Author Topic: Ranma 1/2: Treasure of the Red Cat Gang (PC/Boss, incomplete)  (Read 2776 times)

Taishyr

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Ranma 1/2: Treasure of the Red Cat Gang (PC/Boss, incomplete)
« on: August 28, 2008, 12:14:13 AM »
PCs courtesy Gourry.


Kyar.

Blame Meeple.

Ranma 1/2 is probably easier to interpret than you'd expect. Despite the fact that characters have cursed forms, statistics do not change between forms. A couple techs require one form, though, but that's probably one of the only things that the forms affect.

Damage for physicals seems to be subtractive, and the enemies I tested on had a defense of ~70. For enemy attacks, it's (Enemy Attack Power - PC's defense)/2, so a large difference in defense isn't quite as pronounced as it seems in raw numerics.

Levels are taken at 40 (or ~600,000 exp), which might be a bit overlevelled. I dunno. It isn't too unreasonable either way, though.

Ki is what's used for techniques. Ki costs vary depending on the technique, but not all techniques cost Ki. It's a bar, and the game doesn't really list how much each technique is, so I eyeballed them and tried to see how many times a character could use a certain technique before running out. Note that Ki costs vary on level (or by something else. Not sure) somehow.

You usually start battles with a full ki bar, but it can be partially filled if you use a lot of ki in one fight and fight a random shortly afterwards.

The defend skill in the game is incredibly badass, reducing damage that does hundreds to single digits. It also restores a bit of ki (~8%, it took 12 turns of defending to go from near zero to almost full), allowing for some really obnoxious turtling strategies for some characters (assuming you allow universal defend commands and such).

Equipment is generally the best storebought stuff available. I included a couple other weapons for defensive boosts. Ignoring accessories for now.

Stats
---
HP is HP.
Power adds to Attack
Speed is a complete mystery.
Strength adds to Defense.

Status Effects
---
Paralysis lasts 3-4? turns. Hitting opponents does not break Paralysis, I think.

Confusion. Enemies will attack themselves or allies. ~2 turns. Getting hit does not break confusion.

Sleep. Lasts 3-4 turns.

Ranma

HP: 509
Power: 148
Speed: 147
Strength: 107
Attack: 278
Defense: 207

Equipment
---
Blood Sword: +130 ATK
Storm Helm: +40 DEF
Thunder Gi: +60 DEF

Physical: 208

Specials
---
Tekizen Daigyakusou: Flee in terror, with NO KI COST!?!!1 hi
Ryuusekyaku (~18%): 483. [2x]
Amaguriken (~18%): 345. [1.5x]
Hiryuu Shoten Ha (~28%): 345, MT. He could do this three times, and he couldn't use Ryuusekyaku or Amarguriken afterwards. [1.5x]
Hishoukyaku (~35%): 764. [3x]
Hiryuu Kourindan (~48-50%): 625, MT. [2.5x]

CatFist (0%): 832, ST.

Akane

HP: 373
Power: 106
Speed: 109
Strength: 109
Attack: 226
Defense: 214

Equipment
---
Foxtail: +120 ATK
Stardust Helm: +40 DEF
Stardust Clothes: +65 DEF

Physical: 156

Specials
---
Teate (~0%): Heals 100 damage. This costs Ki early in the game, but it's virtually free at my level.
Jigoku Guruma (~18%): 269 [1.5x]
Mina Teate (~18%): Heals 150 damage, MT.
Yama Arashi (~30%): 269, MT [1.5x]
Mina Chiryou (~40%): Full healing?, MT. (healed Ranma from 1 to 509)
Zenkai Teate (~60%): Revival and/or full heal.

Moeru Kobushi (0%): 1738 [8x]. This is an Ultima-esque move that Akane learns at level 99. However, levelling to 99 in this game takes forever (it takes millions of experience, and fights give you thousands), so take this how you want. This is an insane damage boost for her, assuming you allow it.

Ryoga

HP: 602
Power: 150
Speed: 105
Strength: 183
Attack: 265 [280]
Defense: 303 [283]

Equipment
---
Dragon Tonfa: +115 ATK, +20 DEF
[Blood Sword]: +130 ATK
Storm Helm: +40 DEF
Thunder Gi: +60 DEF

Physical: 195 [210]

Specials
---
Sekiteki Kairin Gasa (~8%?): 35% (7/20) Paralysis.
Bakusai Tenketsu (~30%): 195 [210], MT. [1x]
Chiri Metsuretsu (~48-50%): 35% (18/51) confusion, MT. See Mousse.
Shishi Houkoudan (~30): 460 [490]. [2x]
Shinteki Kairin Gasa (~40%): 33% (17/51) sleep, MT. Lasts 3-4 turns.
Hishou Kouryuu Ha (~40%?): 725 [770]. [3x]

Mousse

HP: 530
Power: 138
Speed: 108
Strength: 143
Attack: 278 [253]
Defense: 243 [263]

Equipment
---
Mace: +140 ATK
[Dragon Tonfa: +115 ATK, +20 DEF]
Storm Helm: +40 DEF
Thunder Gi: +60 DEF

Physical: 208 [173]
RG Physical: 486 [436]

Specials
---
Hakushouken (~18%): 347 [310]. [1.5x]
Mokumetsudama (~40%]: 47% (24/51) Paralysis, MT. Paralysis lasts 3-4? turns. Hitting opponents does not break Paralysis, I think.
Gyakukou Mashouken (~48-49%): 33% (17/51) Confusion, MT. Enemies will attack themselves or allies. ~2 turns. Getting hit does not break confusion.
Shippou Kikouheki (~40%): Defense Doubles?, MT.
Ryuuou Gouwanriki (~48-49%): Attack Doubles, MT.

RG Hakushouken: 764 [689].

Shampoo

HP: 437
Power: 105
Speed: 187
Strength: 106
Attack: 225
Defense: 226

Equipment
---
Amazon Hammer: +115 ATK, +20 DEF
Stardust Helm: +40 DEF
Stardust Clothes: +65 DEF

Physical: 155
Gouwanriki Physical: 380

Specials
---
Chiryou (~18%): Heals 100 damage.
Hengou Shiatsuken (~8%): 40% (8/20) Confusion.
Gourikki Nanka (~18%): Paralysis. It always showed the hit animation, but the enemy could still act on their turn, making this move rather useless.
Fukkatsu (2-3%): Heals 200 damage.
Reppu Kihouki (~8%): Doubles? Defense.
Gouwanriki (~8%): Doubles Attack.
Koteki Seiryuuken (~49-50%): 493, MT. [2.5x]

Gouwanriki + Koteki Seiryuuken: 1055

Genma

HP: 638
Power: 191
Speed: 100
Strength: 152
Attack: 321
Defense: 252

Equipment
---
Blood Sword: +130 ATK
Storm Helm: +40 DEF
Thunder Gi: +60 DEF

Physical: 251

Specials
---
Kaeru Reki Shitai (0%): Uh.
Jigoku no Yurikago (~18%): Supposedly causes paralysis. I've never seen it succeed in ten trials. I am lazy, so I gave up. Panda Only.
Shanmao Kikoudan (~18%): 412, MT. [1.5x]
Mouko Rakuchizei (~66%): Run away! If someone wants to find out how this is better than Ranma's flee skill (which is free and gotten earlier), be my guest.
Mouko Takabisha (~8%): Draws enemy attacks. The ultimate duelling move, short of kililng yourself.
Mouko Ichegekitai (~60%): 572, MT. [2x]
Rouga Shuuhaitai (~66%): 572. [2x] Someone should explain why this costs more and is single target.

AVERGE

HP: Genma (638) > Ryoga (602) > Mousse (530) > Ranma (509) > Shampoo (437) > Akane (373)
Average: 514.8

Defense: Ryoga (303) > Mousse (263) > Genma (252) > Shampoo (226) > Akane (214) > Ranma (207)
Average: 244.2

Relative Physical Durabilities [they all have average magic defense AFAIK, so HP is the way to determine that]
Mousse + Shippou Kikouheki (0.399) [not 100% sure on this]
Shampoo + Reppu Kihouki (0.695) [not 100% sure on this]
Ryoga (0.814)
Genma (0.868)
Mousse (1.019)
Ranma (1.199)
Shampoo (1.342)
Akane (1.612)

Speed: Shampoo (187) > Ranma (147) > Akane (109) > Mousse (108) > Ryoga (105) > Genma (100)
Average: 126

First Turn Damage
---
1. Ranma's Hishoukyaku (764)
2. Ryoga's Hishou Kouryuu Ha (725)
3. Genma's Mouko Ichegekitai (572)
4. Shampoo's Koteki Seiryuuken (493)
5. Mousse's Hakushouken (347)
6. Akane's Jigoku Guruma (269)
Average: 528

Three Turn Damage Average
---
Ranma (2xHishoukyaku + Ryuusekyaku) = 2011
Ryoga (2xHishou Kouryuu Ha + Physical) = 1645
Mousse (Ryuuou Gouwanriki + 2xHakushouken) = 1528
Shampoo (Gouwanriki + Koteki Seiryuuken + Physical) = 1435
Genma (Mouko Ichegekitai + 2xShanmao Kikoudan) = 1396
Akane (3xJigoku Guruma) = 807
Average: 1470

Taishyr

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Re: Ranma 1/2: Treasure of the Red Cat Gang (PC/Boss, incomplete)
« Reply #1 on: August 28, 2008, 12:15:09 AM »
Boss notes courtesy Andrew.


WHOAMG! BOSS NOTES!

Notes will come later. Most damages are taken against Ranma until someone with more average-ish defenses shows up. Take special attack damages with a grain of salt against bosses since you typically have very few shots of the good damage.


Akane Tendo
HP: 20
Speed: Goes after Ranma

Attacks
Punch: 5 Damage
Get Ready: Raises Defense

Ranma’s HP: 25

Damage to her
Ranma’s Physical: ~10

~~~


Ryoga Hibiki
HP: 30
Speed: Goes after Ranma

Attacks
Physical: ~6
Startle: Raises Attack

Ranma’s HP: 25

Damage to him
Ranma’s Physical: ~10

~~~


Lord Yasha
HP: 450
Speed: Goes after Ranma and Ryoga(?)

Attacks
Slap: ~14
Strength: Increases Attack. Only usable at low HP
Insane Laughter: Increases Attack. Only usable at low HP?. Doesn’t stack with Strength.
Strengthened Slap: ~57

Ranma’s HP: 87
Ryoga’s HP: 104

Damage to him
Ranma’s Ryuu: 98
Ranma’s Physical: 46
Ryoga’s Physical: 45

~~~


Rasetsume
HP: 750
Speed: Goes after Ranma

Attacks
1000 Palm Strike: 66
Snowstorm: ~60 MT
Stare: Causes Paralysis. ??%

Ranma’s HP: 126
Ryoga’s HP: 149
Akane’s HP: 84

Damage to her
Ranma’s Ryuu: 108
Ranma’s Physical: 40
Ryoga’s Shishi: 102
Ryoga’s Physical: 41
Akane’s Physical: 37(?)

To be continued!