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Author Topic: Dual Orb 2  (Read 2322 times)

Bardiche

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Dual Orb 2
« on: October 18, 2008, 04:30:24 AM »
NOTE: Temporary PCs (3) aren't listed yet, because I didn't think of it when I rushed past 'em. They're two Lights and a maybeMiddle anyway, though, so I hardly doubt it matters. Only three worthwhile bosses which I'll stat topic sometime later, if I get around to replaying and going for the others.

Karina had to be leveled because she joins at level 33, when the rest is 45. This is because she temporarily joins you earlier, and then rejoins you near the end at the same level she was when she left you. Take that in what sense thou wilt.

Serra does not have a tech. Karina does not have Magic but gets Stab instead.

Guard Talisman does not protect against statuses; all Dual Orb characters are status bait, resisting any status with 20% chance or somewhere near that in my experiences with or without the Guard Talisman. Some may want to opt out of using it, since its terribly lame against ANY magic-based opponent.

//Edit: ;_; why did I have to copy-paste the formats?
//Edit2: Updated with data for alternate weapon choices for Aleth and Saladin, as well as added more info on Aleth's armor after some specific testing and checking.

---------

Aleth LV50
Paladin
HP: 6080
MP: 2650

Power: 43
Constitution: 35
Magic: 32
Spirit: 40
Int: 25
Agility: 33
Evade: 23
Hit: 21
Luck: 43

Atk: 301 (270)
Def: 157

Saint Sword - +250 Attack, can use "Holy Beam" tech, Holy property damage, deals more damage to Demons, Undead and other such unholy creatures.
Tiamat Blade - +280 Attack, can use "Dragon Wave" tech, deals extra damage against dragons.
Holy Armor - +140 Defense. ??? Effect unknown.
Dragon Scale - +140 Defense. Alternative armor choice, absorbs Fire damage. Absorption is somewhere around 25% of what you would normally receive for damage.
Guard Talisman - +0 Defense. Can be used instead of Holy Armor. Wearing Guard Talisman increases magic resistance to 99%. MAGIC TANK AHOY. Eats physicals like a bitch though. (twice more than normally)

Saint Sword:
Regular attack: ~3950 (4750) damage
Holy Beam: ~8800 damage, can only be used when has less than 20% HP
note that damage is x1.5 when combatting Demons, Unholies, Ghosts or other such things.

Tiamat Blade:
Regular attack: ~4000 (4800) damage
Dragon Wave: ~9000 damage, can only be used when has less than 20% HP
note that damage is x1.5 when combatting Dragons.

Half Heal: Heals half of target's max HP. ST (40 MP)
Full Heal: Fully heals target's max HP! ST (70 MP)
Cure: Cures all status ailments. ST (18 MP)
Revive: Revives target with 1 HP. ST (60 MP)
Magic Coat: Raises magic power. ST (100 MP) (attacks do about 500 more damage PER cast. stacks thrice.)
Bless: Raises attack and defense. MT (80 MP) (attacks do about 20% more damage per cast. attack buff doesn't stack. attacks AGAINST do about 20% less damage, and seems to stack up to four times.)
Holy Weapon: Attack property becomes Holy. ST (60 MP)
Taboo: Silences target. ST (36 MP) (success rate: ~100%)
Bind: Stop on enemy. They can't act for a variable number of turns, usually three. ST (55 MP) (success rate: 100%)
Holy Light: 2500 damage; Attacks all foes with Holy elemental magic damage. MT (130 MP)
Heart Breaker: Confuses enemy. ST (45 MP) (success rate: ~100%)

Overall rating: Godlike. Heart Breaker, Bind and Taboo only fail on enemies that immune the stat. He has plentiful resources to keep a buffing game up, and can generally outslug people by sheer virtue of Full Heal. For negligable MP cost, too. Bless thrice reduces most physical damage to almost nothing, and he already has above average defenses. Magic defense is better than physical defense!
And no, I am not kidding about Bless. Reduced 3500 damage to a measly 500. From a boss.


Saladin LV50[/size]
Thief Mage
HP: 4120
MP: 2650

Power: 40
Constitution: 35
Magic: 42
Spirit: 40
Int: 45
Agility: 25
Evade: 23
Hit: 28
Luck: 35

Atk: 180 (140)
Def: 105

Demon Slayer - +120 Attack, can use "Calamity" tech
Shiva Blade - +160 Attack, can use "Crystallize" tech, deals ice elemental damage
Protect Armor - +90 Defense
Guard Talisman - +0 Defense. Can be used instead of Protect Armor. Wearing Guard Talisman increases magic resistance to 99%. MAGIC TANK AHOY. Eats physicals like a bitch though. (about one point five more than normally)

Demon Slayer:
Regular attack: ~2700 damage
Calamity: ~7500 damage, can only be used when has less than 20% HP

Shiva Blade:
Regular attack: ~3000 damage
Crystallize: ~7900 damage, can only be used when has less than 20% HP

Regen: Regens 500 HP per turn. ST (90 MP)
Dark Whisper: ID. ST (99 MP) (too many immune it. those that don't get OHKO'd at near 100% success)
Nova: 3800 damage; Causes fire explosion magical damage. MT (180 MP)
Plant Net: Slows the enemy. Just drops their Agi, doesn't inflict "Slow" status. ST (60 MP)
Shadow Shape: Raises defense. MT (50 MP) (20% less damage per cast, stacks three times)
Cold / Heat / Thunder Weapon: Imbues weapon with corresponding element. ST (60 MP)
Freeze: 1800 damage; Attacks target with ice elemental magic. ST (64 MP)
Stone Lance: 4500 damage; Attacks target with earth elemental magic. ST (84 MP)
Electric Blast: 1600 damage; Attacks target with thunder elemental magic. ST (50 MP)

Overall rating: Heavy. Middle if you discount Dark Whisper on account of it only has like, four enemies or something that it works against oh god what the hell man. Most enemies seem to completely negate Dark Whisper from ever working. Tried for like 15 minutes before I got tired and smacked the girls, turned out their MDef was mediocre. Can use ice damage, which is nice, but in-game pretty annoying due to ice immune enemies near the end-game.


Serra LV 50[/size]
Android
HP: 3630
MP: 2650

Power: 30
Constitution: 20
Magic: 46
Spirit: 45
Int: 47
Agility: 33
Evade: 28
Hit: 21
Luck: 38

Atk: 195
Def: 83

Blaster - +180 Attack
Distract Robe - +70 Defense
Guard Talisman - +0 Defense. Can be used instead of Distract Robe. Wearing Guard Talisman increases magic resistance to 99%. MAGIC TANK AHOY. Gets more physical ouchy, but with her defense it hardly matters.

Regular attack: ~1800 damage, thunder elemental

Plarna: 2500 HP healed to target. Healage is proportionate to level. ST (25 MP)
Revive: Revives target with 1 HP. ST (60 MP)
Full Revive: Revives target with full HP. ST (180 MP)
Magic Coat: Raises magic power. ST (100 MP) (stacks thrice! damage increases by 500 per cast)
Protect: Increases target's defense. ST (32 MP) (attacks do about 20% less damage. stacks thrice.)
Taboo: Silences target. ST (36 MP) (success rate: ~100%)
Haste: Increases speed and agility some. ST (38 MP) (effect not really noticable)
Wind Cutter: 2500 (3000/3500) damage; Harms foe with wind magic. ST (48 MP)
Heart Breaker: Confuses enemy. ST (45 MP) (success rate: ~100%)

Overall rating: Light. Bad damage with bad durability with bad magic.



Karina LV 50[/size]
Rogue Princess
HP: 4120
MP: 0

Power: 35
Constitution: 28
Magic: 20
Spirit: 20
Int: 20
Agility: 40
Evade: 26
Hit: 44
Luck: 34

Atk: 297
Def: 97

Veil Piercer - +280 Attack, can use "Crush" tech
Breast Plate - +80 Defense
Guard Talisman - +0 Defense. Can be used instead of Breast Plate. Wearing Guard Talisman increases magic resistance to 99%. MAGIC TANK AHOY. Gets hurt more from physicals, but not by much. Would probably want this in any case against Mages.

Regular attack: ~3000 damage
Crush: ~6000 damage, can only be used when less than 20% health

Stab: ~6000 damage. Always causes critical, has a 7/10 chance to land.

Overall rating: High Middle. Above average speed with respectable damage. Just a shame she suffers from durability issues. Evade sounds nice, but Dual Orb battles involve no misses or evades. Or something. idk


--------

Averages!

HP:
1. Aleth - 6080
2t. Karina - 4120
2t. Saladin - 4120
4. Serra - 3630
avg 4487.5

Damage: (no techs, yes to Stab, yes to Magic)
1. Karina - 6000
2. Saladin - 4500
3. Aleth - 4000
4. Serra -2500
avg 4250

Damage: (including techs!)
1. Aleth - 9000
2. Saladin - 7900
3. Karina - 6000
4. Serra - 2500
avg 6350

Damage Received:
1. Serra - 1000
2. Karina - 900
3. Saladin - 880
4. Aleth - 400
avg 795
« Last Edit: October 18, 2008, 05:11:16 AM by Bardiche »

Jo'ou Ranbu

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Re: Dual Orb 2
« Reply #1 on: October 18, 2008, 05:04:24 AM »
Okay, for the sake of completeness, and also because I played this game, I'll post some more averages:

Defense Average: 110.5

1. Aleph - 157
2. Saladin - 105
3. Karina - 97
4. Serra - 83

Agility Average: 32.75

1. Karina - 40
2t. Aleph - 33
2t. Serra - 33
3. Saladin - 25

Damage average (factoring in Stab's chance to miss): 3800

1. Saladin - 4500
2. Karina - 4200
3. Aleph - 4000
4. Serra - 2500

Man, the other PCs love Serra existing in the averages.

Looking at the numbers from a glance, looks like defense is some clusterfuck tending towards division. While the numbers themselves don't have too much of a spread apart from Aleph slaughtering the average, the stat has a notable effect on damage taken. Also, I'd like to know which enemies did you test it on, and how extensively. Also, needs tests on magical damage taken.


Effective physical durabilities (lower is better), going by the numbers provided:

1. Aleph (0.36)
2. Saladin (1.20)
3. Karina (1.23)
4. Serra (1.53)

Okay, this is vaguely "...". The game obviously makes Aleph an ubertank while hamstringing everybody else for durability. Pretty true to in-game, I guess, but that's really pathetic.

Other notes:

The legality of Guard Talismans? Nononono. Also, -what do Silence and Confuse do-? I haven't played the game in ages and I don't remember their effects, and those are huge things regarding Serra's duelling worth (relevant for Aleph as well), if their accuracy is 100%.

[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> .....

Bardiche

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Re: Dual Orb 2
« Reply #2 on: October 18, 2008, 05:16:16 AM »
I tested on about five to six different monsters who all appeared in the end-game dungeon, where I produced the above results. I tried to base the average damage around the monster that seemed to have equal defense and mdefense ratings, but I forgot its name. Looks like a dominatrix, sort of, with a black chinese suit.

Silence negates your ability to cast magic. Since enemies don't show stats above their heads or whatever, I'd estimate they have two to three rounds of no-magic before the status wears off.

Confuse lets you randomly attack one of your allies. Once allies are dead, Confuse seemed to do nothing anymore, as the enemy just... Hit me. Tend to think this is useless in a Duel.

//Edit:
I also admit to hating Serra with a passion, since she was my most useless character aside from spamming Full Revive. >_>
« Last Edit: October 18, 2008, 05:18:07 AM by Bardiche »

Jo'ou Ranbu

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Re: Dual Orb 2
« Reply #3 on: October 18, 2008, 05:30:14 AM »
Can't you find enemies with magic anyway? Can you test status duration?

Also, looking at it, it seems like Serra is a sort of variation on MOMO with less speed, but with the buffing, she can actually mitigate the horrible pdur enough. Since Dual Orb 2 buffs don't run out (nobody said it was well-balanced), she actually has a strategy in a duel that wins her matches. With two anti-mage statuses, that level of resources, above average speed and a good defensive buff over time, she should be a Middle, is my kneejerk.
[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> .....

Bardiche

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Re: Dual Orb 2
« Reply #4 on: October 18, 2008, 02:49:40 PM »
No, no, there are enemies with magic and that's aabout the time Silence buys me against them. About two, three rounds. Just tried it again earlier.

Serra a Middle? Well... I guess if you have someone that doesn't hit OHKO or 2HKO on her, then she could possibly Protect/Plarna herself into something good. She drops dead to any OHKOers, though, or people that Heal lock her.