Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - hinode

Pages: [1]
1
Unranked Games / Dragon Quest VI: Realms of Revelation
« on: March 05, 2011, 03:20:51 PM »
So this isn't a very interesting duelling cast and not much has changed since the original besides the localizers renaming just about everyone and about five other people will care, but what the hell, as the resident DQ6 fanboy I'm making a stat topic anyways. Fortunately the lack of changes means I didn't have to do a ton of work.

Some quick notes:

-The main character has no default name in-game, but the manga adapation calls him Botsu/Botts/insert preferred spelling here. Meeple convinced me to go with 'Botts' for the DQ6o stat topic for reasons that I've forgotten by now, so in the spirit of SquareEnix/Nintendo changing just about every single character and town's name I'm calling him Botsu in this one.

-DQ6 has a class system, which it refers to as vocations. Terry joins as a Gladiator with the Warrior and Martial Artist vocations mastered already, while Lizzie starts off in the Dragon vocation. Everyone is stuck with their short level-up skillset only, save for arguably Botts. He can access the overpowered Hero class by mastering one of four advanced vocations (Gladiator, Sage, Ranger, or Luminary), while every other PC must master all four of those, which requires insane amounts of grinding. Since this is a rather significant judgment call, I'm listing Botts' stats both with and without the Hero vocation below.

-The six earliest joining PCs are taken at about 500K exp. Later joining PCs get exp penalities based on what they join at relative to the rest of the cast, although this is a really minor penalty (1-3 levels) for everyone except Lizzie.

-The Double Up skill is an initiative move that beats all other initiative moves (except for Kaclang, supposedly). Since that's a mouthful of a move explanation, I'm just taking a crib from Pokemon terminology and labelling it as a +2 initiative move.

-The Beastmaster class's (crappy low percentage) monster recruitment ability is gone in this version; instead, eight Slimes can be recruited by fulfilling certain requirements. 3 of them are gotten simply by talking to them after progressing far enough into the game, and they are included in this topic. 3 others require either tag mode (local wireless interaction with other players) or beating the game, and are pretty obvious omissions. The laster two require completing non-trivial minigames, so they're more ambiguous:

-Kingsley the King Slime requires beating level 7 in the Style Contest, which isn't hard per se but requires a lot of annoying faq-perusal for good style equipment, especially if you accidentally sell an earlygame equip with low defense but high style. No matter when he's recruited, Kingsley would be underlevelled with a bad duelling skillset and basically just lower all the averages.
-Goober the Slime is recruited by completing the A Rank level at Slimopolis. When this can be achieved varies dramatically depending on what slimes you use and what vocations they have learned, which makes it really hard to put an endgame level on him, except that he'll probably be underlevelled no matter what. He also has some Yamikei-esque aftergame skills that would impact his duelling abilities dramatically.

If several people ask for him I'm willing to put Kingsley up later, though I'll need convincing to include him in the averages. Goober feels like too much trouble to bother with unless he has significant demand, and even there I'll need help determing what sort of exp penalty is appropriate for him.

-It's not as clear in this version since they were all lumped together in the menu, but abilities are distinguished from spells in that they work when silenced and ignore Bounce and the enemy-only magic nullifying move, even if they have an MP cost attached.

-Moves in italics are useful in a team setting only. I'm listing them because I suspect these characters are far more likely to come up in RPGmon than the DL or any sort of board tournament.

DQ6 elements

Since elements in this game are convoluted and sometimes completely non-intuitive, I'm providing a full explanation here.

Note that the in-game description declares that equipment resists "Magic" if any of the first five elements is resisted, without any further context. For this stat topic, I'll be listing the exact elements resisted. I've grouped the first three elementals under the label of "Fire magic", as resists for the three of them are identical for all equipment. This is not true of innate resists for enemies and PC monsters, however.

There are ten lines of elements used for attack spells and abilities. They are as follows:

Frizz- Includes the Frizz line of spells, Big Banga, and the extra damage from Fire Blade and (I presume) Fire Claw.

Sizz- Includes the Sizz line of spells and Flame Slash.

Bang- Includes the Bang line of spells, plus the Lightning and Lightning Slash abilities. It makes no sense whatsoever for those two to be Bang instead of Zap, but that's Dragon Quest for you.

Crack- Includes the Crack line of spells, plus Kacrackle Slash and the extra damage from Blizzard Blade and (I presume) Icicle Dirk.

Woosh- Includes the Woosh line of spells, Tidal Wave, Stomp, and Pearly Gates. Consequently Woosh resistance arguably means resistance to Water, Earth, and Holy elements in the DL as well.

Zap- Includes the Zap line of spells, Gigaslash, Lightning Storm, and the extra damage from Sword of Ramias.

Flame- Includes all the fire-elemental Breath attacks, Magma Burst, Pyre o' Fire, and Magic Burst.

Blizzard- Includes all the ice-elemental Breath attacks.

Strike- Includes Knuckle Sandwich, Stone's Throw, Boulder Toss, and Multislice. This is a 'hidden' element of sorts, in that these attacks aren't obviously elemental like the above moves, but are resistable nonetheless because the developers deemed them too good to go completely unresisted.

Summon- Used for Call to Arms only, to my knowledge, and basically exists to render that skill nigh-useless despite the extremely high on-paper damage potential.

For the majority of damage-dealing attacks, resistance reduces the damage dealt. Two moves, Lightning Storm and Knuckle Sandwich, are in the unusual position of having their accuracy modified by resistance instead, for some reason.

With PC attacks, I've attempted to simplify things by listing every attack by whatever traditional element (i.e. Fire, Ice, Wind, etc.) the attack maps out to. The only exception is Strike-elemental, which doesn't map to any conventional RPG element, only esoteric ones from games like Pokemon. If people would prefer listing attacks by their precise in-game elements, I'm willing to switch everything other to that instead, however.

Resistances are unfortunately too complex to list like this with things like four separate fire elements and Woosh arguably covering 3-4 elements by itself, so I had to list them by specific elements.

Storebought equipment list

Instead of listing all the secondary equip options for each character up top, I'm just making a list of relevant storebought gear down here. Most of this is just minor resistence variations, which make little difference in practice but clogged up the PC info section in the DQ6o topic.

Weapons

Poison Needle [1 damage, chance of instant death] - Milly, Ashlynn, Nevan, Terry, Healie, Spot
Poison Moth Knife [+24 Attack, chance of paralysis] - Milly, Ashlynn, Nevann, Healie, Spot
Dream Blade [+65 Attack, chance of sleep] - Botsu, Amos, Terry, Goowain

Armour

Mirror Armour [+95 Defense, 50% of reflecting magic] - Botsu, Amos, Terry (ignored in stat topic)
Gigant Armour [+92 Defense, -15 Flame/Blizzard damage] - Botsu, Carver, Amos, Terry, Lizzie, Goowain
Flame Armour [+70 Defense, -20 Crack/Blizzard damage] - Botsu, Carver, Amos, Terry, Lizzie, Goowain
Flowing Dress [+65 Defense, -30 Fire magic/Flame damage] - Milly, Ashlynn, Nevan, Healie, Spot
Magic Armour [+50 Defense, -10 Fire magic/Crack/Woosh damage] - Botsu, Carver, Nevan, Amos, Terry, Goowain
Magical Skirt [+45 Defense, -20 Fire Magic/Crack/Woosh damage] - Milly, Ashlynn, Healie, Spot

Shield

Upgraded Ogre Shield [+65 Defense, -10 Flame/Blizzard damage] - Carver, Amos, Terry, Lizzie, Goowain
Silver Shield [+55 Defense, -25 Fire magic/Flame damage] - Hero, Carver, Milly, Ashlynn, Terry, Healie, Spot
Flame Shield [+40 Defense, -20 Crack/Blizzard damage] - Botsu, Carver, Amos, Terry, Lizzie

PC Stats

Botsu (Heroic Mime)

Sword of Ramias [+145 Attack, additional Lightning damage]
Armour of Orgo [+100 Defense, -35 Fire magic/Flame damage]
Shield of Valora [+65 Defense, -30 Crack/Blizzard damage]
Helm of Cebath [+50 Defense, resist Sleep/Confusion/Silence/Instant Death]

Level 38

HP: 303
MP: 138
Strength: 120
Agility: 92
Resilience: 52
Wisdom: 84

Attack: 265
Defense: 267

Physical: 102 Non-elemental + 51 Lightning damage (153 total)

Spells
Sap: -50% Defense (3 MP)
Zap: 70-90 (80 average) Lightning damage, MT (6 MP)
Heal: 30-40 (35 average) HP healing (2 MP)


Stats with G-Stone equipped

Level 38
Vocation: Hero

HP: 333
MP: 191
Strength: 132
Agility: 92
Resilience: 52
Wisdom: 96

Attack: 277
Defense: 267

Regenerate 80 HP per turn

Physical: 108 Non-elemental + 54 Lightning damage (162 total)

Spells
Sap: -50% Defense (3 MP)

Abilities
Gigaslash: 350-410 (380 average) Lightning damage, GT (20 MP)
Meditate: 500 HP healing, self-target only
Disruptive Wave: Dispel enemy stat modifiers and buffs, MT
Lightning Storm: 210-290 (250 average) Lightning damage, MT, hit rate modified by target resist instead of damage (25 MP)


Carver

Blizzard Blade [+105 Attack, additional Ice damage]
Gigant Armour [+92 Defense, -15 Flame/Blizzard damage]
Ogre Shield [+65 Defense, -10 Flame/Blizzard damage]
Great Helm [+50 Defense]

Level 37

HP: 351
MP: 83
Strength: 151
Agility: 87
Resilience: 67
Wisdom: 47

Attack: 256
Defense: 274

Physical: 98 Non-elemental + 49 Ice damage (147 total)

Abilities
Knuckle Sandwich: 196 Strike-elemental damage, hit rate modified by target resist instead of damage
Double Up: 196 damage, +2 initiative, take double damage from all attacks for that round
Forbearance: Take all attacks targetted at allies


Milly

Sun Fan [+110 Attack, GT]
Flowing Dress [+65 Defense, -30 Fire magic/Flame damage]
Silver Shield [+55 Defense, -25 Fire Magic/Flame damage]
Hermes' Hat [+28 Defense]
Fishnet Stockings [+5 Defense]

Level 37

HP: 259
MP: 148
Strength: 83
Agility: 116
Resilience: 57
Wisdom: 104

Attack: 193
Defense: 210

Physical: 66 damage, GT

Spells
Midheal: 80-90HP healed (5 MP)
Buff: +50% defense, stackable to... +100% or 472 total defense apparantly (2 MP)
Dazzle: Lower accuracy to 5/8, GT, accuracy untested (5 MP)
Sleep: Inflict sleep (up to 4 turns), GT, accuracy untested (3 MP)
Squelch: Heals POIZN! (2 MP)
Bang: 20-30 (25 average) Fire damage, MT (5 MP)
Crack: 10-20 Ice damage (3 MP)
Kabuff: +25% defense, stackable, MT (3 MP)


Ashlynn

Gringham Whip [+145 Attack, GT]
Flowing Dress [+65 Defense, -30 Fire magic/Flame damage]
Silver Shield [+55 Defense, -25 Fire Magic/Flame damage]
Hermes' Hat [+28 Defense]
Fishnet Stockings [+5 Defense]

Level 36

HP: 199
MP: 183
Strength: 71
Agility: 92
Resilience: 45
Wisdom: 92

Attack: 216
Defense: 198

Physical: 78 damage, GT

Spells
Dazzle: Lower accuracy to 5/8, GT, accuracy untested (5 MP)
Sleep: Inflict sleep (up to 4 turns), GT, accuracy untested (3 MP)
Fuddle: Inflict confusion, GT, accuracy untested (5 MP)
Sap: -50% defense (2 MP)
Drain Magic: Drain 14 MP
Kasap: -25% defense, MT (4 MP)

Abilities
Magic Burst: MP*2 damage, Fire-elemental, 366 damage at full MP (all MP)


Nevan

Fire Blade [+87 Attack, additional Fire damage]
Flowing Dress [+65 Defense, -30 Fire magic/Flame damage]
Magic Shield [+20 Defense, -5 Flame damage]
Thinking Cap [+40 Defense, +15 Wisdom]

Level 37

HP: 276
MP: 148
Strength: 109
Agility: 88
Resilience: 75
Wisdom: 111 (+15)

Attack: 196
Defense: 200

Physical: 66 Non-elemental + 33 Fire damage (99 total)

Spells
Fullheal: (7 MP)
Whack: Instant Death, accuracy untested (4 MP)
Fizzle: Inflict Silence, GT, accuracy untested (3 MP)
Swoosh: 25-55 (40 average) Wind damage (4 MP)
Zing: 50% chance of reviving target at half HP (10 MP)
Tingle: Cure paralysis and sleep, MT (2 MP)



Amos

Blizzard Blade [+105 Attack, additional Ice damage]
Gigant Armour [+92 Defense, -15 Flame/Blizzard damage]
Ogre Shield [+65 Defense, -10 Flame/Blizzard damage]
Great Helm [+50 Defense]

Level 34

HP: 281
MP: 82
Strength: 122
Agility: 88
Resilience: 93
Wisdom: 78

Attack: 227
Defense: 300

Physical: 83 Non-elemental + 41 Ice damage (124 total)

Spells
Heal: 30-40 HP Healing (2 MP)

Abilities
Megamorphosis: Lose control for remainder of battle, randomly using physical, Stomp (50-65 Earth damage), and Thin Air (118 Wind damage, MT)


Goowain (Slime Knight)

Blizzard Blade [+105 Attack, additional Ice damage]
Gigant Armour [+92 Defense, -15 Flame/Blizzard damage]
Ogre Shield [+65 Defense, -10 Flame/Blizzard damage]
Great Helm [+50 Defense]

Level 37

HP: 273
MP: 108
Strength: 104
Agility: 110
Resilience: 87
Wisdom: 86

Attack: 209
Defense: 294

25% Frizz, Instant Death resistance
60% Sizz, Bang, Woosh, Zap, Sleep, Paralysis, Silence, and MP Drain resistance

Physical: 74 Non-elemental + 37 Ice damage (111 total)

Spells
Kabuff: +25% defense, MT, stackable (3 MP)
Heal: Heal 30-40 HP (2 MP)
Drain Magic: Drain 14 MP

Abilities
Focus Strength: Next physical hit does 2-2.5x damage
Falcon Slash: 55x2 (110 total) damage


Healie (Healslime)

Sun Fan [+110 Attack, GT]
Flowing Dress [+65 Defense, -30 Fire magic/Flame damage]
Silver Shield [+55 Defense, -25 Fire Magic/Flame damage]
Slime Helmet [+40 Defense]

Level 33

HP: 201
MP: 225
Strength: 65
Agility: 112
Resilience: 85
Wisdom: 58

Attack: 175
Defense: 245

25% Frizz, Flame, Silence resistance
60% Sizz, Bang, Sleep, Poison, Paralysis, Instant Death, MP Drain resistance

Physical: 57 damage, GT

Spells
Fullheal: (7 MP)
Omniheal (36 MP): Full heal, MT (36 MP)



Spot (Mottle Slime)

Sun Fan [+110 Attack, GT]
Flowing Dress [+65 Defense, -30 Fire magic/Flame damage]
Silver Shield [+55 Defense, -25 Fire Magic/Flame damage]
Slime Helmet [+40 Defense]

Level 36

HP: 291
MP: 52
Strength: 122
Agility: 74
Resilience: 53
Wisdom: 43

Attack: 232
Defense: 213

Immune to Silence, MP Drain

Physical: 86 damage, GT

Abilities
Double Up: 172 damage, +2 Initiative, take double damage from all attacks for that round
Follow Suit: Counter and mimic any attack used against caster for that round

Double Up does more damage so it arguably should be included in the average instead, but I'm hesitent to do so when it has such a significant drawback attached. I guess I could halve Spot's HP for that particular average to simulate the effect, but having a higher HP average and lower damage average feels like it makes more sense to me in this case. Your mileage may vary.


Terry

Blizzard Blade [+105 Attack, additional Ice damage]
Gigant Armour [+92 Defense, -15 Flame/Blizzard damage]
Ogre Shield [+65 Defense, -10 Flame/Blizzard damage]
Great Helm [+50 Defense]

Level 35
Vocation: Gladiator

Stats in parentheses are after class modifiers.

HP: 267 (320)
MP: 100 (60)
Strength: 103 (138)
Agility: 118 (129)
Resilience: 61 (67)
Wisdom: 86 (68)

Attack: 208 (243)
Defense: 268 (274)

All damage numbers as of right now assume Gladiator-modified stats.

Physical: 91 Non-elemental + 45 Ice damage (136 total)

Abilities
Knuckle Sandwich: 182 Strike-elemental damage, hit rate modified by target resist instead of damage
Multifists: 45x4 (180 total) damage
Mercurial Thrust: 68 Non-elemental + 45 Ice (113 total) damage, Initiative
Gust Slash: 118 Wind + 45 Ice (163 total) damage
Boulder Toss: 90-130 (110 average) Strike-elemental damage
Wind Sickles: 103-126 (114.4 average) Wind damage
Hatchet Man: 243 defense-ignoring damage, 37.5% accuracy
Pressure Pointer: Attempt to inflict Instant Death, 45 damage if unsuccessful, ID rate untested
Focus Strength: 2-2.5x damage on next physical hit


Lizzie (Hackasaurus)

Blizzard Blade [+105 Attack, additional Ice damage]
Gigant Armour [+92 Defense, -15 Flame/Blizzard damage]
Ogre Shield [+65 Defense, -10 Flame/Blizzard damage]
Great Helm [+50 Defense]

Level 14
Vocation: Dragon

HP: 317 (412)
MP: 97 (77)
Strength: 141 (189)
Agility: 87 (69)
Resilience: 150 (180)
Wisdom: 132 (118)

Attack: 246 (294)
Defense: 357 (387)

25% Flame, Frizz, Strike resistance
60% Sizz, Bang, Instant Death, Confusion resistance
Immune to Woosh, Blind, Sleep, Silence, MP Drain

All damage numbers as of right now assume Dragon-modified stats.

Physical: 117 Non-elemental + 58 Ice damage (175 total)

Spells
Kazing: Revive with full HP (20 MP)

Abilities
C-C-Cold Breath: 210-230 (220 average) Ice damage, MT
Scorch: 150-170 damage (160 average) Fire damage, MT
FalconSlash: 87x2 (174 total) damage
Hatchet Man: 294 defense-ignoring damage, 37.5% hit rate

Averages

Damage
[Hero Botsu (380)] > Lizzie (220) > Carver (196) > Terry (182) > Botsu (164) > Amos (122) > Goowain (111) > Nevan (99) > Spot (86) > Ashlynn (78) > Milly (66) > Healie (57)
Average: 126 [145 w/ Hero Botsu] {133 w/ Hero Botsu using Lightning Storm}

Adding three additional PCs really with dropping the Gigaslash average number down.

HP
Lizzie (412) > Carver (351) > [Hero Botsu (333)] > Terry (320) > Botsu (303) > Spot (291) > Amos (281) > Nevan (276) > Goowain (273) > Milly (259) > Healie (201) > Ashlynn (199)
Average: 288 [291 w/ Hero Botsu]

Agility
Terry (129) > Milly (116) > Healie (112) > Goowain (110) > Botsu (92) = Ashlynn (92) > Nevan (88) = Amos (88) > Carver (87) > Spot (74) > Lizzie (69)
Average: 96
SD: 18.4

Defense
Lizzie (387) > Amos (300) > Goowain (294) > Carver (274) = Terry (274) > Botsu (267) > Healie (245) > Spot (213) > Milly (210) > Nevan (200) > Ashlynn (198)
Average: 260

2
Unranked Games / Super Robot Wars Judgment
« on: January 17, 2011, 11:46:50 PM »
Super Robot Wars J has two major things going for it compared to other modern, non-OG SRWs that make it easier to stat topic. The first is the existance of a complete translation patch, providing English names for all the pilots/mechs/attacks and also greatly increasing J's playerbase beyond the core group of Japanese SRW players. The second is that it has a Damage Mechancs Guide on Gamefaqs by Tokiha that lists the damage and accuracy formulas for the game, without which this stat topic would not be possible. In addition, SteveO 528 on the Gamefaqs message boards owns the SRWJ Perfect Bible and was kind enough to translate the remaining formulas for things like Countercut and DoubleImage activation rate, as well as helping me on several other mechanics details.

As J's customization options are different from the OG games in several respects, several significant judgment calls were necessary to create this topic. Thanks to Sage, Xer, Random, and Snow among others for hashing over thes issues with me in chat.

   Major interpretation calls

-All mech stats are taken at the maximum levels possible for a non-favorite series. This best emphasizes the unique aspects of every mech since only 3 of 13 series can be chosen as favorites on an initial playthrough, and caps limiting a mech's primary defensive stat are potentially quite significant on a unit's effectiveness.

-No Full Upgrade Bonuses have been assigned to any unit even though though they are legal based on the above upgrades. Unlike in OG2, all options for FUBs are universal, so there is no good default choice to emphasize uniqueness. The consenus best choice in-game, S rank for all terrains, has the opposite effect of homogenizing everyone. Moreover, picking the same bonus for every unit would have no meaningful impact on DL performance since everyone's getting the same improvement.

-Weapons are taken at 5 upgrade bars. The logic behind this is that there isn't enough cash to fully upgrade both mech stats and weapons for a team of 15-16 units without resorting to gameover abuse for grinding, but capping mechs emphasizes uniqueness more. There still will be enough cash on a typical playthrough to upgrade weapons at least somewhat though, so 5 bars is a compromise.

-All pilots are taken at level 60. This is probably a bit high, but as some pilots get their last spirit in the early 50s and the Brain Powered cast gets their last level of Antibody Reaction anywhere from L48-L58, going up to L60 cuts out any arguments about aftergame skills. In any case, stat gains from level-ups are universal (+1 to all stats, +1 BP, +2 SP) and enemy levels scale up equally so the only practical effect this has is on max SP.

-Every pilot gains 1 BP for each level-up they get, which can then be allocated into any of the six pilot stats. Trying to allocate this for DL purposes creates some headaches. Investing everything in a damage stat or defense will just raise the averages uniformly for no effective change. To actually have an impact on the stat topic, I would have to either give distinct allocations for each pilot based on arbitrarily judgments or put them all in a stat that most people are not going to average against the rest of the cast, which frankly is gaming the system to me. Instead, I chose to just ignore BP entirely, bypassing this issue and maximizing the uniqueness of pilot stats.

-The Originals in this game are a serious interpretation headache. You have two pilots, three mechs (+ one secret one that can be unlocked on the fourth playthrough), and three subpilots that modify the originals' stats, and there's nothing resembling canon on who gets what. Whether you try to go by pilot or by mech, there's no clean way to assign them out, especially since the pilots' stats and skills actually vary depending on which mech you pick. I'll deal with the originals only after the rest of this topic is complete, and they won't be included in the averages no matter what.

   Less important interp calls

-This is mostly cosmetic in a game where about 80% of the pilots locked into their units, but for this topic I'm treating the mechs as the duellers rather than their pilots. This better reflects the general dialogue about units in SRWJ across the internet (i.e. people talk about Mazinkaiser being broken, not Koji being broken) and also avoids any ambiguity about the legality of subpilots, who are a major source of effectivness in-game for units like Nadesico. This also means that I'm not going to list five characters' names and call them a single dueller, which looked really dumb when CK tried it with SRX.

-Due to the huge numbers of reinforcements J likes to pile on you, the vast majority of your units will have over 100 kills by the end of the game, meaning they get double ace bonus for 110 starting will. There are some charaters who join in the later 30s/early 40s for whom double ace is kinda iffy, but all of them can go on the lategame SEED routesplit with a ton of reinforcement waves, so I'm being generous. On the other hand, there are three pilots who join after that pathsplit with only 3-4 stages to go. They get single ace from me for this topic, which still feels lenient to me. Since there are only three of these, I put a (105 starting will) label by their names.

-Unique to J is a feature where several ships let you choose one of two pilots to be the main pilot and have his or her stats count (the subpilot gets stats listed, but they're irrelevant). At endgame, this applies to Nadesico Y-Unit and Eternal. For this topic, I'm using Ruri and Waltfeld as the main pilots as they are better overall than Yurika and Lacus.

-There are two pilots that do not have a default mech to use at endgame - Simone and Sayaka. Neither Layzner nor Mazinkaiser has a spare empty mech, so the only way to use them is to bump someone else out of their default robot. They are excluded completely from this topic, as are any mechs that lack a default pilot like the M1 Astray. I'm also excluding any temps, irrespective of any self-avowed reputation for making the impossible possible. If demand is significant I *might* go back and add temps later, but they won't be included in the averages.

-The only pilot who has legal claims to two separate units and has even a marginal reason to consider both is Sosuke (Arbalest and Bonta-kun). I'm listing both of them, even though only Arbalest will be included in the averages. Besides, anyone with a soul would demand Bonta-kun if I somehow omitted it.

-All Aestivalis units can choose between five frames for any stage. For this topic, everyone is listed with Ground Frame, the best choice for fighting landed targets. 0G and Air Frames suffer from terrain rank issues, Artillery has less damage and significantly less evade, Lunar frame has less evade and severe ammo issues.

-All (C) weapons have been omitted from this topic as they can not even be used 1v1 and are simply weaker duplicates of an existing weapon. MAPs have been left despite being generally lousy in a duel because their ability to ignore counters (and arguably FE doubles) might come in handy once in a blue moon.

-Like the OG stat topics, I'm ignoring any potential will gains from earlier turns in calculating damage averages because in-game the enemies gain will too at similar rates, largely cancelling out the miniscule improvement. Will gains from using SP are factored into damage average, on the other hand.

-Compared to the OG topics, I'm much more willing to burn all or nearly all of a pilot's SP for the 3-turn average. Considering how obnoxious Alert/Wall spam is off large SP pools, they can deal with a slightly higher damage average.


Mechanics explanations

   Mech stats

HP: Self-explanatory.
EN: A variation on MP, some attacks consume this per use.
Mobility: Improves evasion chance.
Armor: Decreases damage taken from all attacks.

Size: Ranges from SS to LL. Smaller sizes improve evasion, but in this game there is a damage penalty when attacking a larger opponent and a damage bonus when attacking a smaller one.

Note that the current patch is bugged and lists SS sized units as S instead. I verified the sizes of everything on an unpatched rom to be safe.

Terrain rank: Impacts evade, armor, and accuracy, listed in order Air/Ground/Water/Space. Unlike the OG games terrain rank only exists for mechs, not pilots. Also, there are no natural S ranks in this game, so everyone has an A in the DL.

   Weapon stats

Weapon power: Multiplied by (Melee/Range + Will) and some factors to determine damage before factoring in enemy defenses. This is the first number listed in parantheses for each weapon, without a label.
P: Attack can be used after moving during a turn.
Beam: Beam attack, subject to beam coats and other anti-beam barriers.
Gravity: Gravity attack, which means it is treated differently by the Distortion Fields on Nadesico units. No other meaningful difference.
Range: Usable attack range for the weapon.
Ammo: One use of a weapon = one ammo, for weapons with this listed. Attacks that have neither an ammo quantity or an energy cost listed are completely free.
Terrain ranks: Modifies damage against a unit currently in the respective terrain, listed in order Air/Ground/Water/Space. A - rank means it can not be used against that terrain. Like with mechs, there are no S natural S ranks in J, which make this a lot less interesting DL-wise.


   Pilot stats

Melee: Increases damage of melee weapons.
Range: Increases damage of ranged weapons.
Defense: Decreases damage taken from all enemy attacks.
Ability: The difference between the pilot's ability stat and the opponent's determines critical rate and the activation rate for Countercut, Shoot Down, Counter, and the game's various incarnations of DoubleImage. Actually sorta useful this time around.
Evade: Decreases the chance of being hit.
Hit: Increases the chance of hitting.
SP: An MP of sorts, used for Spirit Commands.

Will: Necessary to unlock some weapons, pilot skills, and mech abilities. Also a factor in damage dealt and received. Each pilot has will gain rates depending on their personality. As mentioned above, all but three pilots in this topic are assumed to start at 110 will.

Net armor: Armor*(Defense + Will)/200. This basically combines all 3 defensive stats into a single cumulative value, so I don't have to calculate two averages for defense. The divide by 200 part is purely for scaling purposes.

   Pilot skills

Countercut: Chance of avoiding melee weapon and physical projectile attacks independent of the listed evade rate. Activation chance = (Defender's Ability - Attacker's Ability)/2 + Pilot Modifier, capped at 50%. This skill requires a mech with the 'sword equipped' ability to work.

Shoot Down: Chance of avoiding physical projective attacks independent of the listed evade rate. Activation chance = (Defender's Ability - Attacker's Ability)/2 + Pilot Modifier, capped at 50%. This skill requires a mech with the 'gun equipped' ability to work.

These two skills are listed with the activation rate for each pilot against endgame grunts. If they are greyed out instead, that means the mech lacks the necessary sword/gun equip.

Shield Defense: Unfortunately Shield Defense is bugged in this game, so this skill serves no purpose. I've omitted it completely from pilot skill lists.

Counter: Chance of attacking first during a counterattack, similiar to FE9's Vantage. Activation rate = Defender's Ability - Attacker's Ability + 10, with a minimum rate of 10% and a maximum rate of 50%. Activation rate against endgame grunts is listed for each pilot with this skill.

Hit&Away: Allows the character to move after attacking. May or may not be useful in the DL, depending on how you interpret non-P attacks.

Super Mode: +10 to all stats, +5 to base mobility, and +50 to base armor at 120 will.

Clarity: +10 to all stats, +5 to base mobility, and +50 to base armor at 120 will.

Coordinator: +2 to all stats for every 10 will above 100. Any pilot with Coordinator who starts at 110 will with have +2 listed in parenthesis for all stats.

IFS: +2 to all stats every 10 will up to 130 will, then +1 for every 10 will past that. Any pilot with IFS who starts at 110 will will have +2 listed in parentheses for all stats.

Blaster Type: +10 to all stats and shifts Tekkaman Blade into Blaster Mode at 130 will, dramatically improving his mech stats and weapons.

Instinct: 125% damage at 120 will.

Antibody: At L9, this is +20% Hit/Evade, +2 range, and +400 attack power. Already factored into the listed stats for Brain Powered units.

Potential: Increases accuracy, critical rate, evasion, and armor at low HP. A table of its exact effects is available here.

Command, Support Attack, Support Defend, Combo: DL-useless skills. Omitted because this stat topic is excessively long already.

   Mech abilities

Sword equipped: Enables the Countercut pilot skill.

Gun equipped: Enables the Shoot Down pilot skill.

Shield equipped: Enables the bugged Shield Defense pilot skill. Omitted from mech ability lists for being effectively useless.

Transform: Unit can switch between two forms with no penalty during its turn.

Repair: Unit can heal adjacent ally. DL useless, but I listed it just in case someone uses one of these PCs in RPGmon.

Resupply: Unit can fully restore EN+ammo for an adjacent ally at the cost of 10 will. Not usable post movement. Listed mainly because most really bad combat gets get repair or resupply to help justify their use in-game, so we can all mock something like Greimkaiser for being awful and still not having either Repair or Resupply.

After-Image, God Shadow, ECS, Vital Jump: Activates at 130 will, gives unit a chance of evading an attack independent of the listed evade rate. Activation rate = Defender's Ability - Attacker's Ability + 10, with a minimum rate of 10% and a maximum rate of 50%.

Beam Coat S/M/L: 800/900/1000 damage reduction from Beam weapons, consumes 10 EN.

Phase-Shift Armor: 800 damage reduction from non-energy weapons, consumes 10 EN. Energy includes everything labelled as Beam but also things like Fire Blaster and Thunder Break. In the DL, I would see this applying to any physical attack that doesn't ignore defense.

Laminate Armor: 1200 damage reduction from Beam weapons, consumes 10 EN.

Chakra Shield: 800 damage reduction from all attacks, consumes 5 EN.

Distortion Field: 3 different effects, depending on the attack type:
   -Beam weapons below 1500 damage are nullified, else full damage is taken
   -Gravity weapons below 2500 damage are nullified, else full damage is taken
   -All other weapons are reduced by 1000 damage
In all 3 cases, 10 EN is consumed.

Barrier S: 800 damage reduction from all weapons, consumes 10 EN.

Mazinpower: 125% damage at 130 will.

Lamda Driver: Two-part skill. First, at 120 will a damage multiplier activates that starts at 120% damage and risings by 10% for each 10 will gained, up to 150% at 150 will. This is an amazing ability in-game, but is restricted to long term fights in a DL format.

Second, there is a barrier that nulls any attack below 1400 damage for 5 EN active at the start of the battle; anything that is not nulled out does full damage. At 130 will it improves to nulling attacks below 1600 damage for 10 EN, with an additional +200 to the activation threshold and +5 to the EN cost for every 10 will gained past 130.

V-MAXIMUM: At 120 will, unit gains +10 base mobility, After-Image, and Beam Coat L.

Gravity Wave Beam
Gravity Antenna: Units with this ability will fully regenerate EN each turn they are within 7 tiles of a unit with the Gravity Wave Beam (translation: Nadesico Y-Unit). If not, they lose 5 EN per turn. Whether this applies in the DL or not is up for debate, although it doesn't matter except in really long matches.

DCS: Reduce 1000 damage from all weapons, consumes 10 EN. After-Image style evasion activates at 130 will.

Orgone Cloud: Reduce 1200 damage from all weapons, consumes 10 EN. After-Image style evasion activates at 130 will.

HP Regeneration S/M/L: 10%/20%/30% per turn.

EN Regeneration S/M/L: 10%/20%/30% per turn.

   Spirit Commands

SP costs are listed here because they are universal across pilots, unlike in OG games. Using spirits does not take up a turn. Aside from the ones that affect will and HP, Spirits can not be stacked by using them repeatedly.

Scan (5): Show enemy stats and lowers evasion rate by 10% for 1 turn. Yes, actually they made Scan DL relevant!
Accel (5): +3 movement.
Break (20): Next attack ignores special defensive abilities. The description claims that this excludes AfterImage, although I've never had it activate when I use Break myself.
Wall (15): Take 10 damage from the next attack that hits successfully. If the unit has a barrier that works on this particular attack, take 0 damage instead.
Snipe (20): +2 range, except on range 1 weapons and MAPs.
Assault (25): Any non-MAP weapon can be used after moving in a turn.
Guard (30): Take 1/4th damage for one round. This is applied before factoring in any barriers a unit may have.
Gain (20): 2x experience on next attack.
Cheer (25): Cast Gain on any of your units.
Luck (40): 2x money on next attack.
Bless (45): Cast Cheer on any of your units.
Vigor (20): Heal 30% HP.
Guts (40): Full heal HP.
Trust (30): Heal 3000 HP on any of your units.
Faith (50): Full heal any of your units.
Aid (30): +10 SP for all pilots in targetted unit.
Renew (70): Restore all EN and ammo to target with no will penalty.
Alert (10): Avoid the next attack guaranteed, bypasses even Strike.
Focus (15): +30% Hit and Evade for 1 turn.
Strike (20): 100% hit rate for 1 turn. Bypasses all defensive abilities including AfterImage, but not Alert.
Daunt (50): Halve hit rates for all enemy units for 1 turn.
Tire (40): -10 will on targetted enemy.
Spirit (40): +10 will for unit.
Rouse (70): +10 will for adjacent units.
Fury (25): Automatic critical hits for 1 turn.
Valor (40): 2x damage on next attack. Disables criticals, including via Fury. Does not stack with Soul.
Soul (60): 2.5x damage on next attack. Disables criticals, including via Fury. Does not stack with Valor.
Zeal (50): Allows one more action on the current turn.
Enable (90): Allows a unit that has made an action already this turn to get another one. Can not be self-targetted.
Love (90): Casts Accel, Strike, Alert, Valor, Spirit, Gain, and Luck all at once.

   Damage/Hit mechanics

A simplified version of the damage formula for this game, dropping out Potential boosts (which will generally be either minor or non-existant) and irrelevant factors like terrain effect:

[Attacker's Base Weapon Damage * (Attacker's Melee/Range + Attacker's Will) - (Defender's Armor) * (Defender's Defense + Defender's Will)] / 200 * [100% + (Attacker's Size - Defender's Size) * 5%] - Defense Abilities

Where Size ranges from -2 for SS to 2 for LL.

A similarly simplified version of the hit formula is as follows:

[140% + Weapon Accuracy Bonus + (Attacker's Accuracy - (Defender's Mobility * 125% + Defender's Evade)) * 80% / 100] * (100% + Defender's Size * 20%) + (5 - Distance) * 3

As in the OG games, range 5 seems to be considered the default for some reason. I'm taking all attacks at range 5 out of laziness, like Sage did for OG1.

For enemy side stats, I just used a midrange Fury grunt, the only type of grunt you face for the last 3 stages and with better stats than most grunts. Having denied the cast both FUBs and any BP investment at all, I opted against factoring any bosses into these numbers.

L60 Squire: 167 Def, 235 Ability, 145 Evade, 207 Hit
Dona Lyunpii: Mobility 97, Armor 1495, Hit+40

3
Unranked Games / Dragon Quest V: Hand of the Heavenly Bride
« on: February 13, 2010, 10:34:01 PM »
Unlike the stat topic for the original, characters are not taken at the same experience levels here. The main is taken at 640K exp, as he is around for the entire game and forced in the party at all times and thus will accrue more exp than anyone else, while the three potential wives are all taken at 400K as whichever one you pick is in the party for a much shorter time comparatively. Everyone else is taken at 540K.

Equipment selections are based on unique/storebought/starting (not really relevant here) choices, with the caveat that all the wive choices are considered a single person for the purpose of determining uniqueness, as they are mutually exclusive. I'm allowing Faerie Foil which is sold in the Faerie world T'n'T map, but not gear from the aftergame T'n'T board. I'm also excluding storebought Mirror Armor for the built-in reflect attribute, even though it's admittedly not as reliable as the FFT version.

Unlike every other DQ game in existance, the Frizz/Sizz/Bang lines of spells do not have common resist levels from equipment. I've thus had to be more precise on element names than usual. Flame and Blizzard refer to the various elemental breaths and related abilities used by various monsters.

One universal accessory deserves note: the Elfin Charm resists all status effects. At least some people allow storebought universal status resist/block accessories these days, so keep this in mind if you do.

This post only contains the game's human PCs plus Saber, who has actual plot relevance and isn't recruited in the usual manner. There's technically one other monster who fits these standards, but nobody uses Dwight so I'm excluding him. Any other recruitable monsters will come in a later post; I'm planning on getting Slime Knight up, at minimum.

Status rates are untested as of right now. Any assistance with either testing accuracy or figuring out what monsters to test on would be greatly appreciated.

Stats

HP: This shouldn't need any explanation.
MP: Ditto.
Strength: Base stat for attack.
Agility: Determines turn order, after factoring in the usual DQ randomness.
Resilience: Base stat for defense.
Wisdom: Monsters need at least 15 to follow orders reliably. Other than that, nobody's really sure what this does. Probably a worthless DL stat.
Luck: Nobody has any clue what this is supposed to do. Probably another worthless DL stat.
Attack: 2 points of this = 1 more damage with physicals.
Defense: 4 points of this = 1 less damage taken from physicals.

And now, for the character roll!


Goku With a Turban

(2011 edit: His canon name is Madason, as per his cameo appearance in DQ6's aftergame. I'm still using Goku With a Turban for this topic)

Dragon Staff [+125 Attack]
Pallium Regale [+90 Defense, -30 Frizz/Sizz/Woosh/Crack/Flame/Blizzard damage]
Sun Crown [+60 Defense, Immune to Kamikazee, Status resist?*]
Silver Shield [+55 Defense, -15 Friz/Sizz/Flame damage]
Circle of Fire [-10 Crack/Bang damage]

Alternate equips:
Dream Blade [+55 Attack, random sleep]
Flame Shield [+40 Defense, -15 Crack/Blizzard damage]

*The in-game description of Sun Crown mentions status resist, but none of the jp sites I've see say anything along those lines and just say that it resists the Kamikazee spell. Considering that the NPC who talks about Sun Crown having that effect is still there, I assume it's a mistake with the in-game description.

Level 39
HP 315
MP 168
Strength 143
Agility 95
Resilience 40
Wisdom 64
Luck 83

Attack 268
Defense 245

Physical: 94 damage
Kaswoosh: 80-180 (130 average) damage, GT (8 MP)
Fullheal: (7 MP)
Buff: +40% Defense, stackable up to +100% (2 MP)
Absorb Magic: Absorb MP of incoming spells (2 MP)
Squelch: Cure POIZN (2 MP)
Zing: 50% chance of reviving target at half HP, periodically makes player tear his/her hair out (10 MP)
Kerplunk: User dies to revive/full heal all allies (All MP)



Bianca

Faerie Foil [+85 Attack]
Angel Leotard [+70 Defense, -25 Crack/Blizzard damage, resist Instant Death]
Wedding Veil [+30 Defense]
Scale Shield [+7 Defense]
Circle of Water [-10 Frizz/Sizz damage]

Alternate equips:
Cloak of Evasion [+28 Defense, 25% chance of evading attacks)
Flowing Dress [+55 Defense, -25 Frizz/Sizz/Flame damage]

Level 37
HP 207
MP 211
Strength 53
Agility 107
Resilience 65
Wisdom 107
Luck 103

Attack 138
Defense 177

Physical: 29 damage
Kafrizzle: 180-200 (190 average) damage (10 MP)
Kasizzle: 88-112 (100 average) damage, GT (10 MP)
Thwack: Instant death, GT (7 MP)
Dazzle: Reduce accuracy of physical attacks, GT (5 MP)
Snooze: Put to sleep, GT (3 MP)
Bounce: Reflect all spells back to caster (4 MP)
Oomph: Double physical damage for first hit (6 MP)
Kasap: -50% defense, GT (4 MP)



Nera

Faerie Foil [+85 Attack]
Angel Leotard [+70 Defense, -25 Crack/Blizzard damage, resist Instant Death]
Wedding Veil [+30 Defense]
Scale Shield [+7 Defense]
Circle of Water [-10 Frizz/Sizz damage]

Alternate equips:
Cloak of Evasion [+28 Defense, 25% chance of evading attacks)
Flowing Dress [+55 Defense, -25 Frizz/Sizz/Flame damage]

L36
HP 200
MP 219
Strength 43
Agility 122
Resilience 78
Wisdom 132
Luck 82

Attack 128
Defense 190

Physical: 24 damage
Kafrizzle: 180-200 (190 average) damage (10 MP)
Midheal: Heal 75-95 HP (5 MP)
Thwack: Instant death, GT (7 MP)
Dazzle: Reduce accuracy of physical attacks, GT (5 MP)
Snooze: Put to sleep, GT (3 MP)
Bounce: Reflect all spells back to caster (4 MP)
Kaboom: 120-160 (140 average) damage, MT (15 MP)
Oomph: Double physical damage for first hit (6 MP)
Kasap: -50% defense, GT (4 MP)



Debora

Diamond Akillics [+55 Attack, attack twice at 3/4 power]
Angel Leotard [+70 Defense, -25 Crack/Blizzard damage, resist Instant Death]
Wedding Veil [+30 Defense]
Floral Parasol [+8 Defense]
Circle of Water [-10 Frizz/Sizz damage]

Alternate equips:
Faerie Foil [+85 Attack]
Flowing Dress [+55 Defense, -25 Frizz/Sizz/Flame damage]

L37
HP 218
MP 182
Strength 102
Agility 118
Resilience 94
Wisdom 95
Luck 137

Attack 157
Defense 202

Physical: 28 damage, hits twice
(Physical w/ Faerie Foil: 43 damage)
Kasizzle: 88-112 (100 average) damage, GT (10 MP)
Whack: Instant death (4 MP)
Dazzle: Reduce accuracy of physical attacks, GT (5 MP)
Snooze: Put to sleep, GT (3 MP)
Fuddle: Confuses target, GT (5 MP)
Bounce: Reflect all spells back to caster (4 MP)
Oomph: Double physical damage for first hit (6 MP)
Kasap: -50% defense, GT (4 MP)
Thwack: Instant death, GT (7 MP)


(Ugh I need to find better art for the kids)
Parry

Zenithian Sword [+110 Attack]
Zenithian Armor [+85 Defense, -30 Frizz/Sizz/Woosh/Crack/Flame/Blizzard damage]
Zenithian Helm [+50 Defense]
Zenithian Shield [+60 Defense, -15 Flame/Blizzard damage]

Alternate Equips:
Dream Blade [+55 Attack, random sleep]

Level 38
HP 263
MP 154
Strength 114
Agility 90
Resilience 46
Wisdom 69
Luck 68

Attack 224
Defense 241

Physical: 74 damage
Kazap: 175-225 (200 average) damage, GT (15 MP)
Sizzle: 30-42 (36 average) damage, GT (6 MP)
Fullheal: (7 MP)
Fizzle: Prevent spellcasting (3 MP)
Kabuff: +20% Defense, stackable up to +100%, MT (3 MP)
Insulate: Halve Flame/Blizzard-elemental damage (3 MP)
Multiheal: Heal 75-95 HP, MT (18 MP)
Kazing: Revive target at full HP (20 MP)
Tingle: Remove paralysis from allies, MT (2 MP)



Madchen

Faerie Foil [+85 Attack]
Angel Leotard [+70 Defense, -25 Crack/Blizzard damage, resist Instant Death]
Hermes' Hat [+28 Defense]
Silver Shield [+55 Defense, -15 Friz/Sizz/Flame damage]

Alternate equips:
Poison Needle [1 damage, chance of ID]
Cloak of Evasion [+28 Defense, 25% chance of evading attacks)
Flowing Dress [+55 Defense, -25 Frizz/Sizz/Flame damage]

Level 38
HP 230
MP 212
Strength 48
Agility 124
Resilience 69
Wisdom 123
Luck 118

Attack 133
Defense 222

Physical: 26 damage
Kaboom: 120-160 (140 average) damage, MT (15 MP)
Kacrackle: 80-104 (92 average) damage, MT (12 MP)
Puff!: Become uncontrollable, using Vicious Flame (65-85 MT Flame damage) every turn and becoming immune to Flame damage (18 MP)
Dazzle: Reduce accuracy of physical attacks, GT (5 MP)
Snooze: Put to sleep, GT (3 MP)
Bounce: Reflect all spells back to caster (4 MP)
Oomph: Double physical damage for first hit (6 MP)
Kasap: -50% defense, GT (4 MP)



Saber

Icicle Dirk [+70 Attack]
Flowing Dress [+55 Defense, -25 Frizz/Sizz/Flame damage]
Great Helm [+45 Defense]

Level 37
HP 313
MP 0
Strength 134
Agility 106
Resilience 63
Wisdom 45
Luck 57

Attack 204
Defense 163

Physical: 62 damage
Lightning: 50-70 damage (60 average), Bang elemental, MT
Disruptive Wave: Dispel all stat modifers and buffs, MT
Focus Strength: Next attack does 2-2.5x damage
War Cry: Make targets lose next turn, MT


Sancho

Great Bow [+110 Attack]
Magic Armor [+60 Defense, -10 Frizz/Sizz/Woosh/Crack damage]
Great Helm [+45 Defense]
Tempest Shield [+35 Defense, -10 Flame/Blizzard damage]

Level 40
HP 385
MP 71
Strength 128
Agility 42
Resilience 29
Wisdom 39
Luck 70

Attack 238
Defense 169

Physical: 79
Whack: Instant Death (4 MP)
Fuddle: Confuse target, GT (5 MP)
Snooze: Put to sleep, GT (5 MP)
Drain Magic: Steal MP
Kabuff: +20% Defense, stackable up to +100%, MT (3 MP)
Kamikaze: User dies to inflict massive damage on enemies, MT (1 MP)


Tuppence

Blizzard Blade [+105 Attack]
Flame Armour [+70 Defense, -15 Crack/Blizzard damage]
Great Helm [+45 Defense]
Flame Shield [+40 Defense, -15 Crack/Blizzard damage]

Level 38
HP 314
MP 0
Strength 144
Agility 75
Resilience 40
Wisdom 74
Luck 39

Attack 249
Defense 195

Physical: 84 damage


Averages

HP
Sancho (385) > Goku with a turban (315) > Tuppence (314) > Saber (313) > Parry (263) > Madchen (230) > Debora (218) > Bianca (207) > Nera (200)
Average: 271.67

Agility
Madchen (124) > Nera (122) > Debora (118) > Bianca (107) > Saber (106) > Goku with a turban (95) > Parry (90) > Tuppence (75) > Sancho (42)
Average: 97.67
SD: 26.30

Defense
Goku with a turban (245) > Parry (241) > Madchen (222) > Debora (200) > Tuppence (195) > Nera (190) > Bianca (177) > Sancho (169) > Saber (163)
Average: 200.44

Damage
Parry (200) > Bianca = Nera (190) > Madchen (140) > Goku with a turban (130) > Deborah (100) > Tuppence (84) > Sancho (79) > Saber (62)
Average: 130.56
Kill Point (using Avgx2.5): 327

4
Writeup Graveyard / Dyce > Seed
« on: December 27, 2008, 01:09:03 AM »
After a long, grueling fight, Seed managed to finish off Dycedarg.

Unfortunately, the status screen clearly stated that his task was to defeat Dycedarg's _Elder Brother_, so he ended up losing on a technicality.

Consequently, Dyce ended up moving on to the second round while Seed went off to set some FFT translators on fire. So they're both winners, in a sense.

5
Unranked Games / Fire Emblem: Shadow Dragon
« on: December 06, 2008, 07:47:40 PM »
It's JeiganJagen time!


This topic is based on the names from the EU version.  If NoA changes them again, I will mutter explicatives under my breath while editing them later.

Stat explanations; note that there are some changes compared to previous FE games.

HP = Don't lose all of these unless you want some words of wisdom from Emiya Shirou.
Strength = +1 physical damage.  In addition, for each point that weapon weight exceeds this by, subtract one point of AS.
Magic = +1 magic damage, including Thunder Swords and Thunderbolts.
Skill = +1 Hit and +0.5 Critical.
Speed = +1 to Attack Speed (AS), with each point of AS worth +1 Evade.  Note that no characters lose any AS on their default weapons.
Luck = +0.5 Hit, +0.5 Evade, and +1 Critical Evade.  Note that every single enemy in this game has zero luck aside from recruitable PCs, without fail.
Defense = -1 physical damage taken.
Resistance = -1 magic damage taken.  Hugely imbalanced distribution here, as almost nobody besides the mages get any actual resistance growth.
Overall = Sum of all stats, with HP halved.  Value somewhat questionable since not all stats are made equal, but it works as a very rough guide to overall stat totals.
Hit = Weapon hit rate + Skill + Luck/2 + Weapon rank bonus (if applicable).  Swordmasters get a +10 boost and Snipers +5.  Subtract whatever you deem fair for enemy evade to get the effective DL hit rate against an average PC.
Crit = Weapon critical rate + Skill/2.  Berserkers get a +10 boost and Snipers +5.  I haven't included this in the spreadsheet, as crit rates are incredibly marginal with default weapons and killers are nerfed in this game.
Evade = AS + Luck/2; this is exactly half the value it would be in FE6-10.  Those of you familiar with Fire Emblem's 2 RN hit system will realize just how screwed the cast are here.
Evade% = Effective evade rate against an enemy with 100 accuracy, which is reasonably averagish for endgame opponents (even bosses).
Damage = Strength/Magic (whichever is appropriate) + Weapon might + Weapon rank bonus (if applicable) - target Defense/Resistance.  For this stat topic, I've assumed 10 defense and 5 resistance.

PC levels... these I have some uncertainty about, and would appreciate feedback from people who play this game, especially on Ballisticians/Maneketes/Elice.

Promotable PCs get 20/10, with one exception mentioned below.  Gato gets */17, his starting level.
Marth and the Thieves get 28.  Their exp gain rate above level 20 is lower by a noticable amount than their promoted counterparts' rates, so they get slightly fewer levels.
Ballisticians get 20, as they have limited weaponry up until Chapter 22 and clearly get less exp opportunities than conventional characters.  Mine got to level 24, but I spent 18K forging a Pachyderm weapon which just barely netted him a lot of OHKOs, so his level feels inflated.
Maneketes get 15, which I'll freely admit is a guess; I didn't use any of them except the one who joins for the last map.  They have finite weapon charges and gain exp at the same rate as an unpromoted unit, unlike Fa and Myrrh, so a lower level is clearly in order.  How much I'm not really sure, though; guesstimating that Nagi's starting level of 15 works.
Elice joins at level 10 unpromoted with 2-3 chapters left, depending on whether you hit 24x.  That's just completely unreasonable to ask for equal levels, even accounting for how fast staff users gain exp.  Taking her at 20/1 for this topic, which feels a bit generous.

All PCs were taken in their default classes.  The Pegasus Knights are assumed to promote to Dracoknights, not Falcon Knights, as the Elysian Whip needed for the latter is Wifi Store only and restricted to three per game, with four default Peg Knights.

HPStrengtdMagicSkillSpeedLuckDefResOverallHitEvadeEvade%Damage
Marth41.219.5014.621.527.312.80.58116.881303524.526.5
Frey44.418.8124.422.414.613.661231332916.8225.8
Abel42.219.212422913.66115.91302613.5226.2
Cain4518.81222114.213.66119.11312815.6825.8
Jagen25.68.8113.159.353.710.8665.6117112.4215.8
Gordin42.812.6119.218.815.215.43106.61162613.5218.6
Draug46.814.6115.218.29.423.43108.2121229.6821.6
Norne40.813117.225.411.412.63104120301819
Caeda32.113.6022.82326.314.83119.551173625.9220.6
Wrys27.6110.512.0511.613.2319.784.85118186.4818.5
Ogma50.51812321.513133117.751312815.6825
Barst50.822.4017.417.815.411.91111.31252512.528.4
Bord50.324.85017.1510.710.459.7199123165.1230.85
Cord47.622.5011.420.815.89.711051202916.8228.5
Castor33.417.4115.418.48.212.2392.3115229.6823.4
Darros50.423.608.210.613.414.8095.8115175.7829.6
Julian38.617.5019.525.528.612.10.54123.04136403224.5
Lena25.9111.414.9514.223.6519.1102.21272613.5219.4
Navarre48.414.8121.42618.410.63119.41423524.521.8
Merric42.8314.31818.6515.66.411.5108.851022714.5825.3
Matthis48.317.8113.112.48.116.1698.65119165.1224.8
Hardin39.517.9122.6521.659.913.67113.451302714.5824.9
Wolf33.213011.9513.958.510.55175.55118186.4820
Sedgar34.413.2114.5514.654.713.65280.95119175.7820.2
Roshea49.418.4122.310.66.613.26102.8127143.9225.4
Vyland40.815.411318.210.412.2696.61202310.5822.4
Wendell25.635.83.813.84.658.1556.9582165.1216.8
Rikard29.517.5010.122.510.85.70.5481.891172815.6824.5
Athena45.2515.75121.624.510.7510.93110.125139301822.75
Caesar49.417.4119.125.711.212.931151263119.2224.4
Radd46.417.2119.824.612.213.63114.61383119.2224.2
Roger48.821111.211.421.224.23117.4116218.8228
Jeorge27.68.8114.515.65.88.9371.4119197.2214.8
Maria26.9110.19.9510.519.5620.190.6120218.8218.1
Minerva27.612.15010.515.159.614.7378.911720818.15
Linde35.2316.116.218.2523.8411.1110.05129301827.1
Jake31.613.7015.58.817.519.8091.1120186.4818.7
Midia31.29.7115.513.57.910.8680122186.4816.7
Dolph49.517.511716.55.528.053113.311520824.5
Macellan45.619.1112.513.511.823.83107.511420826.1
Tomas43.6514.25117.320.59.259.1396.2251222512.520.25
Boah22.915.88.811.85.8511.761.35117154.514.8
Horace36.216.05114.458.78.0519.45388.8119133.3823.05
Beck37.413.25012.714.615.1521.25095.65115229.6818.25
Astram34.112.5117.615.87.58.9383.3512420819.5
Palla39.522.55122.718.257.118.255.1114.7121218.8229.55
Catria40.521.71252317.419.54.3132.151283119.2228.7
Arran2481811410660105133.3815
Samson24101141679372118197.2217
Etzel31.6212.215.610.67.8713.284.296154.521.2
Lorenz37.513.516.57418.5372.2510491.6220.5
Est33.522.2120.4232316.84.2127.351263423.1229.2
Ymir46180131459183116165.1224
Elice35.4110.615.9518.418.2512.899.651252714.5817.6
Gotoh373112020161312113.51042815.6822
Bantu25.612.81.49.89.42.413.45679610217.8
Tiki30.6201.421.219.22020.821.28139.181312916.8228
Nagi3218219181921211341282714.5826
Average38.0068965513.918103452.49310344815.9965517216.9379310312.4784482812.958620695.68775862199.47396552120.189655223.0689655211.6372413822.58706897
Max50.824.8516.1252628.628.0521.28139.18142403230.85
Min22.9103.872.43056.958291.6214.8


Weapon Ranks

Weapon Ranks run from E to A in this game, no S or SS rank.  There are stat bonuses for equipping a weapon with C rank or above, much more meaningful than the +5 Hit and Crit for a S rank in previous game.  They are as follows:

C Rank (Sword): +1 Power
B Rank (Sword): +2 Power
A Rank (Sword): +3 Power
C Rank (Axe): +5 Hit
B Rank (Axe): +10 Hit
A Rank (Axe): +15 Hit
C Rank (Lance/Bow/Tome): +1 Power
B Rank (Lance/Bow/Tome): +1 Power, +5 Hit
A Rank (Lance/Bow/Tome): +2 Power, +5 Hit

These bonuses do not stack; that is, an A rank in Sword yields +3 total Power, not +6.  For this topic, I've assumed most characters get an A in their primary weapon and a C in their secondary, or A in both for Paladins.  Prepromotes who join early get A ranks in both weapons, those who join later are assumed to have an A in whichever is higher (i.e. Axes for Samson).  Ellis is again an exception, due to her rediculously late joining time she's stuck with only an E in Tomes.  Ballisticians and Maneketes do not have weapon ranks.

Weapon Triangle

The game follows the usual Sword > Axe > Lance > Sword triangle.  The weapon triangle is potentially asymmetric in this game, as it depends on weapon rank.  Specifically:

+/- 5 Hit if your weapon rank is E or D.
+/- 10 Hit if your weapon rank is C, B, or A.

In addition, you lose any weapon rank bonuses you might have if you lose the triangle.  There is no magic triangle in this game.

Weapons

DL-legal weapons are listed below.  Note that the Wifi store was disregarded for this; not everyone can access them, the selection varies based on day, and the most noticable items there, the Brave Weapons, are limited to 3 per game, despite everybody wanting them.  Non-storebought starting equips listed below everything else of the type, for those who allow them.

For forging, I've capped the cost at 4500, as they can skyrocket to insane values if you keep pushing the stats up.  All storebought weapons have their cost listed for the sake of forging; you can see the potential benefits and costs at Serenes Forest.  For the listed forged weapons, I put all leftover money into extra hit, as it's more useful than extra crit without a high base to work off; that's why the hit stats look irregular.

All weapons are range 1 unless specificed otherwise.  Also, I'm omitting weight from everything but the tomes since only mages have low enough strength to actually lose AS with anything.

Swords (Used by Lord, Paladin, Swordmaster, Hero, Thief, Horseman)
Iron Sword - Rank E, 5 MT, 100 Hit, 40 Uses, 400 Cost
Steel Sword - Rank D, 8 MT, 90 Hit, 35 Uses, 875 Cost
Killing Edge - Rank C, 8 MT, 90 Hit, 20 Crit, 20 Uses, 1500 Cost
Silver Sword - Rank B, 12 MT, 100 Hit, 20 Uses, 2000 Cost
Levin Sword - Rank C, 6 MT, 90 Hit, Range 1-2, 20 Uses, 1600 Cost, Deals magic damage
Rapier - Rank E, 5 MT, 100 Hit, 10 Crit, 28 Uses, 1120 Uses, MTx3 against Horseback/Armored units, Marth only
Wyrmslayer - Rank C, 7 MT, 80 Hit, 15 Uses, 1200 Cost, MTx3 against Mamkutes
Armorslayer - Rank C, 7 MT, 80 Hit, 20 Uses, 1000 Cost, MTx3 against Armored units
Falchion - E rank, 12 MT, 100 Hit, MTx3 against Mamkutes and Medeus, Heals 10 HP when used as an item, Marth only
Forged Silver Sword - Rank B, 14 MT, 102 Hit, 20 Uses

Lances (Used by Paladin, Dracoknight, General)
Iron Lance - Rank E, 6 MT, 90 Hit, 40 Uses, 480 Cost
Steel Lance - Rank D, 9 MT, 80 Hit, 35 Uses, 980 Cost
Killer Lance - Rank C, 9 MT, 80 Hit, 20 Crit, 20 Uses, 1800 Cost
Silver Lance - Rank B, 13 MT, 90 Hit, 20 Uses, 2200 Cost
Javelin - Rank D, 7 MT, 70 Hit, Range 1-2, 30 Uses, 750 Cost
Wing Spear - Rank E, 8 MT, 90 Hit, 10 Crit, 28 Uses, 1120 Cost, Effective against Horseback/Armored Units, Shiida only
Knightslayer - Rank C, 8 MT, 70 Hit, 20 Uses, 1200 Cost, MTx3 against Horseback units
Dragonpike - Rank C, 8 MT, 70 Hit, 15 Uses, 1350 Cost, MTx3 against Mamkutes
Forged Silver Lance - Rank B, 15 MT, 90 Hit, 20 uses
Forged Javelin - Rank D, 11 MT, 75 Hit, Range 1-2, 30 Uses (trading MT for extra hit also possible)

Axes (Used by Warrior, Berserker, Hero, Dracoknight)
Iron Axe - Rank E, 7 MT, 80 Hit, 40 Uses, 320 Cost
Steel Axe - Rank D, 10 MT, 70 Hit, 35 Uses, 700 Cost
Killer Axe - Rank C, 10 MT, 70 Hit, 20 Crit, 20 Uses, 1400 Cost
Silver Axe - Rank B, 14 MT, 80 Hit, 20 Uses, 1600 Cost
Hand Axe - Rank D, 8 MT, 60 Hit, Range 1-2, 30 Uses, 540 Cost
Hammer - Rank C, 9 MT, 60 Hit, 20 Uses, 1100 Cost, MTx3 against Armored units
Forged Silver Axe - Rank B, 16 MT, 86 Hit, 20 Uses
Forged Hand Axe - 13 MT, 62 Hit, Range 1-2, 30 Uses (trading MT for extra hit also possible)
Devil Axe - Rank D, 17 MT, 100 Hit, 25 Uses, May damage user, Ymir's starting weapon
Hauteclere - Rank A, 18 MT, 80 Hit, 20 Uses, Heals 10 HP when used as an item, Minerva's starting weapon

Bows (Used by Sniper, Horseman, Warrior, General)
Iron Bow - Rank E, 5 MT, 90 Hit, Range 2, 40 Uses, 440 Cost
Steel Bow - Rank D, 8 MT, 80 Hit, Range 2, 35 Uses, 770 Cost
Killer Bow - Rank C, 8 MT, 80 Hit, Range 2, 20 Crit, 20 Uses, 1600 Cost
Silver Bow - Rank B, 12 MT, 90 Hit, Range 2, 20 Uses, 2200 Cost
Forged Silver Bow - Rank B, 14 MT, 91 Hit, 20 Uses

All bows get MTx3 against Flying units, of course.

Tomes (Used by Sage, Bishop, Sorceror)
Fire - Rank E, 5 MT, 100 Hit, Range 1-2, 1 WT, 25 Uses, 300 Worth
Thunder - Rank E, 6 MT, 90 Hit, Range 1-2, 2 WT, 21 Uses, 420 Worth
Blizzard - Rank D, 7 MT, 80 Hit, 5 Crit, Range 1-2, 2 WT, 23 Uses, 690 Worth
Elfire - Rank D, 9 MT, 80 Hit, Range 1-2, 3 WT, 18 Uses, 1260 Worth
Bolganone - Rank C, 12 MT, 70 Hit, Range 1-2, 4 WT, 13 Uses, 1690 Worth
Forged Fire (Bishops) - Rank E, 12 MT, 105 Hit, Range 1-2, 1 WT, 25 Uses
Forged Bolganone (Sorcerors) - Rank C, 13 MT, 71 Hit, Range 1-2, 2 WT, 13 Uses
Forged Bolganone (Sages) - Rank C, 14 MT, 71 Hit, Range 1-2, 3 WT, 13 Uses

Excalibur - Rank B, 13 MT, 100 Hit, 20 Crit, Range 1-2, 1 WT, 33 Uses, MTx3 against Flying units, Males only, Marich's starting weapon
Aura - Rank B, 18 MT, 90 Hit, Range 1-2, 1 WT, Range 1-2, 1 WT, 25 Uses, Females only, Linde's starting weapon
Thoron - Rank C, 13 MT, 100 Hit, 10 Crit, Range 1-2, 4 WT, 21 Uses, Gotoh's starting weapon
Swarm - Rank B, 6 MT, 70 Hit, Range 3-10, 5 WT, 5 Uses, Gotoh's starting weapon

Bishops only have 1 Strength and low enough speed that they can't really afford any AS loss, so I opted for the best forged 1 WT tome - which curiously enough turned out to be the basic Fire tome.  Sages have 3 Strength, which is just enough for a forged +2 MT/-1 WT Bolganone.  Etzel gets a +1 MT/-2 WT Bolganone as his best no AS loss tome.

Firearms (Used by Ballistician)
Arrowspate - 12 MT, 80 Hit, Range 3-10, 20 Uses, 1000 Worth, MTx3 against Flying units
Stonehoist - 15 MT, 50 Hit, Range 3-10, 40 Uses, 1200 Worth
Hoistflamme - 12 MT, 90 Hit, Range 3-10, 20 Uses, 1000 Worth
Forged Hoistflamme - 15 MT, 97 Hit, Range 3-10, 20 Uses
Thunderbolt - 10 MT, 80 Hit, Rnage 3-10, 10 Uses, MTx3 against Shooters, Beck's starting weapon

Stonehoist is the strongest storebought weapon but 50 accuracy is way too pathetic, so I used Hoistflamme instead for default weapon.

Dragonstones (Used by Manekete)
Firestone - 15 MT, 85 Hit, 30 Uses, Strength +8, Skill +4, Speed +4, Defense +9, Resistance +4
Divinestone - 18 MT, 100 Hit, 30 Uses, Strength +10, Skill +7, Speed +4, Defense +15, Resistance +11, MTx3 against Mamkutes and Medeus, Tiki/Nagi only


There are two Firestones in the game, both chest/village items, both can be used by any Mamkute.  Technically Bantu has none to start with, but he's stated to have dropped his and you get one on the map before he joins, so it's clearly meant to be his.  Tiki and Nagi both start with a Divinestone.

6
Unranked Games / Dragon Quest 6 - At least the PCs are better then DQ7's.
« on: November 24, 2008, 02:44:12 AM »
Finally completed this in a rare bout of non-laziness.  

Dragon Quest 6 is one of those games with a job system, which means most of the PCs are kinda screwed since they don't get any jobs and their innate skillsets are thinner than the average RPG character... though not quite as bad as you might think.  Two latejoining PCs do have starting classes and inevitably are inflated for DL worth; so it goes.  There's only one character with a semi-plausible argument to get a non-starting class, which I'll deal with later in this topic.

Most of the cast were taken at about 500K experience, except Terry and Drago.  They join with significantly lower exp totals, so they get their starting amount (120752 and 39932 respectively) plus about 220K, which is what I got for Terry the wagon benchwarmer on my file by endgame.  Skipping all the monsters besides Drago, who joins via (optional) plot sequence instead of the usual Beastmaster recruitment.

Equipment that get hidden stat boosts from the style shop are taken with the higher stats factored in already.  The upgrades are pretty expensive, but so's a lot of the storebought gear listed in this topic.  I don't really see any far way to discriminate on which pricy equips are legal and which aren't, so I allowed them all.  Note that I did not allow Mirror Armor, with its bounce effect.

There are two arguably legal accessories not listed in this topic, neither of matters much regardless.  Star Fragment can only be equipped by the two human females, but its only effect in battle is a confuse itemcast that anyone can access.  Fishnet Stockings is worth +5 defense and can be equipped by the two human females and 3 monsters whom I'm too lazy to look up right now.

The main character has no default name in-game, but he was given one in the manga.  DQ Shrine romanizes it as Botsu, but I was convinced in chat that Botts is probably more accurate, so that's what this topic uses.

Spells are listed separately from skills.  The former are subject to silence, the latter aren't.


Stat explanations:

HP: Number of Hewlett-Packard ink cartridges a character has.  Run out of these and they must leave the arena to buy more, thereby forfeiting the match.
MP: Number of MP Gespensts a character has.  They must sacrifice several of them each round if they wish to cast magic or use certain skills.
Strength: Base stat for attack.
Speed: Determines turn order, with the usual DQ randomness caveat.
Vitality: Base stat for defense.  Note that in the English patch this is mistranslated as 'Agility'.
Wisdom: I have no idea if this stat does anything.  It doesn't affect MP growth, it has no impact on magic damage since that's a fixed range before elemental resists are applied, and I've seen no evidence at all it has any impact on status rates.  I'm just listing this just in case it actually does something.
Style: Omitted from this stat topic for incredibly obvious reasons.
Attack: 2 points of attack raises physical damage by 1.
Defense: 4 points of defense reduce physical damage by 1.

Botts (aka Silent Main)

Level 38

Sword of Ramias [+145 Attack, additional lightning damage]
Armor of Orgo [+100 Defense]
Shield of Sufida [+65 Defense, -30 Ice magic/Snowstorm damage]
Helm of Cevas [+50 Defense, resist sleep/confusion/silence/instant death]

HP: 305
MP: 140
Strength: 122
Speed: 92
Vitality: 51
Wisdom: 83

Attack: 267
Defense: 266

Takes 70% damage from Lightning

Other options:
Unupgraded Armor of Orgo [+80 Defense, -35 Fire magic/Flame damage]
Flame Armor [+70 Defense, -20 Ice magic/Snowstorm damage]
Magic Armor [+50 Defense, -10 Fire/Ice/Wind magic damage]
Shield of Reflection [+55 Defense, -25 Fire Magic/Flame damage]

Physical: 103 non-elemental + 51 lightning damage (154 total)

Spells
Heal: 35 HP healing (2 MP)
Zap: 80 lightning-elemental damage, MT (6 MP)
Sap: -50% target defense (3 MP)

Comments: His skillset is basically worthless, but the legendary equips are good, especially double-strengthed Sword of Ramias.  Still just a high Light, probably, and one of the worst mains in the DL ever.

However, Botts has a claim to the Hero class.  While it's not unique, every other PC in the game must master the Battlemaster, Sage, Ranger, and Superstar, each of which has two to three prereq classes; Botts only needs to master one of the four.  I'd estimate that you have enough time to master 1.5 advanced classes by the end of the game, which means some absolutely insane grinding is necessary to unlock the class for anyone else.  So functionally it is somewhat unique to him and a legitimate gameplay advantage in-game, even if it's technically not unique.  Since the legality is questionable here, I'm listing his stats as a Hero separately with separate averages.

Class: Hero

HP: 335
MP: 194
Strength: 134
Speed: 92
Vitality: 51
Wisdom: 95

Attack: 279
Defense: 266

Regenerates ~50 HP each turn, dunno exact formula.

Physical: 109 non-elemental + 54 lightning damage (163 total)

Spells
Sap: -50% target defense (3 MP)
Ironize: Party is immune to damage and unable to do anything for one round (2 MP)
Lightning: 200 lightning damage, GT (15 MP)

Skills:
Giga Slash: 380 lighting damage, GT (20 MP)
Giga Spark: 250 lightning damage, MT, hit rate affected by resistance instead of damage (25 MP)
Meditate: 500 HP healing, self-target only
Nullify: Dispel stat modifiers and buffs, MT

Comments: Well, that's a much more impressive skillset, with damage that shreds the curve and infinite full healing.  Sap's even more useful now that he has the healing to handle a long match.  The only issues are a heavy reliance on the commonly resisted lighting element for damage and a speed stat that still sits a bit below average.  Heavy/Godlike, probably.


Hassan

Level 38

Blizzard Sword [+105 Attack, additional ice damage]
Giganto Armor [+92 Defense, -15 Flame/Snowstorm damage]
Ogre Shield [+65 Defense, -10 Flame/Snowstorm damage]
Great Helm [+50 Defense]

HP: 356
MP: 84
Strength: 144
Speed: 84
Vitality: 65
Wisdom: 48

Attack: 249
Defense: 272

Other options:
Flame Armor [+70 Defense, -20 Ice magic/Snowstorm damage]
Magic Armor [+50 Defense, -10 Fire/Ice/Wind magic damage]
Shield of Reflection [+55 Defense, -25 Fire Magic/Flame damage]
Flame Shield [+40 Defense, -20 Ice magic/Snowstorm damage]

Physical: 94 non-elemental + 43 ice damage (137 total)

Skills
Spirit Punch: 188 damage, Grapple element, hit rate modified by resistance instead of damage
Jump Kick: 94 damage, 137 to fliers
Berserk: 188 damage, damage taken by user doubles for the round
Protect: Take all damage directed at party for the round, all damage halved

Comments: Good HP and strength but slow.  Spirit Punch is his best attribute in the DL, doing enough damage to potentially 2HKO, depending on how you take the average.  Some sort of Middle, probably.

Milayou

Level 37

Sun Folding Fan [+110 Attack, GT]
Water Flying Clothes [+65 Defense, -30 Fire Magic/Flame damage]
Shield of Reflection [+55 Defense, -25 Fire Magic/Flame damage]
Usamimi Band [+20 Defense]

HP: 246
MP: 148
Strength: 85
Speed: 116
Vitality: 57
Wisdom: 104

Attack: 195
Defense: 197

Immune to confusion

Other options:
Poison Needle [1 damage, 20% chance of ID]
Magical Skirt [+45 Defense, -20 Fire/Ice/Wind magic damage]

Physical: 67 damage

Spells
Icebolt: 30 ice-elemental damage (3 MP)
Bang: 25 fire-elemental damage, MT (5 MP)
Healmore: 85 HP healing (5 MP)
Upper: +50% defense, stackable to +100% (2 MP)
Increase: +25% defense, MT, stackable to +100% (3 MP)
Surround: Lower accuracy to 5/8, GT, accuracy untested (5 MP)
Sleep: Inflict sleep (up to 4 turns), GT, accuracy untested (3 MP)
Antidote: Heals POIZN (2 MP)

Note: The patch uses Muriel for her name, the faqs tend to use either Muriel or Mireyu/Mileyu, the first DQ Monster game used Milayou.  I'm going with the latter for this topic.

Comments: Reverse of Hassan stat-wise, with good speed but low physical stats.  Increase+Surround+Healmore make for an okay anti-physical game, but her damage is just too terrible.  Light, though not a worthless one.


Barbara

Level 37

Calbero Boot [+97 Attack, GT]
Water Flying Clothes [+65 Defense, -30 Fire Magic/Flame damage]
Shield of Reflection [+55 Defense, -25 Fire Magic/Flame damage]
Usamimi Band [+20 Defense]

HP: 197
MP: 188
Strength: 72
Speed: 92
Vitality: 45
Wisdom: 93

Attack: 169
Defense: 165

Takes 70% damage from Fire and Ice Magic

Other options:
Poison Needle [1 damage, 20% chance of ID]
Magical Skirt [+45 Defense, -20 Fire/Ice/Wind magic damage]

Physical: 54 damage

Spells
Firebane: 37 fire-elemental damage, GT
Sleep: Put target to sleep (up to 4 turns), GT, accuracy untested (3 MP)
Surround: Lower accuracy to 5/8, GT, accuracy untested (5 MP)
Chaos: Confuse target, GT, accuracy untested (5 MP)
Sap: -50% defense (2 MP)
Defense: -25% defense, GT (4 MP)
Robmagic: Drain 14 MP

Skills
Madante: MP*3 fire-elemental damage, 564 at full MP (all MP)

She has a decent case for the Gringham Whip [+145 attack, GT].  It can only be used by her and 3 random monster types (Mud Doll, Super Tensk, Rotting Corpse) that are easily missed and not particularly good; at least one faq claims it's unique to her due to not realizing random monsters get it.  This would raise her physical to 78 damage.

Comments: Regardless of what weapon she has, Barbara is almost entirely dependant on Madante to deal damage; it's an easy overkill to average HP, but being fire-elemental hurts.  Her status magic selection is decent, but without any damage options besides Madante they aren't worth much, and the HP is terrible.  Low Heavy, easily spoiled but too good for Middle overall.


Chamoro

Level 37

Flame Sword [+87 Attack, additional fire damage]
Water Flying Clothes [+65 Defense, -30 Fire Magic/Flame damage]
Magic Shield [+20 Defense, -5 Fire Magic damage]
Helm of Wisdom [+40 Defense, +15 Wisdom]

HP: 272
MP: 150
Strength: 104
Speed: 90
Vitality: 75
Wisdom: 112 [127]

Attack: 191
Defense: 200

Other options:
Poison Needle [+1 Attack, random Instant Death]
Magic Armor [+50 Defense, -10 Fire/Ice/Wind magic damage]

Physical: 65 non-elemental + 32 fire damage (97 total)

Spells
Infernmore: 40 wind-elemental damage, GT (4 MP)
Healall: Full healing (7 MP)
Vivify: 50% chance of reviving target at half HP (10 MP)
Beat: Instant death (4 MP)
Stopspell: Silence on one group (3 MP)
Antidote: Heals POIZN (2 MP)

Comments: Christo minus the anti-physical game feels like a good description here.  Cheap full healing + ID/silence is good, but his damage and durability are meh.  Lowish Middle, probably.


Amos

Level 35

Blizzard Sword [+105 Attack, additional ice damage]
Giganto Armor [+92 Defense, -15 Flame/Snowstorm damage]
Ogre Shield [+65 Defense, -10 Flame/Snowstorm damage]
Great Helm [+50 Defense]

HP: 290
MP: 84
Strength: 123
Speed: 89
Vitality: 94
Wisdom: 78

Attack: 227
Defense: 301

Takes 70% damage from Wind, Water, Earth

Other options:
Poison Needle [+1 Attack, random Instant Death]
Flame Armor [+70 Defense, -20 Ice magic/Snowstorm damage]
Magic Armor [+50 Defense, -10 Fire/Ice/Wind magic damage]
Flame Shield [+40 Defense, -20 Ice magic/Snowstorm damage]

Physical: 83 non-elemental + 41 ice damage (124 total)

Spells
Heal: 35 HP healing (2 MP)

Skills
Transform: Amos becomes AI controlled and randomly uses his physical, Vacuum Wave (100 wind-elemental damage), or Earthquake (58 damage, 2/3 hit rate, always misses on certain terrain)

Comments: He might as well not have any skillset, and his stats are pretty averagish, so he's a pretty generic Light.


Terry

Level 33
Class: Battlemaster

Blizzard Sword [+105 Attack, additional ice damage]
Giganto Armor [+92 Defense, -15 Flame/Snowstorm damage]
Ogre Shield [+65 Defense, -10 Flame/Snowstorm damage]
Great Helm [+50 Defense]

HP: 254 (303)
MP: 96 (57)
Strength: 98 (132)
Speed: 118 (129)
Vitality: 60 (65)
Wisdom: 86 (68)

Attack: 203 (237)
Defense: 267 (272)

6.25% chance of evading physical attacks (rest of the cast has 1/64, or 1.5625%)

Other options
Flame Armor [+70 Defense, -20 Ice magic/Snowstorm damage]
Magic Armor [+50 Defense, -10 Fire/Ice/Wind magic damage]
Shield of Reflection [+55 Defense, -25 Fire Magic/Flame damage]
Flame Shield [+40 Defense, -20 Ice magic/Snowstorm damage]

Physical: 88 non-elemental + 44 ice damage (132 total)

Skills
Double Slash: 66x2 non-elemental damage (132 total)
Discharge: 114 wind + 44 ice damage (158 total)
Firststrike: 66 non-elemental + 44 ice damage (110 total), initiative
Lunge: 132 non-elemental + 44 ice damage (176 total), 44 recoil damage
Slowness: Always critical, targetting is random (can hit user)
Magiblade: Always critical, hits 3/8 of time
ZombieCut: 1.5x damage against undead
DragonCut: 1.5x damage against dragons
MetalCut: 1.5x + 1 damage against Metal Slimes
Jump Kick: 1.5x damage against fliers, no ice damage
Rock Slide: 110 damage to all enemies, Grapple elemental
Spinning Sword: MT damage for reduced damage on each successive hit, no ice damage, Grapple elemental
Powerup: Next physical hit does 2-2.5x damage (only raises first part of multi-hit attack)

Blame Pokemon for the MT stuff getting listed, as I'd take them as being Rock and Steel type moves respectively.

Comments: Terry kinda sucks in-game, as he joins late with unimpressive starting skills and mediocre stats besides speed, which makes his DL translation rather grating.  Battlemaster augments his physical stats and boosts his speed to gamebest by a good margin at the cost of MP he doesn't use and Wisdom which doesn't seem to do anything.  His damage isn't that great, but Lunge is a likely 2HKO if he's willing to put up with the recoil, and he has some anti-healer/limit options available.  High Middle *shakes fist*.


Drago

Level 14
Class: Dragon

Blizzard Sword [+105 Attack, additional ice damage]
Giganto Armor [+92 Defense, -15 Flame/Snowstorm damage]
Ogre Shield [+65 Defense, -10 Flame/Snowstorm damage]
Great Helm [+50 Defense]

HP: 316 (410)
MP: 96 (76)
Strength: 141 (189)
Speed: 87 (69)
Vitality: 150 (180)
Wisdom: 132 (118)

Attack: 246 (294)
Defense: 357 (387)

Takes 70% damage from Lightning, Wind, Water, Earth

Other options:
Flame Armor [+70 Defense, -20 Ice magic/Snowstorm damage]
Flame Shield [+40 Defense, -20 Ice magic/Snowstorm damage]

Physical: 117 non-elemental + 58 ice damage (175 total)

Spells
Revive: Revive target with full HP (20 MP)

Skills
Doubleslash: 87x2 non-elemental damage (174 total)
Magiblade: Always critical, hits 3/8 of time
Metalcut: 1.5x + 1 damage against Metal Slimes
Scorching Breath: 160 Fire-elemental damage, MT
Crystal Breath: 220 ice-elemental damage, MT

Comments: The other late joining PC, Drago's stats on the other hand are absolutely insane, even before the boosts granted by her* starting Dragon class.  Excellent damage of several varieties and a monstrous HP total should compensate enough for the gameworst speed, enough to push her into Heavy at least.

*Drago's shown laying eggs, so she *should* be female.


Averages!

Damage
[Hero Botts (380)] > Drago (220) > Hassan (188) > Terry (158) > Botts (154) > Amos (124) > Chamoro (103) > Milayou (67) > Barbara (54)
Average: 134 [162] {139 w/ Lightning for Botts}

Hero class kinda screws this average up, it's up to you how to take that, if you consider the class legal.

HP
Drago (410) > Hassan (356) > [Hero Botts (335)] > Botts (305) > Terry (303) > Amos (290) > Chamoro (272) > Milayou (246) > Barbara (197)
Average: 297 [301]

MP
[Hero Botts (194)] > Barbara (188) > Chamoro (150) > Milayou (148) > Botts (140) > Hassan (84) = Amos (84) > Drago (76) > Terry (57)
Average: 116 [123]

Speed
Terry (129) > Milayou (116) > Botts (92) = Barbara (92) > Chamoro (90) > Amos (89) > Hassan (84) > Drago (69)
Average: 95
SD: 18.8

Defense
Drago (387) > Amos (301) > Hassan (272) = Terry (272) > Botts (266) > Chamoro (200) > Milayou (197) > Barbara (165)
Average: 257.5

Wisdom (if it actually does anything)
Chamoro (127) > Drago (118) > Milayou (107) > [Hero Botts (95)] > Barbara (93) > Botts (83) > Amos (78) > Terry (68) > Hassan (48)
Average: 90 [92]

7
Unranked Games / Dragon Warrior 2 GBC
« on: September 14, 2008, 06:10:26 AM »
Still had this lying around my HD, so what the hell.  Might as well post it, just to show how Enix de-sucked the Prince of Cannock.

Everyone is taken at about 180,000 experience.  This is definately one game where equal levels doesn't work (the PCs even have different max levels).

Oh, and if some of the names look odd, that's because they were different in the NES version.

Stats-
HP: Blah blah blah
MP: Blah blah blah
Strength: Base stat for attack.
Agility: Determines turn order.  Semi-randomized, like every other DW game.
Grd: Base stat for defense.
Attack: Determines physical attack power.
Defense: How much physical attacks are reduced by.

Prince of Lorasia
Level 28

Sword of Thunder [+95 Attack, itemcast Infernos]
Loto Armor [+75 Defense]
Loto Shield [+30 Defense]
Loto Helmet [+20 Defense]

HP: 161
MP: 0
Strength: 112
Agility: 82
Grd: 38

Attack: 207
Defense: 163

Fight: 90 damage

He can opt for Magic Armor [+35 defense, halve magic damage] or Evade Cloak [+35 defense, +25% evade] instead of Loto Armor.

Comments: Standard physical attacker, with strong attack and defense and low speed.  Doesn't really stand out enough to do better than Middle, though.

Prince of Cannock
Level 27

Light Sword [+70 Attack, itemcast Surround]
Fur Coat [+60 Defense]
Heal Shield [+18 Defense, itemcast Healmore]

HP: 138
MP: 94
Strength: 54
Agility: 93
Grd: 43

Attack: 124
Defense: 121 (96 without Fur Coat)

Fight: 50 damage
Healmore: 93 HP healing (5 MP)
Firebane: 58 Fire-elemental damage to all enemies (4 MP)
Increase: +50% base defense for all allies, can be stacked to +100% (2 MP)
Stopspell: Silence one group (3 MP)
Defeat: Instant death against one group (4 MP)
Sacrifice: Instant death against all enemies, caster dies (1 MP)
Revive: Revive ally with full HP (15 MP)

He can opt for Evade Cloak or Magic Armor, like the Prince of Lorasia.

Comments: The damage is game worst, but Cannock's not too bad in a duel, with defense buffing, some status, and passable healing.  A poor man's version of Christo, roughly; better damage but worse everything else.  Another middle, in all likelihood.

Princess of Moonbrook
Level 22

Bolt Staff [+45 Attack, itemcast Infernos]
Fur Coat [+60 Defense]

HP: 133
MP: 126
Strength: 25
Agility: 110
Grd: 50

Attack: 70
Defense: 110 (85 without Fur Coat)

Fight: 20 damage
Healmore: 93 HP healing (5 MP)
Healall: Full healing (8 MP)
Explodet: 80 Fire-elemental damage to all enemies (8 MP)
Infernos: 26 Wind-elemental damage to one group (4 MP)
Sleep: Put one group to sleep (2 MP)
Surround: Reduce hit rate to 5/8 for one group (2 MP)
Defense: -50% base defense to one group (2 MP)
Revive: Revive ally at full HP (15 MP)
Chance: Random effect (15 MP)
   put all enemies to sleep
   confuse all enemies
   -50% base defense for all enemies
   +50% base defense for all allies
   heal 20-44 HP for all allies
   full healing for all allies
   instant death against all enemies
   remove enemies from battle (ala Black Dragon Grief)

She can also opt for the Evade Cloak as well.

Comments: Hey look, a version of Chance that might be useful in the DL!  Other than that, she's got speed, plenty of full healing, and some status.  She'd probably end up in Middle like the rest of her cast; I guess they did a good job in rebalancing the PCs for the remake.


Averages

HP
Lorasia (161) > Cannock (138) > Moonbrook (133)
Average: 144

Agility
Moonbrook (110) > Cannock (93) > Lorasia (82)
Average: 95

Defense
Lorasia (163) > Cannock (121) > Moonbrook (110)
Average: 131

Damage
Lorasia (90) > Moonbrook (80) > Cannock (58)
Average: 76

Pages: [1]