Register

Author Topic: Pro Meaningless Dialogue Generator Version 2k10 (Golden Sun: Dark Dawn - PCs)  (Read 1368 times)

Random Consonant

  • Denizen
  • *
  • Posts: 2188
    • View Profile
I don't even know what the fuck okay.  Other than I hate you all or something.  I'd add a warning: contains golden sun to this thing but eh.

Stats:
HP: Lose these and fail.
PP: Lose these and you're stuck with thwacking things with swords.
Attack: Determines how hard things are thwacked with swords.
Defense: Determines how resistant things are to being thwacked with swords.
Agility: Turn speed.  Standard turn-based affair here.
Luck: Status resistance.  Not terribly significant given the numbers present.
Ve/Ma/Ju/Me Power: Determines how hard things are blasted things with magicpsynergy.  Caps at 200.  Does not involve stock footage of transformation sequences.
Ve/Ma/Ju/Me Resist: Determines how well things can withstand being blasted with magicpsynergy.  Also caps at 200.

General Assumptions:
-For each character, I have assumed 9 (which is the maximum each person can have at once) djinn of their innate element.  For Matthew/Karis/Tyrell/Rief, they get the djinn that are available before the other adept of their element joins, then they all get djinn in a somewhat arbitrary alternating fashion.  Djinn allocated in this fashion have been marked in brackets, and a seperate average will be listed for those who disallow them.
-To elaborate, there are 12 Venus djinn before Himi joins, so Matthew gets the first nine, then Himi gets the leftover 3 in addition to the ones she starts with, then gets the ones that remain.  Likewise, there are 9 Jupiter djinn before Sveta permamently joins, so Karis gets those, leaving Sveta with the rest.  However, since there are only 7 Mars djinn before Eoleo joins and 3 Mercury djinn before Amiti joins, they have to alternate and are adversely affected should you choose to disallow this. (Rief/Amiti for Puny in that case).
-All characters are taken at Lv44.  This assumes no optional stuff and could well be taken as higher.  As such I will be listing Yamikei-clausable skills and factoring into the average.  Helps that the highest leveled skill is something like 50.
-Mechanical assumptions are based the assumption that the core mechanics of GS1/2 have not changed.  I think this is a reasonable assumption <_<.
-Physical damage is taken against 216 Defense, which is the average of the randoms in the Endless Wall/Apollo Sanctum final stretch.  MagicalPsynergy damage is taken against a resist of 100.  Status accuracy is taken against a smattering of who knows what I'll use as a decent test dummy.  For now just assume ~70-80% for non-ID status and ~35-40% for ID status unless I mention otherwise.  I'm not even that confident in that assumption since a number of statuses seem to be a fair bit worse against a number of randoms, but I'm not sure if I'm ramming into some form of status resistance other than luck or some randoms just have much higher luck values, so they could well be worse than what I'm assuming here.
-Not gonna bother with summons.  Doesn't feel like it'd be worth it most of the time.

Equipment Assumptions:
-Everything the characters have is storebought, with two notable exceptions.  The Sol Blade, which only Matthew can equip for whatever reason, and the Umbra gear, which only Sveta can equip.  It's a fair shot in the arm for both of them compared to generic storebought equipment (which fails as per proud Golden Sun tradition), for all that the others don't like what this does to the averages.

Mechanical Notes:
-Physical damage is based on [(Attacker's Atk - Defender's Def) / 2].  This applies to both normal and elemental physicals.  Physicals may also have a post-defense modification, either an added ITD value or a multiplier.  After this modification, elemental physicals are further modified by a multiplier of (1 + (Relative Power / 400)), where Relative Power is equal to (Attacker's EPwr - Defender's ERst), and cannot go above 200 or fall below -200.
-MagicalPsynergy damage depends on the base damage value of the psynergy in question modified by a multiplier of (1 + (Relative Power / 200)).  Healing psynergy is dependant on the base healing value modified by a multiplier of (User's EPwr / 100).  All elemental attacks are taken against a respective resistance of 100.
-All weapons have one or more unleash effects.  The base odds of an unleash occuring (I believe) is 35%.  The unleash that occurs is random, but weighted in favor of the lower-listed unleashes.
-The amount of attack a weapon grants depends further on the user's weapon skill.  It's not a terribly potent effect, though, as it only adds about 10% more attack to the weapon at maximum mastery.  It is, however, factored in.
-Set djinn add +5 to the user's relevent Power and Resist stat, and furthermore affect the user's current class.  For the purposes of this topic, every two set djinn raise a character's class by one rank.
-Certain moves will be replaced by more powerful ones with a certain number of djinn set.  For these moves the damage listed assumes all djinn are set, regardless of whether the skill would be replaced in that event.  Trying to do it another way would be more headache than it's worth, frankly.
-Certain skills have AoE.  These skills do -20% damage for each space a certain victim is removed from the central target.  The number after AoE refers to the number of spaces an enemy can be removed from the central target and still be targetted.

Status Notes:
-Broad Disclaimer: Status duration may depend on the target's status resistance, so take these figures as you will.  Also I could be forgetting some things with regards to individual statuses.
-Delusion: Is equivalent to blind.  Roughly halves the accuracy of basic physicals, lasts for a couple turns after application.
-Sleep: Is sleep.  Enemies can't act while asleep, and damaging them doesn't seem to wake them up.  Lasts for a turn or two after application, but can be refreshed.
-Seal: Is silence.  Lasts for a turn or two after application, but can be refreshed.
-Paralysis: Is pretty much identical to sleep, but I'm not sure if it can be refreshed.
-Haunt: Target has a non-meaningful chance to take backlash damage from attacking.
-Curse: Target dies about 7 turns after application.
-Venom: Is poizn.  Deals 20% mHP damage.

To Do:
-Better status figures.  That's about it, really.
-Well no, there's figuring out the AoE on Rampage.

Averages Up Top!:
HP: 790 [658.125]
PP: 246.25 [223.625]
Defense: 258.25 [238.5]
Agility: 258.125 (SD: 49.05) [236.375 (SD: 67.96)]
Damage (single)/2.5x Killpoint: 253.5/633.75 [243/607.5]
Damage (three-turn)/2.5x Killpoint: 295/737.5 [284.5/711.25]

Matthew:
"..."

Stats:
HP: 870
PP: 190
Attack: 607
Defense: 271
Agility: 273 (+0.3 SD [+0.53 SD])
Luck: 8
Ve/Ma/Ju/Me Power: 149/76/77/78
Ve/Ma/Ju/Me Resist: 159/86/87/88
Takes 25% less from Venus, 25% more from Mars

Class Line Modifiers:
Squire: 110%/80%/110%/100%/110%/100%
Knight: 130%/90%/120%/110%/120%/100%
Gallant: 150%/100%/130%/120%/130%/100%
Lord: 170%/110%/140%/130%/140%/100%
Slayer: 190%/120%/150%/140%/150%/100%

Equipment:
Weapon: Sol Blade (+200 Atk, Unleashes: Centurion, Radiant Fire, Purgatory, Megiddo)
Armor: Steel Armor (+36 Def)
Head: Knight's Helm (+33 Def)
Arm/Shield: Knight's Shield (+28 Def)
Feet: Leather Boots (+6 Def)

Djinn:
Flint (+8 HP, +4 PP, +3 Atk, 350 Venus-elemental physical damage, ST.)
Flower (+12 HP, +4 PP, heals 30% mHP, MT.)
Bark (+11 HP, +2 Def, +3 Agi, +1 Lck, reduces incoming damage by 50% for the current turn, has initiative, MT.)
Steel (+9 HP, +4 Atk, +2 Def, +1 Lck, 284 Venus-elemental physical damage, heals user for half the amount of damage dealt, ST.)
Brick (+10 HP, +3 Def, +3 Agi, raises defense by 25%, MT.)
Vine (+12 HP, +4 PP, +3 Def, +1 Lck, reduces enemy agility by 50%, MT.)
Gears (+8 HP, +3 PP, +4 Atk, forces enemy to attack itself or an ally, using the user's attack and the enemy's Venus Power.  275 (195+80 ITD) Venus-elemental physical damage assuming enemy Venus Power of 100, ST.)
Furrow (+9 HP, +5 Atk, +2 Def, +1 Lck, 274 (218+56 ITD) Venus-elemental physical damage, heals user for half the amount of damage dealt.)
Garland (+8 HP, +3 PP, +3 Agi, +2 Lck, heals 60% mHP and cures status ailments, ST.)

Basic Physical:
Attack!: 195 physical damage, ST.
Centurion: 415 Jupiter-elemental physical damage that has an x% chance of ignoring 50% of the target's defense, raising damage by 47, ST.
Radiant Fire: 229 (171+58 ITD) Mars-elemental physical damage that has a x% chance of ignoring 50% of the target's defense, raising damage by 47, AoE 1.
Purgatory: 229 (171+58 ITD) Mars-elemental physical damage that has an x% chance of inflicting sleep, ST.
Megiddo: 657 Venus-elemental physical damage.

Skillset:
Move (2PP): Moves an object.  Godlike.
Retreat (6PP): Escapes from dungeons.  Godlike.
Growth (4PP): 31 Venus-elemental psynergy damage, ST.
Ragnarok (7PP): 257 (218+39 ITD) Venus-elemental physical damage, ST.
Odyssey (18PP): 324 (218+106 ITD) Venus-elemental physical damage, ST.  Requires 6+ venus djinn and replaces Ragnarok.
Quake (4PP): 14 Venus-elemental psynergy damage, AoE 1.
Earthquake (7PP): 43 Venus-elemental psynergy damage, AoE 2.
Quake Sphere (15PP): 80 Venus-elemental psynergy damage, AoE 3.
Spire (5PP): 49 Venus-elemental psynergy damage, ST.
Clay Spire (13PP): 105 Venus-elemental psynergy damage, AoE 1.
Stone Spire (22PP): 199 Venus-elemental psynergy damage, AoE 1.
Gaia (7PP): 49 Venus-elemental psynergy damage, AoE 1.  Requires 4+ venus djinn.
Mother Gaia (17PP): 124 Venus-elemental psynergy damage, AoE 2.  Requires 4+ venus djinn.
Grand Gaia (32PP): 249 Venus-elemental psynergy damage, AoE 2.  Requires 4+ venus djinn.
Cure (3PP): Heals 104 HP, ST.
Cure Well (7PP): Heals 223 HP, ST.
Potent Cure (10PP): Heals 447 HP, ST.
Revive (15PP): Revives dead ally with 100% mHP, ST.  Requires 4+ venus djinn.

Comments: Pretty much what you'd expect.  The looming threat of a Megiddo unleash makes healers who can't otherwise handle him break out in a cold sweat and the healing, while not great, could let him win a few slugfests.  Lacking in tricks outside of speed busting, though.

Karis:
"Must... constantly... berate... Tyrell..."

Adjusted Stats:
HP: 640
PP: 307
Attack: 325
Defense: 227
Agility: 338 (+1.62 SD [+1.49 SD])
Luck: 11
Ve/Ma/Ju/Me Power: 77/78/149/76
Ve/Ma/Ju/Me Resist: 87/88/159/86
Takes 25% less from Jupiter, 25% more from Mercury

Class Line Modifiers:
Wind Seer: 80%/140%/80%/90%/130%/110%
Magician: 90%/150%/90%/100%/140%/110%
Mage: 110%/160%/100%/110%/150%/110%
Magister: 130%/170%/110%/120%/160%/110%
Sorcerer: 150%/180%/120%/130%/170%/110%

Equipment:
Weapon: Master Rapier (+86 Atk, Unleashes: Critical Strike, Spin Strike, Double Attack)
Armor: Silver Vest (+28 Def)
Head: Platinum Circlet (+29 Def)
Arm/Shield: Silver Armlet (+30 Def)
Feet: Leather Boots (+6 Def)

Djinn:
Gust (+9 HP, +2 Atk, +2 Agi, 71 (60+11 ITD) Jupiter-elemental physical damage, has a 50% chance of striking twice.  ST.)
Jolt (+9 HP, +5 PP, +2 Lck, x% chance to revive an ally with x% HP, ST.)
Ether (+8 HP, +3 PP, +3 Agi, +2 Lck, restores 10% mPP, MT.)
Breath (+9 HP, +3 Def, +4 Agi, heals 40% mHP, has initiative, ST.)
Vortex (+10 HP, +3 Atk, +2 Lck, 90 Jupiter-elemental damage, x% chance of inflicting delusion, ST.)
Doldrum (+10 HP, +3 PP, +3 Def, enemy skips one action, ST.)
Wisp (+11 HP, +5 PP, restores 10% mPP, MT.)
Puff (+11 HP, +4 Atk, 99 (60+33 ITD) Jupiter-elemental damage, 40% chance of instant death, ST.)
Sirocco (+11 HP, +4 Atk, 127 (60+67 ITD) Jupiter-elemental damage, x% chance of inflicting delusion, ST.)

Basic Physical:
Attack!: 54 physical damage, ST.
Critical Strike: 81 physical damage, ST.
Spin Strike: 60 Jupiter-elemental physical damage, AoE 1.
Double Attack: 96 Jupiter-elemental physical damage, ST.

Skillset:
Whirlwind (5PP): 24 Jupiter-elemental psynergy damage, AoE 1.
Tornado (14PP): 99 Jupiter-elemental psynergy damage, AoE 2.
Tempest (27PP): 199 Jupiter-elemental psynergy damage, AoE 2.
Plasma (8PP): 56 Jupiter-elemental psynergy damage, AoE 1.
Shine Plasma (18PP): 124 Jupiter-elemental psynergy damage, AoE 2.
Spark Plasma (37PP): 224 Jupiter-elemental psynergy damage, AoE 3.
Fresh Breeze (5PP): Heals 59 HP, MT.
Healthy Wind (8PP): Heals 119 HP, MT.
Healing Gust (14PP): Heals 238 HP, MT.
Impact (7PP): Raises Attack by 25%, stackable to 50%, ST.  Requires 2+ jupiter djinn.
High Impact (12PP): Raises Attack by 12.5%, stackable to 50%, MT.  Requires 2+ jupiter djinn.
Ward (3PP): Raises all elemental resists by 40, stackable to 80, ST.  Requires 4+ jupiter djinn.
Resist (5PP): Raises all elemental resists by 20, stackable to 80, MT.  Requires 4+ jupiter djinn.
Sleep (5PP): Inflicts sleep, 80% accuracy, AoE 1.  Duration can be refreshed but kinda blows (something like one or two turns after the status is applied).
Bind (4PP): Inflicts seal, x% accuracy, ST.

Comments: Well that damage isn't winning awards and the durability is bad but that speed/sleep combo can be fairly rude in the lower divisions.  She'd be better if her status lasted longer but at least it gives her some times to gnaw things to death.

Tyrell:
"I think bitches should make me sandwiches."

Stats:
HP: 879 [751]
PP: 186 [161]
Attack: 385 [358]
Defense: 295 [270]
Agility: 187 [170] (-1.45 SD [-0.97 SD])
Luck: 6 [4]
Ve/Ma/Ju/Me Power: 76/149[139]/78/77
Ve/Ma/Ju/Me Resist: 86/159[149]/88/87
Takes 25% less from Mars, 25% more from Venus

Class Line Modifiers:
Guard: 110%/80%/100%/110%/70%/100%
Soldier: 130%/90%/110%/120%/80%/100%
Warrior: 150%/100%/120%/130%/90%/100%
Champion: 170%/110%/130%/140%/100%/100%
Hero: 190%/120%/140%/150%/110%/100%

Equipment:
Weapon: Great Sword (+90 Atk, Unleashes: Critical Strike, Spin Strike, Fearless Attack)
Armor: Steel Armor (+36 Def)
Head: Knight's Helm (+33 Def)
Arm/Shield: Knight's Shield (+28 Def)
Feet: Leather Boots (+6 Def)

Djinn:
Forge (+10 HP, +2 PP, +2 Atk, +2 Lck, raises Atk by 25%, MT.)
Fever (+8 HP, +3 Atk, +2 Agi, 127 (94+33 ITD) [124 (92+32 ITD)] Mars-elemental physical damage, x% chance of influcting delusion, ST.)
Cinder (+12 HP, +4 PP, +2 Agi, 60% chance of reviving an ally with 60% mHP, ST.)
Lava (+9 HP, +3 Atk, +3 Agi, 158 (94+67 ITD) [154 (92+65 ITD)] Mars-elemental physical damage, x% chance of reducing enemy Def by 25%, ST.)
Brand (+8 HP, +4 PP, +2 Def, +3 Agi, x% chance of inflicting seal, ST.)
Fury (+12 HP, +4 PP, 169 (94+78 ITD) [165 (92+76 ITD)] Mars-elemental physical damage, x% chance of inflicting haunt, ST.)
Glare (+9 HP, +2 PP, +2 Atk, +2 Agi, 138 (94+44 ITD) [135 (92+43 ITD)] Mars-elemental physical damage, x% chance of inflicting delusion, ST.)
[Fugue] (+11 HP, +4 PP, +2 Def, 23 [22] Mars-elemental psynergy PP damage, MT.)
[Flare] (+10 HP, +4 PP, +2 Def, +2 Lck, restores 10% mPP, MT.)

Basic Physical:
Attack!: 84 [71] physical damage, ST.
Critical Strike: 126 [106] physical damage, ST.
Spin Strike: 79 [67] Jupiter-elemental physical damage, AoE 1.
Fearless Attack: 143 [120] physical damage, ST.

Skillset:
Fireball (6PP): 43 Mars-elemental psynergy damage, AoE 1.
Heat Wave (6PP): 131 (94+37 ITD) [128 (92+36 ITD)] Mars-elemental physical damage, ST.
Liqufier (17PP): 195 (94+101 ITD) [190 (92+98 ITD)], ST.  Requires 6+ mars djinn and replaces Heat Wave.
Flare (4PP): 18 [17] Mars-elemental psynergy damage, AoE 1.
Flare Wall (7PP): 49 [47] Mars-elemental psynergy damage, AoE 1.
Flare Storm (12PP): 99 [95] Mars-elemental psynergy damage, AoE 1.
Starburst (7PP): 49 [47] Mars-elemental psynergy damage, AoE 1.
Nova (13PP): 87 [83] Mars-elemental psynergy damage, AoE 2.
Supernova (31PP): 186 [179] Mars-elemental psynergy dmaage, AoE 3.
Volcano (6PP): 56 [53] Mars-elemental psynergy damage, ST.
Eruption (14PP): 112 [107] Mars-elemental psynergy damage, AoE 1.
Pyroclasm (29PP): 224 [214] Mars-elemental psynergy damage, AoE 2.
Guard (3PP): Raises defense by 25%, stackable to 50%, ST.  Requires 4+ mars djinn.
Protect (5PP): Raises defense by 12.5%, stackable to 50%, MT.  Requires 4+ mars djinn.
Impair (4PP): Lowers enemy defense by 25%, stackable to 50%, ST.  Requires 4+ mars djinn.
Debilitate (6PP): Lowers enemy defense by 12.5%, stackable to 50%, MT.  Requires 4+ mars djinn.

Comments: Uh if you take the single move average he 3HKOs!  He has some options against scrubs but with that speed/damage combo he's not really capitalizing on them.

Rief:
"I get replaced like an hour after I join."

Stats:
HP: 699 [378]
PP: 275 [217]
Attack: 355 [259]
Defense: 244 [186]
Agility: 210 [153] (-0.98 SD [-1.22 SD])
Luck: 16 [10]
Ve/Ma/Ju/Me Power: 78/77/76/149[119]
Ve/Ma/Ju/Me Resist: 88/87/86/159[129]
Takes 25% less from Mercury, 25% more from Jupiter

Class Line Modifiers:
Water Seer: 90%/130%/90%/100%/80%/130%
Scribe: 100%/140%/100%/110%/90%/130%
Cleric: 120%/150%/110%/120%/100%/130%
Paragon: 140%/160%/120%/130%/110%/130%
Angel: 160%/170%/130%/140%/120%/130%

Equipment:
Weapon: War Mace (+84 Atk, Unleashes: Critical Strike, Rolling Attack, Berserk Rush)
Armor: Silver Vest (+28 Def)
Head: Platinum Circlet (+29 Def)
Arm/Shield: Silver Armlet (+30 Def)
Feet: Leather Boots (+6 Def)

Djinn: 
Sleet (+10 HP, +3 PP, +2 Def, 102 (69+33 ITD) [52 (21+31 ITD)] Mercury-elemental physical damage, reduces enemy Atk by 25%, ST.)
Chill (+12 HP, +3 Atk, +1 Lck, 113 (69+44 ITD) [62 (21+41 ITD)] Mercury-elemental physical damage, reduces enemy Def by 25%, ST.)
Surge (+11 HP, +3 Agi, +2 Lck, heals x HP, MT)
[Serac] (+12 HP, +3 Atk, 147 (69+78 ITD) Mercury-elemental physical damage, x% chance of instant death, ST.)
[Torrent] (+9 HP, +4 Atk, +1 Lck, raises Agi by 100%, MT)
[Spout] (+9 HP, +2 Def, +2 Agi, +1 Lck, 158 (69+89 ITD) Mercury-elemental damage, x% chance of inflicting delusion, ST.)
[Pincer] (+9 HP, +3 PP, +4 Atk, +3 Def, 136 (69+67 ITD) Mercury-elemental damage, reduces enemy elemental resists by 40, ST.)
[Foam] (+10 HP, +3 PP, +2 Def, reduces enemy Agi by 50%, MT?)
[Geyser] (+10 HP, +3 Atk, +3 Lck, 125 (69+56 ITD) Mercury-elemental damage, x% chance of eject-type effect, ST.)

Basic Physical:
Attack!: 69 [21] physical damage, ST.
Critical Strike: 103 [31] physical damage, ST.
Rolling Attack: 65 [20] Jupiter-elemental physical damage, AoE 1.
Berserk Rush: 111 [34] physical damage, ST.

Skillset:
Douse (5PP): 31 [27] Mercury-elemental psynergy damage, AoE 1.
Drench (10PP): 74 [65] Mercury-elemental psynergy damage, AoE 1.
Deluge (20PP): 149 [131] Mercury-elemental psynergy damage, AoE 2.
Ice (5PP): 43 [38] Mercury-elemental psynergy damage, ST.
Ice Horn (11PP): 87 [76] Mercury-elemental psynergy damage, AoE 1.
Ice Missile (23PP): 199 [175] Mercury-elemental psynergy damage, AoE 1.
Ply (4PP): Heals 149 [119] HP, ST.
Ply Well (8PP): Heals 298 [238] HP, ST.
Pure Ply (12PP): Heals 1490 [1190] HP, ST.
Wish (9PP): Heals 119 [95] HP, MT.  Requires 4+ mercury djinn.
Wish Well (13PP): Heals 238 [190] HP, MT.  Requires 4+ mercury djinn.
Pure Wish (20PP): Heals 596 [476] HP, MT.  Requires 4+ mercury djinn.
Cure Poison (2PP): Cures poison, ST.
Restore (3PP): Cures sleep, delusion, and paralysis, ST.
Break (5PP): Removes buffs from an enemy, MT.

Comments: Um.  4HKOs and has bad speed/durability.  But ID!  That is probably turn 5 in practice.  gj.

Amiti:
"I am quite possibly the most boring character who actually speaks in this game."

Stats:
HP: 860 [513]
PP: 222 [148]
Attack: 382 [297]
Defense: 246 [187]
Agility: 245 [183] (-0.26 SD [-0.78 SD])
Luck: 6 [4]
Ve/Ma/Ju/Me Power: 78/77/76/149[119]
Ve/Ma/Ju/Me Resist: 88/87/86/159[129]
Takes 25% less from Mercury, 25% more from Jupiter

Class Line Modifiers:
Aqua Squire: 110%/90%/100%/100%/90%/120%
Aqua Knight: 130%/100%/110%/110%/100%/120%
Aqua Prince: 150%/110%/120%/120%/110%/120%
Aqua Lord: 170%/120%/130%/130%/120%/120%
Aqua Master: 190%/130%/140%/140%/130%/120%

Equipment:
Weapon: Master Rapier (+86 Atk, Unleashes: Critical Strike, Spin Strike, Double Attack)
Armor: Silver Vest (+28 Def)
Head: Platinum Circlet (+29 Def)
Arm/Shield: Silver Armlet (+30 Def)
Feet: Leather Boots (+6 Def)

Djinn:
Mist (+11 HP, +4 Atk, 121 [58] Mercury-elemental physical damage, x% chance of inflicting sleep, ST.)
Mellow (+11 HP, +1 Def, +2 Agi, raises elemental resists by x, MT)
Claw (+8 HP, +3 PP, +3 Atk, +2 Agi, 139 [67] Mercury-elemental physical damage, reduces enemy's elemental resists by 40, ST.)
[Dewdrop] (+8 HP, +4 PP, +3 Atk, cures status ailments, MT.)
[Coral] (+8 HP, +4 PP, +2 Def, heals x HP, MT)
[Teardrop] (+9 HP, +4 PP, +2 Agi, +1 Lck, 60% chance of reviving an ally with 60% mHP)
[Spring] (+11 HP, +5 PP, heals 70% mHP, ST.)
[Rime] (+10 HP, +6 PP, x% chance of inflicting seal, ST.)
[Shell] (+12 HP, +3 Def, +4 Agi, reduce incoming damage by x% for one turn, has initiative, MT.)

Basic Physical:
Attack!: 83 [40] physical damage, ST.
Critical Strike: 124 [60] physical damage, ST.
Spin Strike: 78 [37] Jupiter-elemental physical damage, AoE 1.
Double Attack: 124 [60] Jupiter-elemental physical damage, ST.

Skillset:
Insight (1PP): Reveals the solution to puzzles.  Supreme Godlike.
Diamond Dust(6PP): 131 (93+38 ITD) [76 (41+35 ITD)] Mercury-elemental physical damage, ST.
[Diamond Berg (17PP): 196 (93+103 ITD) Mercury-elemental physical damage, ST.  Requires 6+ mercury djinn and replaces Diamond Dust.]
Douse (5PP): 31 [27] Mercury-elemental psynergy damage, AoE 1.
Drench (10PP): 74 [65] Mercury-elemental psynergy damage, AoE 1.
Deluge (20PP): 149 [131] Mercury-elemental psynergy damage, AoE 2.
Cool (6PP): 43 [38] Mercury-elemental psynergy damage, AoE 1.
Supercool (14PP): 99 [87] Mercury-elemental psynergy damage, AoE 2.
Megacool (33PP): 224 [197] Mercury-elemental psynergy damage, AoE 3.
Ply (4PP): Heals 149 [119] HP, ST.
Ply Well (8PP): Heals 298 [238] HP, ST.
Pure Ply (12PP): Heals 1490 [1190] HP, ST.
Cure Poison (2PP): Cures poison, ST.
Restore (3PP): Cures sleep, delusion, and paralysis, ST.
Break (5PP): Removes buffs from an enemy, MT.

Comments: Tyrell with better speed, but worse durability and options.

Sveta:
"I'm totally overpowered!"

Stats:
HP: 834 (1009)
PP: 272 (160)
Attack: 495 (1274)
Defense: 302 (518)
Agility: 285 (285) (+0.54 SD [+0.71 SD])
Luck: 8 (8)
Ve/Ma/Ju/Me Power: 77/78/149/76
Ve/Ma/Ju/Me Resist: 127/128/199/126
Takes 25% less from Jupiter, 25% more from Mercury

Class Line Modifiers:
(untransformed)
Beastling: 110%/120%/90%/100%/110%/100%
Wildrunner: 130%/130%/100%/110%/120%/100%
Shapeshifter: 150%/140%/110%/120%/130%/100%
Beast Master: 170%/160%/130%/130%/140%/100%
Prime Beast: 190%/170%/140%/140%/150%/100%
(transformed, stats under transformation are listed above in parentheses)
Wild Animal: 180%/80%/280%/200%/130%/110%
Brutal Beast: 210%/90%/320%/220%/140%/110%
Savage Fiend: 230%/100%/360%/240%/150%/110%

Equipment:
Weapon: Umbra Knuckles (+160 Atk, Unleashes: Feral Rush, Savage Raptor, Shadow Cannon)
Armor: Umbra Cloak (+45 Def, +20 Ve/Ma Resist)
Head: Umbra Cowl (+35 Def, +20 Ve/Ju Resist)
Arm/Shield: Umbra Gauntlet (+45 Def, +20 Ju/Me Resist)
Feet: Leather Boots (+6 Def)
Accessory: Umbra Goggles (+5 Def, +20 Ma/Me Resist)

Djinn:
Fleet (+8 HP, +4 PP, +3 Agi, raises Agi by x%, MT.)
Waft (+11 HP, +4 Atk, 200 (156+44 ITD) Jupiter-elemental damage, x% chance to inflict sleep, ST.)
Bolt (+10 HP, +5 Atk, 218 Jupiter-elemental damage, x% chance to inflict paralysis, ST.)
Breeze (+12 HP, +5 PP, +2 Def, +1 Lck, raises elemental resists by 40, MT)
Haze (+10 HP, +2 Def, +3 Agi, +2 Lck, hide away to avoid damage for one turn!  Has initiative.  ST.)
Kite (+8 HP, +4 PP, +3 Atk, grants an ally another action on his next turn.  Second action occurs at half of the target's Agility.  ST.)
Simoom (+12 HP, +2 Atk, 234 (156+78 ITD) Jupiter-elemental damage, x% chance of inflicting venom, ST.)
Swift (+10 HP, +3 Atk, +3 Def, 212 (156+56 ITD) Jupiter-elemental damage, has initiative, ST.)
Lull (+11 HP, +6 PP, causes everyone who has not acted prior to the unleash to skip their turn.)

Basic Physical:
Attack!: 139 physical damage, ST.
Feral Rush: 209 Venus-elemental with a x% chance to heal user for half the damage dealt, ST.
Savage Raptor: 196 Venus-elemental physical damage with a x% chance to inflict venom, ST.
Shadow Cannon: 262 Venus-elemental physical damage with a x% chance to inflict paralysis, ST.

Skillset:
Spirit Sense (1PP): Is Mindread.  Godlike.
Track (1PP): Detects odors.  Bluelike.
Slap (4PP): 49 Jupiter-elemental psynergy damage, x% chance to inflict paralysis, ST.
Whirlwind (5PP): 24 Jupiter-elemental psynergy damage, AoE 1.
Tornado (14PP): 99 Jupiter-elemental psynergy damage, AoE 2.
Tempest (27PP): 199 Jupiter-elemental psynergy damage, AoE 2.
Ray (6PP): 43 Jupiter-elemental psynergy damage, AoE 1.
Storm Ray (10PP): 80 Jupiter-elemental psynergy damage, AoE 1.
Destruct Ray (21PP): 186 Jupiter-elemental psynergy damage, AoE 1.
Slash (4PP): 31 Jupiter-elemental psynergy damage, ST.
Wind Slash (9PP): 62 Jupiter-elemental psynergy damage, AoE 1.
Sonic Slash (20PP): 149 Jupiter-elemental psynergy damage, AoE 2.
Boon (4PP): Heals 119 HP, ST.
Nature's Boon (8PP): Heals 268 HP, ST.
Vital Boon (11PP): Heals 894 HP, ST.
Cure Poison (2PP): Cures poison, ST.
Restore (3PP): Cures sleep, delusion, and paralysis, ST.
Beastform (8PP): Transforms Sveta, changing her class based on the number of djinn she has set, as well as her skillset.  8-9 djinn correspond to Savage Fiend, 6-7 correspond to Brutal Beast, and 5 and below correspond to Wild Animal.  The duration of the transformation is equal to the number of djinn set, not counting the turn spent transforming, and at the end of the transformation, all djinn are forced into recovery mode.  If the battle ends before this turn limit is reached, then only a number of djinn equal to the number of turns spent transformed are forced into recovery.  Sveta cannot unleash or set djinn while transformed, nor do djinn recover while she is transformed.

Transformed Skillset:
Maul: 529 physical damage.
Rampage: 317, AoE ?.
Speed Punch (6PP): 626 (593+33 ITD) Jupiter-elemental physical damage, ST.
Psynergy Slam (12PP): 797 Venus-elemental physical damage, ST.
Psynergy Surge (20PP): 599 (498+101 ITD) Venus-elemental physical damage, ST.
Boon (4PP): Heals 119 HP, ST.
Nature's Boon (8PP): Heals 268 HP, ST.
Vital Boon (11PP): Heals 894 HP, ST.
Cure Poison (2PP): Cures poison, ST.
Restore (3PP): Cures sleep, delusion, and paralysis, ST.

Comments: good lord what the fuck is sveta on.  Above average speed, good healing, no real flaws in her durability, and the ability to OHKO your face on turn 2.  Oh some status options too.

Eoleo:
"Yo ho ho and a bottle of rum or whatever piratey thing I'm supposed to say."

Stats:
HP: 904 [645]
PP: 184 [150]
Attack: 396 [332]
Defense: 268 [227]
Agility: 217 [179] (-0.83 SD [-0.84 SD])
Luck: 8 [7]
Ve/Ma/Ju/Me Power: 76/149[129]/78/77
Ve/Ma/Ju/Me Resist: 86/159[139]/88/87
Takes 25% less from Mars, 25% more from Venus

Class Line Modifiers:
Pirate: 110%/90%/100%/100%/90%/120%
Cannoneer: 130%/100%/110%/110%/100%/120%
Corsair: 150%/110%/120%/120%/110%/120%
Pirate King: 170%/120%/130%/130%/120%/120%
Hull Reaver: 190%/130%/140%/140%/130%/120%

Equipment:
Weapon: Master Rapier (+86 Atk, Unleashes: Critical Strike, Spin Strike, Double Attack)
Armor: Steel Armor (+36 Def)
Head: Knight's Helm (+33 Def)
Arm/Shield: Knight's Shield (+28 Def)
Feet: Leather Boots (+6 Def)
 
Reflux (+9 HP, +3 Def, +2 Lck, user counters damage sustained with 101 [60] Mars-elemental physical damage, has initiative.)
Wrath (+11 HP, +4 Atk, 141 [84] Mars-elemental damage, x% chance of inflicting instant death, ST.)
Chili (+8 HP, +3 PP, +4 Atk, 179 (90+89 ITD) [145 (60+85 ITD)] Mars-elemental damage, x% chance of inflicting paralysis, ST.)
Glow (+9 HP, +3 PP, +3 Def, +2 Lck, x% chance to revive an ally with x% HP, ST.)
Stoke (+9 HP, +3 PP, +3 Atk, raises Atk by 25%, MT.)
[Pepper] (+12 HP, +3 Atk, 151 Mars-elemental damage, x% chance of inflicting paralysis, ST.)
[Tinder] (+12 HP, +5 PP, 100% chance of reviving an ally with 100% mHP, ST.)
[Sizzle] (+11 HP, +3 Atk, 157 (90+67 ITD) Mars-elemental damage, reduce enemy Def by 25%, ST.)
[Aurora] (+10 HP, +2 Def, +4 Agi, +1 Lck, accelerates djinn recovery when unleashed by one turn, MT.)

Basic Physical:
Attack!: 90 [56] physical damage, ST.
Critical Strike: 135 [84] physical damage, ST.
Spin Strike: 85 [52] Jupiter-elemental physical damage, AoE 1.
Double Attack: 136 [84] Jupiter-elemental physical damage, ST.

Skillset:
Thermal (3PP): Creates updrafts.  Godlike.
Fireball (6PP): 43 [40] Mars-elemental psynergy damage, AoE 1.
Keelhaul (6PP): 116 (90+26 ITD) [81 (56+25 ITD)] Mars-elemental physical damage, ST.
[Vicious Chop (15PP): 191 (90+101 ITD) Mars-elemental physical damage, ST.  Requires 6+ mars djinn and replaces Keelhaul.]
Flare (4PP): 18[17] Mars-elemental psynergy damage, AoE 1.
Flare Wall (7PP): 49 [45] Mars-elemental psynergy damage, AoE 1.
Flare Storm (12PP): 99 [91] Mars-elemental psynergy damage, AoE 1.
Beam (7PP): 56 [51] Mars-elemental psynergy damage, AoE 1.
Cycle Beam (14PP): 99 [91] Mars-elemental psynergy damage, AoE 2.
Searing Beam (36PP): 211 [194] Mars-elemental psynergy dmaage, AoE 3.
Fume (6PP): 62 [57] Mars-elemental psynergy damage, ST.
Serpent Fume (14PP): 161 [148] Mars-elemental psynergy damage, ST.
Dragon Fume (37PP): 286 [263] Mars-elemental psynergy damage, ST.
Guard (3PP): Raises defense by 25%, stackable to 50%, ST.
Protect (5PP): Raises defense by 12.5%, stackable to 50%, MT.
Impair (4PP): Lowers enemy defense by 25%, stackable to 50%, ST.
Debilitate (6PP): Lowers enemy defense by 12.5%, stackable to 50%, MT.

Comments: Well Eoleo pulls a 3HKO and has better status to play with at least.  Speed's not good though.

Himi:
"I complete some sort of magical trifecta or something."

Stats:
HP: 634
PP: 334
Attack: 292
Defense: 213
Agility: 310 (+1.05 SD [+1.08 SD])
Luck: 10
Ve/Ma/Ju/Me Power: 149/76/77/78
Ve/Ma/Ju/Me Resist: 159/86/87/88
Takes 25% less from Venus, 25% more from Mars

Class Line Modifiers:
Miko: 80%/150%/70%/90%/120%/120%
High Miko: 90%/160%/80%/100%/130%/120%
Master Miko: 110%/170%/90%/110%/140%/120%
Mystic Miko: 130%/180%/100%/120%/150%/120%
Radiant Miko: 150%/190%/110%/130%/160%/120%

Equipment:
Weapon: Master Rapier (+86 Atk, Unleashes: Critical Strike, Spin Strike, Double Attack)
Armor: Silver Vest (+28 Def)
Head: Platinum Circlet (+29 Def)
Arm/Shield: Silver Armlet (+30 Def)
Feet: Leather Boots (+6 Def)

Djinn:
Pewter (+10 HP, +3 PP, 60 Venus-elemental damage, ignores 50% of the enemy's defense, ST.)
Chasm (+10 HP, +3 Agi, reduces all damage by 90% for one turn, has initiative, MT.
Chain (+8 HP, +4 PP, +3 Atk, all party members attack the target with a Venus-elemental basic physical.  This does not consume their turn.  If the target is killed in the middle of the dogpiling, the remaining attacks do not retarget.)Buckle (+11 HP, +2 Def, +3 Agi, +2 Lck, raises Def by 25%, MT.)
Clover (+8 HP, +3 PP, +2 Def, +3 Agi, +2 Lck, cures status ailments, MT.)
Magnet (+8 HP, +3 PP, +4 Atk, 73 (40+33 ITD) Venus-elemental damage, x% chance to inflict paralysis, ST.)
Geode (+12 HP, +6 Atk, 76 Venus-elemental damage, ST.)
Ivy (+11 HP, +3 Atk, causes target to skip next action, ST.)
Hemlock (+12 HP, +5 PP, x% chance of inflicting curse, MT.)

Basic Physical:
Attack!: 36 physical damage, ST.
Critical Strike: 54 physical damage, ST.
Spin Strike: 33 Jupiter-elemental physical damage, AoE 1.
Double Attack: 54 Jupiter-elemental physical damage, ST.

Skillset:
Attack!:
Search (1PP): Is Reveal.  Bluelike.
Move (2PP): Moves objects.  Godlike.
Growth (4PP): 31 Venus-elemental psynergy damage, ST.
Mad Growth (10PP): 74 Venus-elemental psynergy damage, AoE 1.
Wild Growth (19PP): 136 Venus-elemental psynergy damage, AoE 2.
Thorn (6PP): 43 Venus-elemental psynergy damage, AoE 1.
Briar (11PP): 87 Venus-elemental psynergy damage, AoE 1.
Nettle (23PP): 186 Venus-elemental psynergy damage, AoE 2.
Roaring Dragon (16PP): 149 Venus-elemental psynergy damage, AoE 1.
Slaying Dragon (32PP): 249 Venus-elemental psynergy damage, AoE 1.
Reigning Dragon (39PP): 348 Venus-elemental psynergy damage, AoE 1.
Cure (3PP): Heals 104 HP, ST.
Cure Well (7PP): Heals 223 HP, ST.
Potent Cure (10PP): Heals 447 HP, ST.
Revive (15PP): Revives dead ally with 100% mHP, ST.
Weapon Grace (13PP): Raises Attack by 50%, ST.

Comments: Apply paralysis and/or smack you with a fuckoff dragon.  Too bad about the damage failing to 2HKO under a three-turn average.  At least the speed's good.
« Last Edit: September 07, 2011, 07:39:18 PM by Random Consonant »