Author Topic: Arc the Lad 2  (Read 3176 times)

Dhyerwolf

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Arc the Lad 2
« on: December 18, 2007, 07:05:36 PM »
ARC THE LAD 2
This was a joint effort with Super

Notes
1. : All weapons were either unique or bought at the last store. Male’s final armor was Battle Armor (25 Def) and Bronze Guard (12 Defense). Shante and Sania’s final armor was Mystic Dress (27 Def) (Lieza and Choko's was a crappy storebought) and a lesser Guard (10 Def).

2. Cure Alls are universal storebought accessories that offer immunity to all ID status. Bought at basically every shop, and they have 1 Defense.  I allow them to equip this and choose what status they want to block (since it is essentially the same thing as separate storeboughts, but blocking all statuses is too overpowering). Additionally, the items Rue’s Medicine and Neba Neba (Which are anti- Paralysis and Sleep respectively) are extremely common drops.

3. All status effects, stat downs, and stat ups last 3 turns (Usually anyways…there seems to be weird variance. But 3 turns seems the most common). The accuracy is usually 67-70% (I put down 67%).

4. Physical attacks take their character’s innate elements (like Chrono Cross) unless an element weapon is used. I wouldn’t consider these pure elementals, but take them as you will.

5. You can port data from Arc 1. This is effect the characters stat since they'll be at a higher level, but their stats will differ at the end. Arc and Tosh will have about 40 less HP, but all the Arc 1 characters will have slightly higher speed.

Arc

HP:254
MP:137
Attack:96
Defense:79 (72)
Magic:42
Agi: 20
Can opt for the Brave Crest, which boosts defense by 5, and heals 5 MP each round, with an additional 4 if a physical attack is used.

Attack: 130
Attack with Weak Enemy- 224
Attack: 85+35% Sleep (Fire, Flame Edge), 125+55% Sleep under Weak Enemy; I think this weapon can also come in Earth and Wind.

Total Healing- 212 Healed; 8 MP (265 under Might Mind)
Burn Ground- 77/84/96 Fire Damage (104/111/120 under MM); 8/16/32 MP
Gale Flash- 77/84/96 Light Damage (104/111/120 under MM); 8/16/32 MP
Meteor Shower- 77/84/96 Earth Damage (104/111/120 under MM); 8/16/32 MP
Tornado- 77/84/96 Wind Damage (104/111/120 under MM); 10/20/40 MP
Weak Enemy- Lowers Att/Def/Spd/Magic about 65% for 3 turns, 100% hit rate; 4 MP
Magic Shield- Protects from one enemy magic spell (ala White Dragon Protect); Wears off naturally after 3 turns; 8 MP
---
Might Mind- Increases Magic Score; 2 MP; Lasts 3 Turns (Including the turn it was cast on)
Invincible- Becomes Invincible to Damage and Status; L2 gives one free turn; L3 gives 2; 24 MP/72 MP (L2/L3)
Fire Storm- 77/84/96 Fire Damage (104/111/120 under MM); 6/12/24 MP
Spell damage with Weak Enemy is 82/89/107 (101/113/131 under MM)

Kukuru

Approximations
260 HP (Surprisingly High for a Healer type)
358 MP
46 Att (+29)=75
25 Def (+35)=60
52 Magic
21 Speed

Physical Attack: About 100 Damage

Cure: About Full Healing (Probably around 265 HP healed), 7 MP
Divine Judgement: 95/107/124, 8/16/32 MP
Silent: Inflicts Silence (Probably 75%), 4 MP
Refresh: Cures Status, 4 MP
Protection: Raises Def 25%, 3 MP
Magic Shield- Blocks a spell for 1, 2, or 3 turns. Not horribly great, as it will cancel the first enemy or ally spell, but her physical isn't complete ass, so it could be good against some pure mages. 8/24/72 MP
Divide:  26% Current HP Draining (Ha, just missed the 52 cut off!), 75 minimum, 12 MP. On anyone with below average Mdef (even slightly below average, the 26 will become 52%).
---
Add On Skills (I will kill you if you allow these)
Invincible
Might Mind
Strike Power
Speed Up

Poco: Water Element

HP:231
MP:227
Attack:86
Defense:59 (54)
Magic:62 (68)
Agi:20
Can opt for the Magic Book in place of the Guard. The magic book ups magic by 6 and Defense by 7

Attack: 110 Water Damage
Physical Under Battle Drum- 135
Attack with Confuse Weapon: About 90 with about 35% chance of Confusion

Magic Book <No Magic Book> (Might Mind) {MM and no Magic Book}
Healing Harp- 341 HP healed <311> (418) {388}; 4 MP
Speed Ocarina- Raises Agility to 30 (50% up); 4 MP
Cheer Trumpet- 154/175/185 Magical Damage <137/154/174> (193/214/242) {179/193/214}; 8/16/24 MP
Orchestra Hit- 137/147/172 Magical Damage <119/131/143> (156/172/190) {146/156/172}; 8/16/32 MP
Mind Buster- 100% MP bust to average Mdef <95% MP bust>; 68 <62> (83) {77} minimum; 8 MP
Battle Drum- Raises Attack to 97; 4 MP
---
Might Mind- Raises Magic by 15; 2 MP
Diamond Dust- 131/140/164 Water Magical Damage <119/131/143> (156/172/190) {146/156/172}; 8/16/32 MP

Tosh: Fire Element

HP:260
MP:138
Attack:113
Defense:80 (73)
Magic:28
Agi:21
Tosh can opt for the Yukari Crest, which raises his Charge level each turn. Thji means his initial damage is 300, and it raises 100 each turn he doesn't use a physical attack. However, Charge resets back to level 1 (300 damage) when a regular attack is used.

Physical: 200 Fire Damage (300 minimum with his accessory)
246 under Monji Slash (369 minimum with his accessory)

Ouka-Raibaku-Zen- 75 Physical Damage (181/199/226 under Monji Slash); 8/16/32 MP
Jubakuken- 36/42/45 Magical Damage and a 66.7% of Paralysis (52/55/58 under Monji Slash); 6/12/24 MP
Koei-Zen- 75 Physical Damage (181/199/226 under Monji Slash), Lowers Defense 25%; 8/16/32 MP
Ryukgaken- Does damage equal to damage taken (Resets after each use); 31 MP
Monji Slash- 36/42/45 Magical Damage and Lowers Att/Def/Spd/Magic about 65% for 3 turns (52/55/58 under Monji Slash), 100% hit rate; 8/16/24 MP
---
Speed Up- Raises Agility to 32; 2 MP
Speed Down- Halves Enemy Agility; 2 MP
Fire Storm- 36/42/45 Fire Damage (52/55/58 under Monji Slash); 6/12/24 MP
Swing- 75 Physical Damage (188 under Monji Slash)

Iga: Earth Element

HP:338
MP:128
Attack:91
Defense:64
Magic:43
Agi:20

Physical: 150 Earth Damage
Attack- About 195 after Strike Power

Taima-Kodan- 81/89/102 Magical Damage; 8/16/32 MP
Cure-218 HP healed; 7 MP
Shigan Ho- Don’t Move; 5 MP
Senpu-Gekishu- 109/120/136 Physical Damage (129/147/163 under Strike Power); 8/16/32 MP
Messho-Reppa- Likely kills enemies whose levels are noticeably lower. 8 MP
Amaidar Fist- 84/93/104 Magical Damage; Does 125 on each of enemy’s subsequent turns, Lasts 3 Turns; 10/20/40 MP
---
Power Loss- Lowers Attack 25%, 67% accuracy; 3 MP
Strike Power- Boosts attack to 107; 3 MP
Mud Storm- 81/89/102 Earth Damage; 8/16/32 MP

Gogen:

HP:208
MP:338
Attack:66
Defense:62 (56)
Magic:61 (69)
Agi:20
Can opt for the Prayer Beads, which boosts Magic by 8 and Defense by 6

Physical: 65

Prayer Beads <No Prayer Beads> (Might Mind) {MM and no PB}
Explosion- 129/148/176 Fire damage <116/129/148> (163/198/220){153/167/198}; 10/20/40 MP
Earthquake- 129/148/176 Earth damage <116/129/148> (163/198/220){153/167/198}; 10/20/40 MP
Diamond Dust- 129/148/176 Ice damage <116/129/148> (163/198/220){153/167/198}; 8/16/32 MP
Wind Slash- 129/148/176 Wind damage <116/129/148> (163/198/220){153/167/198}; 8/16/32 MP
Thunderstorm- 129/148/176 Thunder damage <116/129/148> (163/198/220){153/167/198}; 8/16/32 MP
Rob Mind- Drains 26% (40% with Might Mind or Destruction in play) current MP, Minimum 34 <15> (40)
Dream Knock- 60% (maybe a bit lower) Chance of causing Sleep. Cancelled by all damage! Nigh Worthless!; 4 MP
---
Might Mind- Brings Magic up to 76; 2 MP
Destruction- Lowers Magic 25%, 66.7% hit rate; Better for decreasing foes’ magic damage than increasing Gogen’s damage (although its decent against High Mdef). 3 MP
Magic Shield- Protects from one enemy magic spell (ala White Dragon Protect); Wears off after 3 turns; 8 MP
Mud Storm- 129/148/176 Earth damage <122> (171) {157}; 8/16/32 MP
Super Nova- 129/148/176  Light damage <122> (171) {157}; 8/16/32 MP

Elc: Fire Element

HP:313
MP:204
Attack:96 (104)
Defense:81 (79)
Magic:43 (51)
Agi:24 (28)
Unique Item: Bravery Wings. Stat Ups ahoy
Magic Canceller: 7 Defense, Halves all non-regular physical damage.

Attack: 140 Fire damage (158 Fire Damage)
Attack- 188 under Strike Power (205 under SP)

Fire Storm- 81/89/102 Fire damage (99/111/120 under MM); 6 MP (104/108/123 w/ BV, 116/125/147 under MM)
Might Mind- Raises Magic to 61; 2 MP
Invincible- Becomes Invincible to Damage and Status; L2 gives one free turn; L3 gives 2; 24 MP/72 MP (L2/L3)
Charge- Raises Charge Meter 1 level (Each level raises regular attack damage by 50% of the original amount; Resets after next physical attack used). Can't be used under Invincible.
---
Mind Buster- Kills about 50% of current MP (70% under MM);  64% with BV (97% under MM), 8 MP
Protection- Brings Defense up to 92; 4 MP
Divide- 26.7% (52.5% under MM) draining to average Mdef; 64 (77) minimum. 12 MP
   Big Note: Elc's Magic with BV is very close to the next highest benchmark. This means that it would take a whole, whole lot of MDef to reduce to 26.7 down.
Extract- 84/88/95 Physical Damage (90/96/109 under Strike Power) (120/130/152; 130/145/155 with BV and SP) 8 MP
Strike Power- Raises Attack to 107; 3 MP

Lieza: Earth Element

HP:213
MP:304
Attack:69
Defense:53
magic:43
Agi:23

Unique Item: Raila's Hairpin: Protects against Confuse, Poison, Sleep, and Darkness
Physical Attack- 92 (Darkness)
Physical Attack- 30+35% chance of Sleep (Fire, Flame Edge), I think this weapon can also come in Earth and Wind.

Cure-218 HP healed; 7 MP
Earthquake- 81/89/102 Earth damage (85/95/109 under Weakness); 10 MP
Weakness- Gives enemies an elemental weakness (only Earth is relevant to her)
Power Loss- Lowers Attack 25%, 67% hit rate; 3 MP
Spinster- 70/75/85 Physical/Earth Damage; 4/8/16 MP
---
Mud Storm- 81/89/102 Earth damage (85/95/109 under Weakness); 8 MP
Hold Enemy- 67% Paralysis; 1 MP
Dispel- 50% chance of killing undead; 4 MP
Counter Hang- Lowers Counter Level by 3, 67% hit rate (Stops all counters in game); 2 MP
« Last Edit: June 07, 2009, 12:50:30 AM by Dhyerwolf »
...into the nightfall.

Dhyerwolf

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Re: Arc the Lad 2
« Reply #1 on: December 18, 2007, 07:06:13 PM »

Shante: Water Element
HP:217
MP:305
Attack:54
Defense:59 (65)
Magic:45
Agi:22

Physical: 40 Ice Damage
Can opt for for Leather Shoes, which boosts Defense by 6
Shante's unique accessory is the Memory Necklace, which grants her status immunity.

Cure- 225 HP healed; 7 MP
Divide- 26% draining to what we considered average Mdef; 56 minimum.12 MP
Diamond Dust- 83/92/106 Ice Damage (88/96/111 under Destruction); 8/16/32 MP
Silent- 75% chance of inflicting Silence; 4 MP
Refresh- Cure statuses; 4 MP
Dispel- 50% chance of killing undead; 4 MP
---
Destruction- Lowers Magic 25%, 66.7% hit rate; Best used to lower magic damage; 3 MP
Divine Judgment- 83/92/106 Light Damage (88/96/111 under Destruction); 10/20/40 MP
Sleep Wind- 83/92/106 Dark Damage (88/96/111 under Destruction), 66.7% of Inflicting Sleep. Sleep is cancelled by damage, so its only good for Healing/Buffing/MP Robbing/Silencing; 10/20/40 MP
Rob Mind- Drains about 14% of current MP, Minimum 11

Shu: Wind Element

HP:314
MP:106
Attack:69
Defense:98
Magic:23
Agi:25
Weapon Alternatives: Best Damage- Sawed-Off Shotgun
Status- Tommy Gun (Stats Down), Working on the Other 2

Shotgun: 90 Wind Damage
Tommy Gun: 69 Wind Damage, 50% chance of inflicting a status; If successful, about 50% chance of inflicting 2 stats down and 50% of inflicting all 3.
       -The Stat Downs are Attack Down (25%), Magic Down (25%), and Speed Down (50%)
Death Crimson: 55 Wind Damage, 50% of inflicting a status; About equal chance of inflicting 3, 4, or 5 statuses
        -The statuses are Poison, Silence, Darkness, Confuse, and Sleep. They last for three turns.

Speed Up- Raises Agility to 37; 2 MP
Wind Slash- 28/31/37 Wind Damage; 8/16/32 MP
Plasma Shock- Lowers Defense by 25%, 66.7% hit rate; 4 MP
Random Attack- 44/48/53 Physical Damage; 8/16/32 MP
Time Bomb- Does 50% of max HP (L3 hits immediately and will hit Shu, L2 waits a turn, L1 waits two turns); If Shu is hit with Backlash, 50% of his current HP is blown away; Doesn’t work on bosses or status immune. 8/16/32 MP.
---
Charge- Raises Charge Meter 1 level (Each level raises regular attack damage by 50% of the original amount; Resets after next physical attack used)
Power Loss- Lowers Attack by 25%, 66.7% hit rate; 3 MP
Extract- 44/48/53 Physical Damage; 8/16/32 MP
Thunderstorm- 28/31/37 Thunder Damage; 8/16/32 MP


Diek
HP:398
MP:263
Attack:66
Defense:89
Magic:57
Agi:31

Physical: 45

Unit 16 (354 HP, 228 MP, 50 ATK, 69 DEF, 50 MAG, 27 AGI)
Invincible- Becomes Invincible to Damage and Status; L2 gives one free turn; L3 gives 2; 24 MP/72 MP (L2/L3)
Death- 0%! Seriously, it can hit, but I saw it miss 30 times in a row. Diek’s status is likely based on innate magic skill.
Paralyze Wind- 99/109/133 Dark Damage; 12/24/48 MP. Don’t expect Paralyze to hit
---
Unit 18
Invincible- Becomes Invincible to Damage and Status; L2 gives one free turn; L3 gives 2; 24 MP/72 MP (L2/L3)
Divine Judgement- 113/126/147 Light Damage; 8/16/32 MP
---
Unit 19
Cure- 285 HP healed; 7 MP
Divide- 52.5% draining to what we considered average Mdef; 79 minimum; 12 MP
Rob Mind- Drains 27 of Current MP%, Minimum 14


Sania: Dark Element
HP:211
MP:405
Attack:64
Defense:59
Magic:64 (68)
Agi:22

Physical: 90 Darkness Damage
40 Fire Damage (Flame Wonder Card)
Sania will likely want to equip the Magic Card, which has a very crappy attack, but boosts her magic by 4

(Magic Card is Assumed)
Shuffle Shot- 137/147/172 Dark Damage; 10/20/40 MP
Rob Mind- Drains 26% Current MP, Minimum 33
XCryte- Effectively works as Rule of Vengeance on one enemy, 100% hit rate, Everlasting; 8 MP
Dark Destructor- 25% ID; 16/32/64 MP. Estimate on accuracy. Will be tested more later.
Transfer- Gives her turn to an ally
---
Poison Wind- 137/147/172 Dark Damage, 67% chance of inflicting Poison (takes away 7% of max HP every turn); 8/16/32 MP
Paralyze Wind- 137/147/172 Dark Damage, 67% chance of inflicting Paralysis; 10/20/40 MP
Sleep Wind- 137/147/172 Dark Damage, 67% chance of inflicting Sleep; 10/20/40 MP
Petro Wind- 137/147/172 Dark Damage, 67% chance of inflicting Stone (not an Auto Win per say); 10/20/40 MP
Divide- 52% draining to what we considered average Mdef; 82 (85 with Magic Card) minimum. 12 MP


Gruga: Light Element
HP:323
MP:104
Attack:116
Defense:82
Magic:22
Agi:23

Physical: 200 Light Damage
Attack- 240 under Strike Power

Super Nova- 25/28/34 Light Damage; 10/20/40 MP
Gruga Tackle- 78/85/98 Light/Physical Damage (90/97/109 under Strike Power)+1 Square Knockback; 10/20/40 MP
Rolling Sabot- 78/85/98 Light/Physical Damage (90/97/109 under SP); 8/16/32 MP
Extract- 78/85/98 Physical Damage (90/97/109 under SP); 8/16/32 MP
Confusion- 25/28/34, 66.7% of Inflicting Confusion; 8 MP
Gruga Charge- Raises Charge Meter 1 level (Each level raises regular attack damage by 50% of the original amount; Resets after next physical attack used); 2 MP
---
Protection- Raises Defense to 94 (~14%); 4 MP
Strike Power- Ups Attack to 132; 3 MP
Power Loss- Lowers Attack by 25%; 3 MP
Invincible- Becomes Invincible to Damage and Status; L2 gives one free turn; L3 gives 2; 24 MP/72 MP (L2/L3)
Counter Hang- Lowers Counter Level by 3 (Stops all counters in game), 67% hit rate; 2 MP

Choko
HP:431
MP:366
Attack:68

defense:75 (81)
Magic:79
Agi:32

Physical: 65 (Doubled in Akura form)
Can opt for for Leather Shoes, which boosts Defense by 6

Pasha-Pasha- 165/186/225 Water Damage; 16/32/64 MP
Meki-Meki- 165/186/225 Earth Damage; 16/32/64 MP
Hyurury- 165/186/225 Wind Damage; 16/32/64 MP
Mera-Mera- 165/186/225 Fire Damage; 16/32/64 MP
Kira-Kira- 165/186/225 Light Damage; 16/32/64 MP
Poko-Poko- 205/228/270 Damage (Level 3); 16/3264 MP
Stimulant- Turns Choko into Akura or vice versa; 31 MP
Vanish (Akura Form Only)- 292/308/520 Dark Damage; 26/31/126 MP
---
Earthquake- 165/186/225 Earth damage (190/209/258 in Akura form); 10/20/40 MP
Tornado- 165/186 Wind/225 damage (190/209/258 in Akura form); 10/20/40 MP
Explosion- 165/186 Fire/225 damage (190/209/258 in Akura form); 10/20/40 MP
Blizzard- 165/186 Ice damage/225 (190/209/258 in Akura form); 10/20/40 MP
Super Nova- 165/186 Light damage (190/209/258 in Akura form); 10/20/40 MP
Death- 15% chance of ID (6 of 35); 8 MP

Choko’s first 6 techs can only be done as Choko. The add on abilities can be used in either form.

Averages!

HP
1. (Choko- 431)
2. (Diek-398)
3. Iga-338
4. Gruga-323
5. Shu- 314
6. Elc-313
7. Tosh-260
8. Arc- 254
9. Poco- 233
10. Shante- 217
11. Lieza- 213
12. Sania- 211
13. Gogen- 208

Average: 262
Average (with Choko and Diek): 285.46

Defense
1. Shu- 98
2. (Diek- 89)
3. Gruga- 82
4. (Choko- 81 (75))
5. Elc- 79
6. Tosh- 73 (80)
7. Arc- 72 (79)
8. Shante- 66 (60)
9. Iga- 64
10. Sania- 59
11. Gogen- 56 (62)
12. Poco- 54 (59)
13. Lieza- 53

Average: 68.7
(71.92 w/ Diek and Choko)

Magic
1. (Choko- 79)
2. Sania- 64 (68)
3. Poco- 62 (68)
4. Gogen- 61 (69)
5. (Diek-57)
6. Shante- 45
7. Lieza- 43
7. Elc- 43
7. Iga- 43
10. Arc- 42
11. Tosh- 28
12. Shu- 23
13. Gruga-22

Average: 43.27 (44.9 with the alternative equipment)
Average (with Choko and Diek): 47.07

Agility
1. (Choko-32)
2. (Diek- 31; 27 with Unit 16 equipped)
3. Shu- 25
4. Elc- 24
5. Lieza- 23
5. Gruga- 23
7. Shante- 22
7. Sania- 22
9. Tosh- 21
10. Iga- 20
10. Arc- 20
10. Gogen- 20
10. Poco- 20

Average: 21.81
Average (with Choko and Diek): 23.31

Damage
1. (Choko- Poko Poko-270)
2. Tosh- 200
2. Gruga- 200
4. Poco 185
5. Gogen 176
6. Sania 172
7. Iga 150
8. (Diek 147)
9. Elc 140
10. Arc 130
11. Shante 106
12. Lieza 102
13. Shu 90

Average: 163.45
Average (With Choko and Diek): 170.38 (Kill Point: 409/426)


Just to note, both durability average about 110%. Issues like this have been brought up before with division defenses. So if you take the practical average done, overall durability rises a little. If you take the straight numbers, you want the first durability numbers. The practical average is in parantheses.

Average Physical Durability Theory (Approximations)
1. (Diek 55.27% (Using the Choko-Diek Scales))
2. (Choko 56.09% (Using the Choko-Diek Scales))
3. Shu 58.49% (53.48%)
4. Gruga 67.96% (62.14%)
5. Elc 72.79% (66.56%)
6. Iga 83.21% (76.09%)
7. Tosh 94.83% (86.71%)
8. Arc 98.42% (90%)
9. Shante 125.68% (114.92%)
10. Poco 143.06% (130.81%)
11. Sania 144.59% (132.21%)
12. Gogen 154.52% (141.29%)
13. Lieza 159.44% (145.79%)

Average Magical Durability Theory (Approximations)
1. (Choko 40.55%)
2. (Diek 55.95%)
3. Iga 77.52% (69.62%)
4. Poco 77.99% (70.05%)
5. Sania 83.44% (74.94%)
6. Elc 83.71% (75.18%)
7. Gogen 88.79% (79.75%)
8. Arc 105.6% (94.84%)
9. Shante 115.37% (103.62%)
10. Lieza 123% (110.47%)
11. Tosh 154.8% (139.03%)
12. Shu 156% (140.11%)
13. Gruga 158.54% (142.39%)
...into the nightfall.

Dhyerwolf

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Re: Arc the Lad 2
« Reply #2 on: December 30, 2007, 12:37:35 AM »
THE DARK ONE
Form 1
HP: 4152
Reduces Physicals about 50%, Magic by 60%
Moral Collapse- 140 Dark MT Damage
Physical- 140; Can Counter (120 on Counter)

Form 2
HP: 9999
Reduces Physicals about 50%, Magic by 60%
Faster than Normal PCs, Slower than Choko, Diek

God Destroy- 190 Dark MT Damage (Only at close range)
Massacre- 170 Dark (?) MT Damage
Physical- 210; Can Counter with This (170 on Counter)

Evaluation: And he's about as evil as I remembered. His two forms are separate (you can change parties in between). The first one is a passable Godlike. HP isn't great, but certainly above PC, and the defenses are evil.
Damage is low 2HKO.

Then you come upon the second form. Same defenses, but almost 2.5 the HP amount. I'd peg him at 5 PC HP....factoring in defenses, his durability makes Ultimecia envious. Even worse, his damage got a big kick up. His magic is more damaging, and his physical can OHKO on a lucky crit. He's also above average speed, counters, and has an evil block rate.

ZALBAD: The final general to fall.
Lv: 122 - Dark
HP: 2496
MP: 604
Average MDef, Cuts Physicals by about 20%

Mud Storm/Blizzard/Tornado/Explosion- 60 MT Earth/Ice/Wind/Fire Damage
All cost 40 MP, except Mud Storm, which costs 32.

6 Zalbad-00
Lv: 120
HP: 506
Average to Physicals, Cut Magic about 40%

Physical- 55
MT Physical- 35

Evaluation: Weird High Heavy. His HP is excellent, and he can resummon all his support if its killed off. However, if you don't allow them, his damage is horrid, and all magic (and finite).
...into the nightfall.

Dhyerwolf

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Re: Arc the Lad 2
« Reply #3 on: May 19, 2009, 12:16:45 AM »
(From Pyro)

So you can laugh at her. This is Choko without transferring data from AtL1. These are without equipment (although her equipment draw is still rather mediocre).

Choko:
HP: 213
MP: 304
Attack: 25
Defense: 22
Magic: 65
Agility: 23

Pathetic mage durability. Sub-par speed, and only slightly above average magic damage. Also loses Vanish. Godlike this is not.

A few stats seem to change slightly for the AtL1 cast. Namely HP, MP, and Agility. Damage remains the exact same (except for Choko).

This is the HP curve for a game without transferring. Arc and Tosh got worse, basically (and Choko, har).

HP Average: 255 (263 with C&D)
(398: Diekbeck)
325: Iga
323: Gruga
314: Shu
313: Elc
------------------
225: Arc
225: Tosh
224: Poco
222: Gogen
217: Shante
213: Lieza
(213: Choko)
211: Sania

Tosh and Arc lose HP. AtL2 PCs are completely unchanged.

Agility: AtL2 PCs are again the same.
Average - 23.27 and SD of 1.5 (23.8 & 2.5 with Diekbeck/Choko)

(31: Diekbeck =2.9 SD)
27: Elc =2.5 SD (1.25)
----------------------
25: Shu= 1.1 SD (.5)
24: Tosh = .5 SD (.1)
23: Arc = -.2 SD (-.3)
23: Lieza
23: Iga
23: Gruga
23:(Choko)
22: Poco =-.85 SD (-.7 SD)
22: Gogen
22:Sania
22:Shante

1: (Diekbeck with nothing!)

Diekbeck, Elc, Shu, and Tosh are the only ones above average. Transferring between the games screws with base speed stat, which is what determines how fast you are (since growth is the exact same for everyone). Mind, its still SMRPG style speed, so whatever. But hey, it matters unquestionably if they face the Mario squad!


MP Pools:

Arc: 116 (Ouch)
Lieza: 304
Poco: 216
Tosh: 116
Iga: 114
Gogen: 315
Sania: 405
Shante: 305
Shu: 106
Elc: 204
Gruga: 104

Arc loses 20 MP, which is pretty painful for someone as reliant on Invincible as he is. So he's about as good an Invincible whore as he is in-game (i.e. not).

-A quick note. Diekbeck seems to have a status vulnerability that makes all status attacks against him succeed 100% of the time in-game. It might be because they are based off of level/innate stats or something.
...into the nightfall.