Author Topic: Atelier Ayesha  (Read 1572 times)

DragonKnight Zero

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Atelier Ayesha
« on: August 08, 2020, 06:40:19 AM »
After much procrastinating and indecisiveness, first revision is finally here.  First revision?  There's more stuff I could do to make a more comprehensive stat topic but would involves several days more drudgery and delay.  Plus having something up is better at providing motivation to gather more data.

To do list:
- More specific data on buff and debuff abilities. 
- Accessories
- Alternate weapon data
- Support skills info for team situations.
- Maybe Ayesha Altugle stats.  Don't count on that though.

The battle stats

Level: Appears to raise damage done when high enough.  Also impacts the rate at which the super meter increases.
HP: Needs to be above 0 to act.  If all party members hit 0 HP, the battle is lost and you're kicked out onto the world map.  (Ayesha is too cute to be monster food.)
MP: Needed for character skills.  Not enough MP, can't cast skill.  For Ayesha, she has items that consume MP when used.  If she has less MP than the item costs, its power will be halved.
Atk: Factors into the offensive power of all offensive moves.  Except for items.
Spd: Used to determine the initial turn order at the start of a battle.  A random number (guessing from 0-31 here) is added to each participant's Speed stat to determine their initial placement on the CTB gauge.  Doesn't appear to do anything else; all battle participants will advance on the CTB gauge at the same rate.  May have an influence on the Wait Time (hereafter referred to as WT) of actions but this topic will assume that is not the case.
Ph Res: Higher numbers means less damage from physical damage.  Generally, every 2 points in this stat will subtract 1 from incoming damage.
Ail Res: Ability to resist status ailments.  Different abilities have different chances to inflict their associated status which is checked against this stat.
F/I/L Res: Resistance to fire, ice, or lightning element damage.  Element damage is considered a separate attack type and Ph Res doesn't seem to help defend from elemental damage.  Appears to be a fraction out of 120.  So 60 F Res would reduce fire damage by half and so on.  Magic damage doesn't appear to exist in the frontier where Ayesha's workshop is.
Crit rate: Percentage chance of landing a critical hit under normal circumstances.  Hitting an enemy's back or attacking an enemy with a matching species weakness produces an automatic critical.
Crit power: Percentage of damage increase when a critical hit has occurred.  Caps at 100.  This is computed after defense so if the attack would have tinked for 1, it's still doing 1 after.
Evasion: Ability to completely dodge incoming damage.  Characters and nearly all monsters have 0 evasion innately so including this is mostly for completion.  There are properties and effects to boost evasion and a select few monsters can boost theirs during combat.

The damage formula seems to be something like - Atk xA + Lv factor - Def/2 where A is a constant dependent on the particular ability used.  Lv factor is mostly a mystery to me since it seems to vary based on the enemy fought.

Status effects

Status effect durations seem to be based more on the passage of time rather than turns taken.  (incidentally, this prevents abusing actions with fast recovery to quickly run out the turn timer like in Meruru).  Still, stating durations in turns is a good enough approximation for most purposes.  Generally, bad status lasts for about 3 turns except for Hold.

Poison: About 6% max HP damage at the start of each turn.  Cannot kill.  No PC can inflict poison innately.
Weak: All stats down.  From observation, this appears to be -5 Atk and -5 Ph Res but hasn't been tested thoroughly at this time.  Only one source of this status from PCs and it's a support move off another ally's attack so doesn't come up in a duel.
Blind: Accuracy down.  This appears to be straight subtraction to accuracy so someone with high enough accuracy could potentially act like it wasn't there.  Seems to be -75 accuracy.
Hold: Cannot act and position on CTB gauge freezes for duration.  That means no support abilities for the duration too.  Very short duration, maybe 0.25 of an average turn at best.
Slow: Raises WT after anything other than Move or a support to the maximum.  This is very bad if Ayesha gets slowed since items generally have fast recovery time.  On average WT moves, increase the time until next turn by about 50%.

Super moves

  At Lv30 or above, Ayesha's companions gain access to their super moves.  It requires building up a meter which increases when taking actions (including support actions) or being attacked.  When its at 100%, a character can use their super move on their turn by choosing Special.  Each time a character uses a super move in battle, the rate at which the super meter builds slows for the rest of the battle, up to two uses, at which the meter will have reached its minimum growth.  At stat topic levels, base meter gain is 12%.  Some rules of the super meter:

It will increase the base amount for each target hit.  Kills have no impact on this increase.
It will increase even if the action misses for some reason.
Dying has no effect on the super meter.
If the character lands a critical hit, the meter gain for that action is multiplied by 1.5.
Using the super itself gives 2x base meter.  This is computed after the reduction for using the super.
If the super would finish off the last enemy, a special animation sequence plays and it does 50% more damage.  The extra damage is mostly meaningless but there are means out there which benefit from it.

Weapons and armor notes

  In-game, other than a few buyable sources, weapons and armor are obtained as random drops from Slag type enemies.  And they can only drop something a character in the current party is capable of wearing.  This can make it a pain to arm someone, especially if you haven't used that character in a while.  The quality and properties are also very variable from dropped equipment.  For the character builds in this topic, I'll be using the Fur Coats from Hornheim as default.  The stats on this are 16 Ph Res and 22 I Res with a HP +15 property.  Did consider using a view that includes the delivery rewards from the girl in the Black Cat shop (as they're the same every game, thus consistent) but it tends to unfairly favor the people that can use the Golden Shirt.  For weapons, I'll be sticking to the ones sold by the Homuculus merchant.  No headaches from random properties and random drops and even if you never use a particular character, it's always available to them.

Accessories: To be completed.  I'll mention the Medical Earring I used in my damage testing sessions though.  It's the main status protection item and is also available as a prize for winning the 4th Treasure Contest so it's consistently obtainable (as well as wholesaled with Regina at the bazzar for any duplicates you may like).  Immunes poison, blind, and weak and lowers duration of bad status a bit.  No innate stats but the properties give 2 HP, 2 MP, 2 Atk, 2 Spd, 7 Ph Res, and 20 Ail Res.

Whew, that's a lot of mechanics.  Onto the character damages.  Testing was done at max level since it's trivially easy to reach it in-game.  My test target of choice was the Dragoon in the Alt. Zweititurn.  It has 20 Ph. Res, 50 I Res, 0 for fire and lightning which made it an ideal test target for elemental attacks (other than the one ice move where I looked for a different test target).  Enough HP that it would stay alive long enough to get numbers for super moves.  I had on a Medical Earring and a Pnoenix Bracelet (for my convenience in keeping people alive) when I obtained the damage numbers so the Atk stats during testing were 4 points higher than those I'm listing below.  Shouldn't be a big deal unless someone wants to reverse-engineer a more accurate damage formula though.

Status accuracy was tested on randoms with zero status resistance.

For stats, the first number is raw base.  A number in paranthesis is equipped with weapon and armor but no accessories (this is the number that goes into computing averages)  I've included hit count but it only matter if fighting something with such high defense that the attack would tink for 1.

Range key:
ST: 1 enemy
GT1: all enemies within small radius from target
GT2: all enemies within large radius from target
MT: all enemies
1 ally and all allies are self-explanatory.
Recharge: The main stat that affects when a character gets their next turn.  I assumed most regular attacks as a base 1.0 and scaled off that but the numbers are somewhat approximate.  Lower numbers are faster moves.
Timed effect: Also known as time cards in Mana Khemia and a few other games.  These act independently.  Timed effects generally will not build super meter.  The game allows the party a max of 3 timed effects at once.  If someone tries to use a 4th, the 1st one used will simply vanish.  The hard limit won't come up in a duel but matters in-game since some of the most useful items are timed, either innately or granted through Power Transfer.

Regina Curtis

101 (116) HP
78 MP
44 (55) Atk
34 (46) Spd
40 (56) Ph Res
0 Ail Res
0 F Res
0 (22) I Res
20 L Res
20% Crit Rate
35 Crit power

Weapon: Alloy Pickax - 11 Atk, 5 Spd  Property: Spd +7

Passives:
Prospective Guts - 33% chance of surviving a fatal blow with 1 HP (unless already at 1 HP, then it doesn't work)  Stacks additively with similar effects.
Woman's Nerve - Increases evasion and Crit rate by 15%  The evasion isn't shown on the stat screen but it is there.
Preferred range - short  Defense down on targets hit

First damage number is base damage.  Second is after landing Def down.  And even though elemental damage is a different attack type, her elemental skills still hurt more after defense is lowered.  Curious

Attack: 28 (30)
Double Smash: 5 MP, 39 (41) physical + target takes neglible HP damage at start of next 3 turns.  This damage cannot kill, ST, 3 hits, 1.1x recharge
Stone Crack: 12 MP, 37 (39) physical + Atk down for 3 turns  Appears to be 5 less damage from attacks.  GT1, 4 hits, 1.2x recharge
Flare Blast: 10 MP, 52 (58) fire + 95% chance of inflicting blind, GT2, 1 hit, 1.1x recharge
Rock Blast: 20 MP, 60 (67) fire, MT, 3 hits, 1.2x recharge

Lady End: 254 (264)physical, ST, 2 hits, 1.5x recharge, requires full super meter

Wilbell vol Ersleid

73 (88) HP
155 MP
53 (62) Atk
66 Spd
30 (53) Ph Res
10 (21) Ail Res
20 F Res
0 (22) I Res
0 L Res
5% Crit rate
40 Crit power

Weapon: Charm Broom - 9 Atk, 11 Ail Res  Property: Ph Res +7

Passives:
Witch's Quality - max MP +30 and skills do 10% more damage.  Stacks additively with other skill power increases.
Fire Magic - Adds additional Fire damage to all attacks.  Stat screen says 25% but it feels like more sometimes
Preferred range - long  Reduces WT  This is already factored into the recharge times below.

First damage number is base.  Second is under Atk up from Element Call.

Attack: 36 physical + 24 fire (37 + 26) 60 or 63 total  0.85x recharge
Pumpkin Bomb: 9 MP, 80 (84) fire, GT2, 1 hit, 0.9x recharge
Arcane Call: 24 MP, 102 (106) fire + target takes neglible damage at start of next 3 turns.  This damage cannot kill.  GT2, 1 hit, 0.95x recharge
Shielding: 12 MP, Def and Ail Res up  Lasts a long time but does eventually wear off.  About 7-8 turns is my guess.  Lowers incoming physicals by 3-5 in practice.  Ail Res increase is probably 20 but too troublesome to confirm.  1 ally, 0.85x recharge
Element Call: 15 MP, Summons a timed effect at 1.2 which will act 3 times, random ally, 0.9x recharge  When it's action comes up, the spirit will do one of three things.

- If an ally is KO'ed, it will revive them with 24-26 HP.  Will pick one at random if two are down.
- Otherwise, if at least one ally is at under 50% max HP, it will aid the one with the lowset percentage of current HP/max HP and restore 62 HP or 1/4 max HP, whichever is greater.  HP restoration goes down with each successive appearance but the 1/4 max HP minimum stays unchanged.
- Otherwise, it will restore a small amount of MP and grant all stat buffs.  The MP restored goes down each time during the same summoning it appears.  13 MP for the first time, down to 10 on the second, and 8 MP if this action occurred on all 3 turns.  This favors the ally missing the greatest percentage of MP but there are times it will activate on another.  In a duel, there's only Wilbell herself so simple there.

Meteor Storm: 284 (294) physical, ST, 6 hits, 1.5x recharge, requires full super meter

Linca 

94 (109) HP
54 MP
48 (60) Atk
60 Spd
32 (53) Ph Res
10 Ail Res
15 F Res
15 (37) I Res
0 L Res
5% Crit rate
50 Crit power

Weapon: Glass Blade - 12 Atk, 5 Ph Res  Property: Skill Power +5% - Skills are 5% stronger but MP cost increases 10%

Passives:
Calm and Serene - Decreases duration of status ailments (guessing by 10%, never really noticed) and shortens WT by 15%.  This is already factored in the recharge times below.
Reinforce Body - Decrease Ph damage by 15% and increase Crit power by 15%
Preferred range - short  Added damage.  This appears to be computed independent of the target's defense.

First number is with range bonus, second without

Attack: 38 (30) physical  0.85x recharge
Start Rush: 6 MP (5 base)  59 (51) physical + 90% chance of inflicting Hold, ST, 2 hits, 0.9x recharge
Stomp Charge: 14 MP (13 base)  69 (61) physical + 75% chance of inflicting Hold, GT1, 1 hit, 0.95x recharge
Adrenaline Dance: 7 MP (6 base): 61 (52) physical + increases chance of being targeted to 50% (meaningless in a duel), GT1, 4 hits, 0.95x recharge
Valkyrie Dive: 10 MP (9 base)  65 (57) physical + 50% chance of inflicting Slow, MT, 1 hit, 1.0x recharge

Raging Edge: 275 physical, ST, 6 hits, 1.3x recharge, requires full super meter

Juris Gruden

108 (123) HP
72 MP
51 (63) Atk
43 (46) Spd
37 (53) Ph Res
15 Ail Res
0 F Res
20 (42) I Res
0 L Res
5% Crit rate
55 Crit power

Weapon: Bloody Saber - 12 Atk, 3 Spd  Property: Skill Power +7% - Skills are 7% stronger but MP cost increases by 14%

Passives:
Aim Master - Accuracy +50  Normally not a factor in-game but relevant on evasive opponents or if blinded.
hunter's Knowledge - Increase Crit power by 15% and raises offense damage some.
Preferred range - long  Knock back  Physically moves the target back on hit.  Doesn't seem to be any benefit to doing so unlike with Ayesha.

Attack: 39
Hunter Blow: 6 MP (5 base), 67 damage + Atk down for 3 turns.  Seems to reduce incoming damage by about 5.  ST, 6 hits, 1.1x recharge
Hunter Raid: 11 MP (9 base), 84 damage + 100% chance of instant KO, ST, 6 hits, 1.2x recharge
Snipe Shot: 7 MP (6 base), 62 damage + target takes 1% of max HP damage at start of next 3 actions.  This damage cannot kill. ST, 1 hit, 0.8x recharge time
Rain of Shots: 14 MP (11 base), 42 damage  Places one timed effect at 1.5 which acts once and does the same thing.  GT2, 3 hits, 1.2x recharge

Grand Slam: 374 damage, ST, 7 hits, 1.5x recharge, requires full super meter

Kiethgriff Hazeldine

91 (106) HP
134 MP
63 (76) Atk
40 Spd
37 (64) Ph Res
20 Ail Res
10 F Res
10 (32) I Res
10 L Res
5% Crit rate
35 Crit power

Weapon: Star Ring - 13 Atk, 11 Ph Res  Property: Skill usage -15% - Skills costs decrease by 15%

Passives:
All Knowledge - Increases abilities when facing special enemies or those 5+ levels above him.  My testing target appears to be a special enemy for the purpose of this passive.
Heal Ring - Regens 15 HP at the start of a turn.  Stacks additively with other regen effects.
Preferred range - long  Lowers WT  Already factored into recharge times below.

Attack: 45 physical
Heat Hand: 10 MP (12 base)  69 fire + decrease fire resistance.  Cannot drop target below 0 resist.  Testing on Porters with their 30 fire resist, it did 40 the first time and 50 the second.  ST, 1 hit, 0.9x recharge
Cool Foot: 10 MP (12 base)  64 ice* + decrease ice resistance.  Cannot drop target below 0 resist.  Testing on Steel Skin with their 30 ice resist, did 50 the first use and 57 the second.  GT,1 1 hit, 0.95x recharge
Mirage Trick: 17 MP (20 base)  Sets 1 timed effect at 1.3.  Reduces damage taken by all allies by 25% for duration.  Deals 77 physical at end of duration.  This attack cannot take on elemental damage boosts (irrelevant for this topic but relevant in-game).  Super meter gain is based on number of living allies at time of casting.  all allies, 1.3x recharge
Double Up: 34 MP (40 base)  Sets 1 timed effect at 1.3 which acts 3 times.  No immediate damage for the initial casting. Each time it activates, Keithgriff spends the skill's MP cost for it to do physical damage.  The first two activations did 53 physical damage.  The 3rd and final use did 97.  If Keithgriff dies or is inflicted with Hold (or any other status which disables the ability to act), the effect ends.  It will also end if its turn comes up and Keithgriff doesn't have enough MP.  GT2, 1 hit per use, 1.25x recharge
(At base MP, he's 2 short of fully using this skill.  Allowed the Medical Earring, he has just enough though he won't have any MP to spare on his other skills.)

Special: 352 physical, ST, 8 hits, 1.5x recharge, requires full super meter

* Tested on Pico Slag.  Significant in that the All Knowledge passive wasn't active.

Nio Altugle

81 (122) HP
86 (97) MP
28 (42) Atk
37 Spd
34 (55) Ph Res
33 Ail Res
33 (44) F Res
33 (55) I Res
33 L Res
10% Crit rate
30 Crit power

Weapon: Single Mixer - 14 Atk, 11 HP, 11 MP, 5 Ph Res, 11 F Res  Property: HP+15

Passives:
Sister's Love - Increases Crit rate when Ayesha is below 25% max HP.  Not very useful.  Even if allowed a phantom critical Ayesha, it wouldn't make much difference with her damage so low.
Ready to Go - Rate of increase for AC gauge is boosted by 50%. (more like double in practice now that I've started to document support gauge mechanics)   This allows for more frequent use of her support actions in-game and in team situations but has no impact on a duel.
Preferred range - short  Atk down on all enemies hit.  Seems to lower incoming damage by about 5.  Lasts about 3 turns.

First damage number is base.  Second in parentheses is after Atk up from Panacea.

Attack: 19 (26) physical
Pana Rush: 4 MP, 24 (31) physical, GT, 1 hit, 1.1x recharge
Pana Charge: 8 MP, 34 (43) physical + 75% chance of inflicting Hold status, MT, 1 hit, 1.2x recharge
Panacea: 10 MP, Cures status ailments and grants all buffs. 1 ally, 1.1x recharge
Specialty: 20 MP, Resurrect with 20 HP and grants 8 HP regen for next 3 turns.  Can be used on living allies.  1 ally, 1.3x recharge

Pana Special: 187 (192), ST, 1 hit, 1.5x recharge, requires full super meter
« Last Edit: March 21, 2022, 10:16:31 PM by DragonKnight Zero »

DragonKnight Zero

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Re: Atelier Ayesha
« Reply #1 on: August 08, 2020, 07:11:45 AM »
Averages

Damage
Wilbell: 102
Juris: 84
Keithgriff: 69
Linca: 59
Regina: 52
Nio: 34
Average: 66

HP
Juris: 123
Nio: 122
Regina: 116
Linca: 109
Keithgriff: 106
Wilbell: 88
Average: 110

Speed
Wilbell: 66
Linca: 60
Juris: 46
Regina; 46
Keithgriff: 40
Nio: 37
Average:  49

Damage from average physicals - 100% is average, lower is better
Linca: 86%
Keithgriff: 88%
Regina: 97%
Nio: 100%
Juris/Wilbell: 102%

Random character thoughts

Regina: Mostly unimpressive as a dueller with below average damage and speed.  Trolls people who depend on evadable physicals though.  Blind status from Flare Blast plus her innate evasion add up to that physicals almost never connect unless they ignore evasion.  Her critical hit chance is also non-neglible such that she'll see one by about turn 4 or 5 should the fight go on that long.

Wilbell: Probably the most interesting dueller in the cast as she has options beyond "hit stuff".  Really hates fire resistance, especially absorption, though Element Call gives her a sneaky ability to stay alive in longer bouts.  For opponents lacking fire resistance, she has enough raw power to win a damage race.

Linca: Valkyrie Dive and batter the opponent until they fall with her turn advantage.  Doesn't have more of a battle plan than that because her damage is surprisingly low and her stronger techs eat through her low MP fast.

Luris: Goes for the instant KO.  If target is immune, go for straight damage.  Yeah, not much to Juris as a dueller.

Keithgriff: If he's allowed the Move command, he has a potent sandbagging game.  15 HP at the start of a turn is a lot when taking 3 or 4 in a row.  Without Move, his regen isn't as potent though will generally allow him to endure an extra attack.  Double Up, while fun in-game, isn't THAT impressive in a duel.  Having two sources of damage for an opponent to contend with gives it some pressure applications at the cost of using up all his MP.  Mirage Trick is more a team fight trick but can buy an extra turn to finish a close match.

Nio: That damage, so sad.  Even when buffed.  And that speed.  She hopes for someone with low damage so she can get her buff and debuff options going.  And then cling to life with help from her mediocre healing ability until turn 5 where her Special is charged up.  More than likely she gets bullied before getting her second turn.
« Last Edit: November 10, 2020, 01:24:30 AM by DragonKnight Zero »

DragonKnight Zero

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Re: Atelier Ayesha
« Reply #2 on: March 19, 2022, 12:06:49 AM »
Supports

  Deemed Action Commands by the game, these are skills that allow characters to support allies in battle and cannot be used when solo.  The skills are fueled by the AC meter.  Battles begin with one meter in stock and different AC skills consume various amounts of gauges.  A single gauge is 20 units in length and is filled by taking any action that isn't an AC.  The amount of gauge ticks gained per action will be provided in this post.

All gauge gain was tested with no effects that boost AC meter gain other than Nio's innate passive.  More numbers will go up as I obtain them.

Universal actions
Move: 1-2  (3-4 for Nio)
Attack: 5-6  (11-12 for Nio)
Getting attacked: 3-4 per attack (7-8 for Nio)  Hit count makes no difference.  AC gauge will increase even if attack is evaded as far as I can tell.
Special: 14- 15  Amazingly, even for Nio.  She doesn't get a bonus here like with other actions.

Character specific skills
Ayesha
Item: 3-4

Regina
Double Smash: 9-10
Stone Crack: 12-13
Flare Blast: 10-11
Rock Blast: 12-13

Wilbell
Pumpkin Bomb: 10-11
Arcane Call: 10-11
Shielding: 12-13
Element Call: 12-13 (initial summoning only)

Linca
Start Rush: 8-9
Stomp Charge: 11-12
Adrenaline Rush: 8-9
Valkyrie Dive: 10-11

Juris
Hunter Blow: 9-10
Hunter Raid: 13-14
Snipe Shot: 8-9
Rain of Shots: 11-12

Keithgriff
Heat Hand: 8-9
Cool Foot: 8-9
Mirage Trick: 18-19
Double Up: 11-12  (initial casting only)

Nio
Pana Charge: 16-17
Pana Rush: 18-19
Panacea: 17-18
Specialty: 17-18
« Last Edit: March 29, 2022, 08:14:50 AM by DragonKnight Zero »