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Author Topic: Tales of Eternia  (Read 4742 times)

Dhyerwolf

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Tales of Eternia
« on: December 19, 2007, 07:37:55 AM »
This is the beginning frame of the Tales of Eternia topic. I'm at level 65. First off, some notes. The damage lists here don't take combos into effect. Do whatever you think is fair. Secondly, there are some iffy equips. These have an * next to them.

Also, note that some techs don't fully reach their maximum number of hits in normal situations. I denoted these with (# hits)

Storebought Status Blockers:
Freeze Charm- Freeze is a nasty version of sleep where you're awoken by damage, but take 50% of your max HP
Stun Charm- Prevents Paralysis
Poison Charm- Annuls Poison and TP Poison. This could be construed as prevented TP damage.

Speed Interpretation: To Come

Now onto the meat


Reid
HP: 4550
TP: 455
Attack: 325 (1215/1175)
Defense: 369
Intelligence: 110
Luck: 89
Evade: 172
Accuracy: 167

Gungnir (600, 999, Reduce Enemy Def)
Golden Armor (49 Def, Reduces Holy, Water, Wind, and Fire damage by 30%)
Chaos Shield (40 Def, 12 Ev, -5 Luck)
Rare Helm (20 Def, Stun Protection)

Alternate Equips:
Eternal Sword- Time (890, 850, Spells hit twice?)
Gaia Cleaver (999 Slash, 500 Thrust, -5 acc, Def Down)
Mystic Sword- Water (856, 840, -10 Accuracy)
Last Fence (765, 758, 4% HP when enemy hit)
Strike Axe- Volt (680, 320, Stuns)
Dragon Vein- Shadow (670, 650, -30 Accuracy)
Crystal Dagger (650, 650, 1% TP regeneration) (Jini)
Saint Halberd (630, 630, -15 Acc, 8 Luck, Freezes Enemy)
Excalibur- Holy (615, 590, 4% HP when enemy hit)
Soul Eater- Shadow (490, 430,-30 acc, ID)
Dragger Lance- Kills Dragons?

Mumbane (42, Resists Earth, Ice, Volt, Shadow by 20%)

Star Shield- Cuts Shadow by 30%, stackable with Armor (30 Def, 10 Ev)
Omega Shield- (10 Def, 4 Ev, 5% HP every 8 seconds)
Rare Shield (10 Def, 28 Ev, 5 Luck)
Square Shield- Cuts Fire by 30%, stackable with Armor (6 Def, 8 Ev)
Storm Shield- Cuts Wind by 30%, stackable with Armor (6 Def, 3 Ev)

Techs:
Rising Phoenix (5 hits+Ext)- 15006 Fire Damage
Neo Tempest Swarm (16 TP)- 7135 Damage (Takes element of equipped weapon)
Omega Demon Chaos (26 TP) - 6560 (7257.6 NC Weapon) (Very accurate) (Takes element of equipped weapon)
Demon Spiral Hammer (13 TP)- 6432 (2412 is Holy damage)
Double Spiral Attack (9 TP)- 3940 Holy Damage (5910 on large enemies);
Omega Seal->Quasi Seal (64 MP)- Essentially, this kills an enemy with HP less than 20,000 and with the less 50% Wind resistance. 126500/135400. 24000 ITD Wind Damage + 102500 Physical Damage (1134000)
More tech info to come


Keele
HP: 3238
TP: 585
Attack: 234 (870)
Defense: 244 (240)
Intelligence: 194
Luck: 6 (14)
Evade: 111
Accuracy: 131

Star Mace- Elemental (650, 5 Int)
Scale Robe (22 Def, Protects against Poison, TP Poison)
Mythril Bracelet* (22 Def)/Angel Bracelet (18 Def, 8 Luck)
Star Circlet (5 Def, 24 Int)- Need to test damage with this

Alternate Equips:
Crystal Rod (750, 1% HP when enemy hit)
Holy Staff- Holy (480, 8 Luck, 4% HP when enemy hit)

Bloody Robe (14 Def, 5 Ev, Resists Shadow by 20%)

Attack: 1140
Techs: See Craymel Information below
Aqua Edge (4 TP)
Wind Blade (4 TP)
Fireball (4 TP)


Farah
HP: 3900
TP: 520
Attack: 1125 Punch/1130 Kick
Defense: 447 (418)
Intelligence: 138 (136)
Luck: 77 (85)
Evade: 189 (195)
Accuracy: 155

Omni Weapon- Holy (800 Punch, 805 Kick, 7 Def, 10 Evade, 4% HP when enemy hit)
Mythril Mesh* (35 Def, 2 Intelligence, 4 Evade)/Amber Cloak (10 Def; 10 Evade)
Mythril Bracelet* (22 Def)/Angel Bracelet (18 Def, 8 Luck)
Magic Ribbon (26 Def, 3 Ev)

Alternate Equips:
Kaiser Knuckles (760, 725, 10 Def)
Flare Arms- Fire (580, 620, 7 Acc, Shoots Fireball)
Ghost Shell- Shadow (365, 360, -10 Ev, ID)

Silk Cloak: (10 Def, 1 Int, 7 Luck)

Lovely Mitten* (12 Def, 5 Ev, 3 Lk, 30% Lgt/Sdw Reduction)
Pretty Mitten (9 Def, 2 Ev, 12 Lk)
Kitchen Mitten: (5 Def, 5 Ev, 30% Fire Reduction)

Tartan Ribbon (16 Def, 12 Ev)

Techs:
Chi->Maximum Burst (70 TP)- 11800 (Takes Element of Weapon)
Rest still in progress


Meredy
HP: 2990
TP: 715
Attack: 945
Defense: 256 (228)
Intelligence: 158 (156)
Luck: 107 (115)
Evade: 119 (125)
Accuracy: 112

Eternia Melody (750 Att, 5 Int)
Mythril Mesh* (35 Def, 2 Intelligence, 4 Evade)/Amber Cloak (10 Def; 10 Evade)
Mythril Bracelet* (22 Def)/Angel Bracelet (18 Def, 8 Luck)
Magic Ribbon (26 Def, 3 Ev)
Technical Ring (Lets Meredy control Quickie while defending. Defending cuts physical damage by 75% and Magic by 50%)

Alternate Equips
Trumpet (460 Att, ID, why Meredy would use Technical Ring)
Twinkle Float (580 Att, 8 Ev)

Silk Cloak: (10 Def, 1 Int, 7 Luck)

Lovely Mitten* (12 Def, 5 Ev, 3 Lk, 30% Lgt/Sdw Reduction)
Pretty Mitten (9 Def, 2 Ev, 12 Lk)
Kitchen Mitten: (5 Def, 5 Ev, 30% Fire Reduction)

Tartan Ribbon (16 Def, 12 Ev)

Attack: 1390 (810 w/ Trumpet)
Techs:  See Craymel Post Below
Lightning (7 TP)
Grave (7 TP)
Ice Needles (7 TP)
Destiny (200 TP)- Approximately 23000 Elemental Damage (Mostly Earth), OPB


Max
HP: 6175
TP: 455
Attack: 1345
Defense: 267 (264)
Intelligence: 71
Luck: 2 (10)
Evade: 55
Accuracy: 177

Mega Launcher (955 Att, Can KO?)
Scale Robe (22 Def, Protects against Poison, TP Poison)
Mythril Bracelet* (22 Def)/Angel Bracelet (18 Def, 8 Luck)
Rare Helm (20 Def, Stun Protection)
Talisman (5% Def, initial accessory)
Canceller: Allows Max to chain. Since I disregard chaining, it doesn’t matter.

Alternate Equips:
Bloody Robe (14 Def, 5 Ev, Resists Shadow by 20%)

Techs:
Elemental Master (72 TP) (20 hits)- 23100 Total Damage; 23100 (2888  Fire/Water/Wind/Earth damage, 11500 Elemental Damage)
Aqua Spiral (28 TP) (5 hits)- 23100 Water Damage
Rage Laser (34 TP) (5 hits)- 10395 Thunder Damage
Dark Laser (40 TP) (Hit number is fairly variable)- 9527 Dark Damage
Air Blade (24 TP) (4 hits)- 6930 Wind Damage; 6930 Wind Damage
Burning Force (20 TP)- 6121 Fire Damage; 6121 Fire Damage
Aqua Cure (28 TP)- Heals 90% of Max's HP


Chat
HP: 2990
TP: 455
Attack: 1053
Defense: 289 (261)
Intelligence: 163 (161)
Luck: 113 (121)
Evade: 146 (152)
Accuracy: 196

Wonder Bag (780 Att, 8 Luck, 1% TP regen)
Mythril Mesh* (35 Def, 2 Intelligence, 4 Evade)/Amber Cloak (10 Def; 10 Evade)
Mythril Bracelet* (22 Def)/Angel Bracelet (18 Def, 8 Luck)
Captain’s Hat (24 Def, 12 Ev)
Wake Up Charm (Stun Lasts 1/2 as long)

Alternate Equips:
Luck Bag (720 Att, 30 Luck)

Silk Cloak: (10 Def, 1 Int, 7 Luck)

Lovely Mitten* (12 Def, 5 Ev, 3 Lk, 30% Lgt/Sdw Reduction)
Pretty Mitten (9 Def, 2 Ev, 12 Lk)
Kitchen Mitten: (5 Def, 5 Ev, 30% Fire Reduction)

Techs:
Ice Hammer (20 TP) (3 hits)- 4741 Ice Damage and Chance of Freeze
Toss Hammer (16 TP) (3 hits)- 3951 Water Damage and Chance of Poison
Pow Hammer (12 TP) (3 hits)- 3160 Earth Damage and Chance of Stun
Para Ball (16 TP)- 2634 Thunder Damage and Chance of Paralysis
Rover Tool (15 TP)- 1756 Physical
Eternal Hammer- (60 TP+?) 1055 a hit…how many hits is the question…About 51695 if all TP is used(8 TP a Hammer?)

Questionable Equips:
Mythril Bracelet- Equippable by 5, 3 in game
Mythril Mesh- Equippable by 3, 2 in game (Bahamut Tear scenario)
Lovely Mitten- Equippable by 3, drop from easily findable enemy

Averages
Damage
1. Max 23100
2. Reid 15006
3. Farah 11800
4. Chat 4741
5. Meredy 4200 (10467 w/ Destiny & 3 turn)
6. Keele 3500
Average:10391 (11435 w/ Destiny)

HP
Max 6175
Reid 4550
Farah 3900
Keele 3238
Chat 2990
Meredy 2990
Average: 3973.83

TP
1 Meredy 715
2 Keele 585
3 Farah 520
4 Reid 455
4 Max 455
4 Chat 455
Average: 531

Def
1 Farah 447 (418)
2 Reid  369
3 Chat 289 (261)
4 Fog 267 (264)
5 Meredy 256 (223)
6 Keele 244 (240)
Average: 309 (294)

Evade
1 Farah 189 (195)
2 Reid 172
3 Chat 146 (152)
4 Meredy 119 (125)
5 Keele 111
6 Max 55
Average: 132 (133)

Intelligence
1 Keele 194
2 Chat 163 (161)
3 Meredy 158 (156)
4 Farah 138 (136)
5 Reid 110
6 Max 71
Average: 139 (138)
This oddly could fit with the order of intelligence in game (Although Meredy is smarter than Chat, just less mature)

Possible Mdef
1 Keele 131
2 Chat 121
3 Meredy 119
4 Farah 112
5 Reid 103
6 Max 90
Average: 112
« Last Edit: July 05, 2008, 09:05:27 AM by Dhyerwolf »
...into the nightfall.

Dhyerwolf

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Re: Tales of Eternia
« Reply #1 on: December 19, 2007, 07:39:05 AM »
Boss Info. Rassius and Shizel (when she comes) will be at top, since they are the DL relevant duellers.

Rassius Luine

HP: 4400 (Le Crap)
Def: 700 (350 Functionally) (Leh Not Crap)
Intelligence: 100
70% Resistance to Fire, Water, Wind, and Earth, 72% physical resistance

Notes: Average defense (Rassius included) around this time is 366 (188 effectively). This means Rassius takes about 115 to a physical attack while surrounding monsters take 277 (about a 60% reduction). Average Mdef at this time is about 43.29 (Yes, it dropped).

Average Party HP: 1570
Relevant Duelling Techs
Dragon Flash: 625. Yes. Rassius has damage that doesn’t suck
Dragon Swarm: 500.

My Damage Against Him
Reid- 250 (1400)
Farah-60 (750)
Meredy- 300 (Ice Needles)
Keele- 400 (Air Thrust) (Note that in reality, this will likely do about 200 average) (1200/600)
Average: 252 (250- Man, he’d really trade his tankiness for HP) (900/750)
(The higher numbers in parenthesis are what I'd guess to be the average damage against randoms)

Evaluation: Rassius has several things going for him. First, he's a physical tank. His Defense is noticably high, and on top of that, he greatly resists physical. Also, he has some nice elemental resists.

The bad part? His HP. It's rather low. In game, this isn't an issue at all as their isn't any real way to get around his defenses. It makes his HP hard to peg.On the damage side, it's average and all physical. And yes, Dragon Flash does hit for that much.Overall, a weird Middle.

SHIZEL

Form 1
120,000 HP
0 Defense (0 Functionally!), 112 MDef
(Takes 25% more from physical damage. Average defense really hasn't risen much all game. Unsure on the MDef, but given that the average in the dungeon is 40, it's pretty solid).
10% Elemental Resistance to Ice, Fire, Wind, Water, Thunder, and Earth

Average Party HP: 4334 (I had to level a bit to get to 65, so I used my non-slightly overlevelled characters here. Tended to put HP boosting on the ones with low HP)
Eternal Finality- 6 hits of 1999 Dark Damage, can't kill
Indignation- 1800 Lightning Magic
Summon Demon- 1200 Dark Magic
Magic Orb- 438 ITD Physical

Form 2
300,000 HP
300 Defense (150 Functionally), 150 Mdef
(Takes 10% extra from physicals, and still has very good Mdef)
40% Elemental Resistance to Ice, Fire, Wind, Water, Thunder, Earth, and Holy. 30% Resistance to Dark

Average Party HP: 4334
Eternal Finality- 6 hits of 1999 Dark Damage, can't kill
Holy Lance- 2500 Holy Magic, 800 of it is ITD
Summon Pluto- 1600 Dark Magic (Headache. This is an estimage, but there are so many animations to the spell that it might be more); only usuable below 50% HP
Physical Related Moves- 500
Wind Blade- 300 Wind Magic (Only has a point if you let her chain magic like in game. Then it can be cast at basically the same time as Holy Lance).

Evaluation: Form 1 isn't hot at all. Near PCish HP, with HP->1. Hopes the enemy isn't a faster 2HKOer, but still likely a low Heavy. Form 2 is much improved, since it has 2.5 the HP, and notably better elemental resists. Damage is now a 2HKO, although not as good as I thought it would be. Still, the HP, damage, and HP->1 are enough for a low Godlike.

UNDINE
HP: 6800
Def: 268 (134 functionally)
Intelligence: 50
Water reststence 100%
Wind, Fire, Earth, Ice resistence 30%
Lightning weakness 30%

Notes: Average defense around that time is 146 (73 functionally). This means Undine takes about
Her Mdef is 50 to an average of 41.8. But Mdef mults are weird, so I don’t know exactly what that translates into.

Average Party HP:  832
Relevant Duelling Techs
Aqua Edge- 290 Water Magic (145x2)
Physical- 60

My damage against her
Demon Lightning Hammer- 320
Fireball- 270
Ice Daggers- 240
Farah- About 150 (Crappy mults, not all that great Att)
Average: 245

Evaluation: Damage is only average, and if someone blocks Water, she's fairly screwed. On the other hand, she does have a nice amount of HP. Middle/Heavy.

SYLPH
HP: 6600 (Note that he comes with 2 Arms, each with 4500 HP)
Def: 200 (100 effective)
Intelligence: 80
He can teleport away in the middle of an attack
Physical resistence 40%, Water & Fire resistence 30%, Wind Resistence 90%, Ice & Lightning resistence 10%
Earth weakness 100%

Notes: Average defense around that time is 183 (92 effective). All in all, Sylph’s defense is barely above average, however the 40% physical resistance is nice. His Mdef is 80 to an average of 47.57 (again, not sure how that translates), but it’s likely fairly effective.

Average Party HP: 1210
Relevant Duelling Techs
Wind Blade- 650 Wind damage; Unfocused; About 1000 Wind damaged focused. Note that if you have a character alone, that character will likely die unless it is Rassius.
Sagittarius Arrow- 150 Physical Damage

My Damage to Him
Grave: 600
Reid: 900
Rassius: 350
Farah: 500
Average: 635

Evaluation: The HP isn't much, but good MDef and Physical resistance. If you let the damage focus, he's rather nasty. He's a Middle/Heavy to me, but if you let his damage focus and give him HP credit for his support, he could swing all the way up to Low Godlike.

Efreet
HP: 24000
Def: 360 (180 effective)
Intelligence: 50
Physical resistence 20%
Water weakness 50%
Wind, Earth, Ice, Lightning resistence 10%
Fire resistence 100%

Notes: Average defense around that time is 187 (94 effective). This means Efreet takes 193 physical damage while the surrounding monsters take 279 (about a 30% reduction, about 50% reduction with the natural resistance).
His mdef is 50 to an average of 81.

Average Party HP: 1325
Relevant Duelling Techs
Burning Beast- 850 Fire Physical Damage (High variance against defense)
Fear Flare- 325 Fire Magical Damage (50x 6/7 hits)
Physical- 140

My Damage against him
Aqua Edge- 1160 (580x2)
Spread- 1305 (435x3)
Reid- 960 (Most techs)
Farah- About 500 (Lower Attack than Reid, as well as suckier mults)
Average: 981.25

Evaluation: Decent Heavy. His HP is nice, and he has good damage...just it's all Fire. Still, a full hitting Burning Beast is very potent.
...into the nightfall.

Dhyerwolf

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Re: Tales of Eternia
« Reply #2 on: December 19, 2007, 07:39:31 AM »
Craymel Setup 1
Meredy: Undine, Sylph, Volt
Keele: Celcius

Meredy’s Spells
Spread- 800, 9 TP
Acid Rain- Lowers Defense?, 10 TP
Nurse- 40% Healing to All, 42 TP
Cure- 90% Healing, 32 TP
Restore- 64% Healing to an Area, 60 TP
Resurrection- Revives Dead Allies, 96 TP

Air Thrust
Cyclone- 3200, 44 TP
Concentrate- Raises Ally Accuracy, 6 TP
Medical Plus- 5% Healing whenever a Spell is used

Thunder Blade- 1700, 24 TP
Indignation- 4200, 52 TP
Recover- Cures status, 10 TP
Stun Guard

Keele’s Spells
Freeze Lancer- 2400, 21 TP
Blizzard- 2400, 20 TP
Absolute- 3500, 30 TP
Resist- Incrases Defense, 6 TP
Freeze Guard

Craymel Setup 2
Meredy: Volt, Celcius, Gnome, Shadow
Keele: Undine, Sylph, Efreet, Rem

Meredy’s Spells

Stalagmite- 1400, 18 TP
Life Rescue- HP is Restored as Damage is Taken; Needs Testing
Mental Supply- TP is Restored as Damage is Dealt; Ditto

Freeze Lancer- 21 TP
Blizzard- 20 TP
Resist- 6 TP
Freeze Guard

Thunder Blade- 1700, 24 TP
Indignation- 4200, 52 TP
Recover- Cures status, 10 TP
Stun Guard

Dark Force- 1900- 32 TP
Bloody Howl- 72 TP
Deep Mist- Reduces Enemy Accuracy- 6 TP

Keele’s Spells
Spread- 900, 9 TP
Acid Rain- Lowers Enemy Defense?, 10 TP
Nurse- 40% Healing, 42 TP
Resurrection- Revives Dead Allies, 96 TP

Air Thrust- 2350- 12 TP
Cyclone- 3350- 44 TP

Explode- 3000, 36 TP

Ray- 2350, 30 TP
Holy Lance- 52 TP

Just getting this up. More tests are obviously needed.
« Last Edit: June 30, 2008, 09:26:47 PM by Dhyerwolf »
...into the nightfall.

muakaka

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Re: Tales of Eternia
« Reply #3 on: February 13, 2008, 01:35:42 PM »
Recently replayed ToE and decided to take down some damage averages.
Levels are taken at 70, but since I used HP/TP boosters on the characters, follow the stat averages found above. They don't differ much.
According to a save I did before the final boss though, Reid's TP at 70 should be 500-ish, while Farah's should be 560-ish.
Tests were done on Shizel Castle random encounters, and these are the averages for Reid and Farah.
Best damages are highlighted in bold.

Reid
Critical doubles SKILL(Never worked for normal physicals for me) damage. Out of about 100 hits, about 20 of them doubled in damage. Damages below are under NORMAL condition. His effective damage rises about 20% and is shown in parenthesis. Does not seem to work on Aurora Artes.
Note : Reid can combo 3 physicals, a Base skill, then an Arcane skill. Rising Phoenix and Omega Demon Chaos are considered special Base skills since they cannot link to an Arcane Art, but to their own Extensions only.
Normal physical - 1300
Demon Twist(10 TP) - 1300 x 4 = 5200(6240)
Omega Demon Chaos(40 TP) - 8x 1000 = 8000(9600)
Omega Seal(40 TP) -> Quasi Seal - Only works if opponent has lower than 20000 HP endgame, and not more than 50% wind resistance, and they must be grounded, and not large sized. Instant win though.
Rising Phoenix(40 TP) - 5-10 hits, 950 damage each(seems a bit low, I know. But I've tested on nearly everything in Shizel Castle, and it comes up to this amount.), dependant on enemy positioning. At best positioning, if the enemy is on the ground and small/medium sized, they'll roughly get 5 hits. Bigger enemies get 7-8 hits, and flying enemies mostly get 8-10 hits of this. Fire elemental. 2750-9500(5700-11400)
Burning Phoenix(50 TP) - 2-5 hits, 1600 damage each, dependant on enemy size.2 hits on small, 3(sometimes 2) on medium, 5 on large. Fire elemental. Usable only after Rising Phoenix. 3200-8000(3840-9600)
Megasonic Thrust(15 TP) - 2 x 2700 = 5400(6480)
Demon Spiral Hammer(20 TP) - 4 x 600 Light damage + 2 x 900 + 1100 = 5300(6360)
Aurora Wall(50 TP) - 15(?) hits of 400 damage, 6000 total. Only usable at 15% HP.
Aurora Slash(100 TP) - 3500 + 3 x 2000 + 4000 + 9800 = 23300. Extension of Aurora Wall. HP is reduced to 1 afterwards.
Recommended comboes:
3 physicals -> Demon Twist -> Megasonic Thrust/Demon Spiral Hammer(Total TP cost : 35/40) = 14500/14400.(16620/16500)
3 physicals -> Rising Phoenix -> Burning Phoenix (Total 90 TP)= 11850(14220) on small enemies. 13450(16140) on medium enemies. 18550(22260) on large ground enemies. 18200(21840) on small/medium flying enemies. 21400(25680) damage on large flying enemies if they can be grounded.
3 physicals -> Omega Demon Chaos = 11900.

Farah
Weapon used : Omni Weapon(Holy Elemental)
Note : Farah's comboes are ludicrously long, she can combo 2 physicals, a ground skill, a ground-to-air skill, an air-to-ground skill, and a Power skill.
Physical - 1000
Ground :
Triple Blossom(6 TP) - 3 x 800 = 2400
Sonic Fist(8 TP) - 5 x 600, 4 if want to combo link. 2400/3000
Ground-to-air :
Rising Dragon Strike(12 TP) - 2500 + 1400 = 3900
Super Swallow Dance(13 TP) - 4 x 1400, 3 hits if want to combo link. 4200/5600
Air-to-Ground :
Death Blossom(12 TP) - 3 x 1450, 4350
Eagle Rage(20 TP) - 2 x 1100 + 1500. May hit another 1600 if target is large. 3700/5300
Power :
Chi(20 TP) - 2 x 1000 + 1500 + 900 = 4400
Chi(20 TP) -> Maximum Burst(70 TP) - 2 x 1000 + 6 x 1000 + 8000 = 16000. EDIT : Apparently missed 3000 damage. Now added.
Fatal Fury(60 TP) - 17 x 500 + 4 x 600 Fire damage = 10900
Deadly Force(80 TP) -> 2 physicals -> Triple Blossom -> Super Swallow Dance -> Death Blossom -> Flame Dance(Total 111 TP)
7000(long casttime) + 2000 + 2400 + 4200 + 4350 + 10000 Fire damage = 29950.
You do NOT want to know how long I needed to take to get this figure. Flame Dance is probably the single hardest extension to perform in this game.
EDIT : Thanks to some youtube videos, I found out Flame Dance can be combo liked into another ground-to-air skill and so on. I used Rising Dragon Strike for this as it seemed most reliable to hit. This effectively turns the Flame Dance full combo into :
Deadly Force(80 TP) -> 2 physicals -> Triple Blossom -> Super Swallow Dance -> Death Blossom -> Flame Dance -> Rising Dragon Strike -> Death Blossom -> Chi -> Maximum Burst(Total 211 TP) = 56600.


Recommended comboes :
2 physicals -> Triple Blossom -> Super Swallow Dance -> Death Blossom -> Chi (Total 51 TP) - 17350
2 physicals -> Triple Blossom -> Super Swallow Dance -> Death Blossom -> Fatal Fury (Total 91 TP) - 23950
2 physicals -> Triple Blossom -> Super Swallow Dance -> Death Blossom -> Chi -> Maximum Burst (Total 101 TP) - 28950.
I suggest Triple Blossom, Super Swallow Dance and Death Blossom over any of her other skills of the same type as I find they combo the most fluently. I will not recommend Flame Dance due to the insane cast time and incredible amounts of stress needed to perform it.

Spell damage from both mages stay roughly the same, even after a few level ups. After a few tests, the easiest to note was Indignation, doing roughly 4000-4300, and Absolute doing 3400-3700.
I do not give them Maxwell and Sekundes as they are optional, and those 2 spells seem to deal the best damage.
Max's damage also stays roughly the same, and Elemental Master is a pain to test. One enemy resists this, another resists that, etc. Aqua Spiral damage is quite misleading, as even though it DOES do 5 hits, normally the first 2 knock the enemy back(tested on medium enemies) and the rest miss.
Since he has Canceller however, he can chain his skills. However, I find that I cannot really do so.
I've tried everything after Aqua Spiral, but they don't seem to exactly "chain". Take that as you will.
EDIT: After further re-testing, Max CAN combo, providing all the hits on one skill hits. His most fluent combo(In my opinion) is Air Blade -> Rage Laser -> Elemental Master.

Damage averages :
Taking each character's best single Skill damage(Although Extensions, I suppose, are still considered single skill).
Will be assuming the enemy as medium-sized.
1. Max - Elemental Master - 23500
2. Farah - Chi -> Maximum Burst - 16000
(3. Reid - Rising Phoenix -> Burning Phoenix - 11460)
3. Reid - Rising Phoenix -> Burning Phoenix - 9550
4. Chat - Ice Hammer - 4741
5. Indignation - 4200
6. Absolute - 3500
Average : 10249(10567)

Combo damage :
1. Max - Air Blade -> Rage Laser -> Elemental Master - 40500
2. Farah - Flame Dance combo - 29950
(3. Reid - 3 physicals -> Demon Twist -> Megasonic Thrust - 16620)
3. Reid - 3 physicals -> Demon Twist -> Megasonic Thrust - 14500
4. Chat - 2 physicals -> Ice Hammer - 6741
5. Indignation - 4200
6. Absolute - 3500
Average : 16565(16919)

I made another average assuming Max can not combo :

1. Farah - Flame Dance combo - 29950
2. Max - Elemental Master - 23500
(3. Reid - 3 physicals -> Demon Twist -> Megasonic Thrust - 16620)
3. Reid - 3 physicals -> Demon Twist -> Megasonic Thrust - 14500
4. Chat - 2 physicals -> Ice Hammer - 6741
5. Indignation - 4200
6. Absolute - 3500
Average : 13731(14085)

And now that I've tested Farah's fully extended Flame Dance, here's ANOTHER average, with Max being able to combo.
1. Farah - Flame Dance FULL combo - 56600
2. Max - Air Blade -> Rage Laser -> Elemental Master - 40500
(3. Reid - 3 physicals -> Demon Twist -> Megasonic Thrust - 16620)
3. Reid - 3 physicals -> Demon Twist -> Megasonic Thrust - 14500
4. Chat - 2 physicals -> Ice Hammer - 6741
5. Indignation - 4200
6. Absolute - 3500
Average : 21007(21361)
« Last Edit: February 21, 2008, 02:40:09 PM by muakaka »

Niu

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Re: Tales of Eternia
« Reply #4 on: September 13, 2008, 09:56:52 AM »
Just realized an error here. You can chain a base skill before Rising Phoenix.
And on Aqua Spiral's hit, it can get all hits in occasionally on enemies with weight of 3, and consistently full hits if the weight is 4 or above. But ToE's weight value is different from the size of the enemy, so how to take this is up to you.

Pyro

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Re: Tales of Eternia
« Reply #5 on: June 26, 2020, 04:45:07 PM »
I had an updated topic but didn't ever post it?



Tales of Eternia:

- Tales of Eternia. You know if if you played it.

- Enemy Atk is assumed to be 450, Enemy defense 416 (Effectively 208 since defense is halved in ToE). The game uses a simple subtraction system.

- I'm assuming the mages can both use the 2nd and 3rd best spells. Distortion and Holy Lance. These are reasonable for endgame. Still not good...

Reid Hershel:
HP: 4550   1.1449901439
TP: 455   
Slash: 1215   
Thrust: 1175
Defense: 369 (1.113 mod)
Int: 110   
Evade: 172   
Accuracy: 167   
      
Physical Durability: 1.274   
      
Equipment:      
Eternal Sword: 890 Slash, 850 Thrust, Time Elemental <20% chance to double skill damage>
Golden Armor: 49 Def, Reduces Holy/Water/Wind/Fire by 30%      
Chaos Shield: 40 Def, 12 Ev, -5 Luck      
Rare Helm: 20 Def, Protects against Stun      
      
Alternate Equipment:      
Mystic Sword: 856 Slash, 840 Thrust, -10 Accuracy, Water Elemental [97.9% damage]      
Last Fencer: 765 Slash, 758 Thrust, Sometimes recover 4% HP on basic attack [89.1% damage]      
Voltic Sword: 550 Slash, 565 Thrust, Lightning [68.4% damage]      
Dragon Vein: 670 Slash, 650 Thrust, -30 Accuracy, Darkness [78.7% damage]      
Excalibur: 615 Slash, 590 Thrust, Holy. Chance to restore 4% HP on basic attack [72.9% damage]      
Flame Sword (610 Slash, 605 Thrust, Fire. Chance to cause a few hundred damage in Fireballs) [73.5% damage]      
      
Mumbane: 42 Def, Resist Earth/Ice/Thunder/Shadow by 20%      
      
Star Shield: 30 Def, 10 Evade, Cuts Shadow by 30%      
Square Shield: 6 Def, 8 Evade, Cuts Fire by 30%      
Storm Shield: 6 Def, 3 Evade, Cuts Wind by 30%      

Basic Attack sequence:   
Thrust->Slash->Slash: 2975
   
Relevant Artes:   
Demon Hammer (6 TP): 2814
Demon Twist (10 TP): 4020
Omega Demon Chaos (40 TP): 6432
Demon Spiral Hammer (20 TP): 6304
   
Rising Phoenix (40 TP): 5211
(Extends into) Burning Phoenix (50 TP): 5910
   
Omega Seal (40 TP):   No damage. But can chain into Quasi Seal. Can't be combo'd into very well.
Quasi Seal (24 TP): 130000 wind damage to one target, must have less than 30% wind Resistance and <20,000 remaining HP.   
   
Reid must be below 15% HP to use the following skills that chain into each other. They reduces his HP to 1:   
Aurora Wall (50 TP):   6834
Aurora Sword (100 TP):   20100

Combos:         
Physicalx3-> Demon Hammer → Rising Phoenix → Burning Phoenix (96 TP)         
16910 Of which , 11121 is fire elemental

Alternate Combos:   
Physicalx3-> Demon Hammer → Demon Spiral Hammer (26 TP)   
12093
   
Physicalx3-> Demon Hammer-> Omega Demon Chaos (46 TP)   
12221   
   
Below 15% HP, Reid can chain an Aurora Wall after a Rising Phoenix (Not Burning Phoenix):   
physicalx3->Demon Hammer->Rising Phoenix → Aurora Wall → Aurora Sword (196 TP)   
37934, Of which, 5211 is fire elemental.

Comments: Reid has elemental resists, passable damage, and a limit. Too bad his Aurora Artes are limits, as it restricts his ability to kill things.




Farah Oerstad:      
HP:   3900 (0.981)
TP:   520   
Punch: 1125
Kick: 1130
Defense: 447 (1.305)
Int: 138   
Evade: 189   
Accuracy: 155   
      
Physical Durability: 1.28   
      
Equipment:      
Omni Weapon: 800 Punch/805 Kick, 7 Def, 10 Evade, sometimes heals 4% HP on base physical. Holy elemental      
Mythril Mesh: 35 Def, 2 Int, 4 Evade      
Mythril Bracelet: 22 Def      
Magic Ribbon: 26 Def      
      
Alternate Equipment:      
Kaiser Knuckles: 760 Punch/725 Kick, 10 Def      
Flare Arms: 580 Punch/620 Kick, 7 Acc, Sometimes adds a few hundred damage fireballs      
      
Lovely Mitten: 12 Def, 5 Eva, 33 Lk, Resist Holy/Dark by 30%      
Kitchen Mitten: 5Def, 5 Eva, Resist fire by 30%      

Basic Attack sequence:                     
Kickx2: 1830                  

Relevant Artes:                     
Ground:                     
Triple Blossom (6 TP): 2196                  
Mirage (10 TP): Short invincibility and teleport behind nearby enemy.                     
Anti-Air:                     
Super Swallow Dance (13 TP): 4416 (2208 if using in the lead up to Flame Dance
Air Artes:                     
Death Blossom (12TP): 3680                  
Power Artes:                     
Chi (20TP): 5498 (2753 if leading into Maximum Burst. Half is Earth damage otherwise)            

Fatal Fury (60 TP):   8235 Of which 2288 is fire damage         

Deadly Force (80 TP): 6881 Damage. Freezes enemy and enables Flame Dance following a 4 physical/move combo for a short window. This move has a charge time and is close-medium range.

Flame Dance: 9175 Fire damage. Farah can cancel this before her backflips with another tech (best mapped to L2/R2) that will do no damage but let her start an entirely new combo while the enemy is still in the throes of this. Fun times.

No Charge Time damage:                     
Physicalx2 → Triple Blossom → Super Swallow Dance → Death Blossom → Chi (3 hits) → Maximum Burst (101 TP)                     
26810   Of which 9175 is Earth damage                  

Physicalx2 → Triple Blossom → Super Swallow Dance → Death Blossom → Fatal Fury (91 TP)                     
20357 Of which 2288 is fire damage                  

Damage with Charge Time:                     
Deadly Force → Physicalx1 → Triple Blossom->Super Swallow Dance (2 hits)->Death Blossom → Flame Dance → Mirage → Physicalx2 -> Super Swallow Dance-> Death Blossom → Triple Blossom → Chi → Maximum Burst (222 TP)                     
51865, of which 9175 is fire and 9175 is Earth      

Deadly Force → Physicalx1 → Triple Blossom->Super Swallow Dance (2 hits)->Death Blossom → Flame Dance → Mirage→ Physicalx2 -> Super Swallow Dance-> Death Blossom → Triple Blossom → Fatal Fury (212 TP)                     
45412.25 Of which, 11463 Is fire damage            
(For Fire immunity/absorption)                     
Deadly Force → Physicalx2->Triple Blossom->Super Swallow Dance → Death Blossom → Chi (3 hits) → Maximum Burst (181 TP)                     
33691 Of which, 9175 is earth damage            

(For Fire immunity, no Earth)                     
Deadly Force → Physicalx2-> Triple Blossom-> Super Swallow Dance → Death Blossom → Fatal Fury (171 TP)                     
27238 Of which,   2288 is fire damage            

Spell-Like Artes:                     
Healer (12 TP): Heals 30% HP to one                     
Detoxify (4TP): Removes Poison/Weak                     

Comments: Combo-happy girl. Whether you allow her to smack things with Deadly Force to open her combos or force her to not use her charge time move, she's got damage either way. She runs out of it fastish and she doesn't have a lot of backup healing or elemental resists. But the damage and physical durability is there.


Meredy:      
HP:   2990 (0.752)
TP: 715   
Attack: 945   
      
Defense: 256 (0.918)
Int: 158   
Evade: 119   
Accuracy: 112   

Physical Durability: (0.69)   
   
Equipment:      
Eternia Melody (750 Att, 5 Int)      
Mythril Mesh: 35 Def, 2 Int, 4 Evade      
Mythril Bracelet: 22 Def      
Magic Ribbon: 26 Def      
      
Alternate Equipment:      
Lovely Mitten: 12 Def, 5 Eva, 33 Lk, Resist Holy/Dark by 30%      
Kitchen Mitten: 5Def, 5 Eva, Resist fire by 30%      
      
Basic Attack:   2205   
      
Spells Considered:   (Note that Meredy can attack with Quiky while spells are charging)   
Holy Lance (52 TP):   7745, Of which 5540 is Holy and 2205 is from Quiky hits during spell
Distortion: 42 TP):   5000, Time magic damage

Comments: Crap durability and damage. There isn't really much to salvage her unfortunately.



Keele:      
HP: 3238 (0.815)
TP: 585   
Attack: 870   

Defense: 240 (0.895)
Int: 194   
Evade: 111   
Accuracy: 131   
      
Physical Durability: (0.73)   
      
Equipment:      
Star Mace (650 Atk, 5 Int)      
Scale Robe (22 Def, Protects vs. Poison/Weak)      
Mythril Bracelet: 22 Def      
Star Circlet (5 Def, 24 Int)      
      
Alternate Equipment:      
Bloody Robe: 14 Def, 5 Eva, Resists Darkness by 20%      
      
Spells Considered (Keele's casting times are faster than others):      
Holy Lance (52 TP):   5540 Holy damage
Distortion (42 TP):   5000 Time magic damage


Comments: Keele has slightly more durability than Meredy and less damage on acount of not hitting with a fur-missile too. Pretty crappy.



Chat:      
HP: 2990 (0.752)
TP: 455   
Attack: 1053   
      
Defense: 289 (0.967)
Int: 163   
Evade: 146   
Accuracy: 196   
      
Physical Durability: (0.728)   
      
Equipment:      
Wonder Bag: 780 Attack, 8 Luck, Slowly regen 1% TP      
Mythril Mesh: 35 Def, 2 Int, 4 Evade      
Mythril Bracelet: 22 Def      
Captain's Hat: 24 Def, 12 Evade      
      
Alternate Equipment:      
Lovely mitten: 12 Def, 5 Eva, 33 Lk, Resist Holy/Dark by 30%      
Kitchen Mitten: 5Def, 5 Eva, Resist fire by 30%      
      
Physical Combo:      
Physicalx2:   1686   
      
Artes: (Hammer skills assume 3 hits)      
Ice Hammer (20 TP):   4552   
Toss Hammer (16 TP):   3794   
Pow Hammer (12 TP):   3035   
      
Para Ball (16 TP):   2529   
      
Combos: (Chat can Combo her physical into a hammer skill into Para Ball. The Para Ball will knock a foe back and let her get ~3 hits on her Hammer skills instead of 1)      
Physicalx2 → Ice Hammer → Para Ball (36 TP): [11.5% Freeze, 6% Stun]      
8767      

Comments: Bad durability, bad damage. At least it has a low chance of status? Yeah Chat is pretty bad. Eternal Hammer (Skill that throws out hammers till she runs out of TP) could in theory do damage but it does not lock down a foe for sure.



MAX:            
HP: 6175 (1.554)      
TP: 455         
Attack: 1345         
            
Defense: 253 (0.913)      
Int: 71         
Evade: 55         
Accuracy: 177         
            
Physical Durability: (1.419)         
            
Equipment:            
Mega Launcher: 955 Attack            
Scale Robe (22 Def, Protects vs. Poison/Weak)            
Mythril Bracelet: 22 Def            
Rare Helm: 20 Def, Protects against Stun            
*Canceller: An accessory that lets Max combo his attacks (Can cancel L1->L2 without the L2's charge time and L2 into L3)            
            
Alternate Equipment:            
Bloody Robe: 14 Def, 5 Eva, Resists Darkness by 20%            
            
Physical Combo:   2270         
            
Max's abilities all have charge times, but he can cancel from L1 abilities to L2 abilities to L3 abilities if he has the Canceller. This can be tricky, as his L2 abilities are dependent on enemy position and the actual act of cancelling can't be done the easy way (holding shoulder buttons).            
            
L1 Abilities:            
Aqua Spiral (28 TP):  27240 Water damage, (all 6 hits assumed)      
Aqua Cure (28 TP): 90% Healing to Max         
Air Blade (24 TP): 8513   Air damage (3 hits assumed)      
Burning Force (20 TP): 5675         
            
L2 Abilities:            
Rage Laser (34 TP): 12258 Light damage to one, assuming 6 hits. Enemy must be towards edge of screen from max.      
Dark Laser: (40 TP): 12939 Dark damage to an enemy Max is right on top of. Difficult to combo to Elemental Master because of the way it floats enemies, potentially to behind Max.      
            
L3 Elemental Master (72 TP): 23835 Damage. 2837.5 of which is Fire, Same for Water/Earth/Wind
            
Best Combo:            
Air Blade → Rage Laser → Elemental Master (130 TP)
44606 damage.         


Comments: Max has durability. Max has Damage. Be like Max and smite stuff.