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Topics - Reiska

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Discussion / Ranking characters by in-game use: obscura edition
« on: November 05, 2015, 07:12:42 PM »
TL;DR this is kind of like Meeple's topic, except that I'm going to focus entirely on games which have low playership in the DL and thus would never go in Meeple's topic.  Because of this, unlike Meeple's topic, I'll generally post my own ratings from the get-go since it's entirely possible a game I cover might not get any attention from anyone else.

Really this is more for discussion than generating rankings over time like in Meeple's topic since the sample sizes won't really be large enough anyway.

So, I will start with... a big cast, actually.

Super Robot Wars Judgment!  But since the cast is so big, I'm going to do something different: rather than rate each unit or pilot individually, I'm going to give a single collective rating for all the robots/pilots in a given series, in the context of "how good is this series as a favored pick."  Given that SRW J makes you pick three series as "favorites," this is perhaps actually a bit relevant.

However, for the sake of clarity: I am not rating the battleships with their series, because they're always forced.

Banpresto Originals: 6/10.  Not counting the secret, unlockable 4th playthrough and beyond only original mecha, but all of the initial three are still quite good.  It's difficult to say which of the three is best or worst, as all of them have unique advantages and disadvantages relative to each other.  In any case, the OC is a forced deployment on a fair number of stages, and I can't think of any reason you wouldn't want to deploy them when given the option.  All three of the subpilots are good, too, for different reasons; I generally think Melua is the best one due to the +1 movement and the fantastic pool of support seishins, but Katia is probably better than her overall if you're running Bellzelute, and Festenia is situationally useful for stages where you face FMP or Tekkaman bosses due to Strike.  So why the low score?  Because at the end of the day, you're using up one of your three favored series picks on a single mech that is really still very good without the extra upgrades and doesn't need the help.

Martian Successor Nadesico: 7/10.  The battleship is really amazing, of course, but it's not included in this rating.  Outside of the battleship, all you get from Nadesico is a whole bunch of Aestivalis units.  Aestivalis units basically owe all of their usability long-term to their combination attacks.  Akatsuki has no combination attacks, and a really poor seishin pool to boot, so he's generally just trash and never worth using when not forced.  Akito has a good endgame if you unlock Gai (especially if Gai benefits from the bug which benefits him if unlocked on a first playthrough), but if you don't, he's only barely better than Akatsuki.  For most of the game, the Ryoko/Izumi/Hikaru trio are the stars of the cast as such, and they're very usable - the Gravity Wave Antenna eliminates most of the drawbacks of heavy combination attack spamming due to the EN refill.  So overall, this is not a bad favored series pick.  In short, you get three consistently fairly good units (though they have to be used together), two inconsistently fairly good units (one of whom is secret-dependent), and one unambiguously bad unit.  And the battleship of course, which doesn't need the help and is not included in this rating (if I did, it would push it up a point, so hey).

Mobile Suit Gundam SEED: 5/10.  Kira and later Cagalli are really the only vaguely usable units from Gundam SEED for 3/4 of the game, honestly.  And both of them are generally among your poorer units overall for most of that 3/4.  In the last 3/4 you do get to pick up Athrun, Dearka, and the Eternal; Eternal is probably the best endgame supply/repair unit, due to its battleship stats (I don't count it as a battleship, though, given that it does consume a deployment slot).  Kira and Athrun are excellent units endgame with the Meteor packs, but they only get six stages with them and they don't really need the help of extra upgrades with mechs like that.  Overall I think this is probably one of the worse favored series picks as such; it'd be better if midgame Kira/the Strike Gundam weren't so relatively weak and the Skygraspers weren't worse than Blue Earth (although I guess Skygrasper with Sword pack is an interesting niche).  Ultimately, you have two great endgame combat units (one of whom is lackluster for most of the game before the end and one of whom doesn't exist for most of the game), one of the best endgame support units (who doesn't exist for most of the game), two mediocre combat units (who don't exist for most of the game), one fairly lackluster combat unit, and one more unit who plot-dies before endgame and is generally the worst unit in the cast when he's around.  Meh.

Mobile Fighter G Gundam: 7/10.  In a lot of ways, this pick is "Nadesico plus," as the units share Nadesico's trait of being all somewhat lackluster when taken alone but heavily improved by combination attacks.  The Gundam Fighters are, individually, probably slightly better than the Aestivalis pilots despite having some significant durability issues.  They suffer from having 5 move, though.  Like Aestivalises, they live and die by their combination attacks.  The G Gundam cast are overall improved notably more by their combinations than Nadesico's pilots are, but they also have to wait until 2/3 of the way through the game for them.  I feel this is really kind of a binary pick; more than likely, you're either going to be filling half your deployment slots with the entire G Gundam cast to abuse all the combination attacks, or you won't be using any of them at all save for maybe Domon.  If you ARE going to use the whole cast, then this is an excellent favored series pick.  If you're not, I probably wouldn't bother.

Brain Powered: 8/10.  See G Gundam/Nadesico, except that all the units are individually quite decent on their own.  You get a whopping ten units out of this pick and all of them are at least halfway decent (Yuu and Hime are probably worth using even without being a favored pick).  The units themselves are all basically identical to one another, they all have combination attacks with other Brain Powered pilots in pairs, they all have damage shields and afterimage, and they have relatively high damage for SRW J reals.  Probably one of the best favored series picks, objectively speaking, even if the units are all really samey.

Blue Comet SPT Layzner: 5/10.  As a favored series pick, Layzner has most of the same problems as Gundam SEED, but magnified.  It has fewer units in general, and only one is really a good combat unit individually.  Layzner does get a combination attack with Baybull and Buldy if you use all three, but Layzner is a good (not great) unit without the combination, and the two of them are lackluster without it and have a hard time keeping up with Layzner's movement rate.  This pick is basically giving you one decent combat unit and two or three mediocre support units.  There are worse picks, probably?

Full Metal Panic: 6/10.  Most of what I said about Layzner applies here, except that Kurz and Mao are better than Baybull and Buldy.  So you get one amazing combat unit (Sosuke) and two okay ones (Kurz and Mao).  This pick does go a long way in making Bonta-kun more usable...

Super Electromagnetic Machine Voltes V: 4/10.  Single-robot pick that isn't as good as Banpresto Original (and it still doesn't really need the help).

Mazinkaiser: 8/10.  A pick that's good despite the relatively small unit count.  Favored series takes Mazinkaiser and Great Mazinger from "really good" to "broken" (as their armor upgrades are normally capped at 5, not the usual 10), and Boss Borot (which is pretty good in this game if given a Flight Unit) also benefits greatly.  If you're going to favor a small unit count series, this one is a much better choice than Gundam SEED or Layzner or FMP.

Super Beast Machine God Dancougar: 3.5/10.  Single-robot pick that isn't as good as Banpresto Original (and it still doesn't really need the help).  Slightly worse than Voltes overall due to the high Will requirements for everything.

Space Knight Tekkaman Blade: 5/10.  Effectively a single-robot pick, since the only other worthwhile unit is deep lategame, the Sol Tekkamen are so bad, and Blue Earth is a support unit that probably won't see much combat.  Blue Earth is a really good support unit though, so you could do worse.

Super Electromagnetic Robot Combattler V: 4/10.  Single-robot pick that isn't as good as Banpresto Original (and it still doesn't really need the help.  Very slightly worse than Voltes.

Hades Project Zeorymer: 5/10.  Single-robot pick that isn't as good as Banpresto Original (and it still doesn't really need the help).  Although if you unlock Great Zeorymer, then it's better than Banpresto Original for the last 1/4 of the game, so....

2
So the remake version of FF3 was ported to PC recently, and I noticed in short order that the game's file structure makes some aspects of it pretty simple to hack.

So far, I've documented the following things: the EXP-to-levelup table, the stat progression tables (there are 8 of them), the table which defines which of those 8 tables is used for each stat on each job as well as that job's MP progression, and the MP progression tables.

I haven't tried actually editing anything yet, but I should be able to change any of the things listed above.  So that begs the question:

If you were going to rebalance FF3DS in a rudimentary fashion, what are the first things you'd look at?  A few of my own observations are as follows:
  • New spell levels for White/Black Magic are unlocked much slower in the remake than the original NES version; the remake gives White/Black/Red Mages notably more L1 casts at the expense of every other spell level.  Would Black Mage be better midgame if it could actually use its higher level magic more regularly?  Would this make it broken when compared with the FF3DS physical jobs and with its non-MP based competition for magic?
  • Presume for a moment that Knight got its NES Agility stat back (this would give it equal Str/Agi/Vit).  Would this make it overpower Warrior entirely, or would Advance preserve Warrior's niche?

Edit: Adding some of my observations about the game's job balance in general.

Generally speaking, most of FF3's jobs have some niche they can fill in a party.  Those niches are not necessarily equally useful; there are clear power gaps.  However, few jobs in the game are well and truly bad, without redeeming factors. 

Let's look at the physical jobs.  There's little question Warrior is the best physical job; it has good armor, great weapons, and Advance is one of the best physical attack commands in the game.  Monk's damage fluctuates.  While on paper it can fight unarmed, it usually actually does better with claws in my experience unless you're overleveled a bit, at most parts, and the defense is inferior to Warrior's.  Still, it's competent.  Thief offers competent back row damage not limited by resources and can fuel a Scholar's lust for battle items if you want to run one.  Ranger offers similarly competent back row damage; Barrage isn't as good as FF5's Rapid Fire, but isn't terrible once the Ranger's JL gets somewhere.  However, it's a resource hog since it burns 4 arrows a turn.  Dragoon offers competent physical damage, and Jump is probably at its best here, but it's ultimately a worse Advance unless hitting wind weakness; still, with the amount of high MT damage FF3 throws around, not being on the field to take it can actually be a boon.  Viking's Provoke debuffs enemy defense (which as far as I know is unique) and they're excellently tanky; a backrow Viking with dual shields spamming Provoke is a legit strategy against bosses with physical attacks.  Dark Knight is the only source of true physical MT in the game, which can often be spectacularly useful, and at worst they get you past splitting enemies.  Finally, Ninja has high speed, high power, isn't amazingly JL-dependent, and Shurikens, while expensive, what else are you spending money on by then?

You'll notice I left two jobs out there: Knight, and Black Belt.  Black Belt is, on paper, supposed to be a better Monk.  It only succeeds in this regard if you've never used Monk, though, because it's very dependent on JLs.  There's no real way to fix the job short of somehow moving it to the Water Crystal (which I don't know if it's possible) or making it gain JLs markedly faster such that it can catch up (which I also don't know if it's possible). 

Knight, then, has the problem that it doesn't know what it wants to be.  It seems like it's geared as a tank class, but it can't proactively tank the way Viking can.  It doesn't particularly succeed as a tanky damage dealer either, both because it's not that much better at this than Viking and because Warrior's not especially squishy.  (Less durable, sure.)

On the magic side of things:

White Mage is your basic healing job for 75% of the game.  That's about the biggest niche you'll ever get.
Black Mage is your basic attack magic job for 75% of the game.  (This being FF3DS, it's not a good niche, but it's a niche!)
Red Mage is basically a support healer.  They have less potent healing than White Mage, but better offense and better durability.  Sometimes this is a good tradeoff.
Scholar is the item use champion.  With a steady supply of battle items (provided by a Thief?) they can do impressive damage.  See also BD Salve-maker.
Geomancer is the unreliable cannon.  They tend to put out better damage than Black Mages and they're not limited by resources, but you give up control and sometimes you get an effect that doesn't work.
Evoker is just an oddball.  Like Geomancer, it's unreliable, and like Black Mage, it's limited.  It's versatile, though, if undependable.  There's no reason to use one at endgame, but this is true of White/Black mage too.
Bard has unblockable gravity damage (even if it's at a fairly low %) and can auxiliary heal like Red Mage.  Also MT buffs, which I think are unique to it.
Devout is your basic healing job for the other 25% of the game.
Summoner is your basic attack magic job for the other 25% of the game.
Sage is your jack-of-all-trades but master-of-none magic job.  If you want Evoker effects for some reason, he's the one who should have them.  If you want a second healer, a Sage is superior to double Devouts since they can provide some offense in randoms (bad offense, but offense).

I left out Magus.  Why? Because:
1) Summons beat the shit out of Black Magic late game.
2) The few Black Magic spells that are worth casting that late are equally effective coming from a Sage.

"But Magus has more MP!"  You're almost at the end of the game and you have Elixirs, shut up.

3
General Chat / DLers who still wanted Civ 5 and don't have it yet...
« on: February 12, 2014, 04:21:43 PM »
... the current Humble Bundle is the Humble Sid Meier Bundle.  The standard bundle consists of both Ace Patrol games, Railroads, and Civ 3/4 with all expansions.  Paying above the average (at the time of this writing, $9.74) also nets you Pirates, Civ 5 with Gods & Kings, and the Scrambled Nations DLC for Civ 5.  Paying above $15 also nets you Civ 5's second expansion, Brave New World.

There's like 6 days left on it, and I vaguely remember there being interested people in chat a while back, so here's your chance to never be productive again!!!! https://www.humblebundle.com/

4
RPG Stats Forum / Fire Emblem: Awakening
« on: February 13, 2013, 09:01:54 AM »
So here we go, FE13.  Work in progress etc. also below this point potentially lie spoilers, this is your last warning etc. etc.

These are taken at 20/20 for the characters who can promote and 30 for the characters who can't. 

Stock FE stat explanation:
HP: the usual, lose it and die
Str: base for physical damage, and that's all it does in this one, FE13 doesn't have weight.  1 point of Str = 1 damage with physical weapons.
Mag: base for magical damage.  Does have a use for physical fighters, as all weapon types have a weapon that deals Mag-based damage now.  1 point of Mag = 1 damage with magical weapons.
Skl: Skill.  Each point of Skill is worth 1.5 Hit and 0.5 Crit.
Spd: Speed.  Each point of Speed is worth 1.5 Avoid.  With the abolition of weight, AS is no longer a separate stat.  FE13 requires 5 points of speed difference for the faster fighter to attack twice, up from 4 in previous modern installments.
Luck: Luck!  Each point of Luck is worth 0.5 Hit and 0.5 Avoid, and each point of Luck also lowers enemy Crit by 1.
Def: Defense.  1 point of Def = take 1 damage less from physicals.
Res: Resistance.  1 point of Res = take 1 damage less from magical attacks.

Avoid: Evasion.  Subtracted from attacker's Hit to arrive at actual (displayed) hit chance, blah blah blah True Hit.
Hit: Accuracy.  Base hit chance before the defender's Avoid is subtracted.
Crit: Critical hit chance against an opponent with 0 luck.  Critical hits do 3x damage like other FEs.
Atk: Str or Mag as appropriate plus weapon Mt.  Defense or Resistance is subtracted from this to calculate damage.

Though the last four don't matter yet as I have yet to go through and calculate those.

The given stats are rounded to the nearest tenth of a point.  If you want two decimal places, point your browser here:
http://home.comcast.net/~reiska/fe13_averages.xls

Note that the spreadsheet *does not* include stats from class skills, beaststones or dragonstones, which are listed here for cross-reference purposes (and checking if I've fucked up transcribing from it):

Knight: +2 Def
Fighter: +5 HP
Archer: +2 Skl
Pegasus Knight: +2 Spd
Wyvern Rider: +2 Str
Mage: +2 Mag
Troubadour: +2 Res
Dancer: +4 Lck
Swordmaster: +5 Str when wielding a sword (or +5 Mag if Levin Sword)
Berserker: +5 Str when wielding an axe (or +5 Mag if Bolt Axe) [nobody has this class without reclassing]
Falcon Knight: +5 Str when wielding a lance (or +5 Mag if Shockstick)
Sage: +5 Mag when wielding a tome

Taguel: Str +5, Skl +8, Spd +8, Lck +6, Def +4, Res +2 for Beaststone+
Manakete: Str +11, Mag +6, Skl +5, Spd +4, Def +13, Res +9 for Dragonstone+

Note that base class skills are not lost on promotion, so Falcon Knights keep the +2 speed from pegasus knight for instance.

The following assumptions are made:
* The one child PC you're forced to recruit is assumed to be the child of Chrom and Sumia, since this is the pairing the game biases towards.
* I'm not figuring in any other children, since they're all optional and there aren't any canon pairings to fall back on.
* To that end, Chrom and Sumia are both assumed to be level 20 at that point, which I don't think is wholly unreasonable.
* The growths on Serenes Forest are assumed to be correct.  This is known to not be 100% true but no more reliable source exists at present as no one has hacked the actual game data yet.
* The game was played on Normal difficulty, which affects base stats for Gregor, Nowi, Libra, Tharja, Anna, Cherche, Henry, Sayri, Tiki, Basilio and Flavia as follows:
  * Gregor: +1 HP/Str/Skl/Spd/Def on Lunatic
  * Nowi: +1 HP/Str/Skl/Spd/Lck/Def/Res on Lunatic
  * Libra: +1 HP/Mag/Spd on Hard; additional +1 HP/Str/Lck/Def on Lunatic (cumulative)
  * Tharja: +1 HP/Mag/Spd on Lunatic
  * Anna: +1 HP/Skl/Spd/Lck on Hard; additional +1 HP/Str/Mag/Lck/Def on Lunatic
  * Cherche: +1 HP/Str/Skl/Spd/Lck/Def on Hard; additional +2 HP and +1 Str/Skl/Spd/Lck/Def on Lunatic
  * Henry: +1 HP/Mag/Skl/Spd/Def on Hard; additional +2 HP and +1 Str/Mag/Skl/Spd/Lck/Def/Res on Lunatic
  * Say'ri: +2 HP and +1 Str/Skl/Spd/Lck/Def/Res on Hard; additional +2 HP/Skl/Spd and +1 Str/Mag/Lck/Def/Res on Lunatic
  * Tiki: +5 HP, +3 Skl/Spd/Lck, and +2 Str/Mag/Def/Res on Hard; additional +5 HP, +3 Str/Skl/Spd/Lck/Def/Res, and +2 Mag on Lunatic
  * Basilio: +6 HP, +4 Str/Spd, +3 Skl/Def, +2 Lck, and +1 Mag/Res on Hard; additional +5 HP, +3 Str/Skl/Spd/Lck, +2 Def, and +1 Res on Lunatic
  * Flavia: +5 HP, +4 Skl/Spd, +3 Str/Lck, +2 Def/Res, and +1 Mag on Hard; additional +5 HP/Spd, +3 Str/Skl/Lck, +2 Def, and +1 Mag/Res on Lunatic
* For characters who get class skills that provide raw stat boosts, those boosts are included in the stats below; note that these bonuses can bypass caps.
  * This includes Swordfaire and its kin which give +5 to the stat of the matching weapon.  (Note that this +5 moves to Mag for mag-based melee weapons like Levin Sword)
* For Taguel and Manaketes, stat bonuses from their respective stones are included below.  (The + versions.)
  * This is Str +5, Skl +8, Spd +8, Lck +6, Def +4, Res +2 for Beaststone+ and Str +11, Mag +6, Skl +5, Spd +4, Def +13, Res +9 for Dragonstone+.
* Characters who don't promote in their base class are taken at level 30.
* Stats marked with a star are capped.  This rarely happens in FE13.

Finally, the Avatar (Robin) merits some discussion.  The stats given below for Robin are raw baselines before factoring in the Asset and Flaw chosen at the game's beginning.  The Asset and Flaw chosen modify both the Avatar's initial bases and his or her growths, as depicted in this table.  They also modify max stats, but since none of those are ever touched, we don't need to go into that.


(Bases)         HP      STR     MAG     SKL     SPD     LCK     DEF     RES       
Asset           +5      +2      +2      +2      +2      +4      +2      +2
Flaw            -3      -1      -1      -1      -1      -2      -1      -1


For this table, if the stat is an asset, increase the growths by this number, and if it is a flaw, decrease the growths by this number.

(Growths)       HP      STR     MAG     SKL     SPD     LCK     DEF     RES
HP              15                                              5       5
STR                     10              5                       5
MAG                             10              5                       5
SKL                     5               10                      5       
SPD                                     5       10      5
LCK                     5       5                       10
DEF                                                     5       10      5
RES                             5               5                       10


Since the Avatar receives a total of 38 levelups, 5% in a growth amounts to +/- 1.9 stat points, 10% amounts to +/- 3.8, and 15% amounts to +/- 5.7.  Because this is actually important, Robin's baseline stats below are given unrounded.  As such, here's the total net effects of each asset and flaw choice taking both bases and growths into account:

(Assets)        HP      STR     MAG     SKL     SPD     LCK     DEF     RES
HP              +10.7                                           +1.9    +1.9
Strength                +5.8            +1.9                    +1.9
Magic                           +5.8            +1.9                    +1.9
Skill                   +1.9            +5.8                    +1.9
Speed                                   +1.9    +5.8    +1.9
Luck                    +1.9    +1.9                    +7.8
Defense                                                 +1.9    +5.8    +1.9
Resistance                      +1.9            +1.9                    +5.8

(Flaws)         HP      STR     MAG     SKL     SPD     LCK     DEF     RES
HP              -8.7                                            -1.9    -1.9
Strength                -4.8            -1.9                    -1.9
Magic                           -4.8            -1.9                    -1.9
Skill                   -1.9            -4.8                    -1.9
Speed                                   -1.9    -4.8    -1.9
Luck                    -1.9    -1.9                    -5.8
Defense                                                 -1.9    -4.8    -1.9
Resistance                      -1.9            -1.9                    -4.8


So here, have some averages.

NAME            CLASS           HP      STR     MAG     SKL     SPD     LCK     DEF     RES
Robin           Grandmaster     53.4    29.9    27.0    26.0    27.0    24.9    23.2    16.4
Chrom           Great Lord      57.3    33.8     4.8    32.8    32.8    31.6    27.1    13.5
Lissa           War Cleric      53.5    19.3    26.0    22.2    25.0    32.7    16.6    22.1
                Sage            47.6    12.5    34.0    25.1    27.0    32.7    13.6    21.1
Frederick       Great Knight    48.9    25.4     3.9    22.5    19.5    13.6    24.5     7.8
Sully           Paladin         58.5    30.4     9.4    32.2    32.2    28.2    26.7    18.2
                Great Knight    60.4    33.3     8.4    30.3    28.3    28.3    31.6    12.3
Virion          Bow Knight      57.6    30.3    11.1    38.0    32.2    21.8    19.0    14.1
                Sniper          52.6    33.4    12.1    40.9    30.2    21.8    24.9    15.1
Stahl           Paladin         64.2    35.1     4.7    29.4    26.5    23.5    33.2    13.5
                Great Knight    66.1    38.0     3.7    27.4    22.6    23.5    38.2     7.6
Vaike           Warrior         74.8    40.0     3.6    34.4    26.0    20.2    26.0     6.6
                Hero            68.8    35.1     4.6    38.4    30.0    20.2    27.0     6.6
Miriel          Dark Knight     56.5    12.6    30.9    29.9    30.9    25.0    20.5    20.3
                Sage            48.6     6.7    38.8    29.8    32.8    25.0    14.5    20.3
Sumia           Falcon Knight   50.5    30.1    14.5    40.6    42.6    30.8    18.4    25.2
                Dark Flier      49.5    23.2    18.4    37.7    40.7    30.8    17.4    25.2
Kellam          General         65.0    36.1     5.1    28.7    22.3    14.9    41.8    17.9
                Great Knight    63.0    35.1     5.1    27.7    24.3    14.9    40.8    14.9
Donnel          Villager        46.5    21.0*   10.2    19.0*   19.0*   33.0*   21.0*   11.6
Lon'qu          Swordmaster     52.0    33.3     9.0    40.3    42.3    26.3    19.5    14.7
                Assassin        53.0    29.3     7.0    43.2    41.3    26.3    18.5    10.8
Ricken          Dark Knight     62.5    17.1    29.9    26.1    24.1    33.4    26.6    16.7
                Sage            54.6    11.2    37.8    26.0    26.0    33.4    20.6    17.6
Maribelle       War Cleric      51.3    15.1    27.7    24.0    24.1    33.8    14.4    27.9
                Valkyrie        44.4     7.2    28.6    24.0    27.0    33.8    10.4    30.8
Panne           Taguel          52.0    27.4     4.6    33.8    36.0    23.6    23.0     9.8
Gaius           Trickster       53.9    27.5    12.7    40.8    40.9    17.9    16.2    14.8
                Assassin        56.9    33.4     5.9    44.8    42.8    17.9    18.2     9.8
Cordelia        Falcon Knight   57.8    35.2    11.4    35.2    36.2    23.4    24.4    22.2
                Dark Flier      56.8    28.3    15.3    32.3    34.3    23.4    23.4    22.2
Gregor          Bow Knight      67.4    32.4     2.9    33.9    28.5    21.1    24.6     8.4
                        [LM]    68.4    33.4     2.9    34.9    29.5    21.1    25.6     8.4
                Hero            64.5    32.4     3.9    34.9    28.5    21.1    27.5     9.4
                        [LM]    65.5    33.4     3.9    35.9    29.5    21.1    28.5     9.4
Nowi            Manakete        50.4    32.6    16.8    20.5    20.5    25.6    32.6    24.5
                        [LM]    51.4    33.6    16.8    21.5    21.5    26.6    33.6    25.5
Libra           War Monk        55.1    21.6    24.5    23.5    22.5    18.6    17.7    23.6
                        [HM]    56.1    21.6    25.5    23.5    23.5    18.6    17.7    23.6
                        [LM]    57.1    22.6    25.5    23.5    23.5    19.6    18.7    23.6
Tharja          Dark Knight     58.1    17.6    30.4    20.6    31.4    14.6    28.1    15.8
                        [LM]    59.1    17.6    31.4    20.6    32.4    14.6    28.1    15.8
                Sorcerer        55.2    12.8    32.4    18.6    30.4    14.6    26.1    18.7
                        [LM]    56.2    12.8    33.4    18.6    31.4    14.6    26.1    18.7
Anna            Trickster       50.2    19.6    25.6    33.4    31.5    40.2    14.7    17.6
                        [HM]    51.2    19.6    25.6    34.4    32.5    41.2    14.7    17.6
                        [LM]    52.2    20.6    26.6    34.4    32.5    42.2    15.7    17.6
Olivia          Dancer          39.8    14.6     8.3    28.3    29.3    26.4    10.3     9.3
Cherche         Wyvern Lord     62.0    38.9     6.4    28.9    26.5    21.5    32.9     9.1
                        [HM]    63.0    39.9     6.4    29.9    27.5    22.5    33.9     9.1
                        [LM]    65.0    40.9     6.4    30.9    28.5    23.5    34.9     9.1
                Griffon Rider   60.0    36.0     6.4    31.8    29.5    21.5    28.9     9.1
                        [HM]    61.0    37.0     6.4    32.8    30.5    22.5    29.9     9.1
                        [LM]    63.0    38.0     6.4    33.8    31.5    23.5    30.9     9.1
Henry           Dark Knight     60.7    21.7    28.5    34.2    24.9    20.8    30.5    13.2
                        [HM]    61.7    21.7    29.5    35.2    25.9    20.8    31.5    13.2
                        [LM]    63.7    22.7    30.5    36.2    26.9    21.8    32.5    14.2
                Sorcerer        57.7    16.9    30.5    32.2    23.9    20.8    28.5    16.1
                        [HM]    58.7    16.9    31.5    33.2    24.9    20.8    29.5    16.1
                        [LM]    60.7    17.9    32.5    34.2    25.9    21.8    30.5    17.1
Say'ri          Swordmaster     56.1    32.5    10.8    35.4    38.4    28.6    19.6    17.6
                        [HM]    58.1    33.5    10.8    36.4    39.4    29.6    20.6    18.6
                        [LM]    60.1    34.5    11.8    38.4    41.4    30.6    21.6    19.6
Tiki            Manakete        52.0    35.0    20.5    24.5    25.0    26.0    34.0    27.0
                        [HM]    57.0    37.0    22.5    27.5    28.0    29.0    36.0    29.0
                        [LM]    62.0    40.0    24.5    30.5    31.0    32.0    39.0    32.0
Basilio         Warrior         72.0    37.0     4.0    31.0    26.0    22.5    25.0    10.0
                        [HM]    78.0    41.0     5.0    34.0    30.0    24.5    28.0    11.0
                        [LM]    83.0    44.0     5.0    37.0    33.0    27.5    30.0    12.0
Flavia          Hero            57.5    30.5     7.0    35.0    32.5    26.5    27.0    14.0
                        [HM]    62.5    33.5     8.0    39.0    36.5    29.5    29.0    16.0
                        [LM]    67.5    36.5     9.0    42.0    41.5    32.5    31.0    17.0
Lucina          Great Lord      61.5    35.0     7.6    38.3    40.3    37.3    27.0    17.7

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