Author Topic: Legend of Dragoon  (Read 4666 times)

Dhyerwolf

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Legend of Dragoon
« on: December 18, 2007, 07:20:24 PM »
Notes
1. It takes 100 SP to transform. Every 100 SP will allow characters to stay in Dragoon form 1 turn longer. If you only have 100 SP, you'll only stay in Dragoon form for that one turn, meaning you can't take advantage of the defense boosts.

2. Dragoons cut non- ITD damage by 60%, and are immune to all non-ID statuses.

3. Defending halves all Damage, regens 10% MHP, and immunes non- ID statuses.

4. Equipment effects do not carry into Dragoon form, except for the elemental nulling of Dragoon Armors.

5. The cast can block Poison, Stun (Paralysis), Stone, Armblock (Don't Attack), Confusion, Fear (Doubles all damage taken and halves damage done), Charm, and Dispiriting. All statuses last for 3 turns when PCs apply them, and weapon status is 25%.


Dart
Red Element: Halves Fire (Nulls with DG Armor), 50% Weak to Water/Ice
HP: 3351
Attack: 136 (172 with Soul Eater) (131 with Mind Crush)
Defense: 144
Magic Attack: 133
Magic Defense: 138
Speed: 60 (50 base)

Fairy Sword- 39 Attack, +50% SP Gain (Soul Eater- 75 Attack, Eats 10% of MHP each turn) (Mind Crush- 34 Attack, 25% Chance of Confusion)
Knight Helm- 5 Defense, 37 Magic Attack, 20 SP gained if hit by physicals
Red DG Armor- 41 Defense, 40 MDef, Null Fire Attacks
Magical Greaves- 10 Speed, 5 Evade, 5 Magic Evade

Additions
Crash Dance- 562 Damage, 150 SP (711 Damage, 100 SP) (541 Damage, 100 SP, 25% Confusion)
Madness Hero- 225 Damage, 306 SP (284 Damage, 204 SP)
Moon Spike- 786 Damage, 30 SP (995 Damage, 20 SP) (758 Damage, 20 SP, 25% Confusion)
*Blazing Dynamo- 1011 Damage, 225 SP (1279 Damage, 150 SP) (974 Damage, 150 SP, 25% Confusion)
 
Divine Dragon Spirit
-Dragoon Addition- 1528 Damage (1932) (1472)
Magic
-Divine Dragon Ball- 1119 Non-Elemental Magic MT, 50 MP
-Divine Dragon Cannon- 2238 Non-Elemental Magic, 50 MP

Fire Dragon Spirit (Dart has this for most of the game until the final battle, but does not have it for the final battle)
Dragoon Addition- 764 Damage (966) (736)
Magic
Flame Shot- 746 Fire Magic, 10 MP
Explosion- 373 Fire Magic MT, 20 MP
Final Burst- 1119 Fire Magic, 30 MP
Red Dragon- 1119 Fire Magic MT, 80 MP


Albert
Green Element: Halves Wind (Nulls with DG Armor), 50% Weak to Earth
HP: 3686
AT: 211 (191 with Spear of Terror)
DF: 190
MAT: 103
MDF: 85
Speed: 40 (50)

Halberd- 65 Attack (Spear of Terror- 45 Attack, 25% Chance of Fear)
Knight Helm- 5 Defense, 37 Magic Attack, 20 SP gained hit by physicals
Jade DG Armor- 54 Defense, 27 MDef, Nulls Wind Attacks
Magical Greaves- 10 Speed, 5 Evade, 5 Magic Evade

Additions
Flower Storm- 1411 Damage, 202 SP (1277 Damage, 25% Chance of Fear)

Jade Dragon Spirit
-Dragoon Addition- 1184 Damage (1072 Damage)
Magic
-Wing Blaster- 374 Wind Magic, 10 MP
-Rose Storm- Halves Damage for 3 Rounds, 20 MP
-Gaspless- 1495 Wind Magic, 30 MP


Haschel
Purple Element: Halves Thunder (Nulls with DG Armor)
HP: 3015
AT: 176 (164 with Brass Knuckles)
DF: 148
MAT: 120
MDF: 140
Speed: 60 (70)

Destroyer Mace- 55 Attack, Boosts Damage 50% below 50% HP, and 100% below 25% HP (Brass Knuckle- 43 Attack, 25% Chance of ID)
Soul Headband- 5 Defense, 5 Mdef, 25 MAtk, Gives 20 SP upon being hit with magic
Violet DG Armor- 45 Defense, 40 MDef, Nulls Thunder Attacks (Satori Vest- 40 Defense, 31 Mdef, Immunity to Poison, Stun, and Arm-Block) (Energy Girdle- 37 Defense, 26 Mdef, 50% more SP Gained)
Magical Greaves- 10 Speed, 5 Evade, 5 Magic Evade

Additions (damage with Destroyer Mace listed as normal / below 50% HP / below 25% HP)
Summon 4 Gods- 290/435/580 Damage, 100 SP (271 Damage, 25% ID)
Five-Ring Shattering- 871/1307/1742, 50 SP (812 Damage, 25% ID)
Hex Hammer- 1162/1743/2324 Damage, 15 SP (1083 Damage, 25% ID)
*Omni-Sweep- 1455/2183/2910 Damage, 150 SP (1356 Damage, 25% ID)

Violet Dragon Spirit
-Dragoon Addition- 1101 (1026 Damage)
Magic
-Atomic Mind- 440 Thunder Magic, 10 MP
-Thunder Kid- 881 Thunder Magic, 20 MP
-Thunder God- 1321 Thunder Magic, 30 MP
-Violet Dragon- 1761 Thunder Magic, 80 MP


Kongol
Gold Element: Halves Earth (Nulls with DG Armor), 50% Weak to Wind
HP: 4356
AT: 286 (277 with Great Axe)
DF: 285
MAT: 62
MDF: 75
Speed: 40 (30 Base)

Indora's Axe- 88 Attack, Chance of ID (Great Axe- 79 Attack, Chance of Stun)
Giganto Helm- 10 Defense, 5 Mdef, 14 Matk, Gives 20 SP if attacked by magic
Gold DG Armor- 88 Defense, 23 MDef, Nulls Earth Attacks (Giganto Armor- 75 Defense, 25 Mdef, Gains 20 SP when attacked by physicals)
Magical Greaves- 10 Speed, 5 Evade, 5 Magic Evade

Additions
Bone Crush- 1418 Damage, 100 SP, 25% Chance of ID

Golden Dragon Spirit 
-Dragoon Addition- 1285 Damage (1245 Damage)
Magic
-Grand Stream- 337 Earth Damage, 20 MP 
-Meteor Strike- 450 Earth Damage, 30 MP
-Golden Dragon- 675 Earth Magic, 80 MP


Meru
Blue Element: Halves Ice/Water (Nulls with DG Armor), 50% Weak to Fire
HP: 2010
Attack: 102 (92 with Heavy Mace) (77 With Pretty Hammer)
Defense: 107
Magic Attack: 187
Magic Defense: 188
Speed: 80 (70 Base)

Basher- 40 Attack (Heavy Mace- 30 Attack, Chance of Stun) (Pretty Hammer- 15 Attack, Doubles SP Gain)
Jeweled Crown- 5 Mdef, 42 Matk, Gains 20 SP if magically attacked (Tiara- 5 Defense, 29 Matk, increases magic hit rate 10%)
Blue DG Armor- 30 Defense, 54 MDef, Nulls Water/Ice Attacks
Magical Greaves- 10 Speed, 5 Evade, 5 Magic Evade
 
Additions
Cool Boogie- 168 Damage, 200 SP (152 Damage, 200 SP, 25% Paralysis) (127 Damage, 400 SP)
Cat's Cradle- 591 Damage, 20 SP (533 Damage, 20 SP, 25% Paralysis) (446 Damage, 40 SP)
*Perky Step- 1011 Damage, 100 SP (912 Damage, 100 SP, 25% Paralysis) (763 Damage, 200 SP)

Blue Dragon Spirit
-Dragoon Addition- 740 Damage (669) (562)
Magic
1. Freezing Ring- 1049 Ice/Water Magic, 10 MP
2. Rainbow Breath- 50% MT Healing, 20 MP
3. Diamond Dust- 1049 MT Ice/Water Magic, 30 MP
4. Blue Sea Dragon- 2098 Ice/Water Magic, 80 MP


Miranda
White Element: Halves Holy (Nulls with DG Armor), 50% Weak to Dark
HP: 2680
AT: 101 (111 with Detonate Arrow) (85 with Bemusing Arrow)
DF: 90
MAT: 236
MDF: 281
Speed: 75 (65 Base)

Arrow of Force- 40 Attack, Boosts SP gain by 50% (Detonate Arrow- 50 Attack, MT) (Bemusing Arrow- 24 Attack, Chance of Confusion)
Jeweled Crown- 5 Mdef, 42 Matk, Gains 20 SP if magically attacked (Tiara- 5 Defense, 29 Matk, increases magic hit rate 10%)
Silver DG Armor- 27 Defense, 80 MDef, Nulls Holy Attacks
Magical Greaves- 10 Speed, 5 Evade, 5 Magic Evade

Additions
Attack- 168 Damage, 222 SP (184 Damage, 150 SP) (158 Damage, 150 SP, 25% Confusion)

Silver Dragon Spirit
-Dragoon Addition- 368 Damage (403) (346)
Magic
-Moon Light- 100% Healing, Revival, and Status Curing, 10 MP
-Star Children- 662 MT Holy Damage, 20 MP
-Gates of Heaven- 50% MT Healing, 30 MP
-White Silver Dragon- 1985 Holy Damage+100% Healing, 80 MP


Rose
Black Element: Halves Dark (Nulls with DG Armor), 50% Weak to Holy
HP: 2345
AT: 188
DF: 131
MAT: 131 (125 with Rose’s Hairband)
MDF: 139 (134 with Rose’s Hairband)
Speed: 55 (65)

Dragon Buster- 100 Attack, 100% ID to Dragons
Jeweled Crown- 5 Mdef, 42 Matk, Gains 20 SP if magically attacked (Rose’s Hairband- 36 Magic Attack, Nulls ID) (Tiara- 5 Defense, 29 Matk, increases magic hit rate 10%)
Dark DG Armor- 41 Defense, 42 Mdef, Nulls Dark Attacks
Magical Greaves- 10 Speed, 5 Evade, 5 Magic Evade
 
Additions
Demon's Dance- 1553 Damage, 100 SP

Dark Dragon Spirit 
-Dragoon Addition- 1055 Damage
Magic
-Astral Drain- 734 Dark Magic (700 with Hairband), Heals Rose, 10 MP
-Death Dimension- 367 MT Dark Magic (350 with Hairband), 100% Fear (Halves Damage enemy does, and doubles the amount they take), 20 MP
-Demon's Gate- 100% ID, 30 MP
-Dark Dragon- 1469 Dark Magic (1400 with Hairband), 80 MP


AVERAGES
Three Turn Damage (In Paranthesis is without the L4 Dragoon Spells)
1. Dart- 1829
2. Haschel- 1557 (1455)
3. Rose- 1553
4. Albert- 1439 (1411)
5. Kongol- 1418
6. Meru- 1303 (954)
7. Miranda- 938 (497)
Average: 1434 (1302) (Kill Points: 3585/3255)

Human Addition Damage Output
1. Rose- 1553
2. Haschel- 1455
3. Kongol- 1418
4. Albert- 1411
5. Dart- 1152 (Lessened 10% To Balance out with the HP Loss) (1279)
6. Meru- 1011
7. Miranda- 184
Average- 1169 (1187) (Kill Point: 2923/2968)

HP:
1. Kongol- 4356 (1.422)
2. Albert- 3686 (1.203)
3. Dart- 3351 (1.093)
4. Haschel- 3015 (0.984)
5. Miranda- 2680 (0.879)
6. Rose- 2345 (0.765)
7. Meru- 2010 (0.656)
Average: 3063
Party Average: 3063
 
DF: Kongol (285) > Albert (190) > Haschel (148) > Dart (144) > Rose (131) > Meru (107) > Miranda (90)
Party Average- 156 (Note that this is division, so average Def actually takes less than average damage from physicals)

Physical Durability- Lower is better (Percent Taken From Physicals)
1. Kongol .341 (.485)
2. Albert .605 (.729)
3. Dart .878 (.961)
4. Haschel .95 (.935)
5. Rose 1.381 (1.057)
6. Miranda 1.759 (1.539)
7. Meru 1.972 (1.294)

MDF: Miranda (281) > Meru (188) > Haschel (140) > Rose (139)> Dart (138) > Albert (85) > Kongol (75)
Party Average- 149 (Note that this is division, so average MDef actually takes less than average damage from magic) 

Magical Durability (Percent Taken from Magic)
1. Miranda .512 (.448)
2. Dart .835 (.913)
3. Haschel .914 (.9)
4. Meru 1.02 (.67)
5. Kongol 1.181 (1.68)
6. Rose 1.184 (.906)
7. Albert 1.231 (1.482)

Speed (Fairly literal, I believe)
1. Meru- 80
2. Miranda- 75
3. Haschel- 70
4. Rose- 65
5. Dart- 60
6. Albert- 50
7. Kongol- 40
Average: 62.86
« Last Edit: January 19, 2014, 06:23:46 AM by Dhyerwolf »
...into the nightfall.

Dhyerwolf

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Re: Legend of Dragoon
« Reply #1 on: December 18, 2007, 07:20:57 PM »
Pt. 2

Endgame levels in LoD are debatable. I finished the game at level 40, but some others have finished it at level 45. Also, it seems that stat growth changes around level 40, which may affect the stat comparisons. I felt lazy, so I didn't list the equipment and their special effects.

Dart
HP: 4506
AT: 110 (149, 185) [169, 205]
DF: 110 (156)
MAT: 109 (146) [166]
MDF: 110 (150)

Human Addition
---
With Fairy Sword
Madness Hero- 373 (423)
(306 SP)

Blazing Dynamo- 1675 (1901)
(222 SP)

With Soul Eater
Madness Hero- 463 (513)
(204 SP)

Blazing Dynamo- 2080 (2306)
(150 SP)

Divine Dragon Spirit
---
Dragoon Addition- 680%- 2533 (2873. Fairy Sword)
Dragoon Addition- 680%- 3145 (3485. Soul Eater)

Divine Dragon Ball- 1548 (1760)
Divine Dragon Cannon- 2322 (2640)

Sorry, no Fire Dragoon yet.

Rose
HP: 3154
AT: 107 (207) [227]
DF: 108 (149)
MAT: 107 (143) [163]
MDF: 109 (151)

Human Additions
---
Demon's Dance- 500%- 2588 (2838)
(100 SP)

Black Dragon Spirit
---
Dragoon Addition- 1758 (1930)
Astral Drain- Drains 758 HP from an enemy (864)
Death Dimension- 568 + Fear
Dark Dragon- 1516 (1728)

Haschel
HP: 4055
AT: 137 (192) [212]
DF: 110 (160) [180]
MAT: 102 (127)
MDF: 103 (148)

Human Additions
---
Omni-Sweep- 501%- 2403 (2655)
50% Omni-Sweep- 3604.5 (3983)
25% Omni-Sweep- 4806 (5310)
(100 SP)

Violet Dragon Spirit
Dragoon Addition- 1603 (1802)
Atomic Mind- 435
Thunder Kid- 870
Thunder God- 1305
Violet Dragon- 1705

Albert
HP: 4956
AT: 165 (230) [250]
DF: 147 (206) [226]
MAT: 76 (113)
MDF: 70 (97) {127}

Flower Storm- 405%- 2328 (2531)
(202 SP)

Jade Dragon Spirit
---
Dragoon Addition- 1955 (2125)
Wing Blaster- 387
Gaspless- 1742
Jade Dragon- 1161

Kongol
HP: 5857
AT: 214 (302) [322]
DF: 205 (303) [323]
MAT: 54 (68)
MDF: 54 (82) {112}

Human Addition
---
Bone Crush- 2265 (2415)
(100 SP)

Golden Dragon Spirit
---
Dragoon Addition- 272% (?)- 2053 (2190)
Grand Stream- 348. 20 MP.
Meteor Strike- 464. 30 MP.
Golden Dragon- 696. 80 MP.

Meru
HP: 2703
AT: 80 (95, 110, 120) [115, 130, 140]
DF: 87 (117) [137]
MAT: 163 (205) {225}
MDF: 147 (206)

With Pretty Hammer
---
Cool Boogie- 238 (288)
Perky Step- 1425 (1725)

With Heavy Mace
---
Cool Boogie- 275 (325)
Perky Step- 1650 (1950)

With Basher
---
Cool Boogie- 300 (350)
Perky Step- 1800 (2100)

Blue Dragon Spirit
---
Dragoon Addition- 1045 (1265. Pretty Hammer)
Dragoon Addition- 1210 (1430. Heavy Mace)
Dragoon Addition- 1320 (1540. Basher)

Freezing Ring- 1086 (1192)
Rainbow Breath- 50% Healing.
Diamond Dust- 1086 (1192)
Blue Sea Dragon- 2172 (2386)

Miranda
HP: 3604
AT: 71 (121, 111) [141, 131]
DF: 79 (106) [126]
MAT: 211 (253) {283}
MDF: 212 (297)

Attack- 303 (353. Detonate Arrow)
Attack- 280 (328. Arrow of Force)

Silver Dragon Spirit
---
Dragoon Addition- 665. (777. Detonate Arrow)
Dragoon Addition- 616. (721. Arrow of Force)

Moon Light- 100% Healing.
Star Children- 697 (750).
Gates of Heaven- 50% Healing.
White Silver Dragon- 2092 + Full Healing (3000).

HP: Kongol (5857) > Albert (4956) > Dart (4506) > Haschel (4055) > Miranda (3604) Rose (3154) > Meru (2703)
Party Average: ~4120

AT, no weapons: Kongol (214) > Albert (165) > Haschel (137) > Dart (110) > Rose (107) > Meru (80) > Miranda (71)
Party Average: ~127

AT: Kongol (302) > Albert (230) > Rose (207) > Haschel (192) > Dart (185) > Miranda (121) > Meru (120)
Party Average: ~193

DF: Kongol (303) > Albert (206) > Haschel (160) > Dart (156) > Rose (149) > Meru (117) > Miranda (106)
Party Average- 171

MAT: Miranda (253) > Meru (205) > Dart (146) > Rose (143) > Haschel (127) > Albert (113) > Kongol (68)
Party Average- ~151

MDF: Miranda (297) > Meru (206) > Rose (151) > Dart (150) > Haschel (148) > Albert (97) > Kongol (82)
Party Average- ~166

Human Addition Damage Output: Rose (2588) > Haschel (2403) > Kongol (2265) > Albert (2238) > Dart (2080) > Meru (1800) > Miranda (303)
Party Average: 1954

I would add injured Haschel's Additions, but 4800+ would screw the average over.

Dragoon Addition Damage Output: Dart (3145) > Kongol (2053) > Albert (1955) > Rose (1758) > Haschel (1603) > Meru (1320) > Miranda (665)
Party Average: ~1786

Dragoon Magic Damage Output: Miranda (2710) > Dart (2322) > Meru (2172) > Albert (1742) > Haschel (1705) > Rose (1516) > Kongol (696)
Party Average: ~1838
« Last Edit: November 20, 2010, 08:31:22 PM by Dhyerwolf »
...into the nightfall.

Dhyerwolf

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Re: Legend of Dragoon
« Reply #2 on: December 18, 2007, 07:21:25 PM »
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
SparkNet: 360 Thunder Magic
Wave Sword: 120 Thunder Magic
Invincbility: Gains Invincibility for next 3 actions
Roaming Thunder: 240 MT Thunder Magic; Used only during Invincibility

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.

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

LLOYD
HP: 6000 (+1 Additional Attack***)
18% Weak to Physicals, 40% Magic Resistance, 25% Evasion
Speed: 97.5% (65 to 66.7 Average)
“Counters” 25% of the time

***After taking 6000 HP damage, Lloyd will counter with Wingly Sphere and the battle will continue until one more hit is done to him.

PC HP: 2068
PC Damage: 420

Flying Slash- 700 Physical Damage
Slash- 350 Physical Damage
Wingly Sphere- 890 MT Magic, OPB (And as a “Death Counter”)
Holy Comet- 670 ST Holy Magic, Only used as a counter
ST Wind/Holy/Ice Magic- 670 ST Elemental Magic, Only used as counter
MT Wind/Holy/Ice Magic- 335 MT Elemental Magic, Only used as a counter
Dragoon ID- 100% ID on Dragoons, Can be used as a counter.

OLD ZIEG NOTES
Zieg
12000 HP
Standardish defenses

Dragoon Addition:
1282 to Miranda.
1050 to Meru.
880 to Rose.
802 to Dart.
780 to Haschel.
624 to Albert.
420 to Kongol.

Flame Attack:
1612 to Kongol.
1344 to Albert.
902 to Rose.
864 to Haschel.
962 to Meru (weakness)
430 to Miranda.
0 to Dart (nulls fire)

Melbu Frahma
HP: 10,000/10,000/10,000/12,0000

My Party- All are taken at level 40. I did use some accesories because I find certain equips legal for bosses in game. I'll fill in the PC stat and damage to Melbu later because I really want to get to the meat of the post right now.

Average Natural Party HP: 3075 HP
Average Party HP with Dragon's Helms: 3560
The helms are assumed on the ladies, because they are the ones who really need it.

Note on damage: Many damages are slight underestimates. This is because of the inclusion of accesories. Take this as you will. Most of these damages are closest to Rose with a Guard Badge. Also, key moves are italicized

Form 1: Comes with 4 tentacles that work separately and use Tentacle Smack
Tentacle smack: ~350
Pillarsmash: ~620 Earth damage to all
Virage Stomp: ~830 magical damage to all
Dark and Ice magic: ~770 damage of dark or ice to one
Counter- Counters missed attacks. ~350 damage
Beam of Light: 100% chance of inflicting either stone or stun. I think that both stati have an equal chance of being applied.

Form 2:
Mystic Sword: ~415 magical damage
Energy Beam: ~1245 magical damage
Entangle: Sucks in a PC ala Jibril. However, this not does terminate in an automatic loss. He just shoots you out a couple of turns later at another PC. ~1400 physical damage to both. I don't know if the damage works when your alone.

Form 3:
Starts in Night mode, where it can do
Wannabe Supernova: ~830 magical damage to all
Gravity UFO: ~ 620 magical damage. This may be dark or thunder.
Drop: ~350 physical damage
Rolling Comet: ~710 physical damage
Summon Bomb Star: Summons 4 low durability creatures. These creatures can self-detinate for ~350 damage. They disappear if Melbu shifts to day time or Form 3 dies.
Turn to Day: Changes the setting from Nighttime to Daytime, where it can do. He can also change back to night.
Drop: Same as above
Rolling Comet: Same as above
Command Block: Randomly seals one of type of move with 100% accuracy. I believe that it can block Attack, Defend, Dragoon, and Item in game.
Sunsphere: ~820 fire damage to all
Fire magic: ~620 fire damage to all (Pointless, considering the spell above).

Form 4
Tail Smack: ~350 physical damage
Melbu Attacks!: ~1050 physical damage
Wingly Swarm: ~2100 physical damage
Thunder, Wind magic: ~620 thunder or wind magic to all
Twister Tunnel: ~820 wind damage to all
Glacier Stonehendge: ~820 ice damage to all
Astral Snake: ~1640 thunder damage to one
Confuse: Confuses all PCs. Hit rate is unknown because he didn't like to use this move on me...(and I was blocking a few times before I realized that it must be status) If hit me 3 of 3 times, but I've been told it may be 50% accurate. Note that under LoD confuse, characters never attack enemies and it wears off with time, not physical damage.
« Last Edit: May 19, 2009, 12:08:00 AM by Dhyerwolf »
...into the nightfall.

Dhyerwolf

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Re: Legend of Dragoon
« Reply #3 on: May 19, 2009, 12:04:04 AM »
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).
...into the nightfall.

Dhyerwolf

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Re: Legend of Dragoon
« Reply #4 on: November 20, 2010, 08:41:51 PM »
It looks like Shana's L4 Dragoon spell has an error in it's mult in game and is really 75% (Instead of 100%). Damages are updated accordingly, notably to her detriment.
...into the nightfall.

Clear Tranquil

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Re: Legend of Dragoon
« Reply #5 on: December 04, 2010, 02:55:13 AM »
Thanks Dhyer.

Quote
White Silver Dragon- 2092 + Full Healing (3000).

Are the numbers in brackets damage under Special? Also does the 3000 for the above still stand? (not sure if it was still 3000 before or not >.>)

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Dhyerwolf

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Re: Legend of Dragoon
« Reply #6 on: December 04, 2010, 03:50:50 AM »
Oh...the original topic made some really random assigning of accessories, and that's where a lot of those extra numbers are coming from. Since I never re-corrected the L45 numbers, that's actually probably a  number of those  floating around in the stats there.
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Clear Tranquil

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Re: Legend of Dragoon
« Reply #7 on: January 29, 2011, 02:47:10 AM »
Thanks Dhyer.

Just for fun - L60 data (credit goes to pika from the Legend of Dragoon GameFAQs board) :

Quote
LV 60

Additions:
-Haschel - 1978 (3956 if in the red zone)- 501 %
-Rose - 1966 - 500%
-Albert - 1908 - 405%
-Meru - 1823 - 600%
-Kongol - 1667 - 300%
-Dart - 1645 - 450%
-Miranda - 250

Dragoon Additions:

-Dart - 2486
-Albert - 1602
-Kongol - 1511
-Haschel - 1342
-Rose/Meru - 1336
-Miranda - 549

Dragoon Magic (Special) [note that Legendary Casque and Armor of Legend is involved, but not items/equips that change ATK/MAT]

-Dart - 2652 (3978)- 100%
-Meru - 2428 (3640) - 100%
-Haschel - 2260 (3388)- 100%
-Miranda - 2019 (3027) - 75%
-Rose - 1768 (2652)- 100%
-Albert - 1353 (2028)- 75%
-Kongol - 1071 (1605) - 75%

Everyone is equipped with their best weapons including Dart with Soul Eater.

Could come in useful for random number crunching for the dungeon or special RPGmon tourneys or something I suppose.

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Dark Holy Elf

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Re: Legend of Dragoon
« Reply #8 on: December 19, 2013, 02:46:37 AM »
My recent replay of the game has convinced me that certain additions are just unreasonably difficult to get without grinding. I've now played the game three times and watched it fully through once, and of those four playthroughs only the one where I did a considerable amount of grinding did Dart master Blazing Dynamo, for instance. This most recent playthrough, I did all the sidequests except Magician Faust (i.e. Kamuy, Fort Magrad, and the fallen dragoons) and fully explored all dungeons (matters for the Death Frontier somewhat), and Dart didn't even learn Blazing Dynamo, let alone master it.

If you think about it, it makes sense. To master Blazing Dynamo, Dart needs to attack 480 times. That's a lot. LoD randoms are short affairs (very few enemies aren't 2HKOed at minimum and you never face more than three at once), so it'll be very rare that you get more than two attacks per PC off in one, unless you're botching additions, and it's not a super-long game. Speaking of botching additions, yeah, that happens too, especially when you're learning the harder ones. (Or it does for me, and I've met more people worse at additions than me than I have who are better.)

Anyway, with that in mind, I concluded that 560 successful additions in 4 discs (LoD's are about equally long, how novel) is obviously unreasonable. With that in mind, here's how many additions everyone needs to master theirs and what I think about it.

Dart - 560/4 = 140 per disc. Obviously unreasonable as per above.
Lavitz/Albert - 400/~3.9 = ~103 per disc.
Rose - 320/~3.7 = ~86 per disc. The lowest number. As a marked contrast to Dart, she gets this very easily.
Haschel - 480/~3.3 = ~145 per disc. Even worse than Dart!
Meru - 400/~2.7 = ~148. Yeah...
Kongol - 240/~2.4 = 100.

The conclusion here is pretty obvious. Dart, Haschel, and Meru all seriously struggle to get their final additions, so I'm probably not going to be allowing them any more. In Meru's defence, she's at least fast, so she may get more than her fair share of turns, but given that Dart didn't fall just a bit short, but way short, I doubt it closes the gap. Flipside, Kongol and Albert are a bit slow, so they may have more trouble than the numbers suggest... but eh, in-game Bandit equips are logical choices for those two which both removes that problem and is an advantage that doesn't translate to the DL which has full wrath on their speed disadvantages. I could see giving Kongol the finger anyway because the DL already rewards his physical durability which isn't a big deal in-game. I dunno. Rose is the only one on inarguably firm ground, here. If anyone wants to see any other averages besides the "everyone has all additions" one already in the thread and the one I'm about to post, let me know.


Anyway, I went and added addition damage numbers for Dart, Haschel, and Meru. Note that without the final addition the choice of addition is no longer obvious as there's often a tradeoff between damage and SP. Here are the updated damage averages:


AVERAGES
Three Turn Damage (In Paranthesis is without the L4 Dragoon Spells) [without Divine Dragoon]
1. Dart- 1567 [895]
2. Rose- 1553
3. Albert- 1439
4. Kongol- 1418
5. Haschel- 1168 (1162)
6. Meru- 1105 (755)
7. Miranda- 938 (497)
Average: 1313 (1199) (Kill Points: 3281/2997)
Average without Divine Dragoon: 1217 (1103) (Kill points: 3043/2758)

Human Addition Damage Output
1. Rose- 1553
2. Kongol- 1418
3. Albert- 1411
4. Haschel- 1162
5. Dart- 895 (Lessened 10% To Balance out with the HP Loss) (995)
6. Meru- 591
7. Miranda- 184
Average- 1031 (1045) (Kill Point: 2576/2612)
« Last Edit: December 19, 2013, 05:47:05 PM by Dark Holy Elf »

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SnowFire

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Re: Legend of Dragoon
« Reply #9 on: December 19, 2013, 09:22:04 AM »
I doubt it changes that much, but what's Dart's Dragoon damage with the Fire Dragon Spirit for the 3-turn average?  The Divine Dragon Spirit's legality in the DL is a tad awkward, what with being around for exactly 1 battle...  but even if allowed for Dart, I'm not particularly inclined to hold it against the rest of the cast.  (Pretty sure no one allows Sword Saint Ashley, for example.  And the VP1 damage average gets a small hack to some interps for Lenneth going uber in her final battle, too.)

Dark Holy Elf

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Re: Legend of Dragoon
« Reply #10 on: December 19, 2013, 05:48:41 PM »
Added. Only affects the three-turn average of course (watch Dart drop from the top of the curve to at/near the bottom!).

EDIT: Though, after pausing to reflect, there are some issues with a "no Divine Dragoon" average which make me leery about using it as is. While it's a late power upgrade, yes, lots of the rest of the cast has their own late power upgrades. Rose gets the Dragon Buster which is +60 atk. Various other PCs get weapons in the final dungeon, and the only thing those can be used on which the Divine Dragoon can not be are a few random enemies and Zieg (edit: and a virage mini-boss). Albert and Kongol, from my estimations, may not have had their final additions maxed out very long. And several PCs may only just recently have come into possession of their dragon summons - it depends how much you focus on gaining SP vs. doing damage of course (matters for Rose, Haschel, Meru, and Miranda, though Rose is probably safe due to having her dragoon notably before the rest). There are enough things here that I'm strongly inclined just to take things as endgame to avoid a headache, but if you feel differently I at least recommend using something in between "no divine dragoon" and "including divine dragoon" when scaling non-Dart PCs.
« Last Edit: December 20, 2013, 02:37:27 AM by Dark Holy Elf »

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