Author Topic: Laggy Fantasy Tactics, now with more PCs  (Read 1522 times)

074

  • Suggests the birth of an abomination
  • DL
  • Denizen
  • *
  • Posts: 888
    • View Profile
Laggy Fantasy Tactics, now with more PCs
« on: September 26, 2013, 03:55:56 AM »
It has come to my attention that LFT has gotten a boss topic, but not one for its PCs.  I have decided to rectify this matter.  So without further ado, the varied playable characters of Laggy Fantasy Tactics, in their full variety.

Special thanks to SageAcrin for getting me the stat bases for this, and Laggy, metroidcomposite, and everyone else involved in the creation of LFT for making this mod to begin with.

Quick Links to subposts below (once i figure out how to make the damn things work)
Unique PCs
Generics
Monsters Part 1
Monsters Part 2


Naturally, as LFT is a rebalancing patch, there have been some alterations to the gear compared to vanilla FFT.  Since equipment defines all non-monster PCs fairly heavily, it's better to list what there is up here.


Weapons:
--Daggers--
Air Knife: WP 11, 20% W-EV, Wind-elemental
--Ninja Swords--
Spell Edge: WP 12, 5% W-EV, Adds Don't Act
--Swords--
Rune Blade: WP 13, 15% W-EV, MA +2
Ice Brand: WP 12, 10% W-EV, Ice-elemental, may cast Ice 2
--Katanas--
Kikuichimoji: WP 13, 15% W-EV
Muramasa: WP 12, 15% W-EV, Dark-elemental, Start: Transparent
Heaven's Cloud: WP 10, 15% W-EV, Water-elemental, Always: Faith
--Axes--
Slasher: WP 23, 5% W-EV
--Rods--
Wizard Rod: WP 7, 10% W-EV, MA+2
Toad Rod: WP 6, 10% W-EV, PA+3, Immune Frog, Adds Frog
--Staves--
Gold Staff: WP 8, 15% W-EV, Move +1
Wizard Staff: WP 4, 15% W-EV, MA+1
--Flails--
Morning Star: WP 18, may cast Shield Break
Flame Whip: WP 12, Strengthens Fire, may cast Melt
--Guns--
Mythril Gun: WP 8, 5% W-EV
--Crossbows--
Gastrafitis: WP 11, 5% W-EV, Adds Don't Move
Hunting Bow: WP 9, 5% W-EV, Adds Sleep
--Bows--
Silver Bow: WP 10
Windslash Bow: WP 8, Wind-elemental
--Harps--
Bloody Strings: WP 15, 10% W-EV, Speed +2, Drains HP
Lamia Harp: WP 25, 10% W-EV, Speed +2, Adds Confusion
--Books--
Papyrus Plate: WP 16, 15% W-EV
--Spears--
Obelisk: WP 12, 10% W-EV
--Sticks--
Octagon Rod: WP 12, 35% W-EV, Immunes Darkness, Silence, Oil, Frog, Poison, Slow, Stop, Don't Move, Don't Act
--Cloths--
Cashmere: WP 10, 60% W-EV


Armor:

--Armor--
Crystal Mail: 130 HP
--Helmets--
Crystal Helmet: 120 HP
Circlet: 100 HP, PA+3, Start: Haste, Berserk, Sleep
--Clothing--
Black Costume: 100 HP, Immune Dark, Immune Stop
Judo Outfit: 85 HP, PA +1, Immune Death
Earth Clothes: 70 HP, 25 MP, Absorb Earth, Strengthen Earth
--Robes--
Light Robe: 90 HP, 50 MP
White Robe: 60 HP, 46 MP, Halves Fire, Ice, and Lightning
Black Robe: 50 HP, 30 MP, Strengthens Fire, Ice, and Lightning
Chameleon Robe: 40 HP, 38 MP, Immunes Petrification, Absorbs Holy, Strengthens Holy
Wizard Robe: 30 HP, 22 MP, MA +2
--Hats--
Thief Hat: 88 HP, Speed +2
Flash Hat: 84 HP, 15 MP, MA +1, Speed +1
Golden Hairpin: 80 HP, 50 MP, Immune Silence
Black Hood: 72 HP, PA +1, Immune Don't Move and Don't Act
--Shields--
Crystal Shield: +40% PEV, +15% MEV
Aegis Shield: +10% PEV, +50% MEV
Flame Shield: +25% PEV, Absorbs Fire, Resists Ice, Weak to Water
Ice Shield: +25% PEV, Absorbs Ice, Resists Fire, Weak to Lightning

--Status Blockers--
Safety Ring: Halves Dark, Cancels Dead, Darkness, Sleep, and Death Sentence
N-Kai Armlet: Halves Holy, Cancels Confusion, Silence, Berserk, and Charm
Jade Armlet: Halves Earth, Cancels Petrify, Stop, Don't Move, and Don't Act
Defense Armlet: Halves Water, Cancels Undead, Blood Suck, Frog, and Poison
« Last Edit: September 26, 2013, 06:19:35 AM by Namagomi »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

074

  • Suggests the birth of an abomination
  • DL
  • Denizen
  • *
  • Posts: 888
    • View Profile
Laggy Fantasy Tactics: Unique PCs
« Reply #1 on: September 26, 2013, 03:56:31 AM »
Averages up top:

Unique
HP: 373
MP: 84
Caster MP: 102
Faith: 61
Speed: 10.28
Damage: 214
2.5x Killpoint: 535


Unique w/Postgame
HP: 379
MP: 77
Caster MP: 99
Faith (Excluding Worker 8): 62.2
Speed: 9.54
Damage: 233
2.5x Killpoint: 582


Ramza(Ubersquire)

HP: 164 (376) [321] {266}
MP: 64 (79) {101}
PA: 9 [10]
MA: 9 (13) [11] {15}
Speed: 9 (10) [11]
Move: 4 (5)
Jump: 3
C-EV: 10
Brave:70
Faith:70

Weapon:Rune Blade (WP 13, MA +2)
Shield:Aegis Shield (10% pEV, 50% mEV, MA +1)
Helmet:Flash Hat (82 HP, 15 MP, MA +1, Speed +1) [Thief Hat (HP +88, Speed +2)]
Armor:Crystal Mail (HP +130), [Judo Outfit (HP+85, PA +1, cancel Dead)] {Wizard Robe (HP +30, MP +22, MA +2)}
Accessory:Battle Boots (Move +1)

Passive RSM:No Relevant

Reaction:Counter Tackle
Support:None
Movement:None

Attack: 117 [130] damage
GUTS:
Accumulate: Raises own PA by 1.  Cumulative.  Each +PA adds 13 damage to attacks, 1-4 damage to Dash, and 1-2 damage to Throw Stone.
Dash: Knocks back, ignores evasion, deals 10-40 damage.
Throw Stone: Can knockback.  Deals 10-20 damage.
Heal: Cures Petrify, Darkness, Confusion, silence, Oil, Berserk, Frog, Poison, Slow, Stop, Charm, Sleep, Don't Move, and Don't Act.
Yell: Raises target speed by 1.  Cannot self-target
Wish: 112% chance to revive target with 10% mHP.  CT 5.
Cheer Up: Raises target's CT to 100.  Cannot self-target.  CT 5.
Scream: Raises Brave by 10, PA by 1, MA by 1, and Speed by 1.  Stacks.  Each use increases Attack damage by 13 and Ultima damage by 15.
Ultima(10 MP): 195 [165] {225} damage.  Ignores Faith, Evasion, and Reflect.  CT 4

Average: Ultima x3, 195.  If for some reason Ultima isn't usable, Ramza has problems.

Comments: Who would've thought that Ultima would become Ramza's go-to?  His damage is...a low 3HKO.  At least it's ITE and partial ITD?  Doesn't really change outside of that.


Mustadio(Engineer)

HP: 319
MP: 41
PA: 8
MA: 7
Speed: 12
Move: 5
Jump: 4
C-EV: 18
Brave: 60
Faith: 62

Weapon:Mythril Gun (WP 8, ignores evasion)
Shield:None
Helmet:Thief Hat (+88 HP, +2 Speed)
Armor:Black Costume (+100 HP, immunes Dark and Stop)
Accessory:Battle Boots (Move +1)

Reaction:
Support:
Movement:

Passive RSM: Maintenance, Equip Change

Attack: 64 damage, ignores evasion
SNIPE:
Leg Aim: 82% chance to inflict Don't Move
Arm Aim: 62% chance to inflict Don't Act
Seal Evil: 82% chance to inflict Petrify, only works on undead.

Three-turn average: Attack x3, 64.

Comments: Yep, still terrible in duel.  In-game he's better because he can use Equip Change to swap over to a Stone Gun on the first turn, and start doing crazy damage.  In-duel?  Falls further behind due to not catching up on gun damage.  At least he's fast and...well, Arm Aim and Leg Aim aren't going to salvage that 9HKO damage.


Agrias(Holy Knight)

HP: 184 (434) {354}
MP: 65 {95}
PA: 7 (8)
MA: 9 (10) [12]
Speed: 8
Move: 4
Jump: 3
C-EV: 25
Brave: 71
Faith: 63

Weapon: Slasher, [Rune Blade], {Ice Brand}
Shield: Diamond Shield, [None]
Helmet: Crystal Helmet
Armor: Crystal Armor, {Black Robe}
Accessory: Diamond Armlet (PA+1, MA+1)

Reaction:Counter-Tackle
Support: Equip Axe
Movement:

Passive RSM: No relevant

Attack:
HOLY SWORD: All abilities are ITE, weapon-element, and require a sword unless otherwise stated
Stasis Sword: [120] damage, 20% chance to inflict Stop, does not require sword.
Split Punch: 208 [128] damage, 20% chancet to inflict Don't Move, does not require sword.
Crush Punch: 200 [120] damage, 20% chance to instantly kill
Lightning Stab: [136] damage, 20% chance to inflict Undead
Holy Explosion: [144] damage, 20% chance to inflict Confuse

Average: Split Punch x3, 208 damage.

Comments: AGRIAS HAS A 3HKO.  Compared to her prior damage, this is flat-out impressive.  If she wants her evasion, though, she'll have to drop her damage back down to 4HKO, so it's a bit of an annoying trade.


Rafa(Heaven Knight)

HP: 123 (277) [237]
MP: 65 (105) [103]
PA: 7
MA: 11 (15) [17]
Speed: 9 (10)
Move: 3
Jump: 3
C-EV: 10
Brave: 69
Faith: 69

Weapon:Rune Blade
Shield:Aegis Shield
Helmet:Flash Hat
Armor:Earth Clothes [Wizard Robe]
Accessory:Elf Mantle (PEV+25%, MEV+25%, immune Slow)

Reaction:
Support:
Movement:

Passive RSM: Magic DefendUP

Attack: 91 damage.
TRUTH: (all abilities ignore Faith, Reflect, and Evade, and are assumed to have one hit on average.  All do magic damage.  Each hits 1-10 times in an eff.2 area and ignore allies.)
Heaven Bolt (10 MP): 165/hit, 237 [204] Lightning-elemental damage.  CT 2
Asura (12 MP): 180/hit, 247 [221] Fire-elemental damage.  CT 3
Diamond Sword (14 MP): 187/hit, 257 [221] Wind-elemental damage. CT 4
Hydragon Pit (16 MP): 202/hit, 277 [238] Water-elemental damage. CT 5
Space Storage (18 MP): 157/hit, 215 [187] non-elemental damage.  6.25% chance to inflict Darkness, Confusion, Silence, Frog, Poison, Slow, or Sleep.  CT 4
Sky Demon (20 MP): 328/hit,  451 Earth-elemental damage.  CT 6
Scorpio's Blessing: 90% chance to revive target with 25% mHP, Faith-based.  CT 5

Average: Sky Demon x3 for 451

Comments: ...wow.  Rafa got powerful in this version.  Sky Demon does a notable amount of damage in particular due to Earth Clothes' boosting property, and she can switch to Space Storage if her opponent nulls every single element she has.  Still notably evasive, too.
EDIT: Damnit Rafa, you just broke the averages based on 5.5/4 hitrate.  I hope you're happy.


Malak(Hell Knight)

HP: 140 (318) [313] {258}
MP: 67 (132) [104]
PA: 9 [16]
MA: 9 (14) {16}
Speed: 9 (10)
Move: 4
Jump: 3
C-EV: 8
Brave: 31
Faith: 31

Weapon:Wizard Rod
Weapon:Wizard Rod
Helmet:Flash Hat
Armor:Light Robe {Wizard Robe}
Accessory:108 Gems

Reaction:
Support:
Movement:

Passive RSM: Two-Swords, Magic DefendUP (Note: between this and his Faith value, Malak takes roughly 31% normal damage from magic.)

Attack: Two swings for 63 each [Two swings for 96 each, with a 20% chance each hit will inflict Toad ]
UN-TRUTH: (all abilities ignore Reflect, and Evade, and use a reversed Faith equation.  All do magic damage.  Each hits 1-10 times in an eff.2 area and ignore allies.  Second value is after target is hit with Faith)
Heaven Bolt Back(10 MP): 93/hit, 132 (247/hit, 340) [115/hit, (296/hit)]  Lightning-elemental damage.  CT 2
Asura Back(12 MP): 103/hit, 142 (265/hit (510 first w/Oil), 365 (610 w/Oil)) [126/hit (317/hit (634 first w/Oil))] Fire-elemental damage.  CT 3
Diamond Sword Back(14 MP): 112/hit, 154 (289/hit, 397) [138/hit (345/hit)] Wind-elemental damage. CT 4
Hydragon Pit Back(16 MP): 126/hit, 173 (326/hit, 448) [154/hit (386/hit)] Water-elemental damage. CT 5
Space Storage Back(18 MP): 79/hit, 108 (205/hit, 281) [99/hit (248/hit)] non-elemental damage.  6.25% chance to inflict Darkness, Confusion, Silence, Frog, Poison, Slow, or Sleep.  CT 4
Sky Demon Back(20 MP): 173/hit, 237 (446/hit, 613) [209/hit (524/hit)]  Earth-elemental damage.  CT 6
Exploding Frog: Adds Oil, Reraise, Transparent, Frog, and Faith to an adjacent opponent at 100% rate.  Despite Faith implying the opponent would now immune Un-truth, it instead skyrockets the damage.  Furthermore, almost nobody immunes Faith, so Malak will want to use this on bosses, even, barring pure magic immunity--assuming he can survive any magic the boss can throw back.

Three-turn average: Sky Demon Back x3, 237 damage.

Comments: Malak's damage still is terrible against average magic defense.  Even with the benefits of 108 Gems, he's still failing to outdamage anyone this side of sword-equipped Agrias or Mustadio before Exploding Frog kicks in [EDIT]:with 5.5/4 hitrate it's now a decent 3HKO before.  He also honestly doesn't care, because Exploding Frog is that great--Toad is a rare status to block, Oil immunity is even less common, and Faith immunity is near-nonexistent due to being considered a buff--and it's essentially a weird spoiler status against physical types.  It boosts SDB and Asura Back to One Use KO levels.  Just...What.


Orlandu(Holy Swordsman)

HP: 225 (443)
MP: 73
PA: 11 (13)
MA: 7
Speed: 9 (11, eff. 16 due to Auto-Haste)
Move: 4
Jump: 3
C-EV: 20
Brave: 77
Faith: 65

Weapon:Excalibur
Shield:Crystal Shield
Helmet:Thief Hat
Armor:Crystal Mail
Accessory:Bracer

Reaction: Counter Tackle
Support: None
Movement: None

Passive RSM: No Relevant.

Attack: 180 damage.
ALL SWORDSKILL: (Ignores evade, requires a sword)
Stasis Sword: 260 damage, 20% chance to inflict Stop.
Split Punch: 273 damage, 20% chance to inflict Don't Move, does not require sword.
Crush Punch: 260 damage, 20% chance to instantly kill, does not require sword.
Lightning Stab: 286 damage, 20% chance to inflict Zombie.
Holy Explosion: 299 damage, 20% chance to inflict Confusion.
Night Sword: 234 damage, parasitic healing.
Dark Sword: 234 MP damage, parasitic healing.

Three-turn Average: Holy Explosion x3, 299 damage.

Comments: Does not want this over his FFT Vanilla form.  Enough said.


Meliadoul(Divine Knight)

HP: 230 (448) (Note: her effective HP against physicals is approximately 1075.  It's that high.)
MP: 93
PA: 9
MA: 7
Speed: 8 (11)
Move: 4
Jump: 3
C-EV: 12
Brave: 67
Faith: 68

Weapon: Save the Queen (WP 21, Auto-Protect)
Shield: Crystal Shield
Helmet: Thief Hat
Armor: Crystal Mail
Accessory: Sprint Shoes (Speed +1)

Reaction:Counter Tackle
Support: None
Movement: None

Passive RSM: Defense UP, Magic DefendUP

Attack: 126 damage
MIGHTY SWORD (All abilities require a sword.  Not that she really wants anything other than the Save the Queen)
Shellbust Stab: 189 damage and breaks target's armor.  Fails if no armor exists, ITE.
Blastar Punch: 189 damage and breaks target's helmet.  Fails if no helmet exists, ITE.
Hellcry Punch: 189 damage and breaks target's weapon.  Fails if no weapon exists, ITE.
Icewolf Bite: 189 damage and breaks target's accessory.  Fails if no accessory exists, ITE.

Magic Ruin (10 MP): 102% chance to reduce target's MP by 57% of their maximum MP.  CT 3.
Speed Ruin (30 MP): 104% chance to reduce target's Speed by 3  Cumulative.  CT 3.  This will drop a target's speed by roughly a flat 32% or so per use.
Power Ruin (20 MP): 104% chance to reduce target's PA by 5.  Cumulative.  CT 3.  Two shots will make most opponents completely ineffective at physical combat.
Mind Ruin (20 MP): 104% chance to reduce target's MA by 5.  Cumulative.  CT 3.  Two shots will make most opponents completely ineffective with magic.

Three-turn average: Break skill x3 for 189.

Comments: Meliadoul's offense has gotten worse in light of the increases (Hi Rafa), but she really does not care in this situation given what she's gained.  Passive defense/magic defense Up has rendered her difficult to kill by the latter alone, and going at her with physicals is near suicide for many.  The Mighty Sword skillset remains awesome, but the addition of Destroy Sword skills makes her even more effective at destroying enemies' effectiveness before closing in to kill a crippled target.


Beowulf (Temple Knight):

HP: 171 (421) [381]
MP: 89 [139]
PA: 11
MA: 7 (9)
Speed: 8
Move:4
Jump:3
C-EV: 14%
Brave: 45
Faith: 65

Weapon: Rune Sword
Shield: Crystal Shield
Helmet: Crystal Helmet
Armor: Crystal Mail [Light Robe]
Accessory: None

Attack: 143 damage.
MAGIC SWORD (Abilities ignore Reflect and require a sword.  All status chances are Faith-based):
Blind (6 MP): 89% chance to inflict Blind on target.
Aspel (2 MP): 81% chance to drain 50% maximum MP from the target
Drain (12 MP): 81% chance to drain 33% maximum HP from the target.
Faith (10 MP): 81% chance to inflict Faith on target.  Faith on the target ensures that almost all statuses have a 100% or higher hitrate.
Innocent (10 MP): 81% chance to inflict Innocent on target.
Zombie (14 MP): 77% chance to inflict Zombie on target.
Silence (16 MP): 81% chance to inflict Silence on target.
Charm (16 MP): 58% chance to inflict Charm on target.
Chicken (12 MP): 81% chance to lower target's Brave by 50.  If target's brave goes below 10, it becomes a chicken.
Confuse (14 MP): 77% chance to inflict Confuse on target
Despair (20 MP): 81% chance to dispel Float, Reraise, Transparent, Regen, Protect, Shell, Haste, Faith, and Reflect
Don't Act (14 MP): 81% chance to inflict Don't Act on target
Sleep (20 MP): 77% chance to inflict Sleep on target.
Break (24 MP): 73% chance to inflict Petrify on target.
Shock (20 MP): Inflicts damage to target equal to the difference between caster's maximum and current HP.  Ignores evasion and defense.

Three-turn average: Attack x3, 143 damage.

Comments: Beowulf is the same as always.  Loves his status pool and lack of chargetimes.  Hates the fact that he's still slow and is now even less capable of winning through damage.


Worker 8 (Steel Giant):
HP: 497
MP: 0
PA: 17
MA: 0
Speed: 7
Move: 5
Jump: 3
C-EV: 0
Brave: 70
Faith: 0

Innate RSM: Defense Up, Counter, Auto-Innocent
Immune to all status outside of Confusion, Oil, Slow, Don't Move, and Don't Act
Immune to all elements except Lighting and Water
Weak to Lightning

Attack: 187 damage
WORK(Ignores evade and defense):
Crush: 272 damage, Worker 8 takes 68 damage as backlash
Compress: 204 damage, Worker 8 takes 34 damage as backlash, 20% chance to instantly kill.
Destroy: 170 damage, Worker 8 takes 17 damage as backlash.
Dispose; 170 damage, Worker 8 takes 51 damage as backlash.  Range 8.
Barrier: Adds Wall in a radius 3 burst around self.  Does not affect self.

Three-turn average: Crush x3, 272.

Comments: Worker 8 has largely not changed for the purposes of a duel--outside of the fact that he got 123 more HP and 3 more Move--oh, and I suppose the fact that Crush is now a 3HKO.  He hates that.  And Rafa.  The HP boost is all he really needs--though he doesn't like the fact that he can be hit with Slow.  Not that it'll have any effect as long as the cause is magical anyway.


Reis (Dragoner):
HP: 304
MP: 81
PA: 14
MA: 18
Speed: 10
Move: 5
Jump: 3
C-EV: 7
Brave: 62
Faith: 64

Cannot use non-accessory equipment.

Innate RSM: Two-Swords, Monster Talk, Monster Skill
Absorbs Holy, Immunes Fire, Ice, and Lightning

Attack: Two swings of 112 damage, total of 224.
DRAGON (Ignores reflect/faith):
Ice Breath: 216 Ice-elemental magic damage, 20% chance to add Slow.
Fire Breath: 216 Fire-elemental damage, 20% chance to add Death Sentence.
Thunder Breath: 216 Lightning-elemental damage. 20% chance to add Don't Act.
Dragon Tame: 100% chance to add Invite to a dragon-type monster.
Dragon Care: Lose 20% mHP to heal twice that.  Cancels Blind, Confuse, Silence, Oil, Berserk, Frog, Poison, Stop, Sleep, Don't Move, Don't Act.  Only works on dragon-type monsters.
Dragon PowerUp: Brave +15, +3 to PA, MA, and Speed.  Only works on dragon-type monsters.
Dragon LevelUp: Gives an instant turn to a dragon-type monster/
Holy Breath: Randomly hits 1-10 times over a 3v3 area for 342 holy magic damage.  Ignores Evade.  Effective chances of hitting are 42%.  Average damage is 144.  Fail.

Three-turn average:  Attack x3, 224.  Breath attacks might be more consistent for a negligible drop if she wants to not risk missing half of an attack.

Comments: Reis has definitely improved--her attacks have much higher damage, and she has status chances for her breath attacks now as well.  Holy Breath still sucks, though.  She can spoil the elementally-reliant duellers (FE anima and light mages come to mind here) with her impressive set of innate blocking--thank god, too, because she explodes to magic in the most ridiculous fashion.


Cloud (Soldier):
HP: 164 (333) [278]
MP: 76 (91) [113]
PA: 11 (12)
MA: 8 (11) [13]
Speed: 8 (9)
Move: 3
Jump: 3
C-EV: 20
Brave: 70
Faith: 65

Weapon: Rune Blade
Shield: None
Helmet: Flash Hat
Armor: Judo Outfit [Wizard Robe]
Accessory: Feather Mantle

Innate RSM: Short Charge (factored into chargetimes already)

Attack: 156 [143] damage.
LIMIT: (All skills ignore Reflect, Evade, and Faith)
Braver: 132 [156] damage. CT 2.
Cross Slash: 242 [286] damage. CT 2.
Blade Beam: Deals damage equal to self mHP - cHP. CT 3
Climhazzard: Deals damage equal to target mHP - cHP.  CT 4
Meteorain: 286 [338] damage. CT 5
Finishing Touch: 100% chance to randomly inflict Dead, Petrify, or Stop.  CT 3
Omnislash: 440 [520] damage.  CT 8

Three-turn average: Meteorain x3, 286 damage.  Omnislash gets into potentially risky territory.

Comments: Short Charge helps Cloud a good deal--against the status-immune, anyway.  He still prefers Finishing Touch when applicable, however.

Rankings:

HP:
1:Worker 8 (497--131.1%)
2:Meliadoul (448--118.2%)
3:Orlandu (443--116.8%)
4:Agrias (434--114.5%)
5:Beowulf (421--111%)
Average: 379
6:Ramza (376--99.2%)
7:Cloud (333--87.8%)
8:Mustadio (319--84.1%)
9:Malak (318--83.9%)
10:Reis (304--80.2%)
11:Rafa (277--73%)


MP:
1:Malak (132)
2:Rafa (105)
3:Meliadoul (93)
4:Cloud (91)
5:Beowulf (89)
6:Reis (81)
7:Ramza (79)
8:Orlandu (73)
9:Agrias (65)
10:Mustadio (41)
11:Worker 8 (0)


Speed:
(Auto-Haste Orlandu: 16--167%)
1:Mustadio (12--125%)
2t:Meliadoul (11--115%)
2t:Orlandu (11--115%)
4t:Ramza (10--104%)
4t:Rafa (10--104%)
4t:Malak (10--104%)
4t:Reis (10--104%)
8t:Agrias (8--83%)
8t:Beowulf (8--83%)
8t:Cloud (8--83%)
11:Worker 8 (7--73%)

Damage:
1:Rafa (451)
2:Orlandu (299)
3:Cloud (286)
4:Worker 8 (272)
5:Malak (237)
6:Reis (224)
7:Agrias (208)
8:Ramza (195)
9:Meliadoul (189)
10:Beowulf (143)
11:Mustadio (64)


PDur (assuming a "higher is better" model):
1:Meliadoul (2.836)
2:Worker 8 (2.097)
3:Orlandu (1.168)
4:Agrias (1.145)
5:Beowulf (1.11)
6:Ramza (.992)
7:Cloud (.878)
8:Mustadio (.842)
9:Malak (.839)
10:Reis (.802)
11:Rafa (.73)


MDur (Excluding Worker 8):
1:Malak (2.684)
2:Meliadoul (1.724)
3:Agrias (1.126)
4:Orlandu (1.114)
5:Beowulf (1.058)
6:Rafa (1.049)
7:Ramza (.878)
8:Mustadio (.842)
9:Cloud (.837)
10:Reis (.654)
« Last Edit: October 01, 2013, 12:57:39 AM by Namagomi »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

074

  • Suggests the birth of an abomination
  • DL
  • Denizen
  • *
  • Posts: 888
    • View Profile
Laggy Fantasy Tactics: Generic Units
« Reply #2 on: September 26, 2013, 03:57:14 AM »
Generic averages:

HP:292.9 (292.7)
Speed:9.31
Damage:183.3
2.5HKO Killpoint: 457.5
Faith: 63

Squire (M)

HP: 144 (317)
MP: 67
PA: 9 (10)
MA: 7
Speed: 9 (11)
Move: 4
Jump: 3
C-EV: 10
Brave:70
Faith:60

Weapon: Rune Blade
Shield: None
Helmet: Thief Hat
Armor: Judo Outfit

Reaction: Counter-Tackle (70% chance to counter a melee attack with Dash)
Support: None [Equip Axe?]
Movement: None

Passive RSM: Monster Skill.  IN A DUEL.

Attack: 130 damage [126 damage, high variance]
BASIC SKILL:
Accumulate: Raises own PA by 1.  Cumulative.  Each +PA adds 13 damage to attacks, 1-4 damage to Dash, and 1-2 damage to Throw Stone.
Dash: Knocks back, ignores evasion, deals 10-40 damage.
Throw Stone: Can knockback.  Deals 10-20 damage.
Heal: Cures Petrify, Darkness, Confusion, silence, Oil, Berserk, Frog, Poison, Slow, Stop, Charm, Sleep, Don't Move, and Don't Act.
Yell: Raises target speed by 1.  Cannot self-target
Replenish: Heals 56 MP
Reinforce: Adds Defending and Reraise to a target.  Cannot self-target.

Three-Turn Average: Attack x3 (130).  Squires kind of wish they had more in this format, all said and done, since their skillset is nice on support.

Comments: Squires, ladies and gentlemen.  They're pretty fast, but still running into the problem of having a 4HKO.  Slasher may be an option if they're up against a healer that they can't actually beat in four hits but isn't able to block ID.


Chemist (M)

HP: 105 (278) [293]
MP: 35
PA: 5 (6) [5]
MA: 5
Speed: 8 (10)
Move: 3
Jump: 3
C-EV: 5
Brave:70
Faith:60

Weapon: Air Knife [Mythril Gun]
Shield: None
Helmet: Thief Hat
Armor: Judo Outfit [Black Costume]

Reaction: Auto-Potion (70% chance to consume an X-Potion for 150 HP)
Support: Maintenance (Equipment cannot be Broken or Stolen, and blocks moves that do either) or Equip Change (can change equipment mid-fight)
Movement: None

Passive RSM: Throw Item (IN A DUEL)

Attack: 88 Wind-elemental damage. [64 damage, ignores evasion]
ITEM:(100% success rate)
Potion: Heals 30 HP, damages undead
Hi-Potion: Heals 70 HP, damages undead
X-Potion: Heals 150 HP, damages undead
Eye Drop: Cures Blind
Antidote: Cures Poison
Holy Water: Cures Undead and Blood Suck
Remedy: Cures Petrify, Blind, Confusion, Silence, Oil, Frog, Poison, and Sleep
Phoenix Down: Revives target with 1-20 HP or instantly kills undead.

Three-turn average: Attack x3 for 88.

Comments: They really haven't changed aside from gaining eight points of damage.  They can give Knights a good fight for what it matters, though, largely on outhealing and immuning equipment breaks.


Knight (M)

HP: 419 [339]
MP: 39
PA: 11
MA: 5
Speed: 7
Move: 4 (5)
Jump: 3
C-EV: 10
Brave:70
Faith:60

Weapon:Rune Blade [Ice Brand]
Shield:Crystal Shield
Helmet:Crystal Helmet
Armor:Crystal Mail [Black Robe]

Reaction: None
Support: Defend (can spend an action to get doubled evasion until next turn)
Movement: Move +1 (if it matters.  It's like Battle Boots)

Passive RSM: Defense UP, Magic DefendUP

Attack: 143 [192] damage
BATTLE SKILL(accuracy equivalent to basic attack unless otherwise noted.  All ranges based on weapon.)
Head Break: Breaks helmet or deals attack damage if target lacks helmet.
Armor Break: Breaks armor or deals attack damage if target lacks armor.
Shield Break: Breaks shield or deals attack damage if target lacks a shield.
Weapon Break: Breaks weapon or deals attack damage if target lacks a weapon.
Magic Break: Dispels Float, Reraise, Transparent, Regen, Protect, Shell, Haste, Faith, Innocent, and Reflect.  Ignores Evasion.
Power Break: Reduces target PA by 3.
Mind Break: Reduces target MA by 3.
Speed Break: Reduces target speed by 1.

Three-turn average: Attack x3 for 143.  Knights are not offensive fighters.

Comments: So, let's start with the bad.  Knights are still packing a 4HKO, and took a speed hit to boot.  The good news is, they largely don't care, since their breaks became as accurate as normal attacks, and they gained Defense and Magic Defense Up to boot.  They still don't like evasion, but they're far better at taking hits, and chances are their hits won't feel like a 4HK0 once they break all of your stuff.


Archer (M)

HP: 131 (284)
MP: 47
PA: 11 (12)
MA: 7
Speed: 8 (9)
Move: 3
Jump: 3
C-EV: 20
Brave:70
Faith:60

Weapon:Gastrafitis
Shield:Crystal Shield
Helmet:Flash Hat
Armor:Judo Outfit

Reaction:Arrow Guard (70% chance to evade bow or crossbow attacks)
Support:Concentration (All attacks ignore evasion)
Movement:None applicable

Passive RSM: Ignore Height (IN A DUEL)

Attack: 121 damage
CHARGE:
Charge +2: 143 damage, CT 1
Charge +3: 154 damage, CT 2
Charge +4: 165 damage, CT 3
Charge +5: 176 damage, CT 4
Charge +6: 187 damage, CT 5
Charge +7: 198 damage, CT 6
Charge +10: 231 damage, CT 9 (Not applicable unless against an opponent who is only slightly faster and has no way to control their speed)
Charge +20: 341 damage, CT 15.  Not practical for a duel unless the enemy has been immobilized by some means (such as Don't Move) or is cripplingly slow.

Three-turn average: It's hard to place the Archer's average damage, due to it being so dependent on an enemy's speed.  Averaging all of the damage from the attack and charges +2-+7 gets a rough value of 163.

Comments: Archers are weird in that they benefit massively from being slower than an opponent.  Thankfully for them, for a minor HP penalty they can choose to bump their speed down and boost their power by using a Black Hood instead if they so desire.  ITE 3HKO is fairly useful, at least.


Wizard (F)

HP: 87 (201) [221] {261}
MP: 91 (128) [136] {156}
PA: 3
MA: 12 (17) [15] {15}
Speed: 8 (9)
Move: 3
Jump: 3
C-EV: 5
Brave:70
Faith:70

Weapon:Wizard Rod
Shield:None
Helmet:Flash Hat
Armor:Wizard Robe [Black Robe] {Light Robe}

Reaction: Counter Magic (may counter spell with same spell)
Support: Magic Attack UP (increases spell damage by ~33%)
Movement: None

Average Faith Constant: 0.42.

Passive RSM: No Relevant

Attack: 21 damage.  Fear it.  (Toad Rod's not much better at this point)
BLACK MAGIC:
Fire/Ice/Bolt (6 MP): 114 [147] Fire/Ice/Lightning damage, 3 CT
Fire/Ice/Bolt 2 (12 MP): 171 [221] Fire/Ice/Lightning damage, 4 CT
Fire/Ice/Bolt 3 (24 MP): 128 [295] Fire/Ice/Lightning damage, 5 CT
Fire/Ice/Bolt 4 (36 MP): 285 [369] Fire/Ice/Lightning damage.  Ignores Reflect, 6 CT
Poison (4 MP): Inflicts Poison status at an average rate of 89%, Faith-based.  2 CT.
Frog (12 MP): Inflicts Toad status at an average rate of 56%, Faith-based.  5 CT.
Death (48 MP): Instantly kills target at an average rate of 81%, Faith-based.  14 CT.
Flare (60 MP): 495 [436] non-elemental magic damage, 7 CT

Three Turn Average: Flare x2, Fire/Ice/Bolt for an average of 368 damage.  It's notable that Flare alone can OHKO average magic durability on a 2.5HKO scale.

Comments: Wizards are the ball-lightning of the generics, and it shows.  OHKO them, or have a way to mitigate Flare, or else you lose.  It's even worse if you have an elemental weakness, as boosted elemental spells can do even more against weakness.  Add this to the crippling status of Frog and equipment options to fall back on should Flare not be OHKO-worthy, and Wizards prove to be a terror all the same in LFT.  ...assuming they don't explode before they get to act.


Priest (F)

HP: 105 (271) [227] {275}
MP: 84 (184) [137] {149}
PA: 6
MA: 9 (10) [11] {10}
Speed: 9 [10]
Move: 3 {4}
Jump: 3
C-EV: 5
Brave:70
Faith:70

Weapon:Wizard Staff {Gold Staff}
Shield:None
Helmet:Gold Hairpin [Flash Hat] {Flash Hat}
Armor:Light Robe [Chameleon Robe]

Reaction:Regenerator (70% chance of adding Regen status on being hit)
Support:Magic DefendUP (Reduces incoming magic damage by ~3/8)
Movement:Move-HP Up (Recover 10% mHP after moving)

Passive RSM: No Relevant

Attack: 40 damage {80 damage}
WHITE MAGIC:
Cure (4 MP): Heals 100 HP, 2 CT
Cure 2 (8 MP): Heals 200 HP, 4 CT
Cure 3 (12 MP): Heals 300 HP, 6 CT
Cure 4 (16 MP): Heals 400 HP, 8 CT
Raise (10 MP): Revives target with 50% mHP (or deals 50% mHP gravity to an undead target), 4 CT
Raise 2 (32 MP): Revives target with 100% mHP (or instantly kills undead target), 7 CT
Reraise (16 MP): 102% chance to add Reraise to self (pointless in duel)
Regen (4 MP): 102% chance to add Regen to self.  CT 4
Protect (6 MP): 102% chance to add Protect to self.  CT 4
Protect 2 (20 MP): 112% chance to add Protect to self.  CT 2
Shell (6 MP): 102% chance to add Shell to self.  CT 4
Shell 2 (20 MP): 112% chance to add Shell to self.  CT 2
Esuna (18 MP): 98% chance to remove Petrify, Darkness, Confusion, Silence, Berserk, Frog, Poison, Sleep, and Don't Act from self.  Ironically only good for poison in a duel.  CT 3
Holy (60 MP): 210 [336] holy-elemental damage. 

Three-turn Average: Holy x3 for 210.  This drains them completely dry and prevents them from taking advantage of their healing or protective skills, and struggles to outdamage Thieves and Geomancers.

Comments: Priests translate badly.  Or to be more precise, their best damage is either not nearly as good or not running off of a good resource pool.  Protect and Shell are legitimate, however, as is their healing and magic defense.  And of course, they get FFT element blocker options.


Monk (M)

HP: 205 (255)
MP: 43
PA: 11 (13)
MA: 5
Speed: 9
Move: 4
Jump: 4
C-EV: 20
Brave:70
Faith:60

Weapon:None
Shield:None
Helmet:None
Armor:Power Sleeve

Reaction: Hamedo (Preemptively counters melee attacks based off of physicals, negating them in the process.  70% chance.)
Alt. Reaction: Counter (Counterattacks after taking damage from attacks in melee range)
Alt. Reaction: HP Restore (70% chance to restore HP to full once hit into SoS range.)
Support:None
Movement:Jump+3.  IN A DUEL.

Passive RSM: Martial Arts (Multiply all unarmed damage/abilities by 1.5)

Attack: 177 damage
PUNCH ART: abilities are not cancelled by Silence.
Spin Fist: 126 damage in a radius 2 area.  Does not trigger counters (Will trigger "X Save" style reactions and the like, though).
Repeating Fist: Attacks an adjacent target for between 29 and 263 damage.  Averages 146 damage.  Does not trigger counters.
Wave Fist: Range 3 attack, deals 146 damage.  Does not trigger counters.
Earth Slash: Range 8 linear attack.  Deals 126 Earth-elemental damage.  Ignores evasion, misses flying/floating enemies, does not trigger counters.
Secret Fist: Range 1 status: 89% chance to add Don't Move and Death Sentence.  Guarded by evasion.
Chakra: Heals 97 HP and 48 MP.  Does not reverse for Undead.
Stigma Magic: Heals Undead, Petrify, Frog, Poison, Slow, Sleep, Don't Move, and Don't Act at a 139% hitrate.
Revive: 89% chance to revive a target with 20% mHP.  Does not instakill Undead.

Three-turn average: Attack x3, 177

Comments: He looks more impressive than he is, to be honest.  His damage isn't bad, but that durability is particularly bad as you'll see at the bottom.  He can spoil some who can't chip well with HP restore and Chakra, at least, but he hates having no hat.


Thief (F)

HP: 99 (272)
MP: 20
PA: 6 (7)
MA: 5
Speed: 9 (11)
Move: 4 (6)
Jump: 4
C-EV: 40
Brave:70
Faith:60

Weapon:Air Knife
Weapon:Air Knife
Helmet:Thief Hat
Armor:Judo Outfit

Reaction: Caution (70% chance to enter defending on being hit.  Dubious applicability.), Catch (70% chance to catch a Thrown item an dkeep it)
Support: None
Movement: Move +2 (IN A DUEL)

Passive RSM: Two-Swords (Can use two weapons) Secret Hunt (poaches monster that gets killed or would be killed)

Attack: Two attacks for 99 wind-elemental damage each. (198 total)
STEAL:
Quick Attack: 121 damage.  Ignores evasion and countegrasp reactions.
Steal Heart: Adds Charm at a 55% rate.  Only works on monsters and male characters.
Steal Helmet: 61% chance to steal target's helmet
Steal Armor: 66% chance to steal target's armor
Steal Shield: 56% chance to steal target's shield
Steal Weapon: 51% chance to steal target's weapon
Steal Accessory: 71% chance to steal target's accessory

Three-turn average: Attack x3 for 198 damage

Comments: Thief M.O.:  Steal Heart, steal everything else, stab to death with knives.  In case of Charm immunity, stab to death with knives.  Enough said.  Frail duellers hate them in particular.  It's notable that if the enemy is female, has no equipment, or blocks Charm, the Male thief is preferable--giving in practice 10 more damage and 30 more HP for better staying power.


Time Mage (F)

HP: 87 (259)
MP: 98 (163)
PA: 3
MA: 12 (14) [13]
Speed: 8 (9)
Move: 3
Jump: 3
C-EV: 5
Brave:70
Faith:60

Weapon:Papyrus Plate (WP 16) [Wizard Staff]
Shield:None
Helmet:Flash Hat (MA +1, Speed +1)
Armor:Light Robe

Reaction: Critical Quick (70% chance to gain a turn instantly when damaged below 20% mHP)
Support: Short Charge (Halves chargetimes, rounding up.  This makes Meteor USABLE, among other things)
Movement: Teleport (Ignore height and obstacles, 10% cumulative chance of failure per square moved beyond 4)

Passive RSM: Float (Dodge Earth attacks)

Attack: 128 [56] damage
TIME MAGIC (CTs include Short Charge):
Haste (8 MP): 104% chance to inflict Haste on self.  CT 2
Haste 2 (30 MP): 114% chance to inflict Haste on self.  CT 1
Slow (8 MP): 89% chance to inflict Slow on target, affected by MDEF.  CT 2
Slow 2 (30 MP): 98% chance to inflict Slow on target, affected by MDEF.  CT 1
Stop (14 MP): 73% chance to inflict Stop on target, affected by MDEF.  CT 3
Don't Move (10 MP): 85% chance to inflict Don't Move on target, affected by MDEF.  CT 2
Float (8 MP): 104% chance to inflict Float on self.  CT 1
Reflect (12 MP): 129% chance to inflict Reflect on self.  CT 1
Quick (12 MP): Grants target an instant turn.  IN A DUEL.  CT 2
Demi (16 MP): 85% chance to deal 25% mHP dark-elemental damage to the target, affected by MDEF.  CT 3
Demi 2 (32 MP): 73% chance to deal 50% mHP dark-elemental damage to the target, affected by MDEF.  CT 4
Meteor (80 MP): Deals 327 [352] damage.  Ignores evade and reflect.  CT 7

Three-turn average: Meteor x2, Attack for 260 damage--note that this also assumes the time mage is going full-offense and blowing all their resources on Meteor.  Against PCs, they will more than likely want to use one shot of Demi 2 at the least--it's mHP gravity.

Comments: Time Mages love Short Charge, and Meteor will put anyone on edge.  The real advantage they get, however, is the variety of specialized statuses in Don't Move, Slow, and Stop--and of course, Reflect to shut out mages.


Oracle (F)

HP: 87 (261)
MP: 63 (113)
PA: 3
MA: 11
Speed: 8 (9)
Move: 3
Jump: 3
C-EV: 5
Brave:70
Faith:60

Weapon: Octagon Rod (WP 12, 35% evade)
Shield:None
Helmet:Flash Hat
Armor:Light Robe

Reaction: Weapon Guard (Benefit from W-EV--physical only)
Support: None
Movement: None

Passive RSM: Any Weather, Move-MP Up (Regain 10% MP while moving (11 MP/move))

Attack: 132 damage
YIN-YANG MAGIC (All values, of course, assume average Faith)
Blind (4 MP): 97% chance to inflict Blind upon target. CT 2
Spell Absorb (2 MP): 71% chance to steal 40% mMP from target. CT 2
Life Drain (16 MP): 71% chance to steal 25% mHP from target. CT 2
Pray Faith (6 MP): 67% chance to add Faith to enemy, 78% chance to add Faith to self (in case of either, status accuracy goes up high, but magic defense goes way down in case of using on self). CT 4
Doubt Faith (6 MP): 67% chance to add Innocent to enemy, 78% chance to add Innocent to self. CT 4
Zombie (10 MP): 92% chance to inflict Zombie upon target. CT 3
Silence Song (20 MP): 88% chance to inflict Silence upon target. CT 2
Charm Song (16 MP): 63% chance to inflict Charm upon target. CT 7
Foxbird (12 MP): 88% chance to reduce target's Brave by 40.  If Brave goes below 10, target becomes a chicken. CT 4
Confusion Song (14 MP): 84% chance to inflict Confuse upon target. CT 4
Dispel Magic (8 MP): 100% chance to dispel Float, Reraise, Transparent, Regen, Protect, Shell, Haste, Faith, and Reflect from target. CT 3
Paralyze (10 MP): 88% chance to inflict Don't Act upon target. CT 5
Sleep (24 MP): 84% chance to inflict Sleep upon target. CT 6
Petrify (16 MP): 59% chance to Petrify target. CT 8

Three-turn average: Attack x3 for 132.  They have magic options everywhere for better effect, though.

Comments:Oracles lose Defense UP for Weapon Guard.  Probably not the best trade, though it synergizes effectively with Blind for 70% physical evade.  Who would have thought.  That aside, status toolbox character as usual.


Geomancer (M)

HP: 169 (342)
MP: 58
PA: 11 (12)
MA: 8 (11)
Speed: 8 (10)
Move: 4
Jump: 3
C-EV: 10
Brave:70
Faith:60

Weapon:Rune Blade
Shield:Aegis Shield (note: switching to another shield only drops Elemental's damage by ~7.)
Helmet:Thief Hat
Armor:Judo Outfit

Reaction:Counter Flood (Counter physical damage or Elemental with Elemental)
Support:Attack UP (Attack damage increased by ~33%)
Movement:None

Passive RSM: Move on Lava (IN A DUEL)

Attack: 208 damage
ELEMENTAL: Depends on terrain available.  Most common assumed geomancies are Pitfall, Hell Ivy, Kamaitachi, and Carve Model, listed below.  Ignores Evade and Faith.
Pitfall: 82 damage, 20% chance of Don't Move
Hell Ivy: 77 damage, 20% chance of Stop
Carve Model: 77 damage, 20% chance of Petrify
Kamaitachi: 77 Wind damage, 20% chance of Don't Act

Three-turn average: Attack x3, 208.  That's right, they hit as hard as Holy does.  Without the chargetime.  Or MP cost.

Comments: Geomancers have cute ITE magic options with Elemental, but they get the bad elements and it's not that good compared to...something we will see later.  That aside, they have shield options as usual alongside the ability to hit particularly hard with their sword.  If they want they can gear to make their attack 2HKO, but it might not be worth it.


Lancer (M)

HP: 197 (447)
MP: 24
PA: 13
MA: 3
Speed: 8
Move: 3
Jump: 5
C-EV: 15
Brave: 70
Faith: 60

Weapon: Obelisk (12 WP)
Shield: Crystal Shield
Helmet: Crystal Helmet (HP +130)
Armor: Crystal Armor (HP +120)
Accessory: None

Reaction: PA Save: 70% chance to gain PA +1 when damaged.  Effects stack.  (Each additional PA is +12 attack/+18 jump damage.)
Support: Defense UP: Reduces incoming damage by ~3/8.  With this, the Lancer effectively has over 700 HP against physical attacks.
Movement: None

Passive RSM: None

Attack: 156 damage, Range 2 linear.
JUMP: 234 damage, charge speed of twice character speed.  Ignores evasion outside of Blade Grasp.

Three-turn average: Jump x3 for 234.  Faster targets may not be hit by the third jump, though, which drops the Lancer's damage output by a good deal.

Comments: Lancers are the new members of the high PDur club, actually edging Knights out by a bit.  Compared to Knights, though, they specialize in hitting hard.  Probably not as good as what Knight can do, though they are faster.


Summoner (F)

HP: 76 (254)
MP: 144 (194)
PA: 3
MA: 11 (13)
Speed: 7 (9)
Move: 3
Jump: 3
C-EV: 5
Brave: 70
Faith: 60

Weapon: Wizard Rod
Shield: None
Helmet: Thief Hat
Armor: Light Robe

Reaction: MA Save (70% chance to increase MA by 1 when struck for damage)
Support: Half of MP (Halve MP costs.  Factored into skills)
Movement: Fly (Ignore obstacles and height while moving, negate fall damage, can move over opponents to attack from behind.  ON A MAGE.)

Passive RSM: None

Attack: 21 damage
SUMMON MAGIC: (All summons ignore Reflect and Evade, and discriminate between ally and enemy)
Moogle(6 MP): 76 healing.  CT 2
Shiva (14 MP): 120 Ice damage.  CT 7
Ramuh (14 MP): 120 Lightning damage.  CT 7
Ifrit (14 MP): 120 Fire damage.  CT 7
Silf (16 MP): 152 Wind damage.  CT 8
Carbuncle (15 MP): 94% chance to add Reflect to self.  CT 3
Leviathan (22 MP): 163 Water damage.  CT 9
Fairy (17 MP): 152 healing.  CT 5.
Titan (20 MP): 131 Earth damage.  CT 4
Lich (15 MP): 72% chance to deal 50% mHP damage to enemy.  Dark-elemental. CT 9
Salamander (28 MP): 180 Fire damage.  CT 6
Golem (30 MP): Creates a physical-absorbing Chaos Shield equal to mHP(254).  In true Chaos Shield fashion, absorbs overkill.  Only works on basic physicals.  CT 6
Cyclops (32 MP): 245 non-elemental damage.  CT 8
Bahamut (38 MP): 212 non-elemental damage.  CT 10
Odin (49 MP): 196 non-elemental damage.  CT 5
Zodiac (60 MP): 524 non-elemental damage.  Debatable legality.  CT 7

Three-turn average: Odin x3 for 196.  Strangely for a caster, they don't run anywhere near empty with this thanks to their amazing resource pools and cost-halving.

Comments: Summoners are weird, insofar that they have the ability to block a lot of things.  Anyone with competent damage on both fronts, or even physical techniques instead of basic physicals, however, will splatter them with little problem.


Mediator (M)

HP: 125 (298)
MP: 40
PA: 8 (9)
MA: 7
Speed: 8 (10)
Move: 3
Jump: 3
C-EV: 5
Brave: 70
Faith: 60

Weapon:Papyrus Plate
Shield:None
Helmet:Thief Hat
Armor:Judo Outfit

Reaction:None
Support:
Movement:

Attack: 128 damage

Passive RSM: Monster Talk, Train (Auto-win against non-boss monsters by dropping them below 20% mHP)

TALK SKILL: (All Talk Skill effects ignore Evade and do not work on sleeping enemies.)
Invite: 22% chance of making the enemy permanently join the Mediator's side.
Persuade: 37% chance of reducing the target's CT to 0.  IN A DUEL.
Threaten: 262% chance of reducing the target's Brave by 20.  Fighters with Brave below 10 turn into chickens who do nothing but run away and take 1.5x damage from everything.
Solution: 262% chance of reducing the target's Faith by 20.
Death Sentence: 72% chance of adding Death Sentence.
Negotiate: 62% chance of adding Stop.  Works on sleeping targets
Insult: 67% chance of berserking an enemy
Mimic Daravon: 52% chance of putting an enemy to sleep.

Three-turn damage: Attack x3 for 128.  Mediators have a semblance of damage here, shockingly.

Comments: Mediators...eh.  They're a poor man's Oracle here.  Worse defenses, worse status options, worse status accuracy.  The one upside is that their status doesn't work based on Faith, but compared to everything else, that's not too good.


Ninja (M)

HP: 62 (235)
MP: 65
PA: 9 (10)
MA: 7
Speed: 10 (12)
Move: 5
Jump: 3
C-EV: 25
Brave: 70
Faith: 60

Weapon: Spell Edge
Weapon: Spell Edge
Helmet: Thief Hat
Armor: Judo Outfit

Reaction: Sunken State (Upon taking damage, gain Transparent)
Support: None
Movement: None

Passive RSM: Two-Swords, Walk on Water

Attack: Two attacks of 132 damage each (264 damage total).  20% chance of Don't Act per hit.  (36% chance across both attacks if both hit)

THROW: (Common throws only, so no weapons.  Throws are subject to evade, not subject to Attack UP.  Range 5.)
Fire/Water/Lightning Ball: 96 Fire/Water/Lightning damage
Yagyu Darkness: 120 damage.

Three-turn average: Attack x3 for 264.  Yeah, they pretty much outdamage everyone but the Wizard.

Comments: Cast-best for speed, and best damage this side of Time Mage and Wizard.  They explode if sneezed upon, so they're a physical ball-lightning dueller in practice.


Samurai (F)

HP: 64 (314)
MP: 31
PA: 8
MA: 10
Speed: 7
Move: 3
Jump: 3
C-EV: 20
Brave: 70
Faith: 60

Weapon: Kikuichimoji [Muramasa]
Shield: None
Helmet: Crystal Helm
Armor: Crystal Mail

Reaction: Blade Grasp (70% chance to negate any physical attack)
Support: None
Movement: None

Passive RSM: Two-Hands, Concentrate, Move in Water

Attack: 145 damage, ignores Evade. [134 darkness damage, ignores Evade]
DRAW OUT: (Faith- and Evasion-ignoring magic effects.  All are Radius 2 from user unless otherwise specified.  Can assume existing stock of at least 1 of each except Masamune (Poach off of an uncommon creature) and Chirijiraden(Deep Dungeon) )
Asura: 80 damage, 20% chance of instant death
Bizen Boat: Range 6 linear effect.  Deals 100 MP damage. (Note that only a Summoner with a Golden Hairpin gets anywhere over 200 MP, so this is a legitimate 2HKO for high MP)
Koutetsu: 110 damage, 20% chance of Slow
Murasame: 100 healing
Heaven's Cloud: 140 damage, 20% chance of Sleep
Kiyomori: Adds Protect and Shell to user.
Muramasa: 170 damage, 20% chance of Death Sentence
Kikuichimoji: Range 6 linear effect.  120 damage.

Three-turn average: Muramasa x3 for 170.

Comments: Toolbox skillset marred by bad speed in particular.  Kiyomori and Murasame are nice, and Blade Grasp can ruin a good number of physical duellers' lives, but in the end they're not as good as their skillset.


Bard (M)

HP: 58 (227)
MP: 35
PA: 2 (3)
MA: 8 (9)
Speed: 8 (11)
Move: 3
Jump: 3
C-EV: 15
Brave: 70
Faith: 60

Weapon: Lamia Harp [Bloody Strings]
Shield: None
Helmet: Flash Hat
Armor: Judo Outfit

Reaction: None
Support: None
Movement: Move +3

Passive RSM: Magic AttackUP

Attack: 150 damage, 20% chance of Confuse [90 Parasitic Healing]
SING (Affects all allies on the field regardless of position.  Bard takes 1.5x damage while performing)
Angel Song: Recovers 20 MP every 6 CT.
Life Song: Recovers 20 HP every 6 CT.
Cheer Song: Boosts allies' Speed by 1 every 12 CT
Battle Song: Boosts allies' PA by 1 every 6 CT
Magic Song: Boosts allies' MA by 1 every 6 CT
Nameless Song: Grants allies one of Reraise, Regen, Protect, Shell, or Haste every 10 CT
Last Song: Grants allies an instant turn every 15 CT.

Three-turn average: Attack x3 for 150.

Comments: Songs take too long to be of any worth in a duel against anyone who isn't Juan.  Bards' passives and unique quirks make them much more of a carrier job than anything normally usable, as evidenced here, where they're just...not good.


Dancer (F)

HP: 85 (258)
MP: 26
PA: 8 (12)
MA: 8
Speed: 8 (10)
Move: 3
Jump: 3
C-EV: 15
Brave: 70
Faith: 60

Weapon: Cashmere
Shield: None
Helmet: Thief Hat
Armor: Judo Outfit

Reaction: None
Support: None
Movement: Move +3

Passive RSM: Attack UP

Attack: 133 damage
DANCE (All abilities ignore evasion and target all enemies regardless of position.  Dancer takes 1.5x damage while performing.)
Witch Hunt: Deals 20 MP damage every 6 CT
Wiznaibus: Deals 20 damage every 10 CT
Slow Dance: 67% chance every 8 CT to reduce enemies' speed by 1
Polka Polka: Reduces enemies' PA by 1
Disillusion: Reduces enemies' MA by 1
Nameless Dance: 50% chance every 10 CT to randomly add Zombie, Darkness, Confusion, Silence, Oil, Berserk, Frog, Poison, Slow, Charm, Sleep, or Don't Move.
Last Dance: 67% chance every 15 CT to set the enemy's CT to 0.  IN A DUEL.

Three-turn average: Attack x3, 133.  Dancers don't really benefit from dances in a duel.

Comments: Everything I said for Bards applies just as much for Dancers.


Calculator (F)

HP: 67 (255)
MP: 56
PA: 4
MA: 6
Speed: 6
Move: 1
Jump: 1
C-EV: 5
Brave: 70
Faith: 60

Weapon: Papyrus Plate
Shield: none
Helmet: Thief Hat
Armor: Black Costume

Reaction: Damage Split (70% chance to split damage between self and attacker as long as the attack did not kill)
Support: None
Movement: None

Passive RSM: Non-Charge, Teleport 2

Attack: 80 damage
MATH SKILL: (Debatable legality, as this does require knowing other spells.  For the sake of completeness, however, I'll list the ones that can be used with it here.  All Math Skill spells cost no MP and are used instantly.)
Fire/Ice/Bolt: 30 Fire/Ice/Lightning damage
Poison: 86% chance to poison
Cure: 29 healing
Cure 2: 58.8 healing
Regen: 100% chance to add Regen
Protect: 100% chance to add Protect
Shell: 100% chance to add Shell
Esuna: 96% chance to cure status
Haste: 100% chance to add Haste
Slow: 86% chance to add Slow
Don't Move: 82% chance to add Don't Move
Float: 100% chance to add Float
Reflect: 125% chance to add Reflect
Demi: 82% chance to damage target by 25%, Dark-elemental
Blind: 94% chance to blind target
Pray Faith: 76% chance to add Faith status to self, 65% chance to add Faith status to enemy.
Doubt Faith: 76% chance to add Innocent status to self, 65% chance to add Innocent status to enemy
Zombie: 90% chance to add Undead status to enemy
Dispel Magic: 107% chance to dispel Float, Reraise, Transparent, Regen, Protect, Shell, Haste, Faith, and Reflect

Three-turn average: ...Attack x3 for 80.  Calculators really wish they had a MA score worth a damn.

Comments: Calculators are another interesting carrier job.  Non-Charge and Teleport 2 as innates are something that are just outright terrifying...or would be on any job with a proper magic skillset and some good stats.  As-is, they're stuck fighting their stats and the fact that their best damage is Demi.  Damage Split is an awesome reaction that will see better use later in the topic.


Mime (M)

HP: 407
MP: 47
PA: 15
MA: 13
Speed: 9
Move: 5
Jump: 5
C-EV: 50
Brave: 70
Faith: 60

No Equipment

Reaction: None
Support: None
Movement: None

Passive RSM: Monster Talk.  IN A DUEL.

Attack: 157 damage

Three-turn average: Attack x3, 157.  Not that they can do anything else.

Comments: Mimes' proclivities are completely wasted in a duel format.  In-game, they're one of the most technical and interesting jobs you can use.  In a duel?  They just punch things.  Still better at damage than bards.


Rankings:
HP:
1:Lancer (447--152.7%)
2:Knight (419--143%)
3:Mime (407--138.9%)
4:Geomancer (342--116.7%)
5:Squire (317--108.2%)
6:Samurai (314--107.2%)
7:Mediator (298--101.7%)
Average (292.9)
8:Archer (284--97%)
9:Chemist (278--94.9%)
10:Thief (272--92.9%)
11:Priest (271--92.5%)
12:Oracle (265--90.5%)
13:Time Mage (259--88.4%)
14:Dancer (258--88.1%)
15t:Monk (255--87.1%)
15t:Calculator (255--87.1%)
17:Summoner (254--86.7%)
18:Ninja (235--80.2%)
19:Bard (227--77.5%)
20:Wizard (201--68.6%)

MP:

Speed:
1:Ninja (12--129.7%)
2t:Squire (11--118.9%)
2t:Thief (11--118.9%)
2t:Bard (11--118.9%)
5t:Chemist (10--108.1%)
5t:Geomancer (10--108.1%)
5t:Mediator (10--108.1%)
5t:Dancer (10--108.1%)
(Average: 9.25)
9t:Archer(9--97.2%)
9t:Wizard (9--97.2%)
9t:Priest (9--97.2%)
9t:Monk (9--97.2%)
9t:Oracle (9--97.2%)
9t:Time Mage (9--97.2%)
9t:Summoner (9--97.2%)
9t:Mime (9--97.2%)
17:Lancer (8--86.4%)
18t:Knight (7--75.6%)
18t:Samurai (7--75.6%)
7:Calculator (6--64.4%)

Physical Durability:
1:Lancer (2.443)
2:Knight (2.288)
(Kiyomori!Samurai (1.608))
3:Mime (1.43)
(Protect!Priest (1.387))
4:Geomancer (1.167)
5:Squire (1.082)
6:Samurai (1.072)
7:Mediator (1.017)
8:Archer (.97)
9:Chemist (.949)
10:Thief (.928)
11:Priest (.925)
12:Oracle (.904)
13:Time Mage (.884)
14:Dancer (.88)
15t:Monk (.87)
15t:Calculator (.87)
17:Summoner (.867)
18:Ninja (.802)
19:Bard (.775)
20:Wizard (.686)

Magic Durability:
1:Knight (2.402)
(Shell!Priest (1.998))
(Kiyomori!Samurai (1.688))
2:Lancer (1.602)
3:Mime (1.501)
4:Priest (1.332)
5:Geomancer (1.225)
6:Squire (1.136)
7:Samurai (1.125)
8:Mediator (1.067)
9:Archer (1.017)
10:Chemist (0.996)
11:Thief (0.974)
12:Dancer (.924)
13:Monk (.913)
14:Ninja (.842)
15t:Bard (.813)
15t:Oracle (.813)
17:Time Mage (.795)
18:Calculator (.783)
19:Summoner (.78)
20:Wizard (.6174)
« Last Edit: September 26, 2013, 08:24:01 AM by Namagomi »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

074

  • Suggests the birth of an abomination
  • DL
  • Denizen
  • *
  • Posts: 888
    • View Profile
Laggy Fantasy Tactics: Monsters (1)
« Reply #3 on: September 26, 2013, 03:57:55 AM »
Averages up top:
HP:353
Speed: 8.916
Damage: 161
2.5HKO killpoint: 402.5



Chocobo

HP: 259
MP: 16
PA: 12
MA: 38
Speed: 9
Move: 7
Jump: 6
C-EV: 15%

Passive RSM: Counter (70% chance to counter for 100 damage)
Other Properties: Weak to Fire, Immune to Blood Suck

Choco Attack: Deals 100 damage.
Choco Cure: Heals by 152
Choco Esuna: 100% chance to cure Petrify, Darkness, Silence, Poison, Stop, Don't Move, and Don't Act
Choco Ball: Deals 72 damage, Range 4.

Comments: Chocobos are kind of pathetic all around.  Bad HP, bad damage, and their healing isn't even full.  Also they're weak to fire.


Black Chocobo

HP: 219
MP: 25
PA: 18
MA: 43
Speed: 7
Move: 7
Jump: 6 (Irrelevant)
C-EV: 25%

Passive RSM: Counter (70% chance to counter for 226 damage), Fly
Other Properties: Weak to Fire, Immune to Blood Suck

Choco Attack: Deals 226 damage
Choco Ball: Deals 162 damage, Range 4.
Choco Esuna: Cures Petrify, Darkness, Silence, Poison, Stop, Don't Move, and Don't Act
Choco Cure: Heals 172 HP

Comments: Black Chocobos are Chocobos trading speed and even more durability for respectable damage.  They just have to hope they can live to land two hits.


Red Chocobo

HP: 357
MP: 15
PA: 15
MA: 40
Speed: 10
Move: 7
Jump: 6
C-EV: 10

Passive RSM: Counter (70% chance to counter for 157 damage), Ignore Height
Other Properties: Weak to Fire, Immune to Blood Suck

Choco Attack: Deals 157 damage
Choco Ball: Deals 112 damage at Range 4.
Choco Meteor: Deals 200 damage at Range 5.  Ignores evasion.
Choco Esuna: Cures Petrify, Darkness, Silence, Poison, STop, Don't Move, and Don't Act

Comments: Red Chocobos are...well, they're not as good as people think they are--or to be more precise, not as comparably good as they were in Vanilla.  Choco Meteor is solid enough and 2HKOs anyone who's anything below average--and ITE to boot.  But for what I mean, well...look a bit down.


Goblin

HP: 311
MP: 6
PA: 11
MA: 35
Speed: 8
Move: 4
Jump: 4
C-EV: 18

Passive RSM: Counter Tackle (70% chance to counter a melee physical with Dash for 11-44 damage (average 27.5))
Other Properties: Weak to Ice, Immune to Blood Suck

Tackle: 84 damage
Eye Gouge: 100% chance to inflict Darkness and Confusion, reduced by evade
Goblin Punch: 100% chance to deal damage equal to user's lost HP, reduced by evade
Secret Fist: 100(105)% chance to inflict Don't Move and Death Sentence on the target, reduced by evade

Comments: Goblins' worth in a duel is entirely dependent on whether you let them have Monster Skill.  Secret Fist kills faster than anything else they have (their physical is a 5HKO), and Eye Gouge lets them land it effectively.  Without, though?  They're just sad, though Goblin Punch lets them beat up on low-damage types effectively.


Black Goblin

HP: 276
MP: 5
PA: 12
MA: 35
Speed: 9
Move: 4
Jump: 4
C-EV: 19

Passive RSM: Counter Tackle
Other Properties: Weak to Ice, Immune to Blood Suck

Tackle: Deals 100 damage.
Turn Punch: Deals 72 damage to everything within two squares of the user
Goblin Punch: Deals damage equal to user's lost HP
Stop Breath: 100% chance to instantly kill target.

Comments: Another one who's dependent on Monster Skill.  And god help him if someone has even below-average Ice damage.


Gobbledeguck

HP: 314
MP: 12
PA: 14
MA: 37
Speed: 10
Move: 4
Jump: 4
C-EV: 20

Passive RSM: Counter Tackle
Other Properties: Weak to Ice, Immune to Blood Suck

Tackle: 137 damage.
Eye Gouge: 100(102)% chance to inflict Darkness and Confuse to an enemy, reduced by Evasion.
Turn Punch: 98 damage to all targets within 2 squares.
Mutilate: 100(112)% chance to deal 75% mHP damage to the target, parasitic healing.

Comments: This goblin at least has a 3HKO.  He also has next to nothing else without Monster Skill (which is another legitimately good ability.  Mutilate would get them pretty far against PCs.)


Bomb

HP: 232
MP: 3
PA: 12
MA: 38
Speed: 8
Move: 4
Jump: 4
C-EV: 10

Passive RSM: Meatbone Slash (70% chance to counter for 232 damage when being hit below 20% HP), Float, Cannot Enter Water
Other Properties: Absorb Fire, Halve Ice, Weak to Water, Start:Reraise, Immune to Blood Suck and Oil

Bite: Deals 100 damage
Self Destruct: Deals mHP-cHP damage and adds Oil to all within 3 squares.  Kills the user.  Ignores evasion.
Small Bomb: Deals 48 damage, ignores evasion, damages user for the same.
Spark: Deals 114 fire damage self to all within 2 squares of the user, heals self for same.  20% chance to add Reraise.

Comments: And...here we have bombs.  In-game, their schtick is that they start with Reraise, meaning that they can blow themselves up at low HP and then come back for more.  Dickish move.  In a duel, though, blowing up just means losing, so they're stuck with...not much, unless the enemy can't chip.  And even then.


Grenade

HP: 238
MP: 5
PA: 10
MA: 38
Speed: 9
Move: 4
Jump: 4
C-EV: 11

Passive RSM: Meatbone Slash (70% chance when damaged below 20% HP to counter for 238 damage), Float, Cannot Enter Water
Other Properties: Absorb Fire, Halve Ice, Weak to Water, Start:Reraise, Immune to Blood Suck and Oil

Bite: Deals 70 damage to target
Self Destruct: Deals mHP-cHP damage and adds Oil to all within 3 squares.  Ignores evasion.
Shock: Deals mHP-cHP damage to target, range 5.  Ignores evasion.
Flame Attack: Inflicts 228 fire damage to target.

Comments: Grenades really wish they had the HP to take advantage of Shock.  It's a good followup to Meatbone Slash for what could be close to a kill, but as-is they're stuck relying on Bite.  Bite sucks.  Flame Attack is pretty nice, though, if you allow it.


Explosive

HP: 339
MP: 6
PA: 14
MA: 39
Speed: 7
Move: 4
Jump: 4
C-EV: 12

Passive RSM: Meatbone Slash (70% chance when being hit below 20% HP to counter for 339 damage), Float, Cannot Enter Water
Other Properties: Absorb Fire, Halve Ice, Weak to Water, Start:Reraise, Immune to Blood Suck and Oil

Bite: 137 damage.
Self Destruct: Deals mHP-cHP damage and adds Oil to all within 3 squares.  Ignores evasion.
Spark: Deals 117 fire damage to all within 2 squares, healing self for same.  Ignores evasion, 20% chance to add Reraise.
Shock: Deals mHP-cHP damage to enemy within 5.  Ignores evasion.

Comments: 3HKO Bite, but Explosives' big trick is Spark, which acts as fire-elemental pseudo-parasitic healing.  Fire elemental attacks are kind of terrible, though.  That speed hit is something that Spark doesn't make up for, though.


Red Panther

HP: 372
MP: 8
PA: 11
MA: 37
Speed: 9
Move: 5
Jump: 5
C-EV: 23

Passive RSM: Catch (70% chance to catch and acquire a Thrown item), Ignore Height, Cannot Enter Water
Other Properties: Weak to Earth, Immune to Blood Suck and Don't Move

Scratch: 84 damage
Poison Nail: 97% chance to inflict Poison and Slow, reduced by evasion.
Steal Heart: 87% chance to inflict Charm, only works on humans.
Cat Kick: Inflicts between 11 and 132 damage randomly.  Averages to 72 damage.  May knockback, ignores countergrasp.

Comments: KITTY.  Steal Heart says it all about their strategy--charm and then poison.  Or if their opponent blocks poison, charm and then wait for a double.  Of course, Slow off of Poison Nail doesn't hurt.


Cuar

HP: 292
MP: 10
PA: 14
MA: 43
Speed: 10
Move: 5
Jump: 5
C-EV: 26

Passive RSM: Catch (70% chance to catch and acquire a Thrown item), Ignore Height, Cannot Enter Water
Other Properties: Weak to Earth, Immune to Blood Suck and Don't Move

Scratch: 137 damage.
Cat Kick: Randomly deals 14 to 168 damage.  Averages 91 damage.  May knockback, does not trigger countergrasp reactions.
Poison Nail: 100(103)% chance to add Poison and Slow, reduced by evasion.
Blaster: 73% chance to add Petrify or Stop, chosen randomly.  Reduced by Magic Evade

Comments: They lose Steal Heart.  These kitties are not as lovable, and Cat Kick doesn't hurt nearly enough to make up for it.  They like Blaster if you give them Monster Skill, but that hates magic evade like little else.


Vampire

HP: 317
MP: 11
PA: 15
MA: 35
Speed: 10
Move: 5
Jump: 5
C-EV: 24

Passive RSM: Catch (70% chance to catch and acquire a Thrown item), Ignore Height, Cannot Enter Water
Other Properties: Weak to Earth, Immune to Blood Suck and Don't Move

Scratch: 157 damage.
Poison Nail: 95% chance of inflicting Poison or Slow to the target.  Subject to Evasion.
Blaster: 65% chance of inflicting Stop or Petrify to target.  Subject to Magic Evade.
Blood Suck: Absorbs 25% of target mHP and inflicts Blood Suck.  Subject to Evasion.

Comments: The guaranteed Blaster user, though they may be better off using Poison Nail to ensure doubles first.  Blood Suck is gimmicky as hell, though against anything with a lot more HP than them it may not be bad if you let them have it.


Disco Demon

HP: 295
MP: 20
PA: 8
MA: 31
Speed: 8
Move: 4
Jump: 4
C-EV: 8

Passive RSM: Counter Flood(70% chance on being hit with physicals or Elemental to counter with Elemental.  Off of common terrain, this deals 155 damage), Martial Arts, Move Underwater
Other Properties: Weak to Lightning, Absorb Water, Immune to Berserk and Blood Suck

Tentacle: 67 damage.
Black Ink: 155 water damage to a range 2 line, adds Darkness (20% rate)
Mind Blast: 75% chance to add Confuse or Berserk to target.
Wiznaibus: Deals 13 damage every 6 ticks.

Comments: This demon is one of the reasons why Disco is dead.  In seriousness, Black Ink is not bad damage, and Water's an uncommon element.  Mind Blast covers their bases well as an anti-mage option, while Counter Flood gives them some leeway against fighters.  Probably not enough to get them out of Light though.


Squidrockin

HP: 314
MP: 19
PA: 9
MA: 31
Speed: 8
Move: 4
Jump: 4
C-EV: 9

Passive RSM: Counter Flood(70% chance on being hit with physicals or Elemental to counter with Elemental.  Off of common terrain, this deals 170 damage), Martial Arts, Move Underwater
Other Properties: Weak to Lightning, Absorb Water, Immune to Berserk and Blood Suck

Tentacle: 85 damage
Odd Soundwave: Dispels Float, Reraise, Transparent, Regen, Protect, Shell, Haste, Faith, Innocent, and Reflect
Mind Blast: 76% chance to randomly add one of Confusion or Berserk to target
Nameless Song: Randomly adds Reraise, Regen, Protect, Shell, or Haste every 10 CT

Comments: And this is why squids should not rock.  The damage is just plain worse in every way outside of Counter Flood.  Their desired strategy is to Mind Blast the opponent, hope for Confuse, and then run Nameless Song until they get buffs everywhere.  Then beat the opponent down while they're still confused.


Mindrave

HP: 525
MP: 27
PA: 15
MA: 37
Speed: 8
Move: 4
Jump: 4
C-EV: 10

Passive RSM: Counter Flood (70% chance on being hit with physicals or Elemental to counter with Elemental.  Off of common terrain, this deals 314 damage), Martial Arts, Move Underwater
Other Properties: Weak to Lightning, Absorb Water, Immune to Berserk

Tentacle: 236 damage
Black Ink: 185 Water-element damage in a line, adds Darkness (20% rate)
Disillusion: Reduces enemy MA by 1 every 6 CT.
Level Blast: Reduces target's level by 1.

Comments: what.  Their Counter Flood outdamages everything except Dark Behemoth attacks, which are already solidly in the 90% PCHP range.  And the Tentacle-fu is strong.  As is their durability, which is a giant step above everything else they have.  Just...what.


Skeleton

HP: 369
MP: 0
PA: 13
MA: 35
Speed: 9
Move: 4
Jump: 5
C-EV: 11

Passive RSM: Arrow Guard (70% chance to negate a bow or crossbow attack)
Other Properties: Weak to Fire, Weak to Holy, Absorb Dark, Immune to Blood Suck, Reraise, Poison, Regen, Sleep

Knife Hand: 118 damage
Thunder Soul: 140 Lightning damage.  Subject to Magic Evasion.
Sap Magic: Dispels Float, Reraise, Transparent, Regen, Protect, Shell, Haste, Faith, and Reflect.  Deals 33% mHP damage if status is erased.
Ice Soul: 140 Ice damage.  Subject to Magic Evasion.

Comments: Skeletons are relatively unremarkable, outside of mocking Fire Emblem archers forever and exploding to fire or holy.  Sap Magic's a cute trick against buffers, but in practice it works out the same as using Thunder Soul against anything that isn't really high on HP or magic defense.


Bone Snatch

HP: 289
MP: 0
PA: 15
MA: 35
Speed: 8
Move: 4
Jump: 5
C-EV: 12

Passive RSM: Arrow Guard (70% chance to negate a Bow or Crossbow attack)
Other Properties: Weak to Fire, Weak to Holy, Absorb Dark, Immune to Blood Suck, Reraise, Poison, Regen, Sleep

Knife Hand: 157 damage
Ice Soul: 140 Ice damage.  Subject to Magic Evasion.
Sap Magic: Dispels Float, Reraise, Transparent, Regen, Protect, Shell, Haste, Faith, and Reflect.  Deals 33% mHP damage if status is erased.
Aqua Soul: 140 Water damage.  Subject to Magic Evasion.

Comments: Same as the skeleton but worse.  I don't really have anything to say here.


Living Bone

HP: 324
MP: 0
PA: 15
MA: 36
Speed: 8
Move: 4
Jump: 5
C-EV: 13

Passive RSM: Arrow Guard (70% chance to negate a Bow or Crossbow attack)
Other Properties: Weak to Fire, Weak to Holy, Absorb Dark, Immune to Blood Suck, Reraise, Poison, Regen, Sleep

Knife Hand: 157 damage
Aqua Soul: 144 Lightning damage.  Subject to Magic Evasion.
Sap Magic: Dispels Float, Reraise, Transparent, Regen, Protect, Shell, Haste, Faith, and Reflect.  Deals 33% mHP damage if status is erased.
Wind Soul: 180 Wind damage.  Subject to Magic Evasion.

Comments: I think unremarkability is the point of skeletons.  Wind Soul, if you let them have it, is a high 3HKO.


Ghoul

HP: 227
MP: 21
PA: 10
MA: 43
Speed: 8
Move: 5 (irrelevant)
Jump: 5 (irrelevant)
C-EV: 26

Passive RSM: MP Switch (70% chance to convert HP damage to MP damage.  Only works if user has at least 1 MP), Float, Teleport
Other Properties: Weak to Fire, Weak to Holy, Absorb Dark, Immune to Blood Suck, Float, Reraise, Poison, Regen, Stop

Throw Spirit: 70 damage, range 3
Zombie Touch: 100(113)% chance to add Undead to target.
Revive: 80% chance to revive target for 20% mHP
Shadow Stitch: 100% chance to inflict Stop to target.

Comments: The Ghost family of monsters has the ability to take one more hit than their durability would suggest thanks to MP Switch, so they'll at least take two hits to go down.  Not that it helps Ghouls since they need Shadow Stitch to consider getting a win.  Zombie Touch is a cute trick that'll mess with some healers though.


Gust

HP: 224
MP: 16
PA: 11
MA: 43
Speed: 9
Move: 5
Jump: 5
C-EV: 27

Passive RSM: MP Switch (70% chance to convert HP damage to MP damage.  Only works if user has at least 1 MP), Float, Teleport
Other Properties: Weak to Fire, Weak to Holy, Absorb Dark, Immune to Blood Suck, Float, Reraise, Poison, Regen, Stop

Throw Spirit: 84 damage, Range 3
Sleep Touch: 100(113)% chance to inflict Sleep on target.  Range 2
Revive: 81% chance to revive target for 20% mHP
Drain Touch: 100(113)% chance to deal 34% mHP damage to target and absorb that as HP.  Range 2

Comments: Another monster that largely depends on status stalling to win fights with 5HKO damage.  Sleep Touch is nice, though, and they love you forever if you let them have Drain Touch.


Revnant

HP: 254
MP: 10
PA: 11
MA: 35
Speed: 10
Move: 5
Jump: 5
C-EV: 28

Passive RSM: MP Switch (70% chance to convert HP damage to MP damage.  Only works if user has at least 1 MP), Float, Teleport
Other Properties: Weak to Fire, weak to Holy, Absorb Dark, Immune to Blood Suck, Float, Reraise, Poison, Regen, Stop

Throw Spirit: 84 damage, range 3
Drain Touch: 95% chance to drain 34% mHP from target and absorb as HP.  Range 1-2.
Revive: 81% chance to revive target with 20% mHP.
Grease Touch: 100(105)% chance to inflict Oil and Slow to target.  Range 1-2

Comments: Drain Touch is a guaranteed 3HKO against PCs, and Revnants are fast on the draw, too.  They wish they could do more with that MA score, though.


Flotiball

HP: 256
MP: 13
PA: 10
MA: 39
Speed: 8
Move: 6
Jump: 6
C-EV: 12

Passive RSM: Finger Guard, Fly, Cannot Enter Water
Other Properties: Weak to Ice, Resist Wind, Auto-Reflect, Immune to Blood Suck and Death Sentence

Wing Attack: 70 damage
Death Sentence: 99% chance to inflict Death Sentence on target.
Difference: Deals damage equivalent to target's MP.
Look of Devil: Randomly adds Petrify, Darkness, Silence, Don't Move, or Don't Act at 100% rate.

Comments: Flotiball is a really weird monster.  It'll explode to anything that looks at it silly with ice damage...except that it has auto-reflect and a fun trick in Difference.  Difference basically does damage to the target based on how much HP they have.  It's nice.  Look of Devil is also nice with one fatal and three disabling statuses if you let them have it.  Blind sucks though, and it's a MS skill for those who don't let them have that.


Ahriman

HP: 240
MP: 16
PA: 16
MA: 39
Speed: 10
Move: 6
Jump: 6
C-EV: 13

Passive RSM: Finger Guard, Fly, Cannot Enter WAter
Other Properties: Weak to Ice, Resist Wind, Auto-Reflect, Immune to Blood Suck and Death Sentence

Wing Attack: 179 damage
Death Sentence: 99% chance to inflict Death Sentence on target.
Look of Devil: Randomly adds Petrify, Darkness, Silence, Don't Move, or Don't Act at 100% rate.
Circle: 100(114)% chance of reducing target's MA by 6.

Comments: Circle is the biggest MA buster in the game, beating out Mind Ruin by one point.  The real trick, though, is Look of Devil off of 10 Speed.  Also, Wing Attack does solid damage here.


Plague

HP: 247
MP: 23
PA: 15
MA: 49
Speed: 8
Move: 6
Jump: 6
C-EV: 11

Passive RSM: Finger Guard, Fly, Cannot Enter Water
Other Properties: Weak to Ice, Resist Wind, Auto-Reflect, Immune to Blood Suck and Death Sentence

Wing Attack: 157 damage
Difference: Inflicts damage equal to target's current MP
Look of Devil: Randomly adds Petrify, Darkness, Silence, Don't Move, or Don't Act at 100% rate.
Look of Fright: 100(129)% chance to reduce target's PA by 6

Comments: Decent damage, plus both Difference and Look of Devil.  They lose the speed Ahrimans love, though.
« Last Edit: September 26, 2013, 05:48:46 AM by Namagomi »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

074

  • Suggests the birth of an abomination
  • DL
  • Denizen
  • *
  • Posts: 888
    • View Profile
Laggy Fantasy Tactics: Monsters (2)
« Reply #4 on: September 26, 2013, 03:58:33 AM »
Juravis

HP: 246
MP: 6
PA: 14
MA: 43
Speed: 9
Move: 7
Jump: 7
C-EV: 30

Passive RSM: Hamedo (70% chance to counter melee basic physical with attack, negating it in turn.), Fly, Cannot Enter Water
Other Properties: Halves Wind, Weak to Earth, Immune to Blood Suck

Scratch Up: 137 damage
Feather Bomb: 86 damage.  Ignores evade, Range 3.
Beak: 80% chance to inflict Petrify.
Beaking: Deals damage equal to the target's currently lost HP.  Ignores evasion.

Comments: Beaking's a cute trick to avoid limit phases if you allow it, and Hamedo is evil to melee fighters who don't have any extra tricks.  They may just get by on Beak, though, because everyone loves more statues.


Steel Hawk

HP: 232
MP: 10
PA: 14
MA: 45
Speed: 10
Move: 7
Jump: 7
C-EV: 28

Passive RSM: Hamedo(70% chance to counter melee basic physical with attack, negating it in turn.), Fly, Cannot Enter Water
Other Properties: Halves Wind, Weak to Earth, Immune to Blood Suck

Scratch Up: 137 damage.
Beaking: Deals damage equivalent to target's currently lost HP.  Ignores evasion.
Beak: 82% chance to inflict Petrify
Dispose: 140 damage, inflicts 42 damage to user.  Ignores defense and evasion.

Comments: ...ahahahaha Dispose on a bird.  Other than that, they're Juravises who lose HP and trade Feather Bomb for Beaking.  Not the worst trade.


Cocatoris

HP: 276
MP: 1
PA: 18
MA: 41
Speed: 10
Move: 7
Jump: 7
C-EV: 33

Passive RSM: Hamedo(70% chance to counter melee basic physical with attack, negating it in turn.), Fly, Cannot Enter Water
Other Properties: Halves Wind, Weak to Earth, Immune to Blood Suck

Scratch Up: 226 damage
Feather Bomb: 82 damage, ignores evade, Range 3.
Beaking: Deals damage equivalent to target's lost HP.  Ignores evasion.
Beak: 78% chance to add Petrify to target.

Comments: And this is what happens when the bird gets damage.  Hamedo is some flavor of evil, and combining that with Beaking and the damage they normally get is a quick way to have them get a two-hit kill.  They hate that Beak's a Monster Skill again, though.


Uribo

HP: 165
MP: 0
PA: 8
MA: 45
Speed: 11 (16)
Move: 4
Jump: 4
C-EV: 42

Passive RSM: Critical Quick (70% chance to instantly gain a turn when damaged below 20% mHP), Cannot Enter Water
Other Properties: Auto-Haste, Immune to Blood Suck

Straight Dash: 44 damage.  FEAR.
Pooh: Randomly adds Confuse or Sleep to target at 100% rate.
Oink: 78% chance to revive target with full HP
Nose Breath: 115% chance to add Charm to human target.

Comments: Uribos might be the best Punies ever.  10HKO damage, below 50% average HP and durability, and yet they can run rampant over PCs until one gets a lucky hit in under Confuse.  If you let them have Charm, it's a no-brainer.


Porky

HP: 199
MP: 0
PA: 9
MA: 45
Speed: 11 (16)
Move: 4
Jump: 4
C-EV: 36

Passive RSM: Critical Quick(70% chance to instantly gain a turn when damaged below 20% mHP), Cannot Enter Water
Other Properties: Auto-Haste, Immune to Blood Suck

Straight Dash: 56 damage.
Pooh: 100% chance to add Confuse or Sleep to target.
Nose Breath: 115% chance to inflict Charm on human target.
Oink: 79% chance to revive target with full HP.

Comments: The 10HKO raised to a 8HKO, and Nose Breath is a welcome alternative to Pooh against human opponents who may get lucky with confuse.


Wildbow

HP: 184
MP: 0
PA: 19
MA: 45
Speed: 11
Move: 4
Jump: 4
C-EV: 39

Passive RSM: Critical Quick(70% chance to instantly gain a turn when damaged below 20% mHP), Cannot Enter Water
Other Properties: Auto-Haste, Immune to Blood Suck

Straight Dash: 252 damage
Nose Breath: 100% chance to charm humanoid target.
Oink: 89% chance to revive target with full HP.
Please Eat: Crystallizes user, target levels up.  BEST SKILL EVER.

Comments: Alright, who let the pig have three types of anabolic steroids and a low-grade beaver tranquilizer?  Straight Dash is flat out one of the most damaging skills in the monster cast here, running off of 19 PA.  And while they don't have the status options of Porkies, they make up for it with having a solid 2HKO.


Woodman

HP: 410
MP: 129
PA: 12
MA: 12
Speed: 7
Move: 4
Jump: 3
C-EV: 0

Passive RSM: Counter Magic, Short Charge, Cannot Enter Water
Other Properties: Weak to Fire, Absorb Earth, Auto-Regen, Immune to Blood Suck and Float

Leaf Dance: 144 damage in a radius 2.  Ignores allies.
Life Spirit: Heals 144 HP to all within 2 squares of user, does not self-target.
Protect Spirit: 87% chance to add Protect and Regen to all within two squares of user, does not self-target.
Fairy(34 MP): Heals 141 MP in an area, ignores enemies.  CT 3.

Comments: Ah, trees, with good durability, and boundless healing and buffs...that they can't use on themselves.  Counter Magic is a cute trick, but other than that they're going to be relying on Leaf Dance.  And they're slow.


Trent

HP: 355
MP: 145
PA: 10
MA: 11
Speed: 7
Move: 4
Jump: 3
C-EV: 0

Passive RSM: Counter Magic, Short Charge, Cannot Enter Water
Other Properties: Weak to Fire, Absorb Earth, Auto-Regen, Immune to Blood Suck and Float

Leaf Dance: 121 damage in an area, ignores allies.
Magic Spirit: Heals 110 MP to all within 2 squares of user, does not self-target.
Calm Spirit: 86% chance to add Shell and Regen to all wtihin 2 squares of user, does not self-target
Tornado (30 MP): 170 Wind damage, ignores allies, 20% chance of inflicting Confuse.  CT 4

Comments: Trents are frail by treant standards.  Which translates to hovering around average.  Tornado's a fun trick, but ultimately not THAT great in practice.  Beats their 4HKO attack though.


Taiju

HP: 479
MP: 120
PA: 11
MA: 12
Speed: 7
Move: 4
Jump: 3
C-EV: 0

Passive RSM: Counter Magic, Short Charge, Cannot Enter Water
Other Properties: Weak to Fire, Absorb Earth, Auto-Regen, Immune to Blood Suck and Float

Leaf Dance: 144 damage in an area, ignores allies.
Life Spirit: Heals 144 HP to all within 2 squares of caster, does not self-target
Magic Spirit: Heals 120 MP to all within 2 squares of caster, does not self-target
Quake (30 MP): 236 Earth damage, ignores allies, 20% chance of inflicting Don't Move.

Comments: They really want you to let them have Quake.  That gives them a 2HKO.  Other than that they're standard trees.


Bull Demon

HP: 433
MP: 0
PA: 14
MA: 11
Speed: 10
Move: 4
Jump: 4
C-EV: 11

Passive RSM: Blade Grasp (70% chance to negate most physical attacks), Cannot Enter Water
Other Properties: Weak to Water, Immune to Blood Suck and Float

Shake Off: 137 damage.
Wave Fist: 112 damage, ignores Countergrasp reactions
Bizen Boat: 110 MP damage in a linear Range 6 effect area.
Earth Slash: 98 Earth-elemental damage in a linear Range 8 effect area, ignores evasion and Countergrasp reactions

Comments: Blade Grasp and Bizen Boat make for a hilarious combination, just ask Reiska.  Earth Slash and Wave Fist give options, but those two are great for shutting enemies down.  Pity about that 4HKO damage.


Minitaurus

HP: 513
MP: 1
PA: 18
MA: 41
Speed: 8
Move: 4
Jump: 4
C-EV: 15

Passive RSM: Blade Grasp (70% chance to negate most physical attacks), Cannot Enter Water
Other Properties: Weak to Water, Immune to Blood Suck and Float

Shake Off: 226 damage.
Gather Power: PA +2, stackable.
Kiyomori: Adds Protect and Shell.
Mimic Titan: 205 earth damage to area around user.

Comments: The 4HKO is easily a 2HKO now, and Gather Power gives an option to buff around limits.  Kiyomori raises the durability to hilarious levels with Blade Grasp and top-grade HP.


Sacred

HP: 485
MP: 1
PA: 21
MA: 41
Speed: 9
Move: 5
Jump: 4
C-EV: 12

Passive RSM: Blade Grasp, Cannot Enter Water
Other Properties: Weak to Water, Immune to Blood Suck and Float

Shake Off: 308 damage
Wave Around: 231 damage to all adjacent spaces
Masamune: Adds Regen and Haste to user (Haste boosts speed from 9 to 13)
Blow Fire: 328 fire damage to three range 2 lines.

Comments: what. Part 2.  Sacreds are near-impossible to stop physically, between Blade Grasp, Masamune, and high damage.  Even higher damage if you let them have Blow Fire.


Morbol

HP: 419
MP: 2
PA: 16
MA: 15
Speed: 7
Move: 4
Jump: 3
C-EV: 0

Passive RSM: HP Restore (70% chance when damaged below 20% HP to recover full HP), Martial Arts, Walk on Water
Other Properties: Weak to Ice, Immune to Blood Suck, Float, and Don't Act

Tentacle: 268 damage.
Lick: Adds Reflect, Protect, and Shell to target, cannot self-target.
Chakra: Heals self and all adjacent for 120 HP and 60 MP.  Does not reverse on Undead targets
Bad Breath: 100% chance to randomly add Petrify, Darkness, Confuse, Silence, Oil, Frog, Poison, and Sleep (25% chance of each)

Comments: Ah, Morbols.  They all have a cute trick of having HP Restore, meaning if you can't control your damage to chip around their 20% SoS phase, you're likely to have to chew through a second, and maybe a third lifebar.  Chakra lets them manipulate that more effectively, while they generally do 2HKO damage with Tentacle.  Bad Breath is rolling the dice if you allow it, but the number of statuses does mean you'll get one or two every time.  Also they explode to Ice.


Ochu

HP: 347
MP: 2
PA: 17
MA: 18
Speed: 8
Move: 4
Jump: 3
C-EV: 0

Passive RSM: HP Restore (70% chance when damaged below 20% HP to recover full HP), Martial Arts, Walk on Water
Other Properties: Weak to Ice, Immune to Blood Suck, Float, and Don't Act

Tentacle: 303 damage
Goo: 100% chance to add Don't Move to target.
Chakra: Heals self and adjacent for 127 HP and 63 MP.  Does not reverse if Undead
Bad Breath: 100% chance to randomly add Petrify, Darkness, Confuse, Silence, Oil, Frog, Poison, and Sleep (25% chance of each)

Comments: Ochus are like Morbols, only with a lot worse durability and a slightly better Tentacle.  Goo allows for some range screwing too (FE Archers, for example), but otherwise it's largely a losing trade.


Great Morbol

HP: 434
MP: 1
PA: 15
MA: 17
Speed: 7
Move: 4
Jump: 3
C-EV: 0

Passive RSM: HP Restore (70% chance when damaged below 20% HP to recover full HP), Martial Arts, Walk on Water
Other Properties: Weak to Ice, Immune to Blood Suck, Float, and Don't Act

Tentacle: 236 damage.
Bad Breath: 100% chance to randomly add Petrify, Darkness, Confuse, Silence, Oil, Frog, Poison, and Sleep (25% chance of each)
Sticma Magic: Cures Undad, Petrify, Blood Suck, Frog, Poison, Slow, Sleep, Don't Move, and Don't Act
Moldball Virus: 22% chance to permanently turn target into a Morbol.  I will laugh if anyone actually loses to this.

Comments: And Great Morbols...are probably the worst.  They lose Chakra, which means they can't manipulate their HP, but they do get native access to Bad Breath--and while Darkness, Poison, and Oil are pretty bad, the rest are useful statuses.  Regardless, they trade durability tricks for Bad Breath.  And Moldball Virus.


Behemoth

HP: 542
MP: 20
PA: 15
MA: 33
Speed: 9
Move: 5
Jump: 3
C-EV: 13

Passive RSM: Damage Split (70% chance on taking damage that does not kill to heal half and deal half to the one who inflicted it), Cannot Enter Water
Other Properties: Immune to Blood Suck and Float

Stab Up: 157 damage.
Sudden Cry: 127 damage, 20% chance of instantly killing
Giga Flare: 231 damage in a wide area.

Comments: Behemoths are deceptively far more durable than they look thanks to Damage Split.  It's an amazing reaction in general, and they have the HP to fully take advantage of it.  Behemoths like it even more if you let them have Giga Flare, which gives them a 2HKO magic option.


King Behemoth

HP: 529
MP: 23
PA: 17
MA: 32
Speed: 9
Move: 5
Jump: 3
C-EV: 13

Passive RSM: Damage Split(70% chance on taking damage that does not kill to heal half and deal half to the one who inflicted it), Cannot Enter Water
Other Properties: Immune to Blood Suck and Float

Stab Up: 202 damage.
Sudden Cry: 161 damage, 20% chance of instantly killing.
Hurricane: 82% chance to inflict 34% mHP wind-elemental gravity to target.

Comments: Their damage is barely 2HKO here.  Other than that, Hurricane's an option against the extraordinarily durable if you allow it.  Not much different from the normal Behemoths here.


Dark Behemoth

HP: 517
MP: 27
PA: 23 (!!)
MA: 34
Speed: 10
Move: 5
Jump: 3
C-EV: 18

Passive RSM: Damage Split(70% chance on taking damage that does not kill to heal half and deal half to the one who inflicted it), Cannot Enter Water
Other Properties: Immune to Blood Suck and Float

Stab Up: 370 damage
Sudden Cry: 287 damage, 20% chance to instantly kill
Ulmaguest: Deals damage equivalent to current lost HP

Comments: what. Part 3.  Stab up does roughly 91% PCHP damage, they're even faster, and still have the durability and Damage Split.  If they had some way to block status, they'd be the best monsters in the game.  As-is, they kill things to a hilarious degree, and will outslug a large number of opponents between the damage and Damage Split.  Oh, and they love Ulmaguest if you let them have it, of course--since at the point they would use it over Stab Up, it's likely to do OHKO damage anyway.


Dragon

HP: 521
MP: 12
PA: 16
MA: 41
Speed: 9
Move: 6
Jump: 3
C-EV: 5

Passive RSM: Dragon Spirit (70% chance on taking damage to gain Reraise.  lol.), Cannot Enter Water
Other Properties: Immune to Blood Suck, Float, and Frog

Dash: 179 damage.
Tail Swing: Deals damage between 16 and 400, averages to 208 damage.
Thunder Breath: 205 lightning damage, 20% chance for Don't Act.

Comments: Dragons are simple.  Tail Swing is a volatile attack, though it averages out to 2HKO.  The volatility should take care of some healers, though.  Thunder Breath gives them a more reliable magic option.


Blue Dragon

HP: 529
MP: 18
PA: 15
MA: 43
Speed: 9
Move: 6
Jump: 3
C-EV: 5

Passive RSM: Dragon Spirit (70% chance on taking damage to gain Reraise), Move In Water
Other Properties: Weak to Fire, Absorb Ice, Immune to Blood Suck, Float, and Frog

Dash: 157 damage
Ice Breath: 215 Ice damage, 20% chance of Slow
Thunder Breath: 215 Lightning damage, 20% chance of Don't Act

Comments: They lose Tail Swing, and gain native Ice Breath.  And are weak to Fire.  Not sure if that's the smartest trade.


Red Dragon

HP: 616
MP: 19
PA: 17
MA: 48
Speed: 10
Move: 6
Jump: 3
C-EV: 8

Passive RSM: Dragon Spirit, Move on Lava
Other Properties: Absorb Fire, Weak to Water, Immune to Blood Suck, Float, and Frog

Dash: 202 damage.
Fire Breath: 240 Fire damage, 20% chance to add Death Sentence
Thunder Breath: 240 Thunder damage, 20% chance to add Don't Act

Comments: 2HKO of physical and magical varieties, absorbs one of the most commonly used elements, and the single highest raw HP total in the game.  Red Dragons are set fairly well.  Pity the naturally-available element is said common element.


Hyudra

HP: 517
MP: 8
PA: 16
MA: 11
Speed: 11
Move: 5
Jump: 4
C-EV: 0

Passive RSM: Regenerator (70% chance on taking damage to gain Regen), Fly, Cannot Enter Water
Other Properties: Weak to Ice, Weak to Wind, Immune to Blood Suck and Float

Triple Attack: 179 damage to three directions.
Triple Breath: 100(132)% chance of 50% mHP gravity, Dark elemental.
Triple Flame: Three random hits of 214 fire-elemental damage over a 2v2 cross.  Averages at 104 per use?

Comments: Hydras are fast.  Triple Breath is a useful gravity attack, too, and can 2HKO that way.  Physical is 3HKO, but Triple Flame sucks.


Hydra

HP: 478
MP: 27
PA: 18
MA: 12
Speed: 11
Move: 5
Jump: 4
C-EV: 0

Passive RSM: Regenerator, Fly (70% chance on taking damage to gain Regen), Cannot Enter Water
Other Properties: Weak to Ice, Weak to Wind, Immune to Blood Suck and Float

Triple Attack: 226 damage, 3 directions
Triple Flame: Three random hits of 240 fire-elemental damage over a 2v2 cross.  Averages at 117 per use?
Triple Thunder: Three random hits of 192 thunder-elemental damage over a 2v2 cross.  Averages at 93 per use?

Comments: Hyudras are Hydras who trade some durability for better physical damage.  They can slug better against the gravity- and dark-immune, but Triple Flame is REALLY not worth it.


Tiamat

HP: 439
MP: 15
PA: 21
MA: 15
Speed: 10
Move: 5
Jump: 4
C-EV: 0

Passive RSM: Regenerator, Fly, Cannot Enter Water
Other Properties: Weak to Ice, Weak to Wind, Immune to Blood Suck and Float

Triple Breath: 100(135)% chance of 50% mHP gravity, Darkness-elemental
Triple Thunder: Three random hits of 262 thunder-elemental damage over a 2v2 cross.  Averages at 128 per use?
Dark Whisper: Six random hits of 120 Dark-elemental damage over a 2v2 cross, each hit with a 6.25% chance of adding Dead or Sleep.  Averages at 144 per use?

Comments: A worse Hydra.  A much worse one, since Triple Thunder is not likely to be good, they've lost a point of speed, and they'll be relying on Triple Breath for their kills more often than not.  A PC slayer who comes off as far less effective than its Tier 1 cousin.


Rankings:

HP:
1: Red Dragon (616--174%)
2: Behemoth (542--153%)
3t: Blue Dragon (529--149%)
3t: King Behemoth (529--149%)
5: Mindrave (525--148%)
6: Dragon (521--147%)
7t: Dark Behemoth (517--146%)
7t: Hydra (517--146%)
9: Minitaurus (513--145%)
10: Sacred (485--137%)
11: Taiju (479--135%)
12: Hyudra (478--135%)
13: Tiamat (439--123%)
14: Great Morbol (434--122%)
15: Bull Demon (433--122%)
16: Morbol (419--118%)
17: Woodman (410--116%)
18: Red Panther (372--105%)
19: Skeleton (369--104%)
20: Red Chocobo (357--101%)
21: Trent (355--~100%)
(Average: 353)
22: Ochu (347--98%)
23: Explosive (339--96%)
24: Living Bone (324--91%)
25: Vampire (317--89%)
26t: Gobbledeguck (314--88%)
26t: Squidrockin (314--88%)
28: Goblin (311--88%)
29: Disco Demon (295--83%)
30: Cuar (292--82%)
31: Bone Snatch (289--81%)
32t: Black Goblin (276--78%)
32t: Cocatoris (276--78%)
34: Chocobo (259--73%)
35: Flotiball (256--72%)
36: Revnant (254--71%)
37: Plague (247--69%)
38: Juravis (246--69%)
39: Ahriman (240--67%)
40: Grenade (238--67%)
41t: Bomb (232--65%)
41t: Steel Hawk (232--65%)
43: Ghoul (227--64%)
44: Gust (224--63%)
45: Black Chocobo (219--62%)
46: Porky (199--56%)
47: Wildbow (184--52%)
48: Uribo (165--46%)


Speed:

1t: Uribo (11--123%)
1t: Porky (11--123%)
1t: Wildbow (11--123%)
1t: Hydra (11--123%)
1t: Hyudra (11--123%)
6t: Red Chocobo (10--112%)
6t: Gobbledeguck (10--112%)
6t: Cuar (10--112%)
6t: Vampire (10--112%)
6t: Revnant (10--112%)
6t: Ahriman (10--112%)
6t: Steel Hawk (10--112%)
6t: Cocatoris (10--112%)
6t: Bull Demon (10--112%)
6t: Dark Behemoth (10--112%)
6t: Red Dragon (10--112%)
6t: Tiamat (10--112%)
18t: Chocobo (9--100.6%)
18t: Black Goblin (9--100.6%)
18t: Grenade (9--100.6%)
18t: Red Panther (9--100.6%)
18t: Skeleton (9--100.6%)
18t: Gust (9--100.6%)
18t: Juravis (9--100.6%)
18t: Sacred (9--100.6%)
18t: Dragon (9--100.6%)
18t: Blue Dragon (9--100.6%)
18t: Behemoth (9--100.6%)
18t: King Behemoth (9--100.6%)
30t: Goblin (8--89%)
30t: Bomb (8--89%)
30t: Disco Demon (8--89%)
30t: Squidrockin (8--89%)
30t: Mindrave (8--89%)
30t: Bone Snatch (8--89%)
30t: Living Bone (8--89%)
30t: Ghoul (8--89%)
30t: Flotiball (8--89%)
30t: Plague (8--89%)
30t: Minitaurus (8--89%)
30t: Ochu (8--89%)
42t: Black Chocobo (7--78%)
42t: Explosive (7--78%)
42t: Woodman (7--78%)
42t: Trent (7--78%)
42t: Taiju (7--78%)
42t: Morbol (7--78%)
42t: Great Morbol (7--78%)


Damage:

1: Dark Behemoth (370)
2: Sacred (308)
3: Ochu (303)
4: Morbol (268)
5: Wildbow (252)
6: Red Dragon (240)
7t: Mindrave (236)
7t: Great Morbol (236)
9t: Black Chocobo (226)
9t: Cockatoris (226)
9t: Minitaurus (226)
9t: Hyudra (226)
13: Blue Dragon (215)
14: Dragon (208)
15: King Behemoth (202)
16: Red Chocobo (200)
17t: Ahriman (179)
17t: Hydra (179)
(Average: 161)
19t: Vampire (157)
19t: Living Bone (157)
19t: Plague (157)
19t: Behemoth (157)
23: Disco Demon (155)
24t: Woodman (144)
24t: Taiju (144)
26t: Skeleton (140)
26t: Bone Snatch (140)
28t: Gobbledeguck (137)
28t: Explosive (137)
28t: Cuar (137)
28t: Juravis (137)
28t: Steel Hawk (137)
28t: Bull Demon (137)
34: Tiamat (128)
35: Trent (121)
36t: Chocobo (100)
36t: Black Goblin (100)
36t: Bomb (100)
39: Squidrockin (85)
40t: Goblin (84)
40t: Red Panther (84)
40t: Gust (84)
40t: Revnant (84)
44t: Grenade (70)
44t: Ghoul (70)
44t: Flotiball (70)
47: Porky (56)
48: Uribo (44)
« Last Edit: September 26, 2013, 08:26:45 AM by Namagomi »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.