Author Topic: Eternal Sonata  (Read 3119 times)

Pyro

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Eternal Sonata
« on: December 18, 2007, 11:24:34 PM »
Eternal Sonata:

- Endgame level is taken as 50. Party level is 5, since accessing party level 6 requires entry into the bonus dungeon (and it makes life a living hell if you're trying to test).

- All attacks assume point blank range from the enemy at the start of the turn. This may or may not be perfectly accurate, but it works well enough and using another method should give you similar results in terms of relative damage. Again with anything else being very difficult to work with.

-Stats:
HP: Lose these and the dream ends.
Def: Reduce incoming damage. Eternal Sonata does not distinguish between magic and physical damage.
Spd: CTB style speed. Strictly linear so 200 speed instantly doubles 100 speed, etc...

-The battle system:
ES gives turns to allies/enemies according to their speeds as is normal. When something gets a turn, it has 4 seconds to act in ARPG fashion, including movement, attacking, item use, etc... Nothing else can move during this time. When these 4 seconds pass that character's turn is over and the next one goes. The characters can however cheat the system a little. Anyone can execute a special attack near the end of their time and still have it go off in full. So if you had 1 second left and use a 3 second special attack, the attack would be executed in full before the next character got a turn.

-The Special attack system:
Eternal Sonata has two kinds of attacks, normal and special. Normal attacks chain together and are like normal combo strings in other ARPGs. Special attacks are unique attacks to each character that generally deal damage in a fancy way (Healing spells are also included). Special attacks are broken up into light and dark categories. If the special attack button is pressed while standing in light, the light special attack will be used. If it is used standing in the dark, a dark special attack will be used. A character may have two special attacks of each type equipped at any one time, and can not switch in-battle.

The core of the special attack system comes in the form of echoes. For each hit a character does, they add an echo to the party's echo bar. Depending on how many Echoes are stored in the bar, any special attack used will gain a multiplier. The multipliers come at 4, 8, 12, 16, 24, and 32 echoes. If a special move is used, the Echo bar is emptied (but the number of hits the special attack does starts filling it back up again). If a character breaks an attack chain or has their turn end, the number of echoes transferred to the next turn is fixed at whatever multiplier was last reached and any additional echoes are 'lost'. For example, a 6 hit combo will only transfer 4 echoes to the next turn. However if a special move is used before the end of the turn that has 6 hits, the total number of echoes will be 6-4+6=8, so 8 echoes will be transferred and none are 'lost'.

The other aspect of this combo system are what is referred to as Harmony Chains. When a character initiatites a special attack at 24 or 32 echoes, an additional special attack may be used in immediate succession, regardless of whether or not time remains on the action gauge. This second attack does not get the 24 or 32 echo multiplier that the first attack gets, but does have any echoes that attack built up. The exception to this rule is healing techs, which get the multiplier 24 or 32 echoes and still pass it on to the next ability in the chain.

Phew, now that thats over.

Characters:


Allegretto: "This blade has a little extra spark to it!"
HP: 21086
Def: 286
Mag: 215
Spd: 187

Equipment:
Velmungdd's Lust: Atk+160
(Hellstriker: Atk+65, Burst status (This weapon raises the damage Allegretto takes and deals by ~15%)
Crescent Blade: Atk+42, 10% regen at the beginning of each turn. Allegretto's damage is made pretty terrible by this.)

Fragment: Def+92, Atk+3

Alternative Equips:

Skill setup:
Bloody Plume->Shadow Assault (light version is Starlight Blast->Sun Slash)

Attack:
Turn 1: 12 hit combo->Bloody Plume for 70420 damage.
Turn 2: 12 hit combo->Bloody Plume for 88000 damage.
Turn 3: 12 hit combo->Bloody Plume->Shadow Assault for 140000 damage
(After this, the cycle repeats with the turn 1 damage being 88000)
Three turn average: 99472

Alternative action list:
Turn 1: 12 hit combo for 21600 damage
Turn 2: 12 hit combo->Bloody Plume->Shadow Assault for 140000 damage
(Allegretto can cycle through these two turns indefinitely)
Turn 3: 12 hit combo->Bloody Plume for 88000 damage.
(after this, the combo repeats from the beginng)

Misc list:
Best damage compacted in one turn: 170000. Requires two turns of 21600 12-hit combo buildup beforehand.

Comments: Straight up melee fighter who effectively 3HKOs and can twink a little to 2HKO the frail. Not that good, honestly. You'd have thought they'd give him better speed with a name like Allegretto, but he's just average. I suppose a Low Middle?




Beat: "I'm ready to go, all I have to do is let loose!"
HP: 19149
Def: 246
Mag: 134
Spd: 173 (190)

Equipment:
Magnum Arm: Atk+91, absorbs 10% of damage done as HP.
(Cerebus Canine: Atk+138, Speed+10%. Doesn't want this as his default.)
Fragment: Def+92, Atk+3

Skill Setup: Vital Drain->Rapid Shooter (no light elemental equivalent)

Turn 1: 9 hit combo for 13750 damage.
Turn 2: 9 hit combo for 13750 damage.
Turn 3: 9 hit combo->Vital Drain->Rapid Shooter for 83215 damage. Heals Beat for 5532 in addition to the 10% of damage done.

3 turn average: 36905

(If he goes with the Cerebus Canine for some unlikely reason)
Turn 1: 9 hit combo for 16550 damage
Turn 2: 9 hit combo for 16550 damage
Turn 3: 9 hit combo->Vital Drain->Rapid Shooter for 103000 damage. Heals Beat for 6207.

3 turn average: 45366

Misc. List:
Best possible damage packed into one turn (Cerebus Canine): 115000. Requires 3 turns of 16550 buildup beforehand.
Spamming 9 hit combo->Vital Drain every turn (Magnum Arm): 20044+2133 healing from vital drain.

Comments: Beat kinda sucks. The Cerebus Canine would be a pretty good weapon on someone else maybe, but Beat wants the Magnum Arm badly as his default. I've listed it as his default, but I'll likely take the Cerebus Caninine averages myself. He isn't beating much with flat out damage. Parasitic healing saves him from being pretty puny. Light.



Polka: "Okay, its my turn again. I feel sorry for this little guy but I guess I better finish him off."
HP: 17766
Def: 234
Spd: 166

Equipment:
Teardrop: Atk+130
Concealing Jacket: Def+80, reduces chance of becoming poisioned.
Gorgeous Clothes: Def+67, Immunity to critical hits.

Skill setup: Nether Wave->Zodiac
Turn 1: 12 hit combo for 16500 damage
Turn 2: 12 hit combo->Nether Wave->Zodiac for 74715 damage
(Turns 1 and 2 can be repeated)
Turn 3: 12 hit combo->Nether Wave for 42586 damage

3 turn average: 44600

The setup she actually wants. She can have both of these setups simultaneously since its dark/light.
Light elemental skills: Blossom Shower->Disruption Wave.
Turn 1: 12 hit combo for 16500 damage.
Turn 2: 12 hit combo->Blossom Shower->Disruption Wave for 70000 damage and 15565 healing.
Turns 1 and 2 repeat.

Misc:
At any time, Polka can do a 12 hit combo->Blossom Shower for 16500 damage and 8301 healing.

Comments: Pretty bad. Frail and slow, with a pretty lame damage output. And thats being generous in giving her a 12 hit combo (this can sometimes be difficult to pull off without an auto-fire controller). Still, pretty good healing and averagish damage every two turns isn't puny. Light.




Frederick: "You dare to raise your sword against me?"
HP: 19754
Def: 280
Spd: 170

Equipment:
Voiceless Scepter:Atk+143
Daybreak Cloak: Def+120, Shining Body (Can only use light techs)
(Leather Jacket: Def+30, immunity to critical hits.)

Note: Phantom Pain increases enemy Atk by 20. This doesn't increase enemy damage by enough to really care, but it matters if he attempts to heal lock with it, I suppose.

Skill setup: Phantom Pain->Orzel Bialy
Turn 1: 16 hit combo for 18984 damage
Turn 2: 16 hit combo->Phantom Pain->Orzel Bialy for 200000 damage
(turns 1 and 2 can be repeated)
Turn 3: 16 hit combo->Phantom Pain for 110000 damage
Turn 4: 16 hit combo->Phantom Pain->Orzel Bialy for 153000 damage
(Turns 3 and 4 can be repeated)

3 turn average: 109661

Now for the uber-Polka setup.
Skill Setup: Spirit's Pathway->Phantom Pain
Turn 1: 16 hit combo for 18984 damage
Turn 2: 16 hit combo->Spirit's Pathway->Phantom Pain for 185000 damage and 14086 healing.
(Turns 1 and 2 can be repeated)

Misc:
At any time with the second setup, Frederick can heal himself for 10563 with Spirit's Pathwayx3.

Comments: Rar damage. Except it ends up only being a strong 3HKO in practice off of sub-par speed. The second setup gives some nice infinite healing and great damage every two turns. Its enough for Middle.



Viola: "I think Its time for a new bow."
HP: 20387
Def: 257
Spd: 196

Equipment:
Lugh Lamhfhada: Atk+150
Transeo: Def+104
(Leather Jacket: Def+30, immunity to critical hits.)
Flare Head: Atk+5 (unique accessory)

Skill setup: Light skills  Full Barrage->White Dagger
Turn 1: 12 hit combo for 18300 damage
Turn 2: 12 hit combo->Full Barrage->White Dagger for 167500 damage
(turns 1 and 2 can repeat)
Turn 3: 12 hit combo->Full Barrage for 73555 damage.
Turn 4: 12 hit combo->Full Barrage for 73555 damage.
(back at turn 1)

3 turn average: 86451

Viola's Hawk Eye skill adds the status effect "Targeted" to an enemy it hits. This status effect multiplies the damage the target takes by about 1.5x until after they are hit by a special attack. It is ~100% and works on bosses. Here is the combo assuming Viola goes with that strategy. Hawk Eye is a darkness tech so can be set while the above skills are also set.

Turn 1: 12 hit combo->Hawkeye for 43777 damage. (Inflicts Targeted status)
Turn 2: 12 hit combo for 32521 damage
Turn 3: 12 hit combo->Full Barrage->White Dagger for 260000 damage. Boom.
(Turns 1-3 repeat)

Misc:
Viola has a healing skill, but it only heals 1500 and takes up a light slot (hurting her damage) so its pretty worthless.
Viola can add another 12 hit combo between the second and third turn of setp two to deal ~320000 damage on her 4th turn with a 32 Echo attack hitting a Targeted foe.

Comments:
Hawkeye gives her excellent damage against most everything unless you consider bosses outside ES immune to it. Granted, its still just a really powerful 3HKO, but she can beat healers through it without much hassle. Above average speed is always a plus. In any event, I'd peg her as a Middle.



Salsa: "I'll be perfectly polite when I send you flyin."
HP: 20178
Def: 251
Spd: 207

Equipment:
Ruthless: Atk+109
Concealing Jacket: Def+80
(Gorgeous Clothes: Def+67, immunity to critical hits.)

Skill setup:
Corona Stream->Deadly Circle
Turn 1: 17 hit combo for 12415 damage
Turn 2: 17 hit combo->Corona Stream->Deadly Circle for 98700 damage.
Turn 3: 17 hit combo->Corona Steam->Deadly Circle for 86000 damage.
(Turn 3 can be repeated indefinitely)

3 turn average: 65705.

Misc:
Salsa has a move called Shadow Silhouette that multiplies the next special attack performed by 1.5x, but it isn't worth it do to wasting a turn. If someone cares I can get the damage for that.

Comments: Salsa is weak, but decently fast so she isn't unsalvageable. Works pretty well in the team due to combo building and Shadow Silhouette affecting nearby group members, but she's kind of scrubby in a duel. Light.



Jazz: "Burn away to nothing."
HP: 25277
Def: 293
Spd: 143

Equipment:
Tyrant Slayer: Atk+162 (totally owns Fou-Lu or something)
Fragment: Def+92, Atk+3

Skills:
Heat Blade->Raven Blast

Turn 1: 12 hit combo for 23000 damage
Turn 2: 12 hit combo->Heat Blade for 102000
Turn 3: 12 hit combo->Heat Blade for  66000 damage
(Turns 1-3 repeat)
3 turn average: 63666 damage.

For a more consistent damage chain:
Turn 1: 12 hit combo->Heat Blade for 57000
Turn 2: 12 hit combo->Heat Blade for 66000
(Turn 2 repeats)

Comments:
Tank! Well, he has good HP and defense, but that speed burns. And his damage is actually pretty poor. Light.



Falsetto: "If you strike a stone, rocks are scattered. If you strike a person, the soul is scattered. Death to both!"
HP: 20593
Def: 285
Spd: 231

Equipment:
Tyr's Left Arm: Atk+123, Action time increases upon hitting. (ups #hits for her combo)
(Tyr's Right Arm: Atk+140)
Transeo: Def+104
(Leather Jacket: Def+30, immunity to critical hits)

Skill setup: Phoenix Rising->Snow Claw (Dark version is Willow Strike->Howling Thunder)

Turn 1: 24 hit combo->Phoenix Rising->Snow Claw for 157500
Turn 2: 24 hit combo->Phoenix Rising->Snow Claw for 195000.
(turn 2 repeats)
3 turn average: 182500

Comments: Ouch. Pain. Death. Falsetto starts busting out great Harmony Chains on turn 1 and doesn't let up. Stack that on top of gamebest speed and she might make a decent Low Heavy. Really likes this format and her weapon's significant bonus to combo hits.




March: "It's nice to meet you."
HP: 17317
Def: 282
Spd: 194

Equipment:
Wheel of Will: Atk+127, Darkness Body (can only use dark techs)
Fragment: Def+92, Atk+3
(Leather Jacket: Def+30, immunity to critical hits)

Quick Note: March's Aurora Curtain move grants her a status of the same name. This curtain seems to reduce incoming attacks by about 25% on average, and then is dispelled. It only works for 1 attack. Helps offset her bad HP.

Skill setup: Midnight Cloud->Aurora Curtain
Turn 1: 21 hit combo->Midnight Cloud for 52186 damage
Turn 2: 21 hit combo->Midnight Cloud->Aurora Curtain for 103000 damage. Adds Aurora Curtain status.
Turn 3: 21 hit combo->Midnight Cloud->Aurora Curtain for 84743 damage. Adds Aurora Curtain status.
(Turn 3 repeats)

3 turn average: 79976

Alternate skill setup: Aurora Curtain-Midnight Cloud
Turn 1: 21 hit combo->Aurora Curtain for 29500 damage. Adds Aurora Curtain status.
Turn 2: 21 hit combo->Auroa Curtain-Midnight Cloud for 64000 damage. Adds Aurora Curtain status
Turn 3: 21 hit combo->Aurora Curtain->Midnight Cloud for 120000 damage. Adds Aurora Curtain status.
(turn 3 repeats)

Comments: March probably wants the second setup for more Aurora Curtain time and better long-term damage. Shockingly good thanks to that 21 hit combo and decentish damage. Aurora Curtain kind of sucks at reducing damage, but it doesn't hurt at all. Low Middle, maybe?

Stat averages:
HP: 20178
Jazz: 25277
Allegretto: 21086
Falsetto: 20593
Viola: 20487
Salsa: 20178
Frederick: 19754
Beat: 19149
Polka: 17766
March: 17317

Def: 268
Jazz: 293
Allegretto: 286
Falsetto: 285
March: 282
Frederick: 280
Viola: 257
Salsa: 251
Beat: 246
Polka: 234

Spd: 185 (187.2 with Beat's Cerebus Canine)
Falsetto: 231
Salsa: 207
Viola: 196
March: 194
(CC Beat: 190)
Allegretto: 187
Beat: 173
Frederick: 170
Polka: 166
Jazz: 143


Damage (3 turn): 85437 (86386 with Beat's Cerebus Canine)
Falsetto: 182500
Frederick: 109661
Allegretto: 99472
Viola: 86451
March: 79976
Salsa: 65705
Jazz: 63666
(CC Beat: 45444)
Polka: 44600
Beat: 36905





Final Boss: "There is no one else. I am the only one here!"
HP: 1493120
Spd: 300
Average defenses

PC stats:
HP: 20890
Spd: 195
Damage: Can range from 200k a round or so up to a whopping 500k depending on how you set your party up. I'd say the average is more along the lines of 250 or 275k myself. Its hard to nail down because of the system.

His AI allows him to move behind enemies to ignore their blocking. He doesn't use it nearly as often as he should in-game, but I'm assuming it for these damages (as it makes getting accuracy moot and therefore easy)

Skillset:
Baton Whack: 1900
Aplaudissement Sonique: 5800
Nimbostratus: 4400
Orzel Bialy: 5100
Snap: 700, inflicts Burst status if not blocked. Bust increases damage dealt by the subject to 2x and increases damage received by 20%. Best. Status. Ever.

Combo information: He can combo his moves in any way he normally wants, including doubling up any specials except 2 A. Soniques. He can add up to 3 baton whacks before a special.

Best combo: Baton Whack x3 + Aplaudissement Sonique: 11500 damage.

Comments: Great speed, thats pretty inarguable. These numbers paint him in the best possible light offensively: moving behind an enemy every turn and using his best attacks. He's a scrub in-game due to almost never abusing that properly, although he will do so occaisionally. My initial kneejerk was Middle/Light, but these stats show a good Heavy boss. Good luck seeing his best damage in-game.
« Last Edit: February 05, 2008, 05:07:08 AM by Cryo »

DjinnAndTonic

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Re: Eternal Sonata
« Reply #1 on: February 16, 2008, 06:34:41 AM »
Can we see some numbers for Claves? I know she's a temp/optional kind of character, but she's got some pretty interesting skills that would be fun to see in a DL setup.

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Pyro

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Re: Eternal Sonata
« Reply #2 on: February 16, 2008, 06:42:35 AM »
The problem with Claves is that she requires unlocking party level 6, which makes life a living hell if you are trying to test things..

DjinnAndTonic

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Re: Eternal Sonata
« Reply #3 on: February 16, 2008, 10:16:44 AM »
Maybe just do her temp form?