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Author Topic: Radiant Historia: Revisionist History has never been so fun  (Read 9590 times)

Pyro

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Radiant Historia: Revisionist History has never been so fun
« on: March 20, 2011, 05:12:51 AM »
Radiant Historia:

- Levels taken at 54 (Stocke), 52 (Marco/Raynie/Aht), 50 (Rosch/Gafka), and 48 (Eruca). This  reflects their availability for use across the timelines. Neph may come along later with levels that are at the point where final moves are learned for everyone.

- No dropped or stolen equipment. Getting this stuff is pretty unreliable, and the  storebought/found stuff works well enough. Note that I am not allowing True Historica for Stocke for the purposes of this stat topic. If he wants that, I would have to assume dropped/stolen equipment for everyone to be fair (True Historica requires beating a rather mean optional superboss fight). Again Neph will be along later with it if you feel otherwise.

- Stats:
HP: Lose these and The Future Refused To Change
MP: Used for magic and skills
Atk: Attack stat. AtkxMultiplier - Defense = damage
Mag: Magic Stat. MagxMult - Mdef = damage. No effect on healing.
Spd: Speed stat. RH Speed is *wonky*. It does allow for doubleturns, but it is very hard to  gauge.
Def: Defense. Reduces damage as mentioned above.
Mdef: Magic Defense. Reduces damage as seen above.
Luc: Luck stat. Affects critical hit rates, which are 1.5x and basically negligible.

- Grid System: RH puts enemies on a 3x3 grid. PCs are on no such grid themselves. The enemy  'row' affects physical damage taken/received. Enemies in the center row get no  bonuses/penalties. Enemies in the back row deal 75% physical damage and take 75% physical  damage. Enemies in the front row deal 125% physical damage and take 125% physical damage. For  the purposes of this topic, I have assumed targets are in the center row.

- Targetting/movement. PCs have skills that 'move' enemies on the grid, pushing or pulling  them all the way to the front or back. There are Left/Right moves, but they don't matter for  a stat topic. Note that some skills target ONLY the center 'column'. While I assume row is  center due to being the average of physical bonuses/penalties, I assume that the target's  starting 'column' is arbitrary. I'll list these skills and let you make your own mind up  about them. One affects the damage averages notably.

- 'Change': All the PC's have a command called 'Change' which allows them to trade turns with  another PC/enemy. So if the turn order was Stocke->Enemy->Stocke->Enemy, Stocke could use his  first turn and make the order "Enemy->Stocke->Stocke->Enemy" or "E->E->S->S". There is a  caveat to this: After  you utilize this command, you take 25% more damage from all attacks  until you next take an action. Also, you can only 'see' the next 10 turns. This skill matters  for two reasons: Building up a turn change to get around healers, and the Sleep status, which  one can abuse to get up to 10 turns in a row by using this. While this is a universal  command, it is nonetheless highly interesting and CRITICAL to some of the PC's combat  strategies, so I suggest allowing it in the strongest terms possible.

- Combos: When PCs get turns in a row, they all act as part of a 'combo' as long as they  target the same enemy. This is true even for a PC who gets multiple turns in a row due to  Change/Doubleturning. Attacks in a combo build up a 'hit counter' which increases damage. For  every 1 hit, damage for subsequent attacks increases by 6%.

- Debuffs/Buffs: Unless otherwise noted: buffs increase a stat by 20% for 3-5 turns. Debuffs  decrease an enemy defensive stat by 66% for 3-5 turns or decrease an offensive stat by 25%  for 3-5 turns.

- Revival spells can't be used as normal healing spells. Weep for Stocke.

- The game has a 'limit' system with a gauge that fills up as a PC takes damage or deals hits. Each hit a PC racks up seems to be worth 2% of the gauge, while taking damage is something similar. This seems to go up when a character acts in a chain of blows. In a duel, it is unlikely that a PC will live to see the gauge fill, but if it does they have the option of utilizing it to either delete an opponent's turn (does NOT consume the PC's own turn to do so) or unleash a special attack. Surprisingly, only Stocke, Raynie, and Gafka have moves that are worth using over the "Delete enemy turn" special.

- There are several status blocking accessories. PCs have 3 accessory slots. Status  resistance goes from 0 (none) to 6 (immunity)
Obsidian: Petrify +2
Sapphire: Paralysis +6
Amethyst: Fear +6
Emerald: Poison +6
Earth Drops: Poison/Fear/Par +4
Sky Drops: ALL +2               <- Stack 3 of these for status immunity

- Assumed an enemy def/mdef stat of 50. This is pretty regular.

- For defensive durability,  I calculated how good the PC is at taking a hit that would deal  40% damage to an average PC. Assumed an attack 'mult' of 2x (so 1 pt of defense = 2 pts reduction on that 40%). Higher is better.

- Averages up top!
HP: 494
Spd: 37
Def: 87.14
Mdef: 83.57
Luc: 32
Damage: 212 (/230 for a 3-turn average). (Kill point of 530/577)



Stocke:
HP:   520
MP:   215
Atk:   110
Mag:   120
Spd:   38
Def:   115
Mdef:   109
Luc:   37

Physical Durability:   1.47
Magic Durability:   1.21

Equipment:
Mythril Edge: 32 Atk/55 Mag/-2 spd
(Historica: 58 Atk/28 Mag/2 Spd)
(True Historica: 70 Atk, 34 Mag/5 Spd

Moirae Manteau: 48 Def/41 Mdef
(Grace Mail: 34 Def/55 Mdef)

Attack: 60
Power Wave (8): 115
(Historica Power Wave: 154)
Double Slash (10):93 over two hits
Push Assault (3): 60, pushes enemy to back row.
Head Crush (5): 88. 66% chance to reduce enemy Mag stat.
Dullahan Sword (10): 88, pushes entire enemy column to back row.

Fire (5): 142 fire magic damage.
G-Fire (15): 262 fire magic damage.
Wraith Blade (15): 142 non-elemental magic damage to an area.
Heal (3): Heals 60 HP
Greater Heal (6): Heals 150 HP
Recovery (3): Removes status
Resurrection (7): 80% Revive. Can't be used on the living
*Mana Burst, Dead Fencer: 850 physical damage (assumes Historica)

Comments: A durable fire mage whose damage is pretty decent. Kind of a 'meh' Middle.




Raynie:
HP:   470
MP:   118
Atk:   59
Mag:   124
Spd:   37
Def:   80
Mdef:   64
Luc:   32

Physical Durability:   0.89
Magic Durability:   0.91

Equipment:
Priere Bonheur: 15 Atk/52 Mag/5 Fear Res
(Diable Spear: 33 Atk/48 Mag)
(General: 55 Atk)

Diamond Mail: 46 Def/37 Mdef
(Grace Mail: 34 Def/55 Mdef)

Attack: 9
Armor Break (12): 9 damage, 66% chance to reduce enemy defense by 66%
Poison Break (3): 15 damage. 75% chance to inflict poison (pathetic)
Sleep Break (4): 15 damage. 75% chance to inflict Sleep (not pathetic)
(Sleep Break with General: 59)
Push Assault (3): 9 damage, pushes enemy to back row.

Poison Blast (10): 61.6 damage, 50% chance to inflict poison to an area.
Fire (5): 148 fire magic damage
G-Fire (15): 272 fire magic damage
Frost (5): 148 ice magic damage
G-Frost (15): 272 ice magic damage
Thunder (5): 148 thunder magic damage
G-Thunder (15): 272 thunder magic damage.
Regenerate (3): Adds 40 HP Regen.
Resist Boost (4): Mdef +20%
Mana Regen (12): Adds 7 MP Regen.
*Mana Burst, Icy Hell: 490 ice damage over 7 hits, magical.

Comments: 75% sleep, good magic damage of varying elements (so it's not easy to wall her with  elemental defense. Sleep is basically a matchwinning status, and she isn't too bad if it is  blocked. A Middle.




Marco:
HP:   462
MP:   144
Atk:   79
Mag:   85
Spd:   36
Def:   77
Mdef:   78
Luc:   30

Physical Durability:   0.85
Magic Durability:   0.91

Equipment:   
Slayer Sword: 40 Atk, 25 Mag
   
Diamond Mail: 46 Def/37 Mdef   
(Grace Mail: 34 Def/55 Mdef)   

Attack: 29 damage.
Push Assault (3): 29 damage. Pushes enemy to back row.
Spin Slash (10): 29 damage, 4 hits.
Grapple (3): 29 damage. Pulls enemy to front row.
Speed Break (4): 66% chance to reduce enemy speed. It is difficult to see a difference (i.e.  near worthless).
Sleep Cloud (10): 50% Sleep, GT
Super Heal (10): 500 HP healing
Greater Heal (6): 150 HP healing
Guard Boost (4): +20% Defense
Magic Boost (4): +20% Magic
All Recovery (7): Removes status, MT
Resurrection (7): 80% Revival.
Trans-turn (3): Give a free turn to an ally.
*Mana Burst: Angel's Guard: Full healing and slight buffing.

Comments: Marco's damage is absolutely terrible, relying on Trans-Turn ingame to help  increase your damage output. FORTUNATELY he has Sleep, which allows him to stock 10 turns and  combine Grapple/Spin Strike for a total of 688 damage. Still kind of sad... at least he has  healing. Low Middle? Sleep is still a good status to have.




Aht:
HP:   360
MP:   180
Atk:   70
Mag:   138
Spd:   49
Def:   57
Mdef:   115
Luc:   36

Physical Durability:   0.67
Magic Durability:   0.8

Equipment:
Promised Knife: 27 Atk/75 Mag/HP -30
(Last Knife: 20 Atk/46 Mag)

Giant Cape: 45 Def/33 Mdef/Spd -3
(Clergy Raiment: 24 Def/47 Mdef)

Attack: 20 damage over 2 hits.
Dancing Death (15): 27 damage over 7 hits.
Starlight (8): 27 damage to a row.
Push Assault (3): 27 damage. Pushes enemy to back row.

Cross Star (8): 171 non-elemental magic damage.
Poison Trap (2): 240 magic damage. Inflicts Poison at 75% rate.
Sleep Trap (3): 240 magic damage. Inflicts Sleep at 75% rate.
Flame Star Trap (8): 557 fire magic damage.
Volt Star Trap (8): 557 Thunder magic damage.
Frost Star Trap (8): 557 ice magic damage.
Greater Heal (6): Restores 150 HP
Super Heal (10): Restores 500 HP
Lunatic (10): Raise Mdef 20%, MT
Polaris (2): Raise status resistance, MT.

* A note on traps: Traps lay a sigil on a square of the 3x3 enemy grid that is not occupied.  You then proceed to use skills that move the enemy to put them on these and damage the  target. For Aht in a duel, this means putting it 'behind' the target and using Push Assault.  In theory an enemy that moves can move to the back row of their own accord and negate this  strategy but how you view this is up to you (enemies moving in RH consumes their turn)

Comments: Aht is very fast. Other than that, she has mediocre damage and traps... which are  just awesome. The Star traps put out a LOT of damage, and Sleep Trap on the sleep vulnerable  is game-over for them. Highly dependent on how you view her trap usage, though.




Rosch:
HP:   710
MP:   156
Atk:   131
Mag:   25
Spd:   30
Def:   141
Mdef:   72
Luc:   29

Physical Durability:   3.16
Magic Durability:   1.36

Equipment:
General: 55 Atk

Diamond Mail: 46 Def/37 Mdef
(Grace Mail: 34 Def/55 Mdef)

Attack: 81 damage.
Haste Mode (15): 94 damage over 7 hits.
Stun Blow (5): 114 damage, 66% chance to reduce enemy speed negligibly.
Gull Swing (8): 94 damage to a row
Cross Spike (10): 147 damage to an area.
Impale Mode (10): 147 damage. 66% chance to reduce enemy defense by 66% (increases damage by  33)
Burn Knuckle (10): 160 damage. 66% chance to reduce enemy magic by 25%
(Power Up Burn Knuckle: 264)
Belial Claw (3): 133 damage. Moves enemy to back row.
Grapple (3): 81 damage. Moves enemy to front row.
Power Up (4): Increase Attack by 50%.

Comments: Rosch takes hits really well and does decent damage after he buffs up with Power  Up. Beyond that he's slow and rather unimpressive. A Middle. Sensing a theme?




Gafka:
HP:   610
MP:   101
Atk:   153
Mag:   35
Spd:   31
Def:   92
Mdef:   49
Luc:   31

Physical Durability:   1.3
Magic Durability:   1.05

Equipment:
Magic Fist Forza: 67 Atk/5 Paralysis Res

Diamond Lorica: 24 Def/24 Mdef
(Mighty Protector: 28 Def/18 Mdef)
(Nirvana Plate: 22 Def/45 Mdef/-4 Spd)

Attack: 88 physical damage. (his attack has a 0.9x mult instead of 1, if you're curious)
Triple Strike (6): 195 damage over 3 hits.
Divine Spirit (8): 180 damage to the front row. Pushes targets to back row.
Elemental Beads (6): 141 damage. Pulls enemy to front row.
Echoing Impulse (10): 164 damage to a column, pushes to back row.
Wind God Strike (20): 118 damage over 3 hits to all enemies. Forces all enemies to center  square.
Musou (10): 118 damage to center square over 4 hits.
Quigong Wave (6): 287 damage to center column *only*.
Quigong (3): 60 HP healing
Mushin (2): Raises Crit rate (to 60%). Critical hits to 1.5x damage.
*Mana Burst, Sky Hammer: 850 physical damage.

Comments: Yeah see that Quigong Wave move? Whether you assume the enemy starts dead center or  in an arbitrary column is what determines how good Gafka is. Beyond that he has decent  durability and even if the enemy DOESN'T start in the center, he can force them there with Wind God Stirke. I guess he makes for a Middle again...




Eruca:
HP:   327
MP:   194
Atk:   63
Mag:   171
Spd:   38
Def:   27
Mdef:   112
Luc:   30

Physical Durability:   0.41 (X_X) [0.48 if twinked for def w/ Peacemaker/Char Dress)
Magic Durability:   0.77 [0.98 if twinked for mdef w/ Snow White/Char Dress)

Equipment:
Freikugel Mercy: 25 Atk/90 Mag/-15 Def
(Death Shell: 40 Atk/10 Mag)
(Peacemakers: 17 Atk/50 Mag)
(Snow White: 11 Atk/32 Mag/26 Mdef)
(Pandur: 4 Atk/24 Mag/1 Spd)

Shadowrun: 9 Def/24 Mdef/5 Spd
(Charisma Dress: 21 Def/40 Mdef)
(Thorned Dress: 10 Atk/16 Def/27 Mdef)
(Luminous Dress: 21 Def/70 Mdef/-2 Spd)

Attack: 13 damage.
Aim Bullet (4): 4 damage. 66% chance to reduce enemy attack by 25%
Hard Shot (5): 1 damage. 66% chance to reduce enemy mdef by 66%

Mana Shot (5): 121 non-elemental magic damage.
Burst Light (15): 258 non-elemental magic damage. Full MT.
Shine (25): 326 non-elemental magic damage to center column only. Pushes to back row.
G-Frost (15): 395 ice magic damage.
Blizzard (20): 343 ice magic damage to an area.
Power Rise (10): Atk +20%
Magic Boost (4): Mag +20%
Divine Light (10): Negate two attacks. Multi-hit attacks take a shield down per hit. No  effect on attached status.
All Recovery (7): Remove status, MT
Regenerate (3): Adds 40 HP Regen
Holy Light (18): Fully revives all allies
Trans-turn (3): Grant an ally a free turn.

Comments: That is a whole lot of freaking damage. Divine Light is pretty awesome in most cases, since she can put it up and go to work as long as the enemy doesn't take advantage of  a status vulnerability (which isn't too easy since RH blockers are good. But look at that  physical durability. Just LOOK at it. Eruca's pdur is pathetic. Anyone who gets past her  Divine Shield gimmick or puts  out a 2HKO physical before she goes splatters her. Her damage  and unique defensive may be pretty dang good, but that durability resigns her to Middle.
« Last Edit: December 30, 2013, 08:01:18 PM by Pyro »

Niu

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Re: Radiant Historia: Revisionist History has never been so fun
« Reply #1 on: March 22, 2011, 07:23:45 AM »
Do Heiss please with his Black Chronicle form.
« Last Edit: March 22, 2011, 09:51:18 AM by Dhyerwolf »

Dhyerwolf

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Re: Radiant Historia: Revisionist History has never been so fun
« Reply #2 on: March 22, 2011, 09:52:12 AM »
Please note that I modified Niu's post for spoilers (Maybe somewhat obvious ones; Guessed it myself before endgame, which is rare. Spoilers nontheless).
...into the nightfall.

Nephrite

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Re: Radiant Historia: Revisionist History has never been so fun
« Reply #3 on: April 20, 2011, 04:15:37 AM »
Here are some other stats, assuming you allow higher levels and unique final dungeon equipment. The damage isn't done yet but the rest of the stats are all here.

Averages:

HP: 650
Speed: 49.71 (48 if you don't allow the -10- speed from Aht's weapon)
Defense: 110.5
M. Defense: 109.8
Luck: 45




Stocke

Level 64
HP: 643
MP: 229
Attack: 167
Magic: 116
Speed: 55
Defense: 134
Magic Defense: 129
Luck: 47


Equipment:

Weapon: True Historica: +70 Attack, +34 Magic, +5 speed
Armor: Moirae Manteau: +48 Defense, +41 Magic Defense
Accessories: Noah Amulet + 4Poison/Sleep/Paralysis Resistance


Attack: 113 damage
Double Slash (10 MP): 165 damage, hits 2 times.
Power Wave: 191 damage
Steal (3 MP): 75 Physical damage and STEALS ITEMS
Head Crush: 150 damage, Lowers Magic
Fire (5 MP): 108 Magical Fire damage
Will o' Wisp (20 MP): 210 Fire Damage, hits center and corner enemies
Heat Blade (14 MP): 105 fire damage, hits a row
G-Fire (15 MP): 320 Fire damage
Air Assault (3 MP): 100 physical damage, knocks target up, if hit again while in the air, target takes 45% of last damage hit when falling back to the ground.
Wraith Blade (15 MP): Column, 75 Non-elemental Magic damage, knocks target up
Push Assault, Left Assault, Right Assault (3 MP): Physical attack and knocks target in that direction.
Fire Storm: Back Line, 120 Fire damage, knocks targets forward
Dullahan Sword (10 MP) One Column, 152 damage, knocks targets back
Heal (3 MP): Heals 90 HP
Greater Heal (6 MP): Heals 150 HP
Area Heal (8 MP): Heals 90 HP, MT
Recovery (3 MP): Heals status
Resurrection (7 MP): 80% HP Revival



Raynie

Level 62
HP: 625
MP: 139
Attack: 85
Magic: 154
Speed: 47
Defense: 91
Magic Defense: 72
Luck: 51

Equipment:

La Tormenta - +30 Attack +60 Magic +8 Luck
Diamond Mail - 46 Defense 37 Mdef

Physical: 30 damage
Rush (12 MP): 15 damage, MT
Poison Break (3 MP): 25 damage and adds Poison Status
Sleep Break (3 MP): 25 damage and adds sleep
Fire, Frost, Thunder (5 MP): 200 Fire, Ice or Thunder damage
G-Fire, G-Frost, G-Thunder (15 MP): 485 Fire, Ice or Thunder Damage
Cross Thunder (15 MP): Hits a + shape, 230 Thunder damage
Backfire (12 MP): Hits back line, 190 Fire damage, knocks targets forward
Poison Blast (10 MP): Hits two lines, 35 physical damage, adds Poison
Regenerate (3 MP): All allies recover 40 HP every action for 6 turns
Mana Regen (12 MP): One ally recovers 6-9 MP every action for 6 turns



Marco

Level 62
HP: 596
MP: 168
Attack: 105
Magic: 79
Speed: 46
Defense: 88
Magic Defense: 90
Luck: 42

Equipment

Fidele Epee +58 Attack
Diamond Mail


Physical: 50 damage
Spin Slash (10 MP): 60 damage, hits 4 times
Speed Break (4 MP): 50 damage and lowers enemy speed
Push Assault, Left Assault, Right Assault, Grapple (3 MP): 50 damage and moves enemy in indicated direction.
Weakness Scan (1 MP): FINDS WEAKNESS
Sleep Cloud (10 MP): Inflicts sleep, two rows
Heal (3 MP): Heals 90 HP
Greater Heal (6 MP): Heals 150 HP
Super Heal (10 MP): Heals 500 HP
Area Heal (8 MP): Heals 90 HP, MT
Area G-Heal (12 MP): Heals 150 MP, MT
Guard Boost (4 MP): Increases Defense by 20% for 4 turns
Magic Boost (4 MP): Increases Magic 20% for 4 turns
All Recovery (7 MP): Heals status, MT
Guard Rise (10 MP): Increases Defense 20% for 4 turns, MT
Magic Rise (10 MP): Increases Magic by 20% for 4 turns, MT
Resurrection (7 MP): 80% HP Revival
Trans-Turn (3 MP): Exchanges current turn for any other ally's. (DL Useless)


Rosch

Level 62
HP: 923
MP: 206
Attack: 180
Magic: 34
Speed: 37
Defense: 187
Magic Defense: 91
Luck: 43

Equipment

Ogre Spear +72 Attack, -2 Speed
Diamond Mail

Rosch:
Haste Mode: 1.1x
Stun Blow: 1.25x
Gull Swing: 1.1x
Grave Tuck: 1.1x
Spiral End: 2.1x
Cross Spike: 1.5x
Burn Knuckle: 1.6x
Big Air: 1.2x
Impale Mode: 1.5x
Belial Claw: 1.4x
Blasting Pain: 1.25x
Power Up is +50% Str!




Aht

Level 62
HP: 508
MP: 232
Attack: 90
Magic: 146
Speed: 74
Defense: 89
Magic Defense: 124
Luck: 46


Kannagi Knife 35 Attack, 65 Magic +10 speed
Giant Cape: 45 Defense, 33 MDefense -3 Speed



Gafka

Level 62  
HP: 794
MP: 133
Attack: 203
Magic: 49
Speed: 42
Defense: 129
Magic Defense: 52
Luck: 44

Glorious Fist 78 Attack +2 Speed
Mighty Protector 28 Defense 18 MDef




Eruca

Level 62
HP: 464
MP: 280
Attack: 79
Magic: 213
Speed: 47
Defense: 56
Magic Defense: 211
Luck: 45

Freikugel Mercy 25 attack, 90 magic, -15 Defense
Luminous Dress 21 Defense, 70 Mdef, -2 speed

(Fortune Gown 15 Defense, 30 M.Def 20 Luck)

Mana Shot: 174 Non-elemental damage
Holy Arrow: 281
Judgement: 260
Deadline: 35
Burst Light: 323
Aim Bullet: 25
Chain Rave: 430
Hard Shot: 15
G-Frost: 494
Blizzard: 430
Push Assault
Shine: 409
Weakness Scan
Area G-Heal
Power Rise
Magic Boost
All Recovery
Regenerate
Resist Boost
Holy Light
Trans-Turn


--------------------
Included here are some optional equipment for people.

Granorg AH Final

Titanium Sword  30 Attack 15 magic
General (Spear) 55 Attack

Diamond Mail 46 Defense 37 M. Defense
Clergy Raiment (Aht, Stocke) 24 Defense 47 MDef
Charisma Dress (Eruca)  21 Def 40 Mdef


Alistel SH 6

Death Shell (Eruca) 40 Attack 10 Magic


Sand Fortress Alternate Final

Mythril Edge (Sword) 32 Attack 55 Magic -2 Speed
Mythril Spear 30 Attack 42 Magic

Grace Mail 34 Defense 55 MDef

Moonlight Cape (Stocke, Aht) 15 Defense 52 MDef -2 speed


Skalla

Shadowrun Dress 9 Defense, 24 Magic defense +5 speed

Emerald: +6 Poison Resistance
Amethyst: +6 Fear Resistance
Sapphire: +6 Paralysis Resistance
Earth Drops: +4 Poison/Fear/Paralysis Resistance
Sky Drops: +2 All Resistances

Beast Charm +10 Attack
Thauma Charm +10 Magic
Rook Stud +10 Defense/MDef
Arbor Ring +60 HP +40 MP
« Last Edit: April 20, 2011, 05:12:26 AM by Nephrite »

SnowFire

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Re: Radiant Historia: Revisionist History has never been so fun
« Reply #4 on: May 07, 2011, 07:51:44 AM »
A few notes.

* Rosch has BOSS FORM hype.  The DL is kind of inconsistent on when boss forms are legal (DDS2 Heat?  Sure!  P4 characters?  No!), but this case is closest to Persona 4 - you have a well-known PC form that's a middle, or a boss form that doesn't translate well that's Godlike.  "Doesn't translate well" in the sense of being way better in the DL then he is in-game.  Anyway, Rosch has a SH form and an AH form, and they're both duels with Stocke.  His SH form has "Guard Zone" which massively increases his defense - I believe vs. both physicals and magic, but it could be just physicals.  It's not a big deal in game, since Stocke just knocks him around with Left Assault / Right Assault / etc., but a Rosch on perfect AI could just keep spamming Guard Zone until all the squares he could be hit to are Zoned up.  (Yes, multiple squares can be Zoned at once, I'm pretty sure.)  Most DL characters won't even be able to move Rosch once, though, let alone "move + insta-double before he can recast Guard Zone."  SH Rosch doesn't do great damage, but even hit outside of Guard Zone, he's a major tank, so yeah, he'd probably be a High Heavy a la slugger Wugui against enemies who can move him around easily, and he's an annoying Godlike vs. everyone else.  AH Rosch has Heal Zone rather than Guard Zone, and is still a super-tank, so this is a more generally hypable form if Guard Zone only stops physicals.  AH Rosch also has much better damage - I think he even has a bare 2HKO that will force you to heal?  Even if not, he's got a solid 3HKO, and that combined with Heal Zone + obnoxious durability = Godlike slugger.

* More equipment notes: Aht has the Rhapsody knife, which is ATK + 12 / MAG +18 / SPD+5.  Hoses her magic enough that it's not worth it in-game but can make her speed evne more insane.
Gafka has the Running Sand, which is DEF+7/ MDF+1/ SPD+5.  Since Gafka has lots of HP hosing his defense isn't SO bad, although the crap defense means you've probably swapped it out by endgame for all that it's decent earlier.  Gafka also has the storebought Prayer Claw for ATK+57/MDF+10/SPD+2, for a very subtle boost to MDEF and Speed.

* Spears & Swords both have two potential wielders in Stocke / Marco and Raynie / Rosch.  This can lead to some uniqueness arguments, although luckily not too many (Mythril Blade is storebought and Historica is Stocke-only).  Two notes of interest: The Prier Bonhuer is not unique to Raynie, Rosch can equip it...  but since he uh has no magic-based abilities, he never wants to, and furthermore Prier is plot-tied to Raynie, and the difference is barely notable vs. the storebought alternative (better in-game anyway), so whatever.  However, there's also
Der Lowe (ATK+65/HP+100 )
 which is basically strictly better for Rosch than the General (ATK +55).  It's not unique, but since endgame Raynie is basically a straight mage, it's not a good choice for her in-game.  In the DL Raynie would arguably like to use it in some matches since Sleep -> massive switch hype is how Raynie fights a bunch of matches, and the extra HP is handy for avoiding OHKOs from faster opponents, but meh.  Really not inclined to allow it for her.  Since I'm not letting Raynie have it, I personally have no problem with Rosch getting it.  This means his damage is a bit better and his durability becomes even scarier.  (To be clear, Der Lowe is treasure, it's not a random drop.  If you explore the final dungeon you'll find it.)

In swords, there are two midgame weapons that are still very viable at endgame in Gaia Blade / Madre Blade.  Both Stocke and Marco would like these, and heck, I equipped them both with one or the other.  The fact that both are unique shouldn't make them both illegal; though weird, it should mean that Madre Blade is at the very least legal, as that implies the other character has the strictly-better Gaia Blade.
Gaia Blade:
ATK+30/MAG+25/HP+100
Madre Blade:
ATK+24/MAG+19/HP+75

Handy for durability buffing.  Of course, the way RH has subtractive defense, Marco may run into problems actually KOing off the reduced attack from Madre Blade, although not too much (I think the combo bonus is flat, hence Spin Strike / Haste Mode / etc. being the moves that like being late in a combo the most).  It's only a -16 ATK loss, and +75 HP is still helpful.  Stocke is less interested, as that's a notable MAG drop and he isn't based around statusy combos.

Captain K.

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Re: Radiant Historia: Revisionist History has never been so fun
« Reply #5 on: May 09, 2011, 04:32:15 PM »
Another equipment option if you want to max out Mdef is the Mana Cape.  Def+21/Mdef+68/Spd-3.  Stocke and Aht, but IIRC it's plot-tied to Aht.

Edit: Nevermind, that's a dungeon treasure, so uniqueness problem.
« Last Edit: May 09, 2011, 11:31:02 PM by Captain K. »

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Re: Radiant Historia: Revisionist History has never been so fun
« Reply #6 on: July 18, 2011, 05:42:32 AM »
Bosses!

SPOILERS of course. C'mon guys, this is obvious.

All boss stats are estimates, I don't have a guide or anything. They should be within a few points at worst, though... yay for RH mechanics being straightforward!

For party averges, damage averages are a little weird. Marco has awful damage, but tends to give other PCs turns with Trans-Turn, so unless he's the only one left, he has more damage in practice. Meanwhile, Aht's damage... uh... fluctuates a lot with whether her traps are viable. Also whether you got her sekret trap skills or not. I'll just be ignoring both, I think. I do consider Gafka's Quigong Wave because in-game, it's easy to set up for. Finally, PCs acting in combo get bonuses of 6% and 12% (sometimes more with certain things) and there's Air Assault possibilities to be considered as well. I personally eyeball the damage average as about 10% higher than what's listed as a result, but your milage may, of course, vary.

RH speed is weird. I've tried to provide notes, but the fast bosses give me headaches. Basically it's possible for a boss to trade turns with average for a few rounds then pull a tripleturn later in the fight. This is NOT due to recharge times. Suffice to say I don't fully understand how the turn system of this game works. If anyone has any light to shed on this, it'd be appreciated.

Remember, the more hits an attack does, the more it is subject to defence. Defence is subtracted directly off of each hit of damage in this game (although row, combo, and element multipliers come after this).

RH evade doesn't exist, so whether or not physical attacks in this game hit other games' evade is pretty much a judgement call and I'd likely base it on the target games in question.

There is no PC elemental resistance in this game (as far as I'm aware?) so any fire/ice/lightning notes I provide are just flavour. Additionally, Wrath of God could be argued to be holy while Dark World/Tempest could be argued as darkness, given the power sources and animations of those moves.

Hugo (AH6)

Party averages (Stocke 48, others 43-45 except Rosch who is quite underlevelled):

HP 421, MP 132, Def 76, MDef 76, Spd 31, Damage 185.5 (204)
Stocke's Power Wave: 150
(Stocke's Air Assault: 70)
Raynie's G-spells: 239
Marco's Attack: 45*
Rosch's Burn Knuckle: 108
Gafka's Quigong Wave: 245

Hugo's stats:

HP 4000
Def 60 (~7% reduction)
MDef 80 (~13% reduction)
Speed 34-35 (slightly above average, doubles basically never)

Attack: 50 physical
Wrath of God: 160 magic, MT
Purgatory: ~60% (18/30) chance of paralysis, MT.
Holy Banishment: ~60% (7/12) chance of fear, MT.
Reinforcements: Summons 2 Alistel Officers. Almost certainly not DL-legal; he's literally just calling soldiers. They have horrid HP (~200) and can either attack for ~35 damage, call another Alistel Officer, or cast Anti-Magic, a MT magic immunity buff that lasts for two hits.
Pulse: 230 magic dealt over 2 hits. Only usable at low HP (below 25%?).

Notes:
-Paralysis is nasty, and has several effects: it causes the target to take 25% more damage (so close to 200 from Wrath of God and 290 for Pulse, here), gives the target a ~25% chance of forfeiting a turn (a la Pokemon), AND acts as a silence-type status, sealing off the Skills command. Doesn't wear off.
-Fear causes the afflicted targets to lose 66 MP per turn (borderline 2HKO to average MP), after each turn. Might wear off, but if so not until long after it has completed its MP-kill.

Comments: Hugo is pretty solid.  Over 2 PCHP and above average in all the major stats. The damage could be much better for a boss of his calibre (3HKO, even after paralysis, until near death) but he's got a couple good statuses in there, wrecking those reliant on MP and skills nicely. Fits in Heavy. Alistel Officer summoning lets him spoil those reliant on ST magic damage if you consider it, but I wouldn't.

Endgame

I am fudging things here, and just using the stat topic's numbers. On the one hand I was at slightly lower levels than the stat topic (significant lower for Rosch/Eruca, whom I think Pyro was possibly generous to). On the other hand, accessories. Eruca's not available for the the endgame fights EXCEPT the final boss, so her damage will only be considered there. In theory excluding her from the previous fights would lower the HP/def averages, but you're also a level or two lower there, so who cares. Laziness prevails! Hopefully it balances. Also, it's amazing what picking up more G-spells does to the damage average.

Party averages:

HP 494, Def 84, MDef 85, Spd 37, Damage 245 (270) -> 275 (303)
(Stocke's Power Wave, Historica: 154)
Stocke's G-Fire: 262
Raynie's G-spells: 272
Marco's Attack: 47*
Rosch's Burn Knuckle: 160
Gafka's Quigong Wave: 287
Eruca's G-Frost: 395 (only available for the final)

Heiss (AHF)

HP 4100
Def 35 (~10% increase)
MDef 80 (~12% reduction)
Speed: Unsure, but fast. He went first, and got his first doubleturn before the PCs got their fourth/fifth turns. Once alone he started roughly but inconsistently 3-2ing the party, and even got a tripleturn in at two points. RH speed is fucked up.

Attack: 160 physical dealt over 2 hits.
Dark World: 135 magic, MT
MP Break: 30 MP damage

Heiss is accompanied by two Shadows (floating cubes) who start in the back row. They have 185 def (90+% physical reduction), 800 HP, below average speed, and attack for 160 magic ST or 110 magic MT.

Comments: Durability's a bit down from Hugo's due to Stocke picking up G-Fire, as well as lower defence. Anyway, he's all about speed since his only trick is pretty laughable. He likely has low 3HKO damage, but the speed can put pressure on healers and he outslugs the unremarkable. Middle. He doesn't want this form.

Heiss (SH1, kinda)

HP 3900
Def 50 (back row = 25% reduction)
MDef 90 (~16% reduction)
Speed: Went first, then had about a 5-4 with my party, so around 125%.

Note: Heiss starts in the back row. I assume he stays there, though you can grapple him if you want to raise his physical damage taken and received.

Attack: 140 physical dealt over 2 hits. (Back row is why this does less than last battle; his attack is actually higher.)
Dark World: 135 magic, MT
Blood Pain: 120 non-typed draining
Power of Darkness: Charge turn for Shadow Kill
Shadow Kill: Requires Power of Darkness be used the previous turn. 500 physical dealt over 11 hits.

Notes: Shadow Kill is very defence-subject due to that number of hits. Every 10 points of defence is about a 20% change to its base damage.

Heiss is accompanied by one Shadow (executioner) who starts in the front row. It has around 2400 HP, 35 def, 55 mdef, takes 50% extra from fire and 75% extra from lightning, and is roughly average speed. It can cast Guard Down or Heal Zone (120 regen for Heiss, goes away when the Shadow is killed).

Comments: He lost a little speed (probably), but look what he gained. A bit more overall durable due to the MDef boost and back row... but you should be happy he's in the back row, since it keeps Shadow Kill to a modest OHKO instead of overkill. HE LOST MP DAMAGE THOUGH. The DL parallel here is Saki: charge for OHKO physical. More durability but less variety. Heavy.

Palomides the Executioner (SHF)

HP 3400
Def 75 (~16% decrease + 25% increase from front row = 5% increase overall)
MDef 25 (~10% increase)
Speed: 30-35 (a bit below average)
Takes 175% from Lightning

Note: Palomides starts in the front row, giving him a +25% boost to his damage. You can push him back to the middle row or (after killing his support) back row if you want to reduce his offence at the cost of your own physical game.

Attack: 170 physical
Full Charge: 170 physical, MT
Crusade: 380 physical dealt over 3 hits
Tempest: 135 magic, MT
Destroy: 100% (4/4) chance of instant death.

Palomides is accompanied by two Pure Ices, who start in the back row and are immobile. They have ~600 HP, 15 Def, 120 MDef + 175% fire weakness, and are speed 45+ (speedy but slower than Heiss 2). They can cast Mana Guard Down or do 30 ice magic damage.

Comments: Durability is down from previous bosses though still well clear of average PC (except against lightning anyway). A little slow on the draw but that damage and accurate instant death is a great combination. Another solid Heavy.

Garland (SHF)

HP 2600
Def 75 (~16% decrease + 25% increase from front row = 5% increase overall)
MDef 25 (~10% increase)
Speed: 30ish (slow, but only doubled very rarely)

Note: Garland starts in the front row, giving him a +25% boost to his damage. You can push him back to the back row if you want to reduce his offence at the cost of your own physical game.

Attack: 190 physical (400)
Wild Slash: 300 physical dealt over 3 hits (650)
Warrior Spirit: Raises attack for 2-4 turns, ST. Effect on Garland's damage is indicated in parentheses.
Warrior Dominance: Raises defence for 5 turns, ST. Garland's Def becomes 135 (about a 45% reduction after factoring in his front row penalty). Only usable below half HP.
Thin Slice: 190 physical, MT (400 in theory, but never saw this buffed). Only usable below half HP.

Garland is accompanied by two Silent Souls, who start in the back row and are immobile. They have ~800 HP, 55 Def, 95 MDef, and are speed 30-35 (below average). They can apply fear or do 125 lightning magic damage.

Comments: I don't really think much of Garland as a ranking idea, but he's not too shabby. He's a bit slow and the durability is PCish, but he can unleash a world of pain on turn 2. A fair bit more damage than Heiss, but the loss of speed and durability certainly isn't worth it. Middle/Heavy.

Viola (SHF)

HP 2000
Def 95 (~30% reduction)
MDef 90 (~16% reduction)
Speed: Fast (went first, got her fourth turn before anyone else got a third, got her seventh before anyone else got a fifth, so 140-150% early. Frequent freaky double, triple, and even one quadraturn later in the fight, though.)

Move: Viola will actively move to the front row, unlike most bosses. This raises her physical damage dealt and received by 25%, as usual (effect shown in brackets).
Attack: 160 physical over 2 hits (200)
Frigid Slash: 115 ice magic, MT
Meteor: 150 physical (190)
Flowering: 410 physical dealt over 6 hits. Only usable when alone. (510)
Divine Blessings: 121 healing.
Divine Protection: Creates a shield that nulls the damage from the next 4 hits (not other effects). Wears off naturally after about 5 turns if not cut down.

Viola is accompanied by two Floating Stones in the front row and two immobile Noble Flames in the back row. They make your life miserable.

Floating Stone: 400 HP, 35 speed, 180 Def, 15 MDef
Attack: 80 magic
Whiteout: 80 magic, MT
Curse: ~50% chance of Curse (no item use + random weak poison damage)

Noble Flame: 700 HP, 0 Def, 120 MDef, 40 speed, 75% ice weakness
Attack: 125 fire magic
Firestorm: 125 fire magic, MT
Curse: ~50% chance of Curse (no item use + random weak poison damage)

Comments: Divine Protection is "well let's have Chaos Shield on fast boss" and while I'd cut its effectiveness in a duel to respect the number of PCs she faces that still leaves it with one hit, so uh hi spoiling entire casts that lack doubleturns or multihits more or less. Aside from that, the HP is sub-PC but the defences prop it back up to manageable (before any support credit, and hers is certainly good), and Flowering... could be a limit on support-credit buffed HP, or always available, or never, depending on interp. Divine Protection off 150% speed is Godlike regardless, though.


Black Chronicle (SHF)
(arguably Heiss. Certainly not DL-legal! But amusing)

HP/Defences: Not certain due to how the fight works, but that they don't matter much. Same general ballpark as the previous three bosses overall; higher HP but worse defences.
Speed 40-45 (above average)

Black Chronicle is immune to all damage unless there is a Shadow occupying the same square as him. Creatures can not normally occupy the same square, and if they are pushed together into the same one, they return to different squares as soon as either Black Chronicle or his support gets a turn. This is amazingly broken in a duel against people who aren't RH PCs.

Black Thunder: 200 magic
Multiverse: Summons 2 Heiss Shadows. Below half HP, summon 3 Heiss Shadows instead. This is the only action available to Black Chronicle when he is alone. Shadows appear in the middle row by default. Their stats and abilities:

HP 300
Def 25 (~16% increase)
MDef 30 (~8% increase)
Speed 38 (average winning tiebreaks)

Black Shadow: 550 physical dealt over 11 hits
Dark World: 100 magic, MT
Physical Change: The target can not use normal attacks for one turn
Spiritual Change: The target can not use skills for one turn
Civil Change: The target can not use items for one turn

Comments: Hahaha. Okay, so. You need to push the shadows into Black Chronicle (or vice versa) and then use another turn to follow up and damage both. This has to be done on a doubleturn or doubleaction, to boot. How many duellers have both pushing abilities and the ability to pull them off on a double while dealing with the fact that the Shadows have OHKO damage? Almost nobody! If there's a spell or weapon Blue can get that inflicts Knockback, then that would probably work, but regardless... Bluelike!


Apocrypha (SHF)
(Heiss, but with some plot-fusing. YMMV on this form's legality.)

HP 2000
Def 75 (+ back row = 37% reduction)
MDef 80 (~12% reduction)
Speed: 45. Occasional doubleturns later in the battle.
Immune to Air Assault and all forms of movement
Occupies all rows but considered to be in the back row for damage

Thunder: 215 thunder magic
Flame Burst: 200 fire magic, MT
Spiritual Change: The target can not use skills for one turn, MT

Shifts to the second form when out of HP, doesn't take a turn.

Second form

HP 3000

Thunder: 265 thunder magic
Last Night: ~70% (5/7) chance of sleep, MT.
Stone Memory: ~80% (7/9) chance of stone.
Lost Mind: Destroys 40% max of the mana burst (limit, etc.) gauge, MT.
Fallout: 265 magic, MT. Used below 20% HP, roughly. Shifts to the third form.

I'm not sure what happens if he runs out of raw HP (presumably the same as after form 1?). I probably force him to use Fallout when it becomes available, though.

Third form

HP 8600

Thunder: 310 thunder magic
Blood Sphere: 355 magic
Death Cloud: ~80% (12/15) chance of Poison, MT.
Grand Chaos: ~85% (13/15) chance of Curse, MT.
Dark Matter: Charge turn for Aftermath. Usable below half HP only.
Aftermath: 420 magic, MT. Usable below half HP only.

Comments: Okay, serious time now. First two forms have HP that are both various shades of PC, but decent defences (especially physical) and the last form is just a big ol' tank. Total PCHP is about 5, but closer to 6 against magic and 8 against physicals. That alone commands attention, since he dishes out decent 2HKO magic damage most of the fight. Second form really wins him some battles with Stone Memory, though better Godlikes should blitz that. So he's really about the solid slugging, with Poison to give non-immune PCs extra headaches. Granted, if you wall magic and his favourite status tricks, he is well and truly fucked... not a physical to be seen here! Still Godlike, easily enough.
« Last Edit: July 23, 2011, 07:36:36 AM by Dark Holy Elf »

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Nephrite

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Re: Radiant Historia: Revisionist History has never been so fun
« Reply #7 on: July 18, 2011, 11:25:40 PM »
I demand Magic Book Heiss stats.

Dark Holy Elf

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Re: Radiant Historia: Revisionist History has never been so fun
« Reply #8 on: July 19, 2011, 01:14:16 AM »
You don't need stats to auto-vote him over pretty much everything!

But I may get something cursory when I grab the final boss in a few days. <_<

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Dark Holy Elf

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Re: Radiant Historia: Revisionist History has never been so fun
« Reply #9 on: August 14, 2011, 09:37:15 PM »
Before I forget:

Quote
- For defensive durability,  I calculated how good the PC is at taking a hit that would deal  40% damage to an average PC. Higher is better.

While this works fine for magic (which is almost always one hit), RH enemy physicals are frequently multihit so the defence stat is actually more potent than taking it against one hit that does 40% damage. For instance, taking everything from the boss stat topic, there are 15 enemy physical attacks that deal a total of 47 hits between them, so an average mult of 3. This may be a bit higher than the norm, but I'd certainly suggest that at the very least 2x is a more appropriate physical mult than 1x.

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Pyro

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Re: Radiant Historia: Revisionist History has never been so fun
« Reply #10 on: August 15, 2011, 03:21:19 AM »
I agree. 2x is a more reasonable mult than 1x, and I don't know what I was thinking.

So behold Eruca of the EVEN FRAILER.

Random Consonant

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Re: Radiant Historia: Revisionist History has never been so fun
« Reply #11 on: August 05, 2013, 10:29:03 PM »
Damage numbers assuming one allows steals and the +10 ATK/MAG offense boosting accessories at normal levels, for my own reference.  While I'm not sure stacking three offense boosters is the "optimal accessory setup" or whatever for elf/snowfire endorsed statusblocker views, at least it should serve as an upper boundry.  Numbers outside of parenthesis are without the boosters, inside are with.

The relevent steals here are La Tormenta for Raynie, Fidele Epee for Marco, (technically Stocke can use it too but Historica gives the same amount of Atk in addition to other bonuses), and Glaux Dagger for Aht (which for whatever reason isn't listed in Neph's notes but is +4 ATK/+10 MAG over the Promised Knife, and stolen from a fairly common AH6 enemy to boot).  According to FAQs the Beast Claw (+80 ATK/-50 HP) is also a steal, but I don't think Gafka cares much for the HP drop and I can't for the life of me remember what it was stolen from.

Stocke (Mythril Edge G-Fire/Historica Power Wave): 262 (340)/154 (199) [172 (217) if one allows True Historica]
Raynie (G-Fire/Frost/Thunder): 293 (371)
Marco (physical): 47 (77)
Aht (Cross Star): 186 (234) [for reference the star traps should hit around 601 (733)]
Rosch (Burn Knuckle): 160 (208) [if you allow overleveled skills this becomes 225 (288) with Spiral End]
Gafka (Quigong Wave): 287 (353)
Eruca (G-Frost): 395 (473)
Average: 232.85 (293.71) [242.14 (305.14) if you allow Spiral End]
Killpoint: 582.125 (734.275) [605.35 (762.85)]

I don't think I messed up with any of the mults here but if I did someone correct me.
« Last Edit: August 05, 2013, 10:34:44 PM by Random Consonant »

SnowFire

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Re: Radiant Historia: Revisionist History has never been so fun
« Reply #12 on: January 22, 2016, 07:38:46 AM »
More on the Mana Gauge!

The representation of the Mana Gauge in-game is either 11 sections on a status screen, or 25 sections in-battle.  And it's possible to make an action and not have it change, so it's finer grained than a 0-to-25 scale.  So, the theory from someone on the Internet which some rough testing backs up:

Characters gain a point of Mana Gauge for every hit given or received.  50 points are required to Mana Burst.

It's possible it's something else - say, 100 points required, but most hits give 2 points, but some give 0/1/3 - but it's probably close enough for government work.  It's also noticeable that Mana Gauge will tend to build faster in-game since hitting multiple enemies at once = multiple hits of credit.

This is still generally too slow to actually hit a Mana Burst in the DL unless a fight is stalling out for some reason, but it'll perhaps come up vs. enemy duelers with multihit combos (Star Ocean / Tales characters?) and for characters with skills that offer a bunch of hits.

Note that in a team fight, Mana Gauge is NOT emptied on death.  (Also helps an argument for having it start half full.)

Pyro didn't note the number of hits, but some notable options for the healers if they solely want to build to a Mana Burst quickly:
Stocke's Double Slash & Shadow Arts are both 2x hits.
Marco's Spin Slash is 4 hits.
Aht's Dancing Death is 7 hits.
Eruca's Chain Rave is 3 hits.
« Last Edit: January 22, 2016, 07:51:55 AM by SnowFire »