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Author Topic: Valkyrie Profile  (Read 7889 times)

Dark Holy Elf

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Valkyrie Profile
« on: December 21, 2007, 07:48:04 AM »
This is currently very incomplete, but people have been clamouring for me to post what notes I have so far, so I will. All I've done so far is the damage figures for the characters, really.

Weapons: This is the most important subject of debate when determining damage. I allow the following:

-Valkyrie's Glance Reviver, since it's automatically equipped on her in the final battle and is very much her sword, plotwise.
-All storebought weapons except the Valkyrie Favor. Everything else is pretty clearly legal to me (easily available store, reasonable price). Although some of them you can only make two of at once, this almost never comes up in-game since all the weapons are class-specific (unlike Valkyrie Favor).
-The Crimson Edge spear. This weapon is available for over half the game and is the biggest reason (along with the illegal Dinosaur) why spear-users > you, in-game. It's easy to get a lot of them and there are only two users, additionally, which makes it legal under uniqueness to me.
-Plot weapons: Arngrim's Dragon Slayer, Janus' Raven Slayer, Nanami's Dragonbane (completely irrelevant), and Mystina's Infinity Rod. All of these equips are picked up by the character when you return to their hometown after recruiting them.
-I might also allow Glare Swords (the sword equivalent to the Crimson Edge), but these are considerably weaker than storebought swords overall as well as being less unique, so they're both more questionable and irrelevant.

I do NOT allow the following:

-Wand of Apocalypse, Great Spear Dinosaur, Levantine, Berserker Bow, Elven Bow. Simple enough, all of these high-end equips are one-of-a-kind with multiple potential users.
-Gram. Although technically infinitely available, the price is extremely prohibitive and a large part of the cast would want one.
-Valkyrie Favor. Like Gram, most of the cast wants one and it's damn expensive, though not nearly to the same degree. However, another point against it is that you can only hold one at any one time, in-game.
-Unicorn's Horn. As far as I know they are only finitely available, and there definitely aren't enough to go around.
-Ether Scepters. Mostly because they break, and they are in finite supply. I suppose you could allow them and then forbid their users to use Great Magic (which is what causes them to break) since there are enough for every mage if you don't break any. This is a bit of a grey area, but for now I'm assuming they're illegal, period.
-Icicle Sword. Don't confuse these with the other Creation Jewel sword, the Glare Sword, or with the Crimson Edge. These are finite and there are not enough to go around. So don't entertain any thoughts of every VP swordsman being able to inflict Freeze with his or her physical.
-Seraphic Gate weapons. This is a big DUH, as far as I'm concerned. These equips can not be used in the normal game.

That covers all relevant weapons, I think.

Other notes:
-I allow basic stat-boosting skills. They don't really matter much, but they make the numbers look more like they do in-game, as well as helping the characters who are more screwed on weapons in breaking defence.
-I allow Fairy Earrings, they're female mage specific (7/22), and the mages need every bit of help they can get, frankly. If you don't, add 1 CT to every spell cast by a non-Gandar mage.
-I allow energy to be stored between rounds, to make PWSs accessible. This is a method of scaling adopted by a large part of the group long ago in order to spice up the VP cast and make their most distinctive trait in-game (the PWS) come into play. I assume energy dissipates to zero only after a PWS is used or if a mage casts a spell from the menu.
-I allow Wait Reaction. Without it, Shiho can not even act, and it's basically an assumed mage ability in-game. It doesn't make a huge difference to damage, though it does add 10 energy per hit. Note that Wait Reaction is an unevadable physical attack, though it is based off of the attacker's MAG.

I think that covers everything pressing. Again, this stat thread is far from complete, so expect more to come here soon.

Lenneth

Glance Reviver (6000 ATK, 3 hits)

HP 41500
STR 559

ATK 6559

Attack: 2x6259 + 2x3129 = 18777
Nibelung Valesti (2 turn buildup, 4 CT): 8x3129 + 12518 + 31295 = 68849
Attack-PWS chain: 87626

Cumulative damage per turn:
1 = 18777
2 = 106403
3 = 125180
4 = 143957
5 = 162734
6 = 250360

... yeah, her damage is basically insane.

"Bow-Lenneth"

Last Avenger (400 ATK, 3 hits)

HP 41500
STR 559

ATK 959

Attack: 5x659 + 4x329 = 4613
Nibelung Valesti (2 turn buildup, CT irrelevant): 12x329 + 1318 = 5272
Attack-PWS chain: 9885

Cumulative damage per turn:
1 = 4613
2 = 14498
3 = 19111
4 = 28996
5 = 33609
6 = 43494

She knocks out enough gems with her regular attack to PWS every two turns, which allows her strong overall damage. Still in the running for best PC in this form, but not Godlike obviously.

Arngrim

Bahamut Tear (1200 ATK, 3 hits)

HP 54300
STR 670 (game-best)

ATK 1870

Attack: 3x1570 = 4710
Final Blast (2 turn buildup, 6 CT): 8x1530 = 12246
Attack-PWS Chain: 16956

Cumulative damage per turn:
1 = 4710
2 = 21666
3 = 26376
4 = 31086
5 = 35796
6 = 40506

Lawfer

Crimson Edge (1200 ATK, 3 hits)

HP 46000
STR 458

ATK 1658

Attack: 5x1358 = 6790
Justice Stream (2 turn buildup, 2 CT): 10x1167 = 11678
Attack-PWS chain: 18468

Cumulative damage per turn:
1 = 6790
2 = 25258
3 = 32048
4 = 50516
5 = 57306
6 = 75774

Belenus

Ice Coffin (550 ATK, 3 hits)

HP 42000
STR 522

ATK 1072

Attack: 772 + 4x386 = 2316
Extreme Void (2 turn buildup, 3 CT): 2x2895 = 5790
Attack-PWS chain: 8106

Cumulative damage per turn:
1 = 2316
2 = 10422
3 = 12738
4 = 15054
5 = 23160
6 = 25476

Llewelyn

Last Avenger (400 ATK, 3 hits)

HP 33400
STR 394

ATK 794

Attack: 2x148 + 494 + 2x247 = 1284, ignore evade
Layer Storm (4 turn buildup, 2 CT): 7x329 = 2305
Attack-PWS chain: 3589

Cumulative damage per turn:
1 = 1284
2 = 2568
3 = 3852
4 = 7441
5 = 8725
6 = 10009

Really pathetic.

Kashell

Bahamut Tear (1200 ATK, 3 hits)

HP 54300
STR 650

ATK 1850

Attack: 1550 + 2x775 + 1550 = 4650
Flashing Blade (2 turn buildup, 5 CT): 3x2350 = 7050
Attack-PWS chain: 11700

Cumulative damage per turn:
1 = 4650
2 = 16350
3 = 21000
4 = 25650
5 = 30300
6 = 34950

Janus

Last Avenger (400 ATK, 3 hits)

HP 33500
STR 394

ATK 794

Attack: 2x247 + 3x148 + 741 = 1679, inflict Poison
Guilty Break (2 turn buildup, 2 CT): 9x356 = 3211
Attack-PWS chain: 4890

Cumulative damage per turn:
1 = 1679
2 = 6569
3 = 8248
4 = 13138
5 = 14817
6 = 19707

He adds Poison at quite a high rate. Poison tears off 10% max HP per turn, and lasts around three or four turns (though it can be reapplied every round).

Aelia

Crimson Edge (1200 ATK, 3 hits)

HP 45900
STR 458

ATK 1658

Attack: 2x679 + 1358 + 3x452 = 4074
Dreaded Dragon (3 turn buildup, 3 CT): 10185
Attack-PWS chain: 14259

Cumulative damage per turn:
1 = 4074
2 = 8148
3 = 22407
4 = 26481
5 = 30555
6 = 44814

Her long-term damage beats everyone but Lenneth, Lucian, and Lawfer, but in practice she's often worse than the greatswordsmen just because she takes three turns to get a PWS.

Jun

Ana-no-Murakumo Blade (500 ATK, 3 hits)

HP 41800
STR 520

ATK 1020

Attack: 2x360 + 720 + 2x360 = 2160
Senko-jin (3 turn buildup, 1 CT): 15x270 = 4050
Attack-PWS chain: 6210

Cumulative damage per turn:
1 = 2160
2 = 4320
3 = 10530
4 = 12690
5 = 14850
6 = 21060

Badrach

Bolt-Aqqar (1200 ATK, 1 hit)

HP 33500
STR 389 (game-worst for a fighter)

ATK 1589

Attack: 1289
Sphere Strike (7 turn buildup, 2 CT): 4833
Attack-PWS chain: 6122

Cumulative damage per turn:
1 = 1289
2 = 2578
3 = 3867
4 = 5156
5 = 6445
6 = 7734
(7 = 13856)

A lot like Llewelyn, without the evade ignorance. That's a winning combination.

Grey

Bahamut Tear (1200 ATK, 3 hits)

HP 41500
STR 522

ATK 1722

Attack: 2x284 + 3x1422 = 4834, ignore evade
Icicle Disaster (2 turn buildup, 2 CT): 1386 + 6x277 + 1386 = 4436
Attack-PWS chain: 9270

Cumulative damage per turn:
1 = 4834
2 = 14104
3 = 18938
4 = 28208
5 = 33042
6 = 42312

Yes, his long-term damage beats the other greatswordsmen's.

Jayle

Ice Coffin (550 ATK, 3 hits)

HP 41500
STR 524

ATK 1074

Attack: 3x774 = 2322
Eternal Raid (2 turn buildup, 4 CT): 7x580 = 4063
Attack-PWS chain: 6385

Cumulative damage per turn:
1 = 2322
2 = 8707
3 = 11029
4 = 13351
5 = 15673
6 = 22058

Suo

Ana-no-Murakumo Blade (500 ATK, 3 hits)

HP 41500
STR 542

ATK 1042

Attack: 2x742 + 2x371 = 2226
Hyoso-Hojin (2 turn buildup, 2 CT): 6x556 = 3339
Attack-PWS chain: 5565

Cumulative damage per turn:
1 = 2226
2 = 7791
3 = 10017
4 = 15582
5 = 17808
6 = 23373

Lucian

Ice Coffin (550 ATK, 3 hits)

HP 41500
STR 522

ATK 1072

Attack: 6x162 + 8x772 = 7148
Round-Rip Sabre (1 turn buildup, CT irrelevant): 5x579 = 2895
Attack-PWS chain: 10043

Cumulative damage per turn:
1 = 10043
2 = 20086
3 = 30129
4 = 40172
5 = 50215
6 = 60258

Shining Bolt = stupidly overpowered, but you probably knew this. It lets him knock out enough gems and builds enough energy to PWS every round, not to mention that one attack alone does more damage than most PWSs itself. Yeah.

Jelanda

Noble Desire (1200 MAG)

HP 31000
INT 855

MAG 2055

Fire Storm (1 CT): 1582
Fire Storm PWS (2 turn buildup, 2 CT): 2x791 = 1582
Heal (4 CT): Restore 80% HP
Wait Reaction: 438

Cumulative damage per turn:
1 = 1582
2 = 3164 (4746)
3 = 4746 (6328)
4 = 6328 (7910)
5 = 7910 (9492)
6 = 9492 (11074)

Heal saves her from very weak damage-dealers. Her damage won't save her from much of anything. She gets a bit better if you allow her Frigid Damsel (see Yumei).

Nanami

Noble Desire (1200 MAG)

HP 31000
INT 856

MAG 2056

Fire Storm (1 CT): 1584
Fire Storm PWS (2 turn buildup): 2x792 = 1584
Lightning Bolt (8 CT): 3x1056 = 3168
Lightning Bolt PWS (9 turn buildup): 9x528 = 4752
Normalise (0 CT): Remove negative status
Wait Reaction: 439

Cumulative damage per turn:
1 = 1584 (3168)
2 = 3168 (4752)
3 = 4752 (6336)
4 = 6336 (7920)
5 = 7920 (9504)
6 = 9504 (11088)

Her best strategy, elemental concerns aside, is to cast Fire Storms and finish with either a Fire Storm + PWS or a Lightning Bolt.

Yumei

Noble Desire (1200 MAG)

HP 31000
INT 856

MAG 2056

Frigid Damsel (4 CT): 3x1056 = 3168, can Freeze
Frigid Damsel PWS (5 turn buildup): 9x528 = 4752, can Freeze
Icicle Edge (4 CT): 3x1056 = 3168, can Freeze
Icicle Edge PWS (9 turn buildup): 9x528 = 4752, can Freeze
Stone Torch (2 CT): 1056, can Petrify
Stone Torch PWS (15 turn buildup): 3x528 = 1584, can Petrify
Wait Reaction: 439

Cumulative damage per turn:
1 = 3168
... (+439 per turn)
5 = 7653 (12405)
... (+439 per turn)
9 = 12138 (16890)

Yumei's actually one of the better VP mages, if you allow them to store energy. She PWSs on the second Frigid Damsel for fairly high damage.

Lorenta

Noble Desire (1200 MAG)

HP 31000
INT 866

MAG 2066

Fire Lance (2 CT): 2x1066 = 2132
Fire Lance PWS (5 turn buildup): 6x533 = 3198
Mystic Cross (5 CT): 3x1066 = 3198
Mystic Cross PWS (6 turn buildup): 9x533 = 4797
Heal (4 CT): Restore 80% HP
Sap Guard (0 CT): Reduce target's RDM. Exact effect varies by enemy but stat is typically lowered close to 0. Works on bosses.
Invoke Feather (4 CT): Revive and restore 80% HP to a dead PC.
Wait Reaction: 441

Cumulative damage per turn (Fire Lance default):
1 = 2132 (3198)
2 = 2573
3 = 4705 (5771)
4 = 5146
5 = 7278 (10476)
6 = 7719
7 = 9851 (13049)

Cumulative damage per turn (Mystic Cross default):
1 = 3198
2 = 3639
3 = 4080
4 = 4521
5 = 4962
6 = 12957

Fire Lance does more damage overall, but a Mystic Cross PWS does hurt a good deal more. Both spells are viable as defaults (unlike Nanami's Lightning Bolt or Yumei's Stone Torch/Icicle Edge).

Mystina

Noble Desire (1200 MAG) {Infinity Rod (880 MAG)}

HP 31000
INT 870

MAG 2070 {1750}

Dark Savior (2 CT): 3x1070 = 3210
Dark Savior PWS (9 turn buildup): 9x535 = 4815
Sacred Javelin (2 CT): 3x1070 = 3210
Sacred Javelin PWS (9 turn buildup): 9x535 = 4815
Mystic Cross (5 CT): 3x1070 = 3210 {Infinity Rod: 3x750 = 2250}
Mystic Cross PWS (6 turn buildup): 9x535 = 4815
{Celestial Star (6 turn buildup, from Mystic Cross): 7x1125 = 7875}
Normalise (0 CT): Remove negative status
Sap Guard (0 CT): Reduce target's RDM. Exact effect varies by enemy but stat is typically lowered close to 0. Works on bosses.
Wait Reaction: 442 {362}

Cumulative damage per turn (Dark Savior/Sacred Javelin default):
1 = 3210
2 = 3652
3 = 6862
4 = 7304
5 = 10514
6 = 10956
7 = 14166

Cumulative damage per turn (Mystic Cross default):
1 = 3210
2 = 3652
3 = 4094
4 = 4536
5 = 4978
6 = 13003

Cumulative damage per turn {Mystic Cross with Infinity Rod}:
1 = 2250
2 = 2612
3 = 2974
4 = 3336
5 = 3698
6 = 13823

Using Sacred Javelin or Dark Savior results in more consistent damage, but Mystic Cross leads to an earlier PWS (and a stronger one, with the Infinity Rod). So she has options. Infinity Rod is a 'plot item' for Mystina so some might not allow it. Note that Mystina takes a noticeable hit to her magic defence to use the Infinity Rod.

Shiho

Noble Desire (1200 MAG)

HP 31000
INT 858

MAG 2058

Might Reinforce (2 CT): Increase party's ATK by 50% of base value, lasts 10 rounds.
Guard Reinforce (2 CT): Increase party's RDM by 50% of base value, lasts 10 rounds, OPB.
Invoke Feather (4 CT): Revive and restore 80% HP to a dead PC.
Heal (4 CT): Restore 80% HP
Normalise (0 CT): Remove negative status
Wait Reaction: 439

Even allowing Wait Reaction she's near useless. If you don't, she can not even act (even Heal) and is beyond Puny.

Lyseria

Noble Desire (1200 MAG)

HP 31000
INT 890

MAG 2090

Sacred Javelin (2 CT): 3x1090 = 3270
Sacred Javelin PWS (9 turn buildup): 9x545 = 4905
Mystic Cross (5 CT): 3x1090 = 3270
Mystic Cross PWS (9 turn buildup): 9x545 = 4905
Might Reinforce (2 CT): Increase party's ATK by 50% of base value, lasts 10 rounds.
Guard Reinforce (2 CT): Increase party's RDM by 50% of base value, lasts 10 rounds, OPB.
Invoke Feather (4 CT): Revive and restore 80% HP to a dead PC.
Wait Reaction: 447

Cumulative damage per turn (Sacred Javelin default):
1 = 3270
2 = 3717
3 = 6987
4 = 7434
5 = 10704
6 = 11151
7 = 14421

Cumulative damage per turn (Mystic Cross default):
1 = 3270
2 = 3717
3 = 4164
4 = 4611
5 = 5058
6 = 13233

Beyond her not-even-noticeable INT advantage, she's worse than Mystina in every way. Only having access to one element sucks.

Gandar

Noble Desire (1200 MAG)

HP 32000
INT 920

MAG 2120

Poison Blow (3 CT): 4480, can Poison
Poison Blow PWS (13 turn buildup): 3x2240 = 6720, can Poison
Shadow Servant (5 CT): 3x1120 = 3360
Shadow Servant PWS (6 turn buildup): 9x560 = 5040
Fire Lance (3 CT): 2x1120 = 2240
Fire Lance PWS (4 turn buildup): 6x560 = 3360
Prismatic Missile (10 CT): 5x840 = 4200, can add a random status effect
Prismatic Missile PWS (11 turn buildup): 15x420 = 6300, can add a random status effect
Shield Critical (6 CT): Supposedly inflicts Moveblock.
Wait Reaction: 455

Cumulative damage per turn (Poison Blow default):
1 = 4480
2 = 4935
3 = 5390
4 = 9870
5 = 10325
6 = 10780
7 = 15260

Cumulative damage per turn (Shadow Servant default):
1 = 3360
2 = 3815
3 = 4270
4 = 4725
5 = 5180
6 = 13580

He'd actually be quite solid if you allow Fairy Rings (due to Poison Blow's awesomeness), but it you don't he's a fairly average VP mage, with multiple viable setups just like Lorenta, Mystina, and Lyseria.

I should probably add damage comparisons, but I'm lazy. For now, I'll just mention that I personally see the average VP PC damage needed to KO the average foe in the DL as around 12000, and scale accordingly.

HP comparison

1t. Arngrim: 54300
1t. Kashell: 54300
(gap)
3. Lawfer: 46000
4. Aelia: 45900
5. Belenus: 42000
6. Jun: 41800
7t. Lenneth: 41500
7t. Grey: 41500
7t. Jayle: 41500
7t. Suo: 41500
7t. Lucian: 41500
(gap)
12t. Janus: 33500
12t. Badrach: 33500
14. Llewelyn: 33400
15. Gandar: 32000
16t. Jelanda: 31000
16t. Nanami: 31000
16t. Yumei: 31000
16t. Lorenta: 31000
16t. Mystina: 31000
16t. Shiho: 31000
16t. Lyseria: 31000

AVERAGE: 38236


End of file. Thanks to Captain K and Metroid, the people who know too damn much about VP. I used Captain K's FAQ and Metroid's notes on attack multipliers extensively in constructing this, so they deserve a good amount of credit. And thanks to everyone who encouraged me to do this.
« Last Edit: December 21, 2007, 07:37:41 PM by Dark Holy Elf »

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Dark Holy Elf

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Re: Valkyrie Profile
« Reply #1 on: December 21, 2007, 07:52:19 AM »
Equipment and RDM (defence)
from Meeplelard


 Here are DL Equipment for VP characters and such! <_<

 I was too lazy to get anything besides RDM. Just know that all fighters have the same evasion boosts from Gauntlets and Greaves, so its thier base evade that matters, and that Mages, well, they suck in all regards defensivly, unless its Resist, which doesn't get touched by Armor.

 Anyway...yeah. Note that I'm not doing weapons, only Armors.

 Lenneth:
 Seraphic Garland (80 RDM, Holy/Dmg-50%)
 Serahic Garb (1700 RDM, 10 Defend, Ice/Dmg-50%)
 Valiant Guarder (80 RDM, 22 Defend)
 Valiant Greaves (32 RDM)
 Nibelung Ring (Darkness/Dmg-50%)

 Total RDM: 1892
 Total Defend: 32

 Potentially useful Equipment Options:
 Armors:
 Divinity Garb (1000 RDM, 10 Defend, Lightning/Dmg-50%)
 Radiant Garb (350 RDM, 10 Defend, Holy/Dmg-50%)
 Heraldic Garb (120 RDM, 10 Defend, Poison/Dmg-50%)

 Helmets:
 Aerial Garland (40 RDM, Poison/Dmg-50%)
 Winged Helm (20 RDM, Lightning/Dmg-50%)
 Feathered Tiara (5 RDM, Fire/Dmg-50%)

 Note: Valk has a few others, but generally, redundant with her defaults. Only time she should switch her armor over the Seraphic Garb is if she needs to cover 2 different elements. Also note the Aegea Garb exists, but is worthless due to its laughable defense, and the Nibelung Ring covers that area well anyway

 Fighters:
 Valiant Helm (80 RDM)
 Valiant Armor (1500 RDM, 4 Defend)
 Valiant Guarder (80 RDM, 22 Defend)
 Valiant Greaves (32 RDM)

 Total RDM: 1692
 Total Defend: 26

 Notes:
 Llewellyn has the Goddess Pendant, giving him +20 RDM, making him have a total of 1712. Said Pendant also gives Dark/Dmg-50%
 Belenus has the Pressed Flower, which gives Poison/Dmg-90%
 Badrach can opt for the Handwoven Headband over the Valiant Helm, which lowers his defense by 75, but gives him Holy/Dmg-50%, and Stun Immunity (or very clsoe to it)

 Mages:
 Supreme Garland (24 RDM)
 Supreme Garb (1200 RDM)
 Elven Boots (20 RDM, Ice/Dmg-50%)

 Total RDM: 1244

 Equipment Options:
 Armors:
 Annointed Cloak (250 RDM, Fire/Dmg-50%)

 Notes:
 Yumei has the Fragment of the Lapis Gem, which gives +10 RDM, giving her a defense of 1254. It also gives Ice/Dmg-50%, but that's worthless, since her boots already cover that, and resistances don't stack (just takes the most beneficial one, meaning if you had a Dmg-50% and Dmg-90%, the Dmg-90% takes charge)
 Gandar has the Rust Red Circlet instead of Supreme Garland, which is 4 less RDM, but has Holy/Dmg-50%.


 And for the Status Blockers...
 Note: I am listing the elemental resistances for those who allow them. I allow the accessories, but not the resists they provide to elements though
 Poison Check: Grants Poison Immunity, Poison/Dmg-50%
 Paralyze Check: Grants Paralyze Immunity, Lightning/Dmg-50%
 Stone Check: Grants Stone immunity, Darkness/Dmg-50%
 Freeze Check: Grants Freeze Immunity, Freeze/Dmg-50%
 Curse Check: Grants Curse Immunity (Curse is VPs version of Grandia's "Move Block", basically. There IS a silence status, mind, which is caused by Dampen magic, which is useless on fighters), Holy/Dmg-50%
 Stun Check: Grants Stun immunity, Fire/Dmg-50%

 Now for some other storebought accessoires, though, I don't think most people (including myself) allow these, still listing them (I am ignoring Fairy Earrings for now):
 Fairy Ring: Lowers CT by 2
 Power Bangle: Boosts Attack by 30% (This makes Valk do over 24k on her physical, as a fun tibit, which is 2x PC HP, IMHO <_<)
 Magic Bangle: Boosts Magic by 30%
 Protect Jewel: Boosts RDM by 30%
 Resist Jewewl: Boosts Resist by 30%
 Combo Jewel: Increases Energy Gained by 2 each HIT (meaning Lucian's Shining Bolt gets 26 more Energy by itself (as if he needs more energy))
 As a side note, Combo Jewel lets Aelia hit a PWS on Turn 2, I believe, which helps her out drastically
 Material Gem: Raises DME by 30%
 Angel Curio: Restores character upon death 100% of the time, 30% chance of breaking each time (I...don't think anybody, for good reason, allows these)
 Protect Charm: Makes user immune to physical damage (supposedly, haven't tested how well these work) 30% Chance of breaking. Note that this includes physicals that add status
 Magic Charm: Makes user invulnerable to Magic damage (supposedly, haven't tested how well these work), 25% chance of breaking
 Resist Charm: Makes user invulnerable to status effects, 25% Chance of breaking

 There are other storebough accessoires...but all of them are either obsolete (Material Earring) or flat out useless (crap like AngelLips, which is used for sacred phase purposes only)
 Also, Valk has a bunch of Unique accessories (both Decorations AND Possessions), but apart from the Nibelung Ring, they all are useless in a duel setting (mostly stuff used for map purposes, like Treasure Search or Enemy search)
 Note that I might consider the Timer Ring for Valk as a means for her to win Tie Breakers. It slows down enemy movements, making it easier to avoid the enemies, or get First Strike (Smacking the guy with the sword). Mind, besides Tie Breakers, I wouldn't consider this much, but still something to maybe consider.


 Elemental affinities of weapons!
 Only mentioning the end game ones, since well, lesser ones, even applying weakness, tend to suck anyway
 Element/Death means it instantly kills the enemy if weak to it. Note that death in THIS manner can not fail, and ignores ID immunity (See Carnage beasts of the Seraphic Gate, for example). Also, the number listed is added to the raw damage, not to the Attack stat, so its basically a mulitplier of sorts (so +50% means (Attack - Defense) x 1.5 damage), ANYWAY...
 If weapon is not listed, assume it has none

 Glance Reviver (Lenneth): Darkness/Death
 Last Avenger (Lenneth (if you don't allow the GR), Janus, Llewellyn, and Badrach): Fire +50%
 Bahamut's Tear (Arngrim, Kashell, and Grey): Lightning +50%
 Crimson Edge (Lawfer and Aelia): Fire +90%
 Ice Coffin (Belenus, Jayle, and Lucian): Ice +50% (note that it "absorbs Ice" IIRC, this only refers to Frigid Damsel and Icicle Edge in game (the 2 basic Ice Spells), take that as you will)
 Ana-no-Murakumo Blade (Jun and Suo): Ice +50%
 
 
Damage averages
(from Tonfa Baton, Dhyerwolf, and Monkeyfinger)

 3-turn damage average kill point(with GR-Lenneth): 13767
 3-turn damage average kill point(with bow Lenneth): 10353
 3-turn damage average kill point(with GR-Lenneth assumed to kill turn 1): 11700

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Dark Holy Elf

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Re: Valkyrie Profile
« Reply #2 on: December 21, 2007, 07:36:35 PM »
Boss stats, shortened from the VP enemy notes, which I will probably not copy over due to them being a FAQ on GameFAQs. Includes DL bosses as well as a few NR/fan favourites.

Basic mechanics:
Physical attacks = (AttackerSTR - TargetRDM) * Multiplier
Magical attacks = (AttackerINT - TargetRST) * Multiplier

As such, all attacks listed under an enemy's STR stat are physical, all attacks listed under their INT stat are magical. All attacks in VP are defence-subject.

With the above info, if you want to take different defences, you can. HP figures are estimates based on one Bracelet of Zoe per level per PC, and no Material Gems or Earrings, and based on an assumption that roughly 4 levels (one HP spike) is gained per chapter. Hard Mode taken as canon (unusual, yes, but VP is a bit exceptional).


Chapter 4
(PC averages: 400 RDM, 200 RST, 10000 HP)

BOSS: Lezard Valeth - 10000 HP
Went second. 0 RDM, 200 RST.
1000 INT:
Fire Lance (1600), Frigid Damsel (2400), Prismatic Missile (3000)
Dragon Bolt (4800), Celestial Star (8400), Meteor Swarm (8400) [These can only be used on turns divisble by 3]
Reflect Sorcery (3-turn magic reflect, all allies) [OPB, used on turn 5]

Note: Lezard is accompanied by two Lezard's Dragon-Tooth Warriors (14000 HP), which place him in the back row (vulnerable to archers and mages only) until they are killed. If killed first, they will possess him, doubling his mHP and increasing his damage by 50%. It is, however, really easy to kill him first since Valkyrie is an archer and mages + her deal excellent damage.

Comments: 4HKO damage, though high 2HKO if you let him Soul Crush every turn. HP is... bad, waaay below average PC (other Chapter 4 bosses, who aren't tanks, have at least twice as much). Reflect Sorcery may spoil some people.



Chapter 6
(PC averages: 1000 RDM, 400 RST, 21000 HP)

BOSS: Genevieve - 10000 HP
Went second. Negligible RDM, 5 RST.
STR unknown, but at most 1000:
Attack - 1 hit to one, element unknown (1)
Contaminate Energy - 6 hits to one, element unknown (6)
500 INT - Poison Blow (400)

Comments: Plot form of Genevieve. It is, however, the only form of her you will ever see on Normal Mode, so if you want to be cruel you could argue for voting on it! I don't think anyone seriously does this, though.


BOSS: Brahms - 52000 HP
Went second. Infinite RDM, 25 RST. Has a 100% block rate, and is very hard to Guard Crush. His attacks are very hard to dodge, but can be blocked at an average rate. Dunno.
15000 STR:
Attack - 1 hit of 0.5x, 5 hits of 0.25x to one, sometimes Guard Crushes if blocked (24500)
Bloody Curse - Used immediately after Attack unless Attack is dodged (not blocked). 17 hits of 1.17x to target of Attack (278460) (!!!)

Bloody Curse is used 25% of the time when Brahms is above 50% HP, and 50% of the time when he is below (roughly).

Comments: Immune to physical attacks, OHKOs average, and does gross overkill if given a chance. Magic durability is... generally seen as somewhere around PCish. Brahms is not considered Undead despite what plot might have you believe.


MAJOR BOSS: Barbarossa - 62700 HP

"Bow before me!"

Went first. 200 RDM, 300 RST. Often blocks, sometimes dodges and counters.
7000 STR:
Attack - 1x to one, can inflict Faint (6000)
Charge - 2x to one, can inflict Faint (12000)
Dignity Mayhem - 3 hits of 1x to one, low accuracy, can inflict Faint (18000)
Hellfire - 1x to one, unblockable, Fire (6000)
Malice Grudge - 1x to all, unblockable, inflict Curse at about 2/3 rate (6000)
5000 INT:
Fire Storm (6900), Fire Lance (9200), Lightning Bolt (13800)
Calamity Blast (34500) [Used only on turn 5, and every 6 turns after that]
Guard Reinforce (RDM x1.5 for 10 turns, all allies) [OPB, used on turn 3]

Comments: Dignity Mayhem can own those without any evasion, and besides that, low 2HKO with lightning magic or physicals. Guard Reinforce sucks. Calamity Blast is clear OHKO territory, though he needs to wait a bit if you force Soul Crushes to be charged. If you allow it every turn, Barbarossa rules. Durability is generally seen as PCish to a bit above.


MAJOR BOSS: Wraith - 100000 HP

"Eeheeheeheehee!"

Went first. 10 RDM, 300 RST. Sometimes blocks or dodges.
4884 STR:
Attack - 1 hit of 0.8x to one (3107)
Whisp - 17 hits of 0.2x to one, unblockable (13205)
13000 INT: (WTF?)
Stone Torch (12600), Lightning Bolt (37800), Prismatic Missile (47250)
Gravity Blessing (56700) [Used on turn 2, and if above half HP on every turn divisible by 4]

Comments: 2x overkill lightning magic, the slayer of Gyaradoses everywhere. He's got nice HP and very decent backup damage (2HKO ITE physical and poison magic with reasonably accurate petrify) too. Undead, though, so you know the weaknesses.


Chapter 7
(PC averages: 1200 RDM, 600 RST, 28000 HP)

BOSS: Lyseria - 12000 HP
Went second. 0 RDM, 2000 RST.
3000 INT:
Mystic Cross (7200), Sacred Javelin (7200)
Carnage Anthem (10800), Seraphic Law (10800), Celestial Star (25200) [Used only on turns divisible by 3]
Dampen Magic (Silence, ~50%, all enemies) [OPB, used on turn 1]
Heal (heals 80% mHP, all allies)

Comments: MDef is awesome, she might actually take some hits from that. Maybe Physical durability is a thing of epic failure. Damage is pretty much the same as Lezard's minus some element coverage. She also has a PC form which is probably more voted on.


Chapter 8
(PC averages: 1800 RDM, 600 RST, 36000 HP)

BOSS: Gandar - 35000 HP
Went first. 50 RDM, 600 RST. Sometimes blocks.
5000 INT:
Fire Storm (6600), Fire Lance (8800), Dark Savior (13200), Shadow Servant (13200)
Gravity Blessing (19800), Petro Disruption (19800), Celestial Star (46200) [Used only on turns divisible by 3]

Comments: Lezard scaled up, without Reflect Sorcery. Still has no durability. Damage is a bit better, though - he actually OHKOs with Celestial Star, and 3HKOs besides that. Plus a crappy block rate! Like Lyseria, has a PC form that is probably more voted on.


MAJOR BOSS: Genevieve - 188800 HP

"Such ugly creatures..."

Went first. 200 RDM, 2000 RST. Often blocks, sometimes dodges.
(1/3 total evade rate according to tests by Monkeyfinger)
7300 STR:
Attack - 1x to one, Holy (5500)
Contaminate Energy - 6 hits of 1x to one, unblockable, Holy (33000)
6500 INT:
Poison Blow (23600)
Cosmic Spear (17700) [Used mainly at low HP]
Indiscriminate - Cast four successive random basic elemental spells (i.e. Fire Storm, Sacred Javelin, etc.) on random targets (0 HP targets ignored). Reflecting a spell interrupts the attack. (65391)
Heal (heals 80% mHP, all allies) [usage unknown]
Sap Power (reduces enemy STR by an unknown amount) [OPB, rarely used on turn 2?]
Sap Guard (reduces enemy RDM by an unknown amount) [OPB, rarely used on turn 1?]

Note: Genevieve is accompanied by two Daemonic Barons (42000 HP) who place her in the back row.

Comments: Getting her to use Heal is a huge pain in the ass, to the point where many voters just ignore its existence, or at best slap a once-per-battle restriction on it. Besides that, Indiscriminate pastes things, and Contaminate Energy is a very powerful physical backup. HP is... solid (well above PC?), MDef and dodge rate are pretty nice, too. Not including Wraith, first obviously Godlike boss. Not the last, though. Vulnerable to undead-slaying.


Endgame
(PC averages: 2000 RDM, 600 RST, 45000 HP)

FINAL BOSS: Freya - 360000 HP

"Can you withstand this?"

5000 RDM, Infinite RST. Has a 100% block rate.
30000 Strength:
Critical Flare - 6 hits at .5x each (84000)
Aerial Burst: 3 hits at .25x each (21000)
Thunder Sword: 5 hits at .25x each (35000)
Ether Strike: 3.9x damage, used 25% of the time from 50 to 100% HP, and 50% of the time anywhere below. Granted, whether she uses that or not doesn't matter, as her attack sequence completely overkills you anyway. (109200)

Comments: Always uses her three normal attacks in succession, with a chance of Ether Strike. Perfect evade, magic immunity, and the one thing that does hurt her (ITE physicals) she is nearly immune to. Damage varies from 3x to 5.5x overkill. Obviously completely and utterly broken. Is a plot fight, not meant to be seriously beaten, and should not be voted on seriously in the opinion of this writer.


FINAL BOSS: Surt - 300000 HP

"It can't be. Evil... you mean to say evil prospers? I do not accept this. I do not accept this!"

Went first. 200 RDM, 1000 RST. Sometimes blocks/dodges/counters.
9000 STR:
Attack - 1x to one (7000)
Flare - 3x to one, unblockable, Fire (21000)
Flare Storm - 2x to all, unblockable, Fire (14000)
Flare Strike - 2x Fire, 1x non-elemental, 2x Fire to one, unblockable (35000)
5000 INT:
Fire Lance (8800), Sacred Javelin (13200)
Ifrit Caress (13200)
Might Reinforce (STR x1.5 for 10 turns, all allies) [OPB, used on turn 5]
Heal [usage unknown]
(Might Reinforced Attack: 11500, Might Reinforced Flare: 34500, Might Reinforced Flare Storm: 23000, Might Reinforced Flare Strike: 57500)

Note: Surt is accompanied by two Vanir (14000 HP); however he starts in the front row.

Comments: Same story as Genevieve for Heal. Otherwise, Good 2HKO physical damage which he can buff to OHKO, and some very solid HP. Block fire and he's not a happy camper... 4HKO Sacred Javelin? Not beating much in any division he's competitive in.


MAJOR BOSS: Bloodbane - 222000 HP

"I'll crush you."

Went second. 1000 RDM, 300 RST. Sometimes blocks/dodges/counters.
10000 STR:
Attack - 1x to one, can inflict Faint (8000)
Feel My Flame - 4 hits of 0.7x to all, unblockable, Fire (22400)
Diseased Tempest - 1 hit of 1x to all, unblockable, adds Poison, Petrify, Paralyse, or Curse (one status type per attack) at about 1/3 rate (8000)
Breath Disruption - Attack, then Feel My Flame if Attack isn't dodged/countered (30400)
Death Sanction - Attack, then if Attack isn't dodged/countered, Feel My Flame, then cast a basic spell (see below) on a random target (69200/88600/88600) [used only below 50% HP]
20000 INT: (!!!)
Fire Lance (38800), Prismatic Missile (58200), Sacred Javelin (58200)
Gravity Blessing (87300) [used only below 30% HP, and only if Death Sanction has already been used]
Heal [turns divisible by 10, and only if HP is above 30%]

Comments: VP Godlike boss. Overkill damage of varying flavours, decent enough HP. Also a godawful status attack if he faces stallers! Defence is above average, Resist is below, neither by a huge amount.


MAJOR BOSS: Fenrir - 250000 HP, Weak: Fire

*howl*

Went first 1/3. 1000 RDM, 500 RST. Has a 100% block rate.
7000 STR:
Icebreath - 1x to one, unblockable, Ice, inflicts Freeze ~25% (5000) (HA!)
Frost Slash - 3 hits of 1x to one, unblockable, Ice, inflicts Freeze ~75% (15000)
Howling Hazard - 2 hits of 1x to all, unblockable, Ice, inflicts Freeze ~75% (10000) [Used below 50% HP]
Frost Bait - 5x to all, unblockable, inflicts Freeze ~75% (25000) [Used below 30% HP]

Comments: Not much at full HP, then freezes you to death, then finally 2HKOs when he's about to die. Anyway, the HP is solid enough that he's near impossible to get past without freeze immunity, and perfect evade's a neat trick.


FINAL BOSS: Loki - 400000 HP

"By the power of the orb, die!"

Went first. 3600 RDM, 500 RST. Sometimes blocks.
8000 STR:
Attack - 1x to one, often inflicts Faint (6000)
Double Attack - 2 hits of 1x to one, often inflicts Faint (12000)
Extension Force - 5x to all, unblockable, Fire (30000)
8000 INT:
Icicle Edge (22200), Shadow Servant (22200)
Carnage Anthem (33300)
Dragon Orb - Great Magic, 3 hits of 1.5x to all, Ice (33300)
Indiscriminate - Cast four successive random basic elemental spells (i.e. Fire Storm, Sacred Javelin, etc.) on random targets (0 HP targets ignored). Reflecting a spell interrupts the attack. (82016)

Comments: More overkill goodness with Indiscriminate, with no shortage of 2HKO backup damage if you don't allow focussing or he faces someone with Reflect, magic immunity, etc. Physical defence is godly, HP varies from decent to good depending on what you hold against him. Good stuff.
« Last Edit: December 21, 2007, 07:39:02 PM by Dark Holy Elf »

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Dark Holy Elf

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Re: Valkyrie Profile
« Reply #3 on: October 13, 2008, 08:05:30 PM »
It came up in chat, and even though not tooo many people vote this way, felt it was interesting enough to post.

VP damage, assuming no energy storing is allowed (so only Lucian can use a PWS, ever). Based on three-turns (matters for the mages), makes all the same assumptions as the topic otherwise. Went with spammable damage only (so no Lightning Bolt to end things off, because 8 CT is "argh no").

1. Lenneth 18777
2. Lucian 10043
3. Lawfer 6790
4. Grey 4834
5. Arngrim 4710
6. Kashell 4650
(Bow-Lenneth 4613)
7. Aelia 4074
8. Lyseria 2329 (Sacred Javelin on turn 1/3, WR turn 2)
9. Jayle 2322
10. Belenus 2316
11. Mystina 2287 (Sacred Javelin/Dark Saviour on turn 1/3, WR turn 2)
12. Suo 2226
13. Jun 2160
14. Gandar 1796 (Poison Blow turn 1, WR turn 2-3)
15. Janus 1679
16. Nanami 1584 (Fire Storm)
17. Jelanda 1582 (Fire Storm)
18. Lorenta 1568 (Fire Lance on turn 1/3, WR turn 2)
19. Yumei 1348 (Frigid Damsel turn 1, WR turn 2-3)
20. Badrach 1289
21. Llewelyn 1284
22. Shiho 439 (WR)

Average with GR Lenneth: 3640 (9100 kill point)
Average with Bow Lenneth: 2996 (7490 kill point)

I'd definitely favour the latter average, since Lenneth is a silly outlier who gets that upgrade last second and I'm not inclined to hold this agianst the rest of the cast. Lenneth herself I'd use the former average for.

Notable:
-Hey Lucian does 133% PCHP. Joining Lenneth in the OHKO club, who now has 2x overkill.
-Lawfer also has a very high 2HKO. The greatswordsmen and Aelia have lower 2HKOs, and Grey's is ITE.
-Lyseria and Mystina actually kill the magically frail (or just the plus-sized, so Sacred Javelin gets 4-5 hits) on turn 3. Not bad for VP mages.
-Most improved PC under this is of course Lucian, though the others I've noted also benefit. Biggest loser? Belenus, who goes from a serviceable if unimpressive Middle to a 4HKO machine.
« Last Edit: October 13, 2008, 08:10:27 PM by Dark Holy Elf »

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Jo'ou Ranbu

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Re: Valkyrie Profile
« Reply #4 on: May 13, 2013, 08:58:17 PM »
Okay. Three-turn damage average with Glance Reviver Lenneth fully factored in: 5697.56, with a 14243.9 KO point. For reference, here's the full damage comparison scale.

1. Lenneth - 41726.6
2. Lawfer - 10682.6
3. Lucian - 10043
4.  Arngrim - 8792
5. Aelia - 7469
6. Kashell - 7000
(Bow-Lenneth - 6370.3)
7. Grey - 6312.6
8. Belenus - 4246
9. Jayle - 3676.3
10. Jun - 3510
11. Suo - 3339
12. Janus - 2749.3
13. Lyseria - 2329
14. Mystina - 2287.3
15. Gandar - 1796.6
16. Nanami - 1730.3
17. Jelanda - 1728
18. Lorenta - 1568.3
19. Yumei - 1348.6
20. Badrach - 1289
21. Llewellyn - 1284
22. Shiho - 439

Also for reference, the damage average using Bow-Lenneth is 4090.45, KO point 10226.12. Felt like it was a bit of an odd oversight to not have these full scales in the topic.
« Last Edit: May 13, 2013, 09:00:10 PM by Jo'ou Ranbu »
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

SnowFire

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Re: Valkyrie Profile
« Reply #5 on: May 13, 2013, 10:11:15 PM »
Quote from: Dark Holy Elf
3-turn damage average kill point(with GR-Lenneth): 13767
 3-turn damage average kill point(with bow Lenneth): 10353
 3-turn damage average kill point(with GR-Lenneth assumed to kill turn 1): 11700

Quote from: Jo'ou Ranbu
3-turn damage average kill point(with GR-Lenneth): 14244
3-turn damage average kill point(with bow Lenneth):10226

The difference in the bow averages is basically irrelevant, but that's a more notable difference for the full 3-turn GR average - where'd it come from?

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Re: Valkyrie Profile
« Reply #6 on: May 13, 2013, 10:45:12 PM »
I'd have to check -which- spells were used on Tonfa's and Monkey's averages (most mages have multiple options). I may also have made some wrong math at some point, since I did it through calculator rather than spreadsheet (I was doing it while bored at work and the office's Excel is ungodly slow). I also don't know whether Monkey/Tonfa considered Fairy Earrings or not, which I am.
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

Pyro

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Re: Valkyrie Profile
« Reply #7 on: October 05, 2014, 08:44:50 PM »
Alternate Interp PC topic.

Everyone's favorite Divine RPG.

- Level taken at 40
- Weapon's allowed are typically 'second best available to the class'. There are only 4 party slots and Valkyrie takes up one slot. Allowing the second best available weapon is logical. Assuming the A ending here (and shoehorning in Lucian, which seems fair). Discounting the Gram (You can buy the Orihalcon, but that makes a Creation Jewel unless you transformed one particular artifact into Orihalcon, and didn't MP convert it/Send it...)
  - Valkyrie gets the Glance Reviver. It comes auto-equipped on her for the final fight.
  - Swordsmen's, Greatswordsmen's, and Samurai's best is... the Levantine, which is pretty nasty. Second best is the Valkyrie-Favor. While you can only have one Valkyrie-Favor, it is still a representative choice for endgame weapon.
  - Spear Users best is the Dinosaur (or would be if it weren't for the 1 Attack thing). Second best is the Crimson Edge, which there are a lot of.
  - Archers best is the Elven Bow. Second Best is the Foul Slayer.
  - Mages best is the Wand of Apocalypse. Second best would be either an Ether Scepter (a BUNCH of them are around but they can break on PWS) or the Unicorn Horn (weaker, doesn't break on Great Magic). Ether Scepter is allowed without PWS. Unicorn Horn is also allowed as an option.

-Stats:
DME: Traditional 'HP'. Divine Materialize Energy. Lose them and die.
RDM: Reduce Damage. Subtractive physical defense.
RST: Resist. Subtractive magic defense.
Defend: An evade stat

- Skills are allowed for classes with obvious exceptions such as Guts and Auto-Item. In practice this means that...
- Fighters get Splash (+25% damage and 1 energy/hit for normal attacks) and Charge (Sacrifice 5% DME to make a normal attack do 50% more damage). So a PC can sacrifice up to 15% DME a turn to increase regular attack string damage by 50%. Some PCs can't pull this off with a whole string due to stagger times between attacks, and this will be noted. Those who can't pull it off well can at least do it on the very first attack. The self-damage doesn't really make it worth it for long-term damage averages, but it can be useful in certain circumstances to score a KO more easily.
- Archers get Noise Arrow... Which is a >90% chance of Silence against a target.
- Mages get Wait Reaction, which does tiny damage on turns they can't cast spells due to CT. They also get Mental Reaction, which takes a turn to remove all CT in exchange for self-inflicting 33% Max DME in damage... Not a good deal.


- Weapon variance has been factored in. This affects the 'effective ATK' stat of weapons.

- Divineable Decorations are allowed. These are the Might/Magic Bangles, Material Gems, Fairy Rings, and

Energy Rings. These allow for a few options for  specific PCs (Lawfer can do neat things for example) but otherwise mostly serve as a sacrifice for status blockers...

- Which are composed of the following:
Poison Check: Grants Poison Immunity, Poison/Dmg-50%
Paralyze Check: Grants Paralyze Immunity, Lightning/Dmg-50%
Stone Check: Grants Stone immunity, Darkness/Dmg-50%
Freeze Check: Grants Freeze Immunity, Freeze/Dmg-50%
Curse Check: Grants Curse Immunity (Curse a status that prevents the use of PWSs), Holy/Dmg-50%
Stun Check: Grants Stun immunity, Fire/Dmg-50%
Resist Charm: Makes user invulnerable to status effects, 25% Chance of breaking


- Enemy RDM is assumed to be 500 , RST 700. For reference, Enemy Str and INT is ~7000 or so at endgame. These are roughly in line with endgame enemy averages, with a little weighting towards bosses. It also means the differences in RST and RDM are rather miniscule for all practical purposes.

- In VP, fights you don't get initiative in feature either the enemy going first, or the PCs going first but with 1CT. I've ignored this as it always has been. If someone objects then just let it be known and a damage average with it factored in can be provided.

- For Mages, I'll list as an option the "Poison Blow" spell for damage. It's easy to grab lots and lots of them and teach them to mages, and a 4x damage mult usable every turn with a Fairy Ring is pretty gosh-darn good... I'll include a damage average with and without this.

-There are a variety of averages that go here....
DME: 50081
RDM: 1538 (Lenneth takes ~5% less, Fighters ~1.5% less, Mages ~6% more)
RST: 948 (Fighters take ~10% more, Mages take ~17.5% less)
Defend: 17

Damage Averages:
With a few different interps:
Straight 3-turn (Including Lenneth's NV3: 11376 (2.5x Kill point of 28441)
3-turn without Lenneth's NV3: 10055 (2.5x kill point of 25138)
3-turn (Including Lenneth NV3) allowing Mages Poison Blow: 12594 (2.5x kill-point of 31486)
3-turn (no Lenneth NV3) allowing all mages Poison Blow: 11273 (2.5x kill point of 28183)
No Energy storage between rounds: 8342 (Kill point of 20856)
No Energy Storage between rounds allowing mages Poison Blow: 9791 (2.5x kill point of 24478)

Allowing mages Poison Blow lowers the DME average by 911
(Jelanda/Shiho taking Magic Bangles over Material Gems)



Lenneth Valkyrie:
DME: 57070
RDM: 1892
RST: 300
Defend: 32
ATK: 8527 [8484 effective Atk]

Equipment:
Weapon:   Glance Reviver (+6000 Atk)
Head:   Seraphic Garland (80 RDM, Holy/Dmg -50%)
Armor:   Serahic Garb (1700 RDM, 10 Defend, Ice/Dmg-50%)
Hand:   Valiant Guarder (80 RDM, 22 Defend)
Leg:   Valiant Greaves (32 RDM)
Dec 1:   Power Bangle (+30% ATK)
Dec 2:   Material Gem (+30% DME)

Useful Equipment Alternates:
Alternate Armors:
Divinity Garb (1000 RDM, 10 Defend, Lightning/Dmg -50%)
Radiant Garb (350 RDM, 10 Defend, Holy/Dmg -50%)
Heraldic Garb (120 RDM, 10 Defend, Poison/Dmg -50%)
Aegea Garb (55 RDM, 5 Defend, Dark/Dmg -50%)

Alternate Helmets:
Aerial Garland (40 RDM, Poison/Dmg-50%)
Winged Helm (20 RDM, Lightning/Dmg-50%)
Feathered Tiara (5 RDM, Fire/Dmg-50%)

Altnerate Accessories:
Fairy Ring (2 CT less on Nibelung Valesti)
Nibelung Ring: Darkness/Dmg -50%


Attack String:
Bolt Slash
Moment Slide
Vertical Raid

Total Damage: 29940 (+67 Energy)

PWS Nibelung Valesti (V3): 87186 damage, 4 CT

Three Turn Cumulative Damage Layout <Valkyrie can self-inflict 15% DME to increase damage by 14970 in a given turn>:
1:29940 [44910 if Charge is used]
2:147066
3: 177006

Comments: Lenneth Valkyrie, the greatest of the 3 Goddessses who govern destiny, hits really hard. She also has her choice of element-blocking equipment to make sure she can put that sword to good use. Charging her attack lets her do ridiculous damage.




Arngrim:
DME:   73710
RDM:   1692
RST:   300
Defend:   26
ATK: 2951 [2707 effective Atk]

Weapon:   Valkyrie-Favor (1600 Atk)
Head:   Valiant Helm (80 RDM)
Armor:    Valiant Armor (1500 RDM, 4 Defend)
Hand:    Valiant Guarder (80 RDM, 22 Defend)
Leg:    Valiant Greaves (32 RDM)
Dec 1:   Power Bangle (+30% ATK)
Dec 2:   Material Gem (+30% DME)

Attack String:
Spinning Back-Knuckle
High Wind
Wrenching Swing

Total Damage: 8278 (+73 Energy)

PWS Final Blast: 12417 , 6CT

Three turn Cumulative Damage Layout: <Can self-inflict 15% DME to increase damage by 4139 in any give turn>
1: 8278
2: 30199
3: 38477

Comments: He hits kinda hard on turn 2 and has crazy durability. Not bad. Gets sleepy in the middle of battle.




Lawfer:
DME:   62920
RDM:   1692
RST:   300
Defend:   26
ATK: 2155 [1983 effective Atk]

Weapon: Crimson Edge (1200 Atk, +90% Dmg vs. fire-weak)
Head:   Valiant Helm (80 RDM)
Armor:    Valiant Armor (1500 RDM, 4 Defend)
Hand:    Valiant Guarder (80 RDM, 22 Defend)
Leg:    Valiant Greaves (32 RDM)
Dec 1:   Power Bangle (+30% ATK)
Dec 2:   Material Gem (+30% DME)

Alternate Equipment:
Accessory: Energy Ring (+2 Energy/Hit)

Attack String:
Triple Thrust
Smash Axe
Prisoner Fang

Total Damage: 9269 (+87 Energy) [+100 Energy with Energy Ring!]

PWS Justice Stream: 13684, 2 CT (Purple Gems bring this down to 1...)

Three Turn Cumulative Damage Layout: (Can charge for 15% DME, 4634 more damage in a turn)
1: 9268
2: 32221
3: 41489

Sacrificing the Material Gem for Energy Ring (Can Charge as above):
1: 22952
2: 45904
3: 68856

Sacrificing the Power Bangle for the Energy Ring (Can charge for 3204 more damage in a turn):
1: 15870
2: 31740
3: 47610

Comments: Splash and the Energy Ring let him build 100 Energy, and his paltry 2 CT cost lets him PWS every turn. Nasty business, that. Interplay between the Energy Ring/Material Gem/Power Bangle is neat. Also his Pre-PWS line is total BS.
"I stake everything on this single blow" -> 10 hits. Would make a good Suikoden dueler.



Belenus:
DME:   57720
RDM:   1692
RST:   300
Defend:   26
ATK: 2759 [2530 effective Atk]

Weapon: Valkyrie-Favor (1600 Atk)
Head:   Valiant Helm (80 RDM)
Armor:    Valiant Armor (1500 RDM, 4 Defend)
Hand:    Valiant Guarder (80 RDM, 22 Defend)
Leg:    Valiant Greaves (32 RDM)
Dec 1:   Might Bangle (+30% ATK)
Dec 2:   Material Gem (+30% DME)

Attack String:
First Slash
Rising Slash
Piercing Crusade
<Very tricky to work in Charge smoothly>

Total Damage: 7614 (+64 Energy)

PWS Extreme Void: 15990, (3 CT, 2 with Purple Gems <?>)

Three Turn Cumulative Damage Layout: <Can Charge for 5% DME, 1269 more damage in a turn>
1: 7614
2: 31218
3: 38832

Comments:
Pretty solid. While Charge doesn't work too well for him his solid PWS does work rather well! An oldie but a goodie, as it were.




Llewelyn:
DME:   46540
RDM:   1692
RST:   300
Defend:   26
ATK: 1292

Weapon:   Foul Slayer (500 Atk)
Head:   Valiant Helm (80 RDM)
Armor:    Valiant Armor (1500 RDM, 4 Defend)
Hand:    Valiant Guarder (80 RDM, 22 Defend)
Leg:    Valiant Greaves (32 RDM)
Dec 1:   Might Bangle (+30% ATK)
Dec 2:   Material Gem (+30% DME)

Attack String:
Aiming Wisp
First Shot
Twin Shot

Total Damage: 2060 (+25 Energy)

PWS Layer Storm: 3693 damage (2 CT)

Three Turn Cumulative Damage Layout:
1:2060
2:4120
3:6180

Comments: Llewlyn is ITE due to Aiming Wisp... that's something. Right? The ITE works well with Noise Arrow's silence.
Note: Can not participate in fights on or near water.




Kashell:
DME:   73710
RDM:   1692
RST:   300
Defend:   26
ATK: 2925 [2683 Effective Atk]

Weapon:   Valkyrie-Favor (1600 Atk)
Head:   Valiant Helm (80 RDM)
Armor:    Valiant Armor (1500 RDM, 4 Defend)
Hand:    Valiant Guarder (80 RDM, 22 Defend)
Leg:    Valiant Greaves (32 RDM)
Dec 1:   Power Bangle (+30% ATK)
Dec 2:   Material Gem (+30% DME)

Attack String:
Low Swing
Beast Tackle
Air Pressure
<Hard to Charge very well>

Total Damage: 8188 (+59 Energy)

PWS Flashing Blade: 7948 damage (3 CT, 2 with Purple Gems)

Three Turn Cumulative Damage Layout: <Can Charge at 5%DME for 1364 more damage in any turn>
1: 8188
2: 24326
3: 32515

Comments: A fairly average fighter, but with better durability than your average slugger.
Which is why it is strange that he got one-shotted by that demon that Celia beat by herself...
Celia was too talented to die and become an Einherjar.




Janus:
DME:   46670
RDM:   1692
RST:           300
Defend   26
Atk:         1292

Weapon:   Foul Slayer (500 Atk)
Head:   Valiant Helm (80 RDM)
Armor:    Valiant Armor (1500 RDM, 4 Defend)
Hand:    Valiant Guarder (80 RDM, 22 Defend)
Leg:    Valiant Greaves (32 RDM)
Dec 1:   Power Bangle (+30% ATK)
Dec 2:   Material Gem (+30% DME)

Attack String:
Diseased Needle (Chance of Poison)
Tri-Stinger
Restrain Flame

Total Damage: 2692 damage (+55 Energy)

PWS Guilty Break: 5456 damage (2 CT)

Three Turn Cumulative Damage Laytout:
1: 2692
2: 10840
3: 13532

Comments: Archer and Noise Arrow's silence is the big important thing about him.  He can PWS every other turn and is the best Archer!
The other Archers lose to one with no depth perception. Failure.




Aelia:
DME:   62790
RDM:   1692
RST:   300
Defend   26

Weapon:   Crimson Edge (+90% damage vs fire weak enemies)
Head:   Valiant Helm (80 RDM)
Armor:    Valiant Armor (1500 RDM, 4 Defend)
Hand:    Valiant Guarder (80 RDM, 22 Defend)
Leg:    Valiant Greaves (32 RDM)
Dec 1:   Power Bangle (+30% ATK)
Dec 2:   Material Gem (+30% DME)

Attack String:
Roundkick
Sonic Edge
Spinning Edge
<Rather difficult to use Charge with>

Total Damage: 5559 (+51 Energy)

PWS Dreaded Dragon: 11787 damage (3 CT, 2 with Purple Gems)

Three Turn Cumulative Damage Average: <Can inflict 5% DME in self-damage to do 741 more damage in any turn>
1: 5559
2: 22906
3: 28466

Comments: A straight up slugger without much to impress. Can use her PWS every other turn usually but isn't standount in any particular way.
Well okay, turning into a giant dragon and laying waste to things DOES stand out.




Jun:
DME:   57460
RDM:   1692
RST:   300
Defend   26
Atk: 2756 (2528 effective Atk)

Weapon:   Valkyrie-Favor (1600 Atk)
Head:   Valiant Helm (80 RDM)
Armor:    Valiant Armor (1500 RDM, 4 Defend)
Hand:    Valiant Guarder (80 RDM, 22 Defend)
Leg:    Valiant Greaves (32 RDM)
Dec 1:   Power Bangle (+30% ATK)
Dec 2:   Material Gem (+30% DME)

Attack String:
Senko-Zan
Koei-Zan
So-Enbu
<Very difficult to work in multiple Charges>

Total Damage: 7607 (+54 Energy)

PWS Senko-jin: 11981 (2 CT)

Three Turn Cumulative Damage Average: <Can inflict 5% DME in self-damage to increase damage by 1267 in any turn>
1: 7607
2: 27196
3: 34803

Comments: Swordsman with pretty long black hair and he is only averagish. Should have dyed it silver.




Badrach:
DME:   46670
RDM:   1692
RST:   300
Defend   26
Atk: 1285

Weapon:   
Head:   Valiant Helm (80 RDM)
Armor:    Valiant Armor (1500 RDM, 4 Defend)
Hand:    Valiant Guarder (80 RDM, 22 Defend)
Leg:    Valiant Greaves (32 RDM)
Dec 1:   Power Bangle (+30% ATK)
Dec 2:   Material Gem (+30% DME)

Attack String:
Flare Shot
Fifth Way (5 hits)
Lunatic Shot (3 hits)

Total Damage: 1787 (+23 Energy)

PWS Sphere Strike: 3209 (2 CT)

Comments: Prays he is allowed Noise Arrow's silence. Unmitigated Suck. As in life, so in death.




Grey:
DME:   57070
RDM:   1692
RST:   300
Defend   26
Atk: 2758 (2530 effective Atk)

Weapon:   Valkyrie-Favor (1600 Atk)
Head:   Valiant Helm (80 RDM)
Armor:    Valiant Armor (1500 RDM, 4 Defend)
Hand:    Valiant Guarder (80 RDM, 22 Defend)
Leg:    Valiant Greaves (32 RDM)
Dec 1:   Power Bangle (+30% ATK)
Dec 2:   Material Gem (+30% DME)

Attack String:
Energy Cannon
Razor Edge
Mortal Razor

Total Damage: 8426 (+58 Energy)

PWS Icicle Disaster: 5116 (2 CT)

Three-Turn Cumulative Damage Layout: <Can inflict 15% DME in self-damage to increase damage by 4213 in any  given turn>
1: 8426
2: 21969
3: 30396

Comments: Well his attack at least ignores Guarding for the most part. Other than that I don't have much to say about Valkyrie Profile's resident empty suit.




Jayle:
DME:   57070
RDM:   1692
RST:   300
Defend   26
Atk: 2761 (2533 effective Atk)

Weapon:   Valkyrie-Favor (1600 Atk)
Head:   Valiant Helm (80 RDM)
Armor:    Valiant Armor (1500 RDM, 4 Defend)
Hand:    Valiant Guarder (80 RDM, 22 Defend)
Leg:    Valiant Greaves (32 RDM)
Dec 1:   Power Bangle (+30% ATK)
Dec 2:   Material Gem (+30% DME)

Attack String:
Round Dance
Hind Edge
Gleam Charge

Total Damage: 8234 (+53 Energy)

PWS Eternal Raid: 10994 (4 CT) (Purple Gems shouldn't be a problem)

Three-Turn Cumulative Damage Layout: <Can inflict 15% DME in self-damage to increase damage by 4117 in any given turn>
1:  8234
2: 28820
3: 37055

Comments: She's a straight fighter (with a side of crossdressing).





Suo:
DME:   57070
RDM:   1692
RST:   300
Defend   26
Atk: 2784 (2554 effective Atk)

Weapon:   Valkyrie-Favor (1600 Atk)
Head:   Valiant Helm (80 RDM)
Armor:    Valiant Armor (1500 RDM, 4 Defend)
Hand:    Valiant Guarder (80 RDM, 22 Defend)
Leg:    Valiant Greaves (32 RDM)
Dec 1:   Power Bangle (+30% ATK)
Dec 2:   Material Gem (+30% DME)

Attack String:
Shisen
Hyo-Reppa
Yasha-Uchi

Total Damage: 7703 (+54 Energy)

PWS Hyoso-Hojin: 9614 (3 CT) (Can't get purple gems to bring this down)

Three-Turn Cumulative Damage Layout <Can inflict 5% DME in self-damage to increase damage by 1283 in any given turn>
1: 7703
2: 25021
3: 32725

Comments: A lackluster fighter. He thinks too much.




Lucian:
DME:   57070
RDM:   1692
RST:   300
Defend   26
Atk: 2758 (2530 effective Atk)

Weapon:   
Head:   Valiant Helm (80 RDM)
Armor:    Valiant Armor (1500 RDM, 4 Defend)
Hand:    Valiant Guarder (80 RDM, 22 Defend)
Leg:    Valiant Greaves (32 RDM)
Dec 1:   Power Bangle (+30% ATK)
Dec 2:   Material Gem (+30% DME)

Attack String:
Slanting Blow
Shining Bolt
Air Slash

Total Damage: 19817 (+100 Energy)

PWS Round-Rip Saber: 8680 damage (3 CT, but Purple Gems render this very moot)

Three-Turn Cumulative Damage Layout: <Can inflict 5% DME in self-damage to increase damage by 1269 in any given turn>
1: 28497
2: 56994
3: 85491

Comments: Because of a very easy-to-trigger Glitch, Lucian is a monster, putting out gratuitous damage every turn.
The glitch does not, unfortunately for him, help prevent his cutscene death. Twice.




Jelanda:
DME:   43420
RDM:   1244
RST:   1887 <2187 with Ether Scepter>
Defend   0
MAG: 2155

Weapon:  Unicorn Horn (+1600 MAG/RES, Great Magic Capable)
Head:    Supreme Garland (24 RDM)
Armor:    Supreme Garb (1200 RDM)
Hand:   
Leg:    Elven Boots (20 RDM, Ice/Dmg-50%)
Dec 1:    Material Gem (+30% DME)
Dec 2:    Fairy Ring (Spells cost 2CT less)

(Note Jelanda can sacrifice the Material Gem for Magic Bangle to get 44% more magic damage)

Spells:
*Fire Storm (2 CT [1 with Fairy Ring]): 2182 Fire Damage [+50 Energy if set]
Heal (5 CT [3 with Fairy Ring]): Heals 80% HP

(Poison Blow: 9964, 3 CT [1 with Fairy Ring]) With Ether Scepter/Magic Bangle.)

Wait Reaction: 238 ITE damage. +10 Energy.

Cumulative Three-Turn Damage Layout: (Can increase by 44% if the Material Gem is eschewed)
1: 2182
2: 4365
3: 10912 (Ifrit Caress, 5 CT [3 with Fairy Ring])

Comments: Jelanda's damage is just lacking. Most of the time she'll want to stick to Heal/Wait Reaction. This would go as Heal->WR->WR->Heal ... Not very good, especially with the poor HP and Heal being 80% instead of 100%.
Throwing her scepter does not, in fact, help.




Nanami:
DME:   33400
RDM:   1244
RST:   1887 <2187 with Ether Scepter>
Defend: 0
MAG: 2802

Weapon:    Unicorn Horn (1300 MAG/RST)
Head:    Supreme Garland (24 RDM)
Armor:    Supreme Garb (1200 RDM)
Hand:   
Leg:    Elven Boots (20 RDM, Ice/Dmg-50%)
Dec 1:    Magic Bangle (+30% Mag)
Dec 2:    Fairy Ring (Spells cost 2CT less)

(Note Nanami can sacrifice the Magic Bangle and lose 30.7% damage for 30% more DME)

Spells:
*Fire Storm (2 CT [1 with Fairy Ring]): 3153 fire damage [+50 Energy if set]
Lightning Bolt (9 CT [7 with Fairy Ring]): 6306 Lightning damage +24 Energy if set...]
Normalize (1 CT): Cures status ailments of one target.

(Poison Blow): (3 CT [1 with Fairy Ring]): 9968 poison damage with Ether Scepter

Wait Reaction: 400 physical damage, ITE. +10 Energy.

Cumulative 3-turn Damage Layout:
1: 3153
2: 6306
3: 15765 (Ifrit Caress, 5 CT [3 with Fairy Ring])


Comments: Nanami rather sucks. Ifrit Caress is a cruddy finisher and she has nothing else.
Maybe the REAL heir could have done better, right Nanami?




Yumei:
DME:   33400
RDM:   1244
RST:   2187 <1887 with Unicorn Horn>
Defend   0
MAG: 3192

Weapon:   Ether Scepter (1600 MAG/RST)
Head:    Supreme Garland (24 RDM)
Armor:    Supreme Garb (1200 RDM)
Hand:   
Leg:    Elven Boots (20 RDM, Ice/Dmg-50%)
Dec 1:   Magic Bangle (+30% Mag)
Dec 2:   Fairy Ring (Spells cost 2CT less)

(Note Yumei can sacrifice the Magic Bangle and lose 29.5% damage for 30% more DME)

Spells:
Icicle Edge (5 CT [3 with Fairy Ring]: 7476 Ice damage 3 shots of 1/8th chance of Freeze (33% total), +15 Energy if set.
Frozen Damsel (5 CT [3 with Fairy Ring]):7476 Ice damage. 3 shots of 1/8th chance of Freeze. +45 Energy if set
*Stone Torch (2 CT [1 with Fairy Ring]: 2492 Poison magic damage. 1/8th chance of petrify. +5 Energy if set.

(Poison Blow (3 CT [1 with Fairy Ring]): 9968 poison damage)

Wait Reaction: 498 physical damage, ITE. +10 Energy.
 
Cumulative Three Turn Damage Layout:
1: 2492
2: 4984
3: 7476 (12460 if Menu-Casting Frigid Damsel for the extra 2 CT...)

Alternate Damage Layout (4-turn, Unicorn Horn, Frigid Damsel)
1: 6306
2: 6706
3: 7106
4: 26024 (Absolute Zero, 3 CT just as if Frigid Damsel were cast)


Comments: Had Icicle Edge been a 3 CT spell in keeping with other spell series, Yumei would be rather ok for a mage. It isn't, so she's stuck with Stone Torch if she wants to go for attacking every turn and that is the WRONG Poison elemental spell to be stuck with. With a Unicorn Horn she can put out a decent amount of damage on turn 4, but she isn't likely to live to see that. Blame her wannabe boyfriend sucking at wish-making.




Lorenta:
DME:   33400
RDM:   1244
RST:   1893 (2193 with Ether Scepter)
Defend: 0
MAG:    2815 (3205 with Ether Scepter)

Weapon:    Unicorn Horn (1300 MAG/RST)
Head:    Supreme Garland (24 RDM)
Armor:    Supreme Garb (1200 RDM)
Hand:   
Leg:    Elven Boots (20 RDM, Ice/Dmg-50%)
Dec 1:    Magic Bangle (+30% Mag)
Dec 2:    Fairy Ring (Spells cost 2CT less)

(Note Lorenta can sacrifice the Magic Bangle and do 69.6% damage, butget 30% more DME, a reasonable trade with Heal)
(The Ether Scepter increases Lorenta's damage to 118.5% of listed)
(E. Scepter + Material Gem yields 83.5% of the listed damage)

Spells:
*Fire Lance (3 CT [1 with Fairy Ring]): 4230 Fire damage. +40 Energy if set.
Mystic Cross (6 CT [4 with Fairy Ring]): 8470 Holy damage. +40 Energy if set.
Sap Guard (1 CT): Reduces enemy RDM for 10 turns.
Heal (5 CT [3 with Fairy Ring]): Heals 80% HP to all.
Invoke Feather (5 CT [3 with Fairy Ring]): Revival to one.

(Poison Blow (3 CT [1 with Fairy Ring]): 10020 poison damage With Ether Scepter)

Wait Reaction: 501 Physical damage, ITE


Three Turn Damage Layout (Unicorn Horn)
1: 4230
2: 8460
3: 28560 (Calamity Blast, 3 CT instead of 1)

Alternate Damage Layout (5-turn, Unicorn Horn, Mystic Cross)
1: 8460
2: 8867
3: 9270
4: 9673
5: 40341 (Celestial Star, 4 CT as normal).

Comments: Calamity Blast can kill some stuff on turn 3 and that should be her default setup really.
She can try to Heal her way to a slow victory, and she can pray she gets 5 turns to Celestial Star.
Will probably end up just like she did when she got into a fight with her husband that one time.




Mystina:
DME:   33400
RDM:   1244
RST:   2195 (1895 with Unicorn Horn)
Defend: 0
MAG:    3211 (2821 with Unicorn Horn)

Weapon:    Ether Scepter ( 1600 MAG/RST)
Head:    Supreme Garland (24 RDM)
Armor:    Supreme Garb (1200 RDM)
Hand:   
Leg:    Elven Boots (20 RDM, Ice/Dmg-50%)
Dec 1:    Magic Bangle (+30% Mag)
Dec 2:    Fairy Ring (Spells cost 2CT less)

(Note Mystina can sacrifice the Magic Bangle and lose 29.5% damage for 30% more DME)

Spells:
Dark Savior (3 CT [1 with Fairy Ring]): 7533 Dark damage, +15 Energy if set
Mystic Cross (6 CT [4 with Fairy Ring]): 10044 Holy damage, +40 Energy if set
*Sacred Javelin (3 CT [1 with Fairy Ring]): 10044 Holy damage, +20 Energy if set
Sap Guard (1 CT): Reduces enemy RDM for 10 turns
Normalize (1 CT): Removes status effects from one target.

(Doesn't care about Poison Blow, is the same as Sacred Javelin except different element)

Wait Reaction: 502 physical damage, ITE. +10 Energy.

Cumulative Three Turn Damage Layout:
1: 10044
2: 20088
3: 30132

Great Magic Variations in Holy don't impress. But she can do 30754 Holy damage in a single burst on turn 5 with a Mystic Cross-> Celestial Star if need be.

Comments: Her Holy damage isn't horrible. If she faces someone with no damage but healing she can hope for a Mystic Cross->Celestial Star KO. Her backup Dark damage is 25% weaker and the PWS on it is hardly worth anything. Disappointing for a character so cool.




Shiho:
DME:   43420
RDM:   1244
RST:   2189
Defend   0
MAG:    2458

Weapon:    Ether Scepter (1600 MAG/RST)
Head:    Supreme Garland (24 RDM)
Armor:    Supreme Garb (1200 RDM)
Hand:   
Leg:    Elven Boots (20 RDM, Ice/Dmg-50%)
Dec 1:    Material Gem (+30% DME)
Dec 2:    Fairy Ring (Spells cost 2CT less)

Spells:
Might Reinforce (3 CT [1 with Fairy Ring]): +50% ATK for entire party, 10 turns.
Guard Reinforce (3 CT [1 with Fairy Ring]): +50% RDM for entire party, 10 turns.
Invoke Feather  (5 CT [3 with Fairy Ring]): Revive one target with 50% DME
Heal (5 CT [3 with Fairy Ring]): Heals entire party for 80% HP.
Normalize (1 CT): Removess status effects from 1 PC.

(Poison Blow (3 CT [1 with Fairy Ring]): 7032 poison damage, +5 Energy if set) <9980 with Magic Bangle instead of Material Gem>

Wait Reaction: 314 physical damage, ITE.

Cumulative Three Turn Damage Layout:
1: 314
2: 628
3: 942

Comments: Is Shiho. Does no damage but heals forever and ever like the Energizer Bunny. If the Energizer Bunny were a beautiful blind girl with a Voice.




Lyseria:
DME:   33400
RDM:   1244
RST:   2205
Defend: 0
MAG:    3237

Weapon:    Ether Scepter (1600 MAG/RST)
Head:    Supreme Garland (24 RDM)
Armor:    Supreme Garb (1200 RDM)
Hand:   
Leg:           Elven Boots (20 RDM, Ice/Dmg-50%)
Dec 1:   Magic Bangle (+30% Mag)
Dec 2:   Fairy Ring (Spells cost 2CT less)

(Lyseria can sacrifice 29.5% damage for +30% DME)

Spells:
Mystic Cross (6 CT [4 with Fairy Ring]): 10148 Light damage, +40 Energy if set
*Sacred Javelin (3 CT [1 with Fairy Ring]): 10148 Light Damage, +20 Energy if set
Might Reinforce (3 CT [1 with Fairy Ring]): +50% Atk for entire party, 10 turns
Guard Reinforce (3 CT [1 with Fairy Ring]): +50% RDM for entire party, 10 turns
Invoke Feather (5 CT [3 with Fairy Ring]): Revives one ally with 50% DME

Wait Reaction: 509 physical damage, ITE.

Cumulative Three Turn Damage Layout:
1: 10148
2: 20296
3: 30454

Great Magic Variations don't do more long term damage, but she can put out 31131 Holy damage on turn 5 if she wants to try for OHKOing a healer.

Comments: Holy magic defense messes with her but otherwise she does okay damage. Still has sucky mage durability. It might have helped her if she had cast her spells from inside that tough-looking giant crystal.




Gandar:
DME:   34400
RDM:   1244
RST:   2220 (1920 with Unicorn Horn)
Defend: 0
MAG:    3276 (2886 with Unicorn Horn)

Weapon:   Ether Scepter
Head:    Supreme Garland (24 RDM)
Armor:    Supreme Garb (1200 RDM)
Hand:   
Leg:    Elven Boots (20 RDM, Ice/Dmg-50%)
Dec 1:   Magic Bangle (+30% Mag)
Dec 2:   Fairy Ring (Spells cost 2CT less)

Alternate Equipment Option:
Head: Rust Red Circlet (20 RDM, 2 Defend, Holy Dmg/-50%)

(Gandar can sacrifice 29.5% damage for +30% DME if he takes Material Gem instead of Magic Bangle)

Spells:
Prismatic Missile (10 CT [8 with Fairy Ring]): 9660 Lightning Magic, +50 Energy if set
Shadow Servant (5 CT [3 with Fairy Ring]): 7728 Dark damage, +45 Energy if set
*Poison Blow (3 CT [1 with Fairy Ring]): 10304 Poison Damage, +15 Energy if set
Fire Lance (3 CT [1 with Fairy Ring]): 5152 Fire damage, +40 Energy if set
Shield Critical (5 CT [3 with Fairy Ring]): Seals off powerful enemy moves for 3 turns. Not very reliable...
Sap Guard (1 CT): Reduce target RDM for 10 turns.

Cumulative Three Turn Damage Layout:
1: 10304
2: 20608
3: 30912

Alternate: Unicorn Horn Shadow Servant (Meteor Storm turn 4)
1: 6558
2: 6979
3: 7400
4: 36911 (3 CT)

Alternate: Unicorn Horn Fire Lance (Calamity Blast turn 3):
1:4372
2:8744
3:29511 (3 CT)

Comments: While he doesn't have Heal, Gandar at least has damage of a few different elements that can add up to pain... if he can live long enough to do it.
He should be good, he "prides himself on having never lost a battle". Except for that one time he was killed.

Nephrite

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Re: Valkyrie Profile
« Reply #8 on: October 08, 2014, 03:43:41 PM »
Maybe it's me, but I don't really understand using a "Second best" average when you still allow the Glance Reviver for Lenneth. Would it be possible to include a damage average for her with whatever she uses before that?

Jo'ou Ranbu

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Re: Valkyrie Profile
« Reply #9 on: October 08, 2014, 03:51:33 PM »
If they're getting Noise Arrow as is, Triple Distress is also a skill option (which doesn't get in the way of Noise Arrow either) for Archers - the accuracy busting is actually pretty potent.
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

Dhyerwolf

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Re: Valkyrie Profile
« Reply #10 on: October 08, 2014, 08:01:05 PM »
I would think that depending on activation rate, "Stun Magic" for Sorcerers may also be of some use.

Not sure how I'd really feel about Valkyrie Favor myself. Not crazy about being OPB after another OPB weapon...and having your main able to also equip the weapon and only having her shift out of it for a single battle feels...like a stretch calling it truly "second best." I guess I could go either way there.
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Dark Holy Elf

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Re: Valkyrie Profile
« Reply #11 on: October 08, 2014, 08:52:29 PM »
I'm somewhat uncomfortable about VF too but it's worth considering that there is also the Gram, which the stat topic skips over (rightly, since you don't reliably get it). Skipping Gram makes up somewhat for the fact that there are so many swordsmen (making their claim to their second best weapon far worse than that of archers or spearmen). Light swordsmen and samurais having better weapons than spearmen feels wrong but so it goes, I don't think any weapon distribution that we've tried for the game feels right. At least this is more reflective than the C7 weapons the earliest notes used!

I do have a slight complaint about the enemy defences used... 500 is too high for RDM and 700 is too low for RST... the averages of randoms in C8 + final dungeons is 300/730, with RDM rising to 430 with bosses included. The only way to see the RDM/RST gap so low is to give extra credit for bosses, but given the presence of Might Reinforce and Sap Guard I'm more inclined to give them less if anything. Although you can argue that hey those are mage spells so don't indirectly punish mage damage because of them. I'd still lower the enemy RDM assumed to 400, but 100 points here or there isn't going to be that big a deal so no big.

Allowing Splash/Charge is interesting. On the one hand they exist in-game, and I do think it's cool to highlight how Lawfer can get 100 energy on his own this way (makes him one of the cast's most interesting duellers with his various accessory options). I dunno what I think about emphasising normal attacks even more which was already a problem with VP in the DL to me. But well I'll probably just accept that of part of the transition.

Really love the baking in of accessories into stat topics, I'd like to see this done for more games but am far too lazy.

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Jo'ou Ranbu

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Re: Valkyrie Profile
« Reply #12 on: October 09, 2014, 02:03:31 AM »
I'll also note I rather like this approach to the VP duelling data and may start using it myself. It also mitigates the average slamming done by Glance Reviver without trivializing the boost itself, which is a plus in my eyes.
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....