0.27 SD)
3. Kazan: 312 (-0.07 SD)
4. Maya: 302 (-0.17 SD)
5. Ayne: 178 (-1.41 SD)
Average: 319
SD: 100

Cha
1. Sharon- 438
2. Maya- 346
3. Lang- 209
4. Kazan- 205
5. Ayne- 203
Average: 280

Men
1. Maya- 312
2. Lang- 235
3. Kazan- 228
4. Sharon- 190
5. Ayne- 162
Average: 225

Def
1. Ayne- 389
2. Lang- 355
3. Maya- 320
4. Kazan- 290
5. Sharon- 263
Average: 323

Three Turn Damage Average
1. Ayne- 27400
2. Lang- 17500
3. Kazan- 15500
4. Sharon- 15126
5. Maya- 10746
Average: 17254
(43136 Kill Point)

Elf addition: no AAU on Ayne
1. Ayne 18267
2-5. As above
Average: 15427 (kill point 38569)
« Last Edit: September 18, 2013, 10:46:37 PM by Dark Holy Elf »
...into the nightfall.

Dhyerwolf

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Re: Legaia 2: Duel Saga
« Reply #1 on: December 18, 2007, 07:19:25 PM »
From Dhyerwolf
Here are the two ranked bosses. Other bosses can still be found below in my old post.

Velna and Vestra
Velna- 46016 HP; Immune to Magic; 5% Weak to Physicals (Kazan/Maya Speed. A.k.a. Slightly below aveage/95%)
Vestra- 98,880 HP; Immune to Physicals; 15% Strong to Magic; Slightly faster than Ayne

PC HP: 2675
PC Damage: 18,000

Team Moves (Velna commands Vestra to go. Action is completed at Velna's speed).
Twisted Hell: Does MAX HP damage to a PC
Judgement: Charges Death Flash
Death Flash: 2400 SPECIAL Damage (Crazy Variance. Good for those with nasty overall defenses...maybe).

Velna Alone
Final Wedge- 1600 Physical (First 4 hits can be Fire/Water/Earth/Wind. Last 1200 is Dark)
Striking End- 1600 Physical+85% ID (First 4 hits " " " ", last 1200 is non-elemental)

Vestra Alone
Acolyte's Fist- 1700 Physical

When Velna dies, Vestra uses his next turn to starting reviving her. The process takes two additional turns (Next turn, he can AF. Then, he goes first in the round, and revives her).

Evaluation: Headache. Velna starts the battle with Vestra out, and she very clearly summons him. I'd personally make her take a turn to summon him. This hurts her a lot. After scaling HP (but then factoring in support), Velna is about 75% PC HP to me (And Vestra 150%). Add in her speed, and decent physicallers can reem her quickly. On the other hand, she if lives through one turn, then Vestra is out, and they work together to annoy. Alone, she has magic immune and accurate ID, making her a spoiler in her own right. Low Godlike.

Avalon
257088 HP, Even to Physicals, 12.5% Weak to Magic
Averages 3.9 in the turn order (Kaz, Maya, Lang)
PC Damage: 30,000

PC HP: 3075

Rowenaut- 1400 Physical
Elzebreault- 2500 Physical (Physical animation, Lang took the least in my party).
Nothingness- 1650 MT Dark Magic
Lavernak- 100% Petrify
Sebskswel- MT Dispel

The Infinite One
365,856 HP, Reduces Physicals 47.5%, Reduces Magic
Averages 3.5 in the turn order (Kaz, Maya, Lang)
PC Damage: 30,000

PC HP: 3075

Silver Scythe: 2900 Physical
Lightning Purge: 2900 Lightning Physical (I believe. Not 100% sure on this)
Appearance Time: 2100 MT Magic
Oblivion Light- MT Dispel
Worst Nightmare- 100% Stone
Ruler- 100% Bewitch (In duel, forces enemy to guard for certain amount of turns. Guard halves damage)
Destruction Fist- Induces a Critical HP (LoL 2 version of HP->1)
...into the nightfall.

Dhyerwolf

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Re: Legaia 2: Duel Saga
« Reply #2 on: December 18, 2007, 07:19:46 PM »
[size=18]FULL EQUIPMENT LISTS[/size]
Lang (Lequip)
Weapon
Judgement Day: 220 Str, 50 Int, Add: Petrify
Nine Emperors: 200 Str, 25 Cha, 49 Int, +20% hit rate, +50% damage vs. Flyers
God Era: 196 Str, 36 Cha, 48 Int, AP Boost 1(allows Lang to use his strongest combo with no net AP loss), +50% damage vs. Giants
Tempest: 192 Str, 24 Cha, 47 Int, +5% Str bonus, +50% damage vs. Beasts
Doombringer: 182 Str, -22 Cha, 46 Int, 1% of physical damage dealt is added to HP(not effected by Recovery Up, would equate to about 5~7% healing per attack string against average defences), Add: Stun, +50% damage vs. Spirits
Thousand Saga: 184 Str, 12 Agi, 23 Cha, 45 Int, Add: Seal
Magic Tyrant: 180 Str, -20 Cha, 44 Int, Dark element, +50% damage vs. Giants
Holy Rhodis: 172 Str, 32 Cha, 43 Int, Light element, +50% damage vs. Spirits
Sixteenth Night: 168 Str, 21 Cha, 42 Int, Add: Sleep
Violator: 164 Str, 21 Cha, 41 Int, AP Boost 2(Lang's 84 AP combo gives 100 AP)
Overkill: 160 Str, -10 Cha, 40 Int, +50% damage vs. Humans
Gaia Blade: 158 Str, 20 Cha, 39 Int, Earth element
Force Veil: 152 Str, 8 Agi, 19 Cha, 38 Int, Wind element
Strike Forge: 144 Str, 18 Cha, 36 Int, Vs. Plants
Mad Triumph: 138 Str, -8 Cha, 35 Int, HP Siphon(drains 1/16 MHP from the weilder for an attack boost, untested), +10% Str
Deva's Sword: 136 Str, 17 Cha, 34 Int, Add Paralysis
Soulbreaker: 126 Str, -8 Cha, 32 Int, MP Siphon(drains MP rather than HP), +10% Str
Quantumbael: 128 Str, -6 Cha, 30 Int, Vs. Demons, Vs. Spirits
Flame Brand: 116 Str, 15 Cha, 29 Int, Fire element
Fang Rapier: 96 Str, 12 Cha, 24 Int, Vs. Chitin
Skeleton Saber: 92 Str, 12 Agi, 4 Cha, 23 Int, +5% Agi, Vs. Soft
Ice Sword: 72 Str, 9 Cha, 18 Int, Water element
Lightning Sword: 20 Str, 3 Cha, 5 Int, Thunder Guard, Vs. Flying

Armor
Raging Roar: 88 Def, 90 Men
Sacred Heart: 81 Def, 87 Men, 27 Cha, Dark Guard
Last Element: 72 Def, 78 Men, 26 Cha, regen ~5% MHP per turn(~10% with Recovery Up)
Beastlord Armor: 66 Def, 72 Men, 24 Cha, Anti-Berserk, Anti-Fear
Flare Jacket: 61 Def, 22 Cha, 66 Men, Fire Guard
Titan's Armor: 59 Def, 21 Cha, 63 Men, Earth Guard
Golden Vest: 53 Def, 26 Cha, 56 Men, -10% Cha, 50% Blind resistance
Bone Jacket: 46 Def, 2 Cha, 45 Men, 50% Paralysis resistance
Speed King: 42 Def, 14 Cha, 42 Men, 10 Agi, +5% Agi
Spit Guard: 24 Def, 9 Cha, 27 Men, Antidote(null poison)
Metal Jacket: 19 Def, 7 Cha, 21 Men, -2 Agi, 50% Stun resistance
Gorgeous Jacket: 16 Def, 32 Cha, 22 Men, +5% Cha
Hard Leather Vest: 18 Def, 6 Cha, 18 Men, Wind Guard

Bracers
Divine Hope: 30 Def, 30 Str, 10 Cha
Divine Arm Gaurd: 29 Def, 29 Str, 10 Cha, 24 Agi, +10% Agi boost
Ruler's Gauntlets: 26 Def, 26 Str, 9 Cha, 6 Agi, Guard Break 2(Blocked attacks deal half damage)
Black Gauntlets: 27 Def, 25 Str, -8 Cha, 5 Agi, Dark Guard
Shining Gloves: 23 Def, 23 Str, 8 Cha, 5 Agi, Light Guard
Aura Gauntlets: 21 Def, 21 Str, 7 Cha, 3 Agi, 50% Plague resistance
Holy Gloves: 20 Def, 20 Str, 7 Cha, 3 Agi, 50% Blind/Fear resistance
Silver Guards: 19 Def, 19 Str, 14 Cha, 3 Agi, 50% Berserk resistance
Bladefists: 17 Def, 20 Str, 6 Cha, 5% Str Boost
Cyclone Gauntlets: 14 Def, 14 Str, 5 Cha, 12 Agi, Wind Guard
Goldfingers: 17 Def, 13 Str, 5 Cha, +10% Accuracy
Elegant Sleeves: 10 Def, 10 Str, 16 Cha, +5% Cha

Boots
Valiant Peace: 48 Def, 60 Agi, 10 Cha, Recovery Up (Doubles healing effects)
Stone Alpines: 44 Def, 28 Agi, 10 Cha, Anti-Petrify
Ruler Leggings: 42 Def, 56 Agi, 10 Cha, Damage up as AP gauge fills (Faq implies something around 20-25% more damage at 100 AP)
Evil Boots: 41 Def, 54 Agi, -20 Cha, MP costs -10%
Glaring Leggings: 39 Def, 52 Agi, 9 Cha, Dark Guard
Duel Leggings: 36 Def, 48 Agi, 16 Cha, Damage up as HP go down, not sure on the proportions
Silver Greaves: 29 Def, 38 Agi, 7 Cha, 50% Spellbind resistance
Protector Boots: 26 Def, 34 Agi, 6 Cha, +10% Block/Evade
Whirlwind Shoes: 21 Def, 36 Agi, 5 Cha, Wind Guard

Maya (Mequip)
Armor
Alus' Robe: 75 Def, 120 Str, 52 Int, 60 Men, 90 Cha, ~1/20 MHP regen per turn, 10% Def boost
Heavenly Silk: 73 Def, 116 Str, 50 Int, 58 Men, 87 Cha, Anti-Stun
Shining Robe: 68 Def, 108 Str, 46 Int, 54 Men, 81 Cha, Dark Guard
Dark Princess: 68 Def, 104 Str, 44 Int, 52 Men, 20 Cha, Light Guard, 50% damage vs. Demons
Saint's Garb: 63 Def, 100 Str, 42 Int, 50 Men, 75 Cha, Thunder Guard
Aura Cloak: 60 Def, 96 Str, 40 Int, 48 Men, 72 Cha, 10% AP Boost(it'd allow her to build to Forbidden Rite in two turns, rather than three)
Maiden's Robe: 58 Def, 92 Str, 38 Int, 46 Men, 69 Cha, 50% resistance to Paralysis and Stun
Empress Robe: 55 Def, 88 Str, 36 Int, 44 Men, 74 Cha, Anti-Seal
Vampire's Robe: 61 Def, 94 Str, 34 Int, 42 Men, 12 Cha, HP Siphon, +10% Str
White Garb: 50 Def, 80 Str, 32 Int, 40 Men, 60 Cha, +5% Men
Silver Robe: 48 Def, 76 Str, 30 Int, 38 Men, 57 Cha, Antivenom
Blue Water Robe: 45 Def, 72 Str, 28 Int, 36 Men, 54 Cha, Water Guard
Sorcerer's Robe: 40 Def, 64 Str, 24 Int, 32 Men, 48 Cha, MP costs -10%
Beast Mantle: 33 Def, 52 Str, 18 Int, 26 Men, 24 Cha, Vs. Beasts
Forest Cloak: 30 Def, 48 Str, 16 Int, 24 Men, 36 Cha, Earth Guard
Lizard Cloak: 25 Def, 40 Str, 12 Int, 20 Men, 22 Cha, Fire Guard
Silk Robe: 18 Def, 32 Str, 8 Int, 16 Men, 32 Cha, 50% Berserk resistance

Shoes
Heavenly Shoes: 69 Def, 72 Str, 16 Men, 60 Agi, 30 Cha, Anti-Bewitch, Stop Guard Break (stops any skills designed to deal damage even if they're evaded)
Goddess' Heels: 62 Def, 64 Str, 16 Men, 58 Agi, -14 Cha, Dark Guard
Barrier Soles: 46 Def, 46 Str, 12 Men, 46 Agi, 23 Cha, Barrier (If a defensive action is taken, all physical damage is reduced by half[I'll have to see if they mean that the normal bonus for defending doesn't change, or if it's cut in half again], and all special damage is nulled. Anyone with a big move with a wind up time hates this)
Starlight Boots: 44 Def, 44 Str, 11 Men, 44 Agi, 22 Cha, Anti-Spellbind
Arrest Boots: 40 Def, 40 Str, 10 Men, 40 Agi, 20 Cha, Thunder Guard
Blue Leather Shoes: 37 Def, 38 Str, 10 Men, 38 Agi, 19 Cha, Water Guard, 50% Venom resistance
Scorching Boots: 34 Def, 34 Str, 26 Men, 34 Agi, 42 Cha, Fire Guard
Wind Boots: 23 Def, 28 Str, 7 Men, 28 Agi, 14 Cha, Wind Guard
Purple Boots: 18 Def, 16 Str, 4 Men, 16 Agi, 8 Cha, 50% Poison resistance

Kazan (Kequip)
Armor
Seven Stars: 76 Def, 120 Str, 44 Int, 60 Men, 30 Cha, Anti-Petrify, 1/20 MHP Regen per turn
Death Duel: 72 Def, 108 Str, 42 Int, 58 Men, 29 Cha, Damage up as HP go down
Fighting Spirit: 68 Def, 96 Str, 40 Int, 56 Men, 28 Cha, Vs. Demons
God Fist Doublet: 66 Def, 92 Str, 38 Int, 54 Men, 27 Cha, Dark Guard
Cursed Shadow: 64 Def, 88 Str, 36 Int, 52 Men, -8 Cha, HP Siphon, +10% Str
Lightning Outfit: 62 Def, 79 Str, 34 Int, 50 Men, 25 Cha, Thunder element, Thunder Guard
Combat Outfit: 58 Def, 73 Str, 30 Int, 46 Men, 23 Cha, Vs. Humans
Knuckle Sleeper: 56 Def, 70 Str, 28 Int, 44 Men, 22 Cha, Add: Sleep
Cyclone Doublet: 54 Def, 67 Str, 26 Int, 42 Men, 21 Cha, +5% Agi, Wind Guard
Blue Dragon: 50 Def, 61 Str, 22 Int. 38 Men, 19 Cha, Water element, 50% Venom resistance
Safari Outfit: 48 Def, 58 Str, 20 Int, 36 Men, 18 Cha, Fire Guard, Anti-Blind
Venom Fist: 42 Def, 49 Str, 14 Int, 30 Men, -10 Cha, Add: Poison, Antidote
Gold Cross: 40 Def, 50 Str, 12 Int, 28 Men, 28 Cha, Anti-Paralysis
Serpent Doublet: 36 Def, 40 Str, 8 Int, 24 Men, 12 Cha, Fire element
Gold Dragon: 34 Def, 42 Str, 9 Int, 25 Men, 24 Cha, 50% Berserk resistance

Shoes
Dragonlord Shoes: 66 Def, 142 Str, 15 Men, 90 Agi, 30 Cha, Add: Stun, Charge Heal (Restores HP to full if he's KOed, OPB)
Dark Stalkers: 62 Def, 134 Str, 15 Men, 87 Agi, -12 Cha, Dark Guard, Anti-Spellbind
Raging Fire: 58 Def, 130 Str, 14 Men, 84 Agi, 28 Cha, +10% AP
Grappler Soles: 56 Def, 126 Str, 14 Men, 81 Agi, 27 Cha, Vs. Demons
Thunder Shoes: 54 Def, 122 Str, 13 Men, 78 Agi, 26 Cha, Thunder Guard
Leon Pathfinders: 50 Def, 114 Str, 12 Men, 72 Agi, 24 Cha, +20% Accuracy
Lifespring Shoes: 48 Def, 110 Str, 12 Men, 69 Agi, 23 Cha, 50% Petrify resistance
Gaia Soles: 46 Def, 106 Str, 11 Men, 66 Agi, 22 Cha, Earth element
Martial Art Shoes: 44 Def, 102 Str, 21 Men, 63 Agi, 11 Cha, Vs. Giants
Forest Boots: 38 Def, 90 Str, 9 Men, 54 Agi, 18 Cha, Wind element
Wedge Spikes: 36 Def, 86 Str, 9 Men, 51 Agi, 17 Cha, Vs. Chitin
Fighting Shoes: 28 Def, 70 Str, 7 Men, 39 Agi, 13 Cha, Vs. Beasts
Red Ball Shoes: 24 Def, 62 Str, 6 Men, 33 Agi, 11 Cha, Antidote

Sharon (Sequip)
Weapon
Godblade Rodwell: 186 Str, 50 Int, 25 Cha
Dark Matter: 182 Str, 49 Int, -20 Cha, Add: Plague
Exorcist Katana: 178 Str, 48, 24 Cha, +10% Block/Evade, Vs. Demons
Sakura Katana: 174 Str, 47 Int, 24 Cha, Add: Bewitch
Black Viper: 170 Str, 46 Int, -14 Cha, Add: Venom, Vs. Chitin
Soulbinder: 166 Str, 45 Int, -12 Cha, MP Siphon, +10% Str
Night Striker: 162 Str, 44 Int, 22 Cha, Light element, Accuracy +10%
Godthunder: 158 Str, 43 Int, 22 Cha, Lightning element
Maneater: 150 Str, 41 Int, 21 Cha, Vs. Humans, Vs. Giants
Windslicer: 146 Str, 40 Int, 20 Cha, Wind element
Beastslayer: 142 Str, 39 Int, 20 Cha, Vs. Beasts
Silver Bell: 138 Str, 28 Int, 19 Cha, Vs. Undead
Demon Glimmer: 114 Str, 32 Int, 16 Cha, Dark element, Vs. Humans

Armor
Iron Princess: 66 Def, 30 Men, 120 Cha, Light Guard, +20% Block/Evade Rate
Black Chest: 66 Def, 29 Men, -20 Cha, Dark Guard
Wonder Bikini: 60 Def, 28 Men, 112 Cha, +5% Agi
Knight Breastguard: 58 Def, 27 Men, 108 Cha, +5% MHP
Dynamite Bikini: 56 Def, 26 Men, 124 Cha, +10% Cha, 50% Sleep/Seal resistance
Silver Bikini: 54 Def, 25 Men, 110 Cha, 50% Spellbind resistance
Gold Bikini: 56 Def, 23 Men, 120 Cha, 5% Cha, 50% Paralysis resistance
Cyclone Bustier: 56 Def, 21 Men, 84 Cha, 20 Agi, Wind Guard
Tiger Bikini: 44 Def, 20 Men, 80 Cha, 50% Stun resistance
Enamel Bustier: 42 Def, 19 Men, 46 Cha, Thunder Guard

Bracers
Queen Sleeves: 17 Def, 34 Str, 15 Cha, Recovery Up
Wild Sakura: 15 Def, 33 Str, 15 Cha, 50% Bewitch resistance
Bizzare Gloves: 14 Def, 32 str, 20 Cha, Dark Guard, 50% Spellbind resistance
Aura Arms: 14 Def, 31 Str, 14 Cha, +2.5% Def
Gala Sleeves: 16 Def, 30 Str, -4 Cha, Wind Guard
Stone God Gloves: 15 Def, 32 Str, 13 Agi, -8 Agi, Earth Guard, 50% Petrify resistance
Lioness Gloves: 12 Def, 28 Str, 12 Cha, +5% Str
Fang Guard: 11 Def, 25 Str, 11 Cha, 50% Poison resistance
Lace Gloves: 10 Def, 24 Str, 32 Cha, +5% Cha
Thick Gloves: 9 Def, 22 Str, 9 Cha, Water Guard

Boots
Queen Heels: 17 Def, 120 Agi, 15 Cha, Anti-Petrify
Black Shades: 16 Def, 130 Agi, -10 Cha, Dark Guard
Deep Blue: 14 Def, 108 Agi, 14 Cha, Water Guard
Wing Heels: 13 Def, 140 Agi, 13 Cha, +10% Agi
Emerald Sandals: 12 Def, 96 Agi, 12 Cha, Wind Guard
Gold Pumps: 14 Def, 72 Agi, 24 Cha, +5% Cha, 50% Venom resistance
Fishnet Tights: 10 Def, 80 Agi, 22 Cha, +5% Int
Flared Sandals: 10 Def, 76 Agi, 10 Cha, Fire Guard 

Ayne (Aequip)
Weapon
Giant Demon Axe: 270 Str, 25 Cha, Chance of ID
Sealed Axe[more of a hammer with a bunch of spikes in one end, but I digress]: 260 Str, 24 Cha, +50% damage vs. Demons, 10% AP boost
Raging Axe: 250 Str, 23 Cha, Fire element, Vs. Giants
Crusader Axe: 240 Str, 22 Cha, Anti-Stun, Blocks HP-1 attacks
Giant Lion Axe: 230 Str, 21 Cha, Vs. Chitin, Vs. Flying
Giant Flash Axe: 220 Str, 20 Cha, Add: Blind
Bloodthirsty Axe: 200 Str, -20 Cha, HP Siphon, +10% Str
Earth Axe: 190 Str, 17 Cha, Earth element

Armor
Evil Banishers: 62 Def, 10 Men, 30 Agi, 15 Cha, Dark Guard, Anti-Paralyse, Anti-Venom
Silver Fauld: 50 Def, 8 Men, 26 Agi, 20 Cha, Anti-Spellbind
Valor Fauld: 45 Def, 7 Men, 24 Agi, 12 Cha, Anti-Fear
Violet Fauld: 40 Def, 6 Men, 22 Agi, 11 Cha, Antidote
Sun Fauld: 35 Def, 5 Men, 20 Agi, 10 Cha, Fire Guard

Armbands
Holy Armbands: 65 Def, 30 Str, 15 Men, 15 Cha, Art Attack Up(Arts gain a 50% damage boost), Def up as HP go down
Roaring Flash: 60 Def, 27 Str, 14 Men, 14 Cha, 5% Str Boost, Anti-ID
Guardian Armbands: 55 Def, 24 Str, 13 Men, 13 Cha, 50% Spellbind/Bewitch resistance
Red Lotus Armbands: 45 Def, 18 Str, 11 Men, 11 Cha, Fire Guard
Venus Armbands: 40 Def, 15 Str, 10 Men, 10 Cha, 50% Blind resistance
Wind Armbands: 30 Def, 9 str, 8 Men, 8 Cha, Wind Guard
...into the nightfall.

Unoriginal

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Re: Legaia 2: Duel Saga
« Reply #3 on: March 29, 2008, 06:28:02 AM »
As per Tai's request:  Charm victims will not hit themselves, and (if it's anything like Legaia 1 Charm) Will defend if there are no viable targets.

Also, I assume Status rates listed next to certain moves is for each individual use of the move, so blowing AP by repeatedly stacking the move should give multiple chances to land the listed status.

Crystalgate

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Re: Legaia 2: Duel Saga
« Reply #4 on: March 29, 2008, 01:31:08 PM »
Just a few observations I've made:

Attacking Vestra with normal attacks does not trigger the message box announcing immunity to normal attacks, but she does pack a 9999 High Defense and Low Defense. Vestra is most likely not physical immune, she probably just has to much defense. This is a bit wierd though since early game enemies are capable of damaging late game characters. Also, I have been able to injure Vestra with Maya's big bang.

Charge Heal will not restore status. Also, arena Vestra's Death Flash will kill a character regardless of whether or not Charge Heal is active. I haven't tested how other instant death attacks affect characters with Charge Heal however (my save file is lost).

Dhyerwolf

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Re: Legaia 2: Duel Saga
« Reply #5 on: June 21, 2008, 05:54:18 AM »
Bubba (Big Joe who trades gross stupidity for implied beast love)
45,248 HP
Defense Lowers Physicals by 35%
165 AGL (Average in turn order: 3rd, Sharon not included)
PC HP: 1707
Average Tech Damage: 5600 (Not counting misses)

Burning Soul: Charges up his AP bar; Used on First Turn
Dancing Revolver: 2800 damage (5 hits of 400, 1 of 800. First 5 hits are decently accurate. 85% or so hit rate. Last one hit every time)
Violet 7: 1700 damage+25% Charm (3 hits 300 damage, 1 hit 800).

Evaluation: His durability is PCish, he's kind of slow and he has to give up his first turn. However, if he gets to his second turn, he can unleash a world of pain on his opponent (And continue to for several turns). High, High Heavy.

Elliot (Man/Woman) and Marianne ("Ugly Fatso", Troll/Woman)
PC HP: 2300
Average PC Damage: 10500 (Includes Arts Up on Kaz/Sharon)

Elliot
78,239 HP
Dark Elemental
Defense lowers physicals about 28%
Almost always goes before the 3 average speed characters.

Anje's Song: 1550; Highly Accurate
Dark Smash: 950 Dark Magic+100% Spellbind (Prevents Arts)
Physical: 800 (About 75% accuracy)
Argent Flash: 1250 (May miss one regular physical, making damage about 1050)
Sharp Viper: 1000 (800 after 1 miss)
Curie Dance: 1350

Marianne
91,040 HP
Dark Elemental
Defense lowers physicals about 33%
Averages about 4th in order (out of 5)

Present Play- 1125 (But her hit rate has a few issues, so it averages 900)
Elegant Royale- 425 (More accurate...still has issues)
White Melody- 725 Dark (Yeah...it's dark)+100% Venom
Rapture- Strength Up (Boosts Physicals about 50%)
Note that Marianne gets about a 67% boost to her physicals below 50% HP, and 33% boost to her magic. This puts Present Play at 1500, and 2250 with Rapture.

Evalution: These mismatched siblings are both kind of wimpy for Legaia bosses. They're fought together, which could give them some durability credit except there is a camp right before them (So one would likely for MP for Magic). So that lessens their possible HP boost (About 1.4 and 1.5 PC HP to me).

Elliot is the more solid one. Anje's Song is a highly accurate 2HKO and Spellbind lets him act as a kind of spoiler. Mid Heavy.

Marianne has anti-healing and worse damage (even after strength up). And if you have good evade...she really cries. Middle/Heavy.

Rauss- Yes, I know he's could be considered a plot fight. Just adding him for fun.
220, 297 HP
Cuts Physicals 20%, Cuts Magic 60% (MDef cuts it 10%, Halve Special)

PC HP: 2475
PC Damage: 13800
Speed: Averages 3rd in the Turn Order (Of a Kaz, Maya, Lang party)

Ultimate Fang: 1100+67% Stun (2200+67% Stun)
Assault Fang/Shining Fang: 2600
Destruction- 1100 MT Magical Damage, Possibly Elemental

After using Ultimate Fang the first time, he gets a massive power up.

Eval: If you fully allowed him this form, he's nasty. Slow, and needs his first turn to power up. But after that, watch over for the damage (Also, lot of HP and excellent magic resistance).
...into the nightfall.

DjinnAndTonic

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Re: Legaia 2: Duel Saga
« Reply #6 on: January 12, 2011, 03:32:10 AM »
Just a few observations I've made:
Charge Heal will not restore status. Also, arena Vestra's Death Flash will kill a character regardless of whether or not Charge Heal is active. I haven't tested how other instant death attacks affect characters with Charge Heal however (my save file is lost).

I've noticed that in the Arena, any enemy's ID attack will bypass Charge Heal/MP Heal, so I'm not sure if the Arena is a good basis for testing that move's properties.

Also, I notice a distinct lack of Special Ability skills in each of our PCs' options!

Equipping a Wisdom Bangle gives a PC the option to equip the Special Ability guard skill. While accessories like the Wisdom Bangle are universal, the Special Ability skill is unique to each PC.

Lang - decreases enemy's hit rate
Maya - recovers party's HP
Kazan - decreases enemy's STR
Sharon - bewitches one enemy (the only one I've tested, it seems to be pretty accurate)
Ayne - one enemy can't act for current turn, but Ayne must act before that
enemy does

Probably only Sharon and Maya care about this. Sharon gets AP-free status options and Maya gets MP-free healing. LOL at Ayne being faster than anything.


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