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Topics - Dark Holy Elf

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26
Godlike / Nailah (FE10)
« on: February 12, 2011, 02:18:59 AM »
The wolf queen of Hatari, the Lady of the Evil Eye, Nailah is quite simply the most physically imposing woman in all the lands of Tellius. The strength, accuracy, and speed with which she delivers her deadly attacks from her wolf form's fangs and claws turns heads even in the league's highest division, but it's her Savage skill which makes her really to be feared, tripling her strength and blinding her opponent with a full 47% of her attacks. And, when a physical assault won't suffice, she can always petrify her opponents with her glare. Between this deadly offence and great all-around defences and evasion, Nailah is a wolf quite capable of making much of Godlike her chew-toy.

27
Godlike / Caineghis (FE10)
« on: February 12, 2011, 02:18:12 AM »
The king of the beasts, Caineghis is truly a terror on the battlefield, even as he nears retirement. His defence is nearly impervious, his strength the thing of legends, and even his speed, though not as impressive as his fellow laguz royals, is still more that adequate for striking multiple times against most opponents. With his mighty roar to randomly raise his strength, no defences can hope to ward off the king's mighty assault, leaving a quick assault with magic (particularly fire) the lion king's only weakness... and it's not much of one, given how impressively high his health is. Hail to the king, baby.

28
Godlike / Ashera (FE10)
« on: February 12, 2011, 02:17:19 AM »
Order Incarnate, Ashera has little need for the title "godlike"; she is, after all, one of the two supreme beings in her own world. Ashera will seek to... correct the chaos of the duelling league, and she certainly has the arsenal to do so. Armed with a plethora of attacks that can hit either defence, against one target of many, Ashera's offence is already the envy of Fire Emblem characters everywhere. But it's her defensive game that deserves the most note: with eight shielding auras to cut through before her immortal body can sustain even a point of damage, her opponents truly have their work cut out for them if they hope to stand against the might of this goddess.

29
Well, this is it. Time to rank the DL's newest entrants Light, Middle, Heavy, or Godlike. See previous topics for details; ask any questions if needed.

Feel free to assign DNR (Do Not Rank) if you don't think someone should be ranked from a particular game.

Voting closes on Thursday, February 10, at the same time that the DL itself does (9:00 Pacific).

There are spoilers in this topic. Like every other ranking topic. We don't use codenames here.

Ranking values:

Godlike = 5.0
Low Godlike = 4.75
Heavy/Godlike = 4.5
High Heavy = 4.25
Heavy = 4.0
Middle/Heavy (or Low Heavy) = 3.75
High Middle = 3.5
Middle = 3.25
Light/Middle (or Low Middle) = 3.0
High Light = 2.75
Light = 2.5
Low Light = 2.0
Puny/Light = 1.5
Puny = 1.0


First of all, a preamble, for FE players only, concerning the labelling of what game each character is from. Kieran, Marcia, and Oliver have clearly legal forms in both games and I don't think anyone would disagree. However, there are three characters who have appearances in FE9 which are at least arguably legal: Elincia, Sothe, and Zelgius. So, majority rules: are these duellers to be considered FEs, or FE10? Please vote, majority wins. Feel free to assign separate votes to separate characters.

FEs or FE10? Choose one:
-Elincia
-Sothe
-Zelgius



Okay, that's out of the way, now what you came here to do!

Fire Emblem: Radiant Dawn (and series)

Please not that characters marked as "FEs" can be ranked by non-Radiant Dawn players if they have played Path of Radiance. Same with those marked "FEs?" depending on the results of the aforementioned vote.

Ashera
Caineghis
Elincia Riddell Crimea (FEs?)
Kieran (FEs)
Lekain
Marcia (FEs)
Micaiah
Nailah
Oliver (FEs)
Sanaki Kirsch Altina
Sephiran
Sothe (FEs?)
Zelgius (FEs?)

Soul Nomad and the World Eaters

Danette
Grunzford
Juno
Layna
Odie
Tricia
Vitali

30
RPGDL Discussion / Speeding up rankings?
« on: January 29, 2011, 04:42:29 AM »
Okay. It's come up a couple times between various forum topics and in chat, but it's pretty clear that some people feel that, after the long freeze we had, the DL could stand to rank more stuff. As it stands, in the current ranking period, no fewer than 6 ideas were floated that appeared to gain at least some traction (3+ votes in the ranking topic). We'll only be ranking two of them at most, and at the time I make this topic there's certainly a real possibility that this two will only be one.

Since there's a belief that ranking more things may help keep the DL from getting stale (which is valid), there's talk that simply ranking 1-2 games, waiting another ~5 months, then ranking another 1-2 more, isn't enough. It's been suggested to speed up the next ranking period. Two suggestions are to have rankings again next season, or to permanently change rankings back to once every two seasons, instead of once every three. If you think all of this is too much and the DL's current ranking policy is fine and/or we really shouldn't be ranking more things since none of the ideas are slamdunks, feel free to vote for the option to keep things as they are: ranking every three seasons. The freeze is over and we are on track to continue doing this unless this topic indicates we should do a different direction.

31
Discussion / Musing on CT character balance
« on: January 24, 2011, 04:59:45 AM »
Chrono Trigger is pretty interesting because it has a diverse cast (they're not at all clones) which is probably among the best-balanced in an RPG, to the point where, both times the game has come up in Meeple's "rate the characters in-game" topic there has been pretty wide disagreements on who's good and who isn't, to the point where depending on who you ask, certain characters (e.g. Crono or Lucca) may be one of the best PCs in the game or one of the worst! Anyway, since I'm playing the game for the first time in about a decade, I figured as I played the game I'd comb over each section and see how each PC is performing, so that I can figure out how I feel about the character worth overall. This isn't really designed to change anyone else's views, though hey, I hope you enjoy the read anyway.

Feel free to weigh in with anything you think I've missed or am under/overrating, etc. Discussion's always good if you want to go there. However I won't read or participate in any discussion about overall worth past the point in the game where I currently am because I want to go into the game's later chapters unbiased.

Some assumptions for this: I'm playing through the game fighting a number of battles that is on the lower end, rather than the higher. Why? Because CT is easy, and if Character X needs me to fight more battles to perform at a high level, he or she isn't going to be as good in my eyes as someone who performs well when I fight fewer. I'll be distributing tabs fairly evenly to PCs who want them most likely, though I may bias speed slightly to slower characters just because your party becomes overall stronger if everyone is closer together in speed because of how potent double techs are in this game. We'll see. I'm also doing a fairly complete run of the game, which means collecting all treasure and such. Some especially annoying stuff I may skip (for instance, not going to bother with retreading to get all the stuff hidden behind various pendant-doors until getting the Epoch). I also won't be cheaping out bosses with the appropriate elemental mail because that's no fun and leaves nothing for me to rate. I'll probably need to rotate characters pretty often so nobody falls behind, which will end up underrating everyone who isn't Crono until he leaves the party, and then just everyone from there on. So it goes, I may try to compensate for this later.


Anyway...


Cathedral: Three PCs here: Crono, Lucca, and Frog. Decent character balance too. Frog is the loser here overall, despite the best HP, and respectable everything else, because he lacks any way to hit more than one enemy at a time. Healing tries to make up for this until you realise it restores less than a Tonic and those are the most inexpensive things ever. Crono vs. Lucca is tougher. In a pure fair comparison, Crono has an edge, due to way better speed, somewhat better HP, and Cyclone hitting more enemies than Flame Toss on average. Lucca's only real counterargument, in a vacuum, is that she can go longer without running out of MP (and Lucca with Flame Toss > Crono without Cyclone). However, this isn't a vacuum, and the cathedral has several enemies with way lower MDef than Def, so Lucca shines against those. On the other hand, against some of them, the optimum strategy is Fire Whirl anyway (needs both Crono and Lucca) and Crono has a large leg-up on Yakra due to X-Strike being easily your best attack there. So I give him the nod by a little bit.

1. Crono
2. Lucca
3. Frog


Beyond the Ruins: There's some scattered combat between the cathedral and the future, but not really enough to note. I'll mention the Dragon Tank in a bit, since that's an exception. Otherwise, the party here is Crono, Marle, and Lucca. Crono/Lucca remains largely the same as before, but a couple new techs change things a bit: Slash and Hypno Wave. Slash pretty much negates Lucca's magic advantage, since it's nearly a Flame Toss clone. Hypno Wave, meanwhile, makes Lucca the best at dealing with large numbers of enemies at once since you can just pick off whatever she doesn't put to sleep. It's difficult to say who improves most from this. Unfortunately for Lucca, bosses exist, and both of them in this part of the game (Dragon Tank and Guardian) have a key part which nulls fire, so lulz at Lucca against them, while Crono is clearly your best PC. Marle, meanwhile... argh, she's bad at randoms. Slow with little damage and no multitarget. Aura isn't really necessary between fights because Tonics cost nothing and you never heal mid-fight. The only good thing that can be said about Marle is that Aura's ~75 healing is significant against Guardian, since Tonics don't heal enough against his offence and Mid Tonics don't grow on trees. Still, that's the one fight she isn't in last place for. At least the Berserker makes her less of a liability offensively in randoms. I remember her being a bit better on playthroughs where I take my time more so she'd have Provoke by now, but oh well.

1. Crono
2. Lucca
3. Marle


Factory: Enter Robo! He's cool. Laser Spin is true MT and this is awesome. He has the best ST damage and durability in the party by a decent ways. Cure Beam is okay, better than Aura. Sure, Crono has speed, but that's really about it. This would be an easy, easy win for Robo except for Acids and Alkalines, which heavilly resist all damage except lightning (they resist that too, just not enough to prevent OHKOs against their 10 HP). Slash is kinda the kingpin move here, as such, which gives Crono a case since he's not losing by that much otherwise. Marle has Provoke now but it doesn't work on much here, same with Hypno Wave (and to boot, fire res is reasonably common). Obviously those two are last, but Flame Toss and Fire Whirl are still better than Marle's healing overall (not that it's worthless, partially due to her healing double techs with both Robo and Crono). Pretty large tier gap between 2 and 3 here, small gaps otherwise, but...

1. Robo
2. Crono
3. Lucca
4. Marle


Heckran Cave and Zombor: This is tricky. Any random against a small number of enemies isn't scary period, since you can magic-blast things to death well. Against large numbers of enemies, Rocket Roll is the best move, so Crono and Robo score points here, while Lucca and Marle do nothing special. Lucca gets the slight nod because Hypno Wave is better than Provoke. On the other hand, against Heckran himself, this order is turned upside-down, as Antipode is by far your best damage. Robo distinguishes himself by having decent healing that doesn't cost 100 gil per pop, and Crono is pretty much "would remove if able" since he has the second worst damage and no utility. Zenan Bridge is another matter; Laser Spin is useless (dark null) against the undead here but whatever, everyone OHKOs them with ST moves, so Zombor is the interesting part. Zombor is ALSO raped by antipode, whose head is weak to dark. Lucca excels at finishing off the legs due to them being fire-vulnerable but ice-absorbing, and Crono can help at this point, while Marle plays healbot.

Hey, different characters excelling at different roles! That's something. The CT character balance I remember is manifesting itself here. For the bosses, Lucca > Marle > Robo > Crono; for the randoms, Crono ~= Robo > Lucca > Marle. This suggests...

1. Lucca
2. Robo
3. Crono
4. Marle

... but really, I want to stress that this is very balanced overall.


Denadoro Mountains: Lucca auto-tops this dungeon. Why? Because the strongest (and rather plentiful) random here is like, 4-5HKOed by everyone else, while Lucca burns their hammers and turns them into a OHKO-bait grunt with maybe a fifth the offence. This is something no other character can match. She also has +2 speed from the Taban Vest now, to boot. Otherwise, it's the same old against randoms, with Marle being the loser. Against the boss? Unfortunately for Crono, Lucca gets her revenge here as he randomly resists lightning! Only good thing you can say about Crono here is that Slash disrupts his big charged move, but it's not really enough given it's a two-turn charge and Aura Beam offsets it well enough anyway. Blah blah blah, you know what? Same order as last time works, just with a clear separation between Lucca and the rest this time.

1. Lucca
2. Robo
3. Crono
4. Marle


Forest Maze/Repitite Lair: Lucca in the last dungeon is Crono in this. Taking down Megasaurs without lightning is a pain, and Nizbel borders on impossible (though I'd be willing to ignore the latter as a bit of a plot gimmick). Laser Spin and Rocket Roll remain THE random-killing moves, especially with all the physical tanks here. Robo and Crono have both gotten significant improvements here to boot, as Spincut and especially Robo Tackle are good ST moves when not blocked. Lucca has Napalm which is definitely nice (solid GT damage) but I don't think it can keep up with Rocket Roll here. Marle kinda sucks as always, and Cure is -not- what she needed to get better, and there's even an ice-resistant enemy here. She continues to be at least an okay pick against bosses, but only that. Ayla... is weird, because she joins with no skills, but amazing stats. Overall this is a losing trade (only ST, walled by physical tanks, damage isn't really any better than anyone else's), although you can at least slap the Berserker on her and watch her tear things up with effective stats that approach godmoding. This is, I figure, enough to beat Marle.

1. Crono
2. Robo
3. Lucca
4. Ayla
5. Marle


Magus' Castle: Okay, this is hilarious. To this point, no water mage has been anything but last place on these lists. That's about to change. Why? Ice Water. This spell is so stupid good at this point in the game it's not funny, MT death to almost everything (what little survives can be OHKOed by anyone else, although to be fair only in ST fashion). Rocket Roll can't keep up partly due to being notably weaker, but also due to dark resistance floating around here. Anyway, of the two water mages, Marle gets the nod as the superior one, because she has non-fail healing as well as better damage for two of the three bosses (Heal only exists for Magus), but it's virtually a tie as 90% of both of their worth is Ice Water. The other three are harder to rank. Robo pummels Crono fairly soundly on damage at this point (Robo Tackle is way better than Spincut) and Cure Beam > no Cure Beam, while Lucca... has decent GT damage but honestly struggles to find a niche in this dungeon, besides being a good source of fire damage for Magus. Crono's unite techs make him better for Magus anyway, probably. Optimally you wouldn't use either otherwise, although Crono at least is decent at picking off Jugglers post-Ice Water, and 14 speed is kinda noteworthy.

1. Marle
2. Frog
3. Robo
4. Crono
5. Lucca


Tyrano Lair: Somewhat weird situation. Ice Water would still be awesome here, but you can't actually use it! Curse you Ayla and Crono~~. Anyway, I pretty much have to score characters accordingly. Crono excels here despite the fact that there is a lightning-spoiling enemy because he's versatile and lightning rules all for Terrasaurs and Nizbel II. He also has Lightning 2 now although it mainly just sees use for multi-Terrasaur fights. Ayla can OHKO things others (besides Robo) miss and does so off decent speed and has the best damage for bosses (save Azala), but has nothing else (well, Kiss could be worse). Robo is slower and Laser Spin/Rocket Roll is decidedly mediocre by now (argh why do Volcanos null dark), so I'm inclined to say he's... worse than Ayla? Weird. Still pulls OHKOs that most people can't, so he's a decent choice for the third against randoms in a team dominated by ST anyway. Marle learns Haste and is now MVP vs. bosses for sure (that spell is broken frankly against them), though kinda meh against randoms. Lucca's a bit better against randoms but considerably worse against bosses. Frog there is just... no reason to use at all, lacks the Robo/Ayla ST smash, and lacks any form of GT/MT (his unites with both Crono and Ayla suck). I suspect he may be settling into that lategame mediocrity already, though hopefully Ice Water will make a return next area when he and Marle can actually be used at the same time again!

1. Crono
2. Marle
3. Ayla
4. Robo
5. Lucca
6. Frog


Mt. Woe: Another weird one. Quite apart from this being the first dungeon where you have anywhere near this much party choice (10 possible parties; it's been 3-4 the entire game until now), there's the problem that your party gains a lot of power and actually changes as the dungeon goes on, and then there's Rubbles. Breaking it down!

Against the randoms, at first, Ice Water is the best way to take down any formation with more than two enemies (that's a familiar story), although Lightning 2 + Laser Spin works just as well. For minor utility concerns, it's worth pointing out that only Marle can't one-shot most things ST here, so there's little reason to use her unless you're also using Frog. As time goes on, Crono gains levels/magic and starts being able to OHKO frailer enemies with Lightning 2, which definitely gives him some points. Then, the girls pick up Ice 2 and Fire 2, and suddenly whoa, balance change. Both of them hit quite a bit harder than Crono and OHKO everything in this dungeon. Man Eaters are an exception for Marle, and not Lucca (and notable because their ability to derail your party with confuse means that OHKOing them is extra valuable).

Giga Gaia deserves particular note because holy shit he's actually competent without Red Mail at these levels. Marle and Robo are clearly the PCs to use here, as Haste is godmode and Heal Beam is potent enough to seriously dent Giga Gaia's offence, even nulling it after Haste. Lucca deserves some note for being the best tank of his offence with her Taban Suit + Taban Helm MDef and 80% fire res, but realistically isn't dethroning those two.

I haven't mentioned Ayla yet, because there hasn't been much reason to do so. She can charm a speed tab from Giga Gaia but isn't impressing on combat normally... but then there's Rubbles. Rubbles are a huge, high-efficiency source of TP, and Ayla, with her high atk/spd and more importantly, high HIT gives you the best chance to kill 'em. So that's something. There's a catch-22, though: you have a decent chance to kill Rubbles regardless, and of course you want to use them to help out whoever your party is, so if you don't plan to use Ayla much then putting her in may be statistically self-defeating.

I have no idea how to rank the characters coming out of this; it's another case where people feel fairly balanced on the whole. Before the girls get the L2's: Crono > Frog ~= Marle > Robo > Ayla > Lucca. After the girls get the L2's: Lucca > Marle > Crono > Robo > Ayla > Frog. Rubble huntin': Ayla > other fighters > mages. Giga Gaia: Marle > Robo > Lucca > Ayla > Frog > Crono. Shaking this down, Marle on top is obvious, Frog/Ayla lower down is too... the rest depends how you weight things. I'll tiebreak for performance against Giga Gaia, since despite the fact that you CAN cheap him out, he remains a legitimate threat, far moreso than the rest of the battles here.

1. Marle
2. Robo
3. Lucca
4. Crono
5. Ayla
6. Frog


Ocean Palace: A few notable randoms here. The Scout series is weak (OHKO-bait) to one element, mocks and counters all other magic, and are physical tanks. Taking them out with anything but fire/ice/lightning (usually ST, though occasionally MT is possible) is inefficient, so everyone but Ayla and Robo score pretty big points for speeding this process along (Marle and Frog less than Crono and Lucca because they replace each other). There's also Barghests, Thrashers, and Lashers, all of whom have some pretty good counters in certain circumstances, so you want to OHKO them. Everyone but Marle and Lucca can do this. Mind, if I'd had Mega Bomb by now (and I was close... learned it from the boss here in fact) then Lucca would be able to join the OHKOs, and in fact would be able to do some GT OHKOing to boot. Even without this, things aren't always so bad for the girls, since they can participate in GT unites (Antipode 2, Cube Toss) that frequently pull multiple OHKOs. Overall assessment of the characters in randoms is thus something like Mega Bomb Lucca > Crono > no-MB Lucca > Frog > Marle > Ayla > Robo (speed tiebreak for the last pair there).

Now for bosses. Dalton's a bit of a putz so won't mean much, although Crono/Marle/Lucca works well there since they have a magic triple tech (won't be dodged, only one counter per round). Golem Twins are far more of a concern, since the wrong approach can shred your party. As always Haste is a godsend, but Lucca may for once be even more important because no attack gets this battle more under control than Hypno Wave - hitting both means you win, but even hitting one allows you to control things far more easily. Robo still gets some points for Heal Beam, if fewer because Lapises now exist (common drops from randoms here); Ayla can charm a couple tabs here (and charm doesn't cancel sleep) which is nice, and also rocks out the damage curve. Crono and Frog at least provide elemental diversity, with Frog providing more because water is a better element to hit them with. Rough feeling about performance against Golem Twins is thus Marle ~= Lucca > Ayla > Frog > Robo > Crono. We can debate how much weight to put on each, but here's how I think things average out to:

1. Lucca
2. Marle
3. Crono
4. Ayla
5. Frog
6. Robo

First time Robo has been anywhere near this low! Guess he really didn't like the wrench that scouts throw into the dungeon and nothing else he has really makes up for this lack, unlike Ayla's charm and heavy hitting.


Blackbird: There's not much to say about the Blackbird, but I feel it deserves its own section. Anyway, as most are probably aware, you have to regain PCs by finding their stuff here. As most are also probably aware, Ayla is exempt from this. It's possible to have some trouble here with harder fights solo, Ayla pretty much gives you +1 PCs on what you'd normally have, so that's a pretty big deal. Also, for what it's worth, her Beast Toss combo with Robo is nuts and lets you... uh... kill Golem Boss faster or he'll waste your time. Only issue with Ayla is she's probably the worst PC against the randoms (they get MT OHKOed by ANY magic, which the other four all have) but being a warm body to distract hits is still important enough to top here. Aside from that, PC performance is too similar to care about; the bosses suck, and while Robo is notably good against them he's also probably the worst against randoms (speed) so whatever. This is just an excuse to say "bring Ayla".

1. Ayla
2-5. Everyone else.


Death Peak: Hey guys Magus MT OHKOs every enemy here! With good speed! Know who else does that? Nobody. Nice start for him. Ayla and Lucca have GT OHKOs against some formations (and Ayla's even faster than Magus), otherwise you're going to be using at least two actions or a unite (and I think Fire Whirl's the only one strong enough?). Not that this is the end of the world since the enemies don't counter. The Lavos Spawns are just "do 4000 ST damage as fast as possible" (there's no need to heal), Robo and Ayla do that best, Marle has Haste, Frog/Lucca are at least better than Magus especially when together. So Ayla kinda excels everywhere, Frog excels nowhere, and Magus is at least MVP against randoms. Man, somehow I have less to say about this than the Blackbird, the game definitely eases up some after the Ocean Palace.

1. Ayla
2. Magus
3. Robo
4. Marle
5. Lucca
6. Frog


Sunken Desert: Oh look, enemies with some durability who often appear in large numbers or well-separated, who don't counter. MT blitz go go go, and Magus is still by far the best at this. He combines with Marle for a reliable 2HKO of the field. Meanwhile, Lucca and Ayla can't really get in on this fun because all the enemies here resist fire, and Crono/Frog have trouble combining with Magus for a 2HKO, though I imagine a Magic Scarf + their good magic weapons would get 'em there. Not much reason to use anyone else. Retinite is a weird case, you mostly want to devote one PC to water magic, one to offence, and one to healing. Marle is the obvious choice for the water mage since she can, as always, buy you a bunch of extra turns with Haste, although Magus isn't a bad choice for his all-around stats. For fighters, Ayla is actually the loser here on damage (Rock Throw is blocked) though if Retinite walks in range for Tail Spin that's a great option since it can be used after another fighter (read: Robo's Uzzi Punch) at full damage. Regardless, Crono and Robo can still do more, but y'know what? She's not much worse, she's fast, and she can get a Speed Tab here. Robo can double as a fighter and a healer, which is nice, and Crono makes an okay fighter option too. Frog and Lucca lack much reason to show up here.

1. Magus
2. Marle
3. Ayla
4. Robo
5. Crono
6. Frog
7. Lucca


Ozzie's Fort gets done here and uh you know what who cares, joke alert. I guess stealing a Flea Vest is kinda cool.


Future sidequests: Mm, good stuff here. Geno Dome likes to swarm you with enemies, most notably on the conveyor fight in which you fight five straight fights against anywhere from 2 to 6 enemies. Sweeping them is the way to go, and again, nobody does this better than Magus. The enemies have a 33% lightning weakness, and his Lightning 2 is by far the strongest such attack, nearly one-shotting enemies (if you already have Sun Shades, it would be a one-shot) and letting anyone except Ayla finish form there, notably the forced Robo. This helps Robo not embarass himself in his own dungeon. Other two-man combinations can sweep here, namely Lucca with Ayla and possibly Crono depending on levels. If you have free time, and since she's fast you may, Ayla can get in and charm things for Elixirs. That's all there is to say about randoms! Bosses... couple decent ones here. Mother Brain largely rewards ST/GT offence, since the safest way to defeat her involves leaving a Display alive (you can beat her taking down all the displays, but it involves a bit more preparation because she gains MT silence and decent MT damage, so I'll reward the easier route). Same deal as always here, Haste is awesome, nobody else lags or excels too terribly on ST at this point since Magus has Dark Bomb, except Frog (although he can always team up with Marle, Glacier's okay). Son of Sun is somewhat more notable, since Flare can do pretty WTF damage for CT and he's got good speed. Marle takes the usual MVP status here, but I do want to stress just how important high MDef is in this fight; I found Frog who wasn't twinked for it a borderline liability (gave me a use for Life 2, though!). With that stat pretty much cheesing out this fight, it's hard to argue with a Marle/Lucca/Magus party, although you could swap one of Lucca/Magus (probably Magus, since the Taban gear does some spoilin' here) for Frog/Robo to get some better MT healing. Obviously fire absorb = lulz to this fight, though.

Overall... if you couldn't tell, Magus is clearly the best in randoms, and everyone else is borderline irrelevant, although Ayla should be used to charm things with the free turns she'll get before Magus + Robo sweeps (though if you find him too slow, you can use anyone else but Ayla to help Magus sweep). If you killed Magus then Fire Whirl 2 is your best option. Against bosses, Marle does that whole thing where she's just clearly the best choice, and since she can help Magus sweep if you feel you have enough Elixirs she can take #1 overall. Magus runs second for what he does to randoms, Lucca third for having cast-best MDef and being the necessary for a sweeping if you lack Magus, Ayla fourth for charming mostly. The remaining three aren't very specifically useful, though I'll give Robo and Frog nods for their unites with Marle that can negate a casting of Flare regardless of your MDef for that fight, giving Frog the nod for his higher MDef and speed.

1. Marle
2. Magus
3. Lucca
4. Ayla
5. Frog
6. Robo
7. Crono


Cyrus' Tomb: Short one here, but the randoms aren't so incompetent for it to be irrelevant. They have decent 4-digit HP and counters. Unfortunately they also take 2x to fire. Guess what this means? Magus OHKOs 'em. If you do this quest a bit earlier he'll miss the highest-HP dudes, but a magic boost pushes him over the edge, and with his good speed, it's hard to argue with his performance here. There are decent items to steal so Ayla might as well be your second, and your third can be whoever the hell you want. I do have to give a nod to Lucca, though, for two reasons: she's the only one besides Magus who can pull OHKOs (she's just slower and needs either Flare or Sun Specs), and because right at the end of the dungeon there's a couple fights against Bases, who are physical immune and have what is effectively four-digit HP. Flare's the only thing that brings them down in one hit, but they DON'T counter so you can just sweep them with Magus + Lucca/Marle if you want. Specs on Magus would let Robo or Crono finish, too.

I see little reason to use a party beyond the three I've mentioned, though I'll give a nod to Crono because he could conceivably have Luminaire by now and would then be able to play the same role Lucca can, followed by Marle because her higher magic lets Magus complete his 2HKO to Bases more easily.

1. Magus
2. Lucca
3. Ayla
4. Crono
5. Marle
6. Frog
7. Robo


Rainbow Shell quest: Randoms here are a step up. Mostly because they actually have some speed, unlike almost everything else in the game! So sweeping them is actually a bit more demanding than normal. Anyway, you'd think that, after the last two dinosaur-themed dungeons made lightning awesome, that this one would continue the trend, and you'd be totally wrong, as the lategame anti-lightning bias starts here with the most common enemy in the dungeon absorbing the element and another countering it specifically. You might think Gigasaurs would call for it, but unlike their predecessors they have bad MDef (albeit physical immunity). There's another enemy here who halves physicals too.

Despite the speed of the enemies, thus, Lucca is the big winner here. Enemies have good enough durability/counters to call for the damage she can deal, and indeed, Flare can bring down all but one enemy in this dungeon in a single hit. The caveat is that Lucca may need a couple Speed Tabs to outspeed everything, along with the Taban Suit and a Dash Ring. Fortunately for her I consider this fully reasonable. No other character can do this unless you've powerlevelled Magus. Granted, double techs are another option, but guess what, the only MT double techs that are good enough here involve... yep, you guessed it. Fire Whirl sweeping is actually a notable option if you don't have Flare yet. The best way I can see to sweep things that doesn't involve Lucca is the Twister triple tech, and this feels an inferior option because it takes 3 actions, leaving you no turns with which to steal (some nice stuff here, hi Megalixirs and Ruby Armors) or deal with Winged Apes.

Winged Apes are the token magic spoiler of the dungeon, as even Flare/Fire Whirl/Twister will be lucky to notch a 2HKO here. Fortunately their Def is a little suspect. Robo can take them out in one hit unless his HP gets messed with, as can Ayla if you've learned Triple Kick (I have not). With Sun Specs, Rock Throw and Confuse also work (provided Crono has the Shiva Edge in the case of the latter). So the optimum party here likely has Lucca and Ayla, with the third being a judgement call between Crono and Robo depending on a few factors. The other three really don't offer much here.

Then there's the bosses. With the moves I had available, the party of Marle, Robo, and Lucca shines. Marle hastes everyone up while the two best damage-dealers unload their stuff. Marle can heal Robo/anyone else if needed (only for Yakra XIII, Rust Tyrano just growls like a chump and Robo flashes his Vigil Hat) and join in for Antipode 3 if not. Boom. This strategy easily destroyed Tyrano before he could get his breath attack off and made short work of Yakra as well. Ayla's a consideration here if she has Triple Kick, the other three are just "why". So, overall, Frog and Magus are the two who lack any reason to be used throughout all this (although I'll give Frog utility against Yakra as a tiebreak), Marle/Crono are situational, and #1 is very, very obvious.

1. Lucca
2. Ayla
3. Robo
4. Marle
5. Crono
6. Frog
7. Magus


Black Omen through to TerraMutant: Final dungeon time! I'm splitting it in two because the last bosses (Lavos Spawn and Zeal) are fought in a pretty unique way that deserves its own section (and you might want to fight Zeal three times), so this section focusses on the randoms.

Kay. Things hover mostly around 1800-2800 HP now. Blah blah, some things have scary counters, blah blah speed doesn't completely fail. Most of what applied to Giant's Claw applies here. Three different randoms decide that spoiling shadow and lightning is an awesome idea (and one of them weaks fire for giggles), leading to massive elemental imbalance. Which is silly because Lucca's Flare is the hardest-hitting tool at your disposal regardless. Armed with PrismSpecs, Lucca can one-shot everything in this dungeon except Goons and Flyclops, and with the Taban Suit and some Speed Tabs, she can do it before anything moves. If you nab the Magic Tabs from Aliens and feed them to her, then she ices Goons as well.. but even if you're not willing to do this, she lowers them low enough that Magus, Marle, or Frog can finish them off. Ditto Flyclops, for the most part; Antipode 3 will ground them in one go, magic quartering be damned, or Flare + something from Magus. They can also be picked off with singletarget physical attacks well enough.

Can anyone else match what Lucca does here? In a word... no. Lucca has sole possession of all multitarget attacks powerful enough to sweep this dungeon that aren't lightning or shadow. Randoms as a whole got almost no turns with this setup. It's not even just a matter of multitarget being good; her damage is as good as anyone else's singletarget (Robo can't use the PrismSpecs because he still needs an earring to get maxed crisis). However, one PC may match her indirectly... and of course, that's Ayla, because of Charm. Snagging Nova Armors is nice, snagging Megalixirs from Ruminators is better, and she can load up on all three types of tabs here. Goodbye, importance of base speed, as everyone in your main party can hit 15-16 easily! Hello, damage boosts. It'd be better if there was more game left, but this is still a nice boon. Twinking Ayla for 16 speed and Lucca for 15 allows you to pretty much mash through the dungeon with Charm and Flare, collecting goodies and wasting everything before they get a turn. Good stuff.

Three bosses to note, all fragile. MegaMutant sucks and just teaches you that status immunity is good if you didn't know it yet. The other two are more interesting because they're both physically immune. Lucca once again is the best at blasting them into pieces, but Marle, Magus, and even Crono all deserve an honourable mention, especially as Magus FINALLY learns Dark Matter from the high TP gains of this dungeon. The mages' score double points for their high MDef crippling the bosses' offence.

1. Lucca
2. Ayla
3. Magus
4. Marle
5. Crono
6. Robo
7. Frog


Lavos Spawn and Queen Zeal: The last bosses before Lavos. Notable mostly because both of these bosses make you pay for using multitarget, and both of them have a tempting steal or two. Oh yeah, Zeal also has two other bosses chained into her, which does affect things somewhat. As mentioned, you may be fighting the Zeal chain up to three times if you're a compleitionist or want multiple sexy Prism Dresses, so I felt as a whole this section weighed heavilly enough to get its own section. Plus, the Black Omen really deserves to be split up due to its size in -some- way.

Let's get things out of the way: Ayla auto-tops here. Not only is she at worst the second best ST damage-dealer, but she has Charm. Assuming you got the helms from Melchior, a Prism Dress for the final battle is a massive boon; a second Haste Helm is nice mostly for Zeal, though also has uses against Lavos if your levels are high enough to absorb the MDef hit from equipping one. There's also a Safe Helm if you feel like eating a mean counter from the Lavos Spawn and are willing to trade status immunity for ability to survive Grand Stone better. This one probably isn't worth it at this point, but it's there. More Prism Helms are strictly so you can outfit your entire party, which isn't necessarily practical.

Otherwise the battles mainly focus on how much ST damage you can pump out. Haste is actually unusually unimportant for these fights, because Lavos Spawn is fragile and Zeal has no status meaning you can safely use Haste Helms. Still, even hasting a third person isn't a bad idea for Zeal, and she can help out with Twin Charm to reduce the chance of some annoying counters. ST damage involves Robo as king (although he may need healing support if he's unlucky), with Ayla as a notable runner-up. Crono is third, though Frog and Lucca can also combo with Ayla well enough to match him, as can Marle against Zeal (though not Lavos Spawn). Magus... well, he gets unique dialog and superior music against Zeal! But sadly, that's not a very good objective reason to actually use him. Pah. He's extra bad against Lavos Spawn where he's literally stuck using physicals; Zeal he can target with Dark Bomb.

Mammon Machine throws a little wrench into the "smash ST as hard as possible" ranking above, because most of the ST already mentioned is physical, and Mammon Machine kinda mocks that. So if you want him dead dead dead quickly, you'll want magic. Which mostly means you'll want Lucca, because she doesn't suffer much against Zeal (good GT/ST combos with Robo and Ayla in Double Bomb and Blaze Kick). It puts Crono in the running somewhat too, and Magus to a lesser degree (better against Mammon, worse against Zeal).

How this shakes down overall feels... clear enough. Ayla top for stealing and good ST, Robo second for even better ST, Lucca third for the best magic and okay ST, Crono's an okay all-round option, Magus a slightly inferior one, Marle manages to not be last because she can haste herself (and someone else if you only have one Haste Helm) and Frog... well uh, Masamune healing hype against Mammon Machine? Maybe?

1. Ayla
2. Robo
3. Lucca
4. Crono
5. Magus
6. Marle
7. Frog


Lavos: Getting his own section! Obviously this guy's the big bad so you should care about who you use here. Before talking about him, some setup notes...

-Lavos has a few extremely hard-hitting magical attacks by the game's standards. Having less than about 80 MDef gets you OHKOed. Having less than 90 may mean you take lots of damage and is sub-optimal, and also means that you can still be one-shotted by Crying Heavens. This is largely okay; although the non-mages all have only 70-80 MDef at endgame levels, characters can cover up MDef well at this point with Prism Helm (+9), Moon Armor (OPB/FAQ-bait) or Zodiac Cape (+10), and Wall Ring or Flea Vest (+10 or +12). However, this does cut in to what equipment options you have here.

-Further cutting into these options is the fact that Lavos has some very nasty status attacks at his disposal. The worst is Obstacle (MT chaos) which you are virtually guaranteed to see, but Spell can also be hard to avoid seeing and ruins your day too. Various helms (inluding Prism), Nova Armor (male only, no MDef) and Amulet (OPB) are your only real options for stopping this.

This mostly means that using Haste (or Safe) Helms here is pretty suspect. You'll pretty much have to use the other two equips to cover status immunity and MDef, respectively. Just about the only character I can see recommending one for here is Magus, who can use the Nova Armor and maintain his high base MDef well. That's certainly a point in his favour. Other characters -can- get away with it, but at a cost of an accessory slot, and there's plenty of valuable ones flying around by now.

Now, Lavos himself. The first form has two arms with ~10k HP which you want to bring down around the same time, as they get scarier when alone, followed by a 20k HP body which can be blitzed with whatever. MT obviously gets a shot in the arm for the first part. Lucca is terrific here because Flare is unmatched MT damage and high-end ST. Robo has the best ST if you can keep his HP at a nice value, while Ayla is, along with Lucca, the best at consistent damage. Magus is the runner-up for multitarget.

Final Lavos features a 2000 HP Lavos Bit who absorbs all elements. You want to take this out run away lest it get off Protective Seal, and taking it out immediately also gets the core's defence down as soon as possible. One shot from Robo takes this out nicely as all parts of Lavos skip their first turn, with other options including Ayla (may need an accessory) and Crono (absolutely needs an accessory, probably Prism Specs). After that, you start tearing into the remaining two parts, killing Centre Bit before it does much and then raping the core with its defence down. A decent offence will kill Lavos before he can get his defence up again (although you may need to take a turn out to one-shot the Lavos Bit a second time if your party isn't fairly optimised). MT does get slight bonus points here as there will be a window where you're attacking both Centre Bit and Core, but not a large one. So Robo is the top damage-dealer easily (once the two bits are dead nothing will touch his HP), again with Ayla and Lucca as runners-up.

What about utility? Well, it's pretty obvious that Haste is going to be useful here again, and it is, allowing other characters to maintain their superior defensive gear so you don't have to worry about exploding while you kick Lavos around. Protect and Shell get no such hype because items can replicate them, if you want. Life Line is the other main utility I'd hype, though this forces a very, very speific party. Still, it lets you live through any nonsense Lavos does pull if your levels are low, and with four dangerously powerful MT moves floating around. This is a fairly minor point to me and mostly serves to keep Crono clearly out of last place here (since I think Magus' easy ability to wear a Haste Helm is worth more).

I have trouble sorting the top four. I kinda feel like Ayla's the least worth deploying, but at the same time, her exploits in the final dungeon are what make a Marle/Lucca/Robo party here so viable. Marle varies from the least useful of these four to the most useful depending on your level, and how viable you think Haste Helms are. Robo simply does the most damage overall, though Lucca does help blitz through some of the more dangerous parts of the battle. Ah well. I'll be consistent with my stance that doing better at lower levels is more important, so Marle top, and I can't ignore just -how- good Robo's damage is without even taking a Prism Specs, so he's second. I'll put Ayla over Lucca for the aforementioned stealing, without which this party would probably feel a bit too slow. And there you have it:

1. Marle
2. Robo
3. Ayla
4. Lucca
5. Magus
6. Crono
7. Frog


And that's it! Although I won't be specifically doing further analyses, I do want to talk about the party as their levels rise and on NG+. First of all, actually hitting Level 50 means a big spike up for Robo, as he can now hit 999 HP without an accessory. Hello, nearly 5000 damage with Prism Specs. This is insane. At this point, along with higher levels and more speed tabs negating his only stat weaknesses, he takes over as the #1 PC pretty easily. Marle starts to fall off pretty badly, no shock there - everyone maxes MDef and Haste Helms become more practical. This Haste Helm thing indirectly helps all the guys, who an equip Nova Armour and still have an accessory slot to block statuses, but only so much - not everything uses status, after all. Crono in particular starts to rise a fair bit with -repeated- NG+ because he has the highest tech multiplier in the game, so Luminaire will eventually eclipse Flare by a bit. Ayla maintains the second strongest physical game forever, Magus falls off further as he loses his stat advantages (magic/speed/MDef), Frog... sadly, never really amounts to much. At a certain point I imagine the scale eventually becomes Robo > Crono > Ayla > Lucca > Magus > Marle > Frog, but this may be well past the point of any comparisons being at all practical.

32
Godlike:

Wren (PS4) vs 3-Kefka (FF6)
Tir McDohl (Suikos) vs Lulu (FFX)
Nate Nanjo (Pers) vs T260G (Saga)
Arc (AtLC) vs 2-Souji Seta (Pers4)

Heavy:

3-Red (Saga) vs Rudy Roughknight (WA1)
Fujin (FF8) vs Renee Kearse (MK)
Zeikfred (WA1) vs Nash Latkje (S3)
Kane (SF1) vs Reid Herschel (ToE)

Middle:

4-Typhlosion vs Selma (S4)
Fubar (S3) vs Dekar (Lufia 2)
Aigis (Pers3) vs Bart Fatima (XG)
White Rose (Saga) vs 2-Mathias (S5)

Light:

3-Joker (S3) vs Ward Zabac (FF8)
Liz (WA2) vs Ernest Raviede (SO2)
Zegai (S5) vs Toppo (S3)
Kain Highwind (FF4) vs 2-Kasim Hazil (S1)

33
Discussion / Elfboy's 2010 Game Retrospectives
« on: January 06, 2011, 04:33:48 AM »
Sorta inspired by CK, end-of-year lists are fun! Basically, I'm looking back at every game I either played for the first time, or played fully for the first time (so a 2-hour foray a few years ago doesn't count) in 2010. They'll be reviewed in order of how much I liked 'em, starting with the worst.

EDIT: Oh yeah, I'll post one a day, most likely.

EDIT2: People are free to comment and such if they wish to! This is the discussion forum after all. :)

34
RPG Stats Forum / Saga Frontier: Comprehensive PC stat topic
« on: December 06, 2010, 05:50:12 AM »
Yep. After a couple months of digging through the mechanics guide and debugger thread on GameFAQs, about half a dozen other Saga Frontier FAQs, building spreadsheets, and doing testing, it's finally done: A Saga Frontier stat topic that finally delivers both precise stats and damage. Status tests still need to come, and there's a very good chance I'm going to hold out for some more information on how they work rather than try to figure them out myself; due to Saga Frontier's delightful penchant for having similar-seeming attacks use completely different formulas, I'd rather not guess the wrong enemy to test on and have to redo everything once I know better. Then again, if I have a lot of free time and you all ask nicely (and/or if it's relevant for a DL match), then it might happen.

Incomplete though this is, this is probably the most difficult stat topic I've ever had to put together, in terms of the sheer scope of things I had to draw on. I won't even pretend that I deserve all the credit for this. Special thanks in particular go to...

-Zaraktheus, who wrote the BMG that made so much of my understanding (and enjoyment) of the game possible. Between that BMG and all his posts on how the game works on GameFAQs, it's no exaggeration to say that without him, this topic does not exist. Zaraktheus, if you ever read this: you are awesome.

-Meeple, who made the original stat topic. His own damage tests gave me a great starting point. Also wrote one of the many FAQs I referred directly to when making this stat topic (armour defences!).

-Djinn, who made the second stat topic. Although it had fewer numbers for me to draw on, he did give me two very important ideas: an effective way to interpret monsters fairly and uniquely in the DL, and the idea that human stats could be calculated using the stat growth formulas and increasing enemy strength.

-Super, who eagerly did all sorts of testing to help me out with this and generally offered a lot of encouragement and sounding out of ideas.

-Laggy, another major person I bounced ideas off while making this. Also for being another man crazy enough to make a Saga Frontier stat topic.

-Neph, who pointed me to the Japanese Sakura Saga Frontier website which has all sorts of highly valuable information, particularly on obscure yet important details such as monster defences, and helped me translate a couple things that Google wasn't up to the task of.

-Ciato, whose copy of the game I played, and without her infectious love of the game and her knowledge which often pointed me in the right direction if I got lost, I'd very likely never have stuck with the game long enough to get to that magic point where the game hooks you and doesn't let go. :)


Anyway, enough rambling! We're still some 20k from the actual characters, but hey: here's some pertinent stuff about how this topic was assembled, and how the game works.

Averages up top!

Since they're the trendy thing to have.

Damage: 2499, give or take ~200 (6248 kill point)
Speed: 77.8 (13.7 standard deviation)
HP: 720
VIT: 61.0
Defences: Slash 62, Pierce 67, Blunt/Fire/Ice 64, Electric 52, Force/Status 56


Assuptions and Explanations

Saga Frontier is certainly a messy game in the DL, as its seven-year history can attest to. There are many ways to build characters, regardless of their race. As such, some assumptions will need to be stated.


What the stats do

HP: Even Saga Frontier doesn't try to make THESE complicated! Or so I thought. One note: higher maximum HP makes the healing spells you cast more effective. Don't try to make sense of this, it's Saga.
STR: A factor in physical damage, particularly important for unarmed attacks.
QUI: Speed. Makes you act sooner in the round, also increases the chance that enemies will "miss" you with attacks (miss chance isn't very significant with most attacks, however).
INT: Mostly determines chance to learn gun abilities and magic, or in mecs' case, the number of abilities they can set at one time. It's also a minor factor in the effectiveness of magic damage, buffs, and healing.
WIL: A major factor in the damage dealt by magic and guns, and a minor factor in the effectiveness of buffs and healing. Also known to raise hit rate of some status attacks.
PSY: A major factor in the damage dealt by magic, and a minor factor in the effectiveness of buffs. Also known to be a defensive stat against some status attacks.
VIT: Saga Frontier's univeral defensive stat, reduces (almost) all damage received. Also determines the effectiveness of regeneration.
CHA: Affects the hit rate of some charm effects, and is a minor factor in the effectiveness of buffs and healing.
WP: Weapon Points. Non-magic abilities cost these. Costs will be listed in parentheses.
JP: Magic Points, effectively. As WP, but for magic abilities.
LP: Life Points. Every time a character's HP falls to 0, this drops by 1, and if it drops to 0, the character becomes unreviable until visiting an inn. Not DL-relevant, although one character can LP-drain herself to death in a theoretically stupidly long match with one of her abilities.

Defences: Although the game is only nice enough to show you one on the status screen, Saga Frontier has 8 different defensive stats, used against different elements. They're much more effective than VIT at reducing their appropriate type of damage. Unlike other stats, characters have no innate defences, and get defences entirely from their equipment. Monsters, however, have secret, hidden equipment which depends on their current form, so they appear to have base defences.


Primary Assumptions

All characters are taken on the quest that is most favourable to them. Characters notably affected are Fuse (joins much later on anyone's quest but Red's), Slime (has a much weaker claim to a "competent" form on any quest but Red's), T260G (gets a much more powerful body and associated abilities on her own quest), and Zozma (joins much earlier on Emelia's quest than Asellus').

Damage was tested on enemies who take damage in a roughly average manner compared to other Battle Rank 9 (endgame) monsters. Most damage was specifically tested on the Chimera (except fire and force attacks) and Kraken (except pierce and blunt attacks).


Abilities

The DL seeks to highlight what is unique about characters, and this stat topic will do the same.

To do so, an important disclaimer: nobody will get any ability just because they're a member of a certain race. All humans want DSC and MindHeal. All mystics want GriffithScratch and MagicHeal. All mecs want SelfRepair. All monsters want MightyCyclone (and LifeRain in a team match). Unfortunately, unless they have a unique claim to it, it's not happening. This is a bit of a departure from Meeple's stat topic which allowed all mystics all the mystic absorb skills, and all mecs all mec skills, for instance.

So, here's what people do get!

Humans:

Humans have 8 abilities they can set. Setting 6+ physical abilities and no magical abilities lowers the WP cost of all abilities by 1, but also lowers their damage slightly (except gun moves). Setting 6+ magical abilities and no physical abilities lowers the JP cost of all abilities by 1, and similarly lowers their damage slightly. I've assumed characters don't have this "mastery" in the DL (although for mages, since I can calculate their damage directly and more easily, I'll list damage with mastery in parentheses). Note that Asellus' mystic weapons count as neither magic nor physical, so they do not count towards the 6+ but nor do they block mastery.

Humans have the ability to learn sword moves, gun moves, fist moves, and various magic spells. In general, starting with one skill means you have a claim to learn the rest in that category. For magic, it means you have a claim to learn the remaining spells from the magic schools you start with. This is justified because in-game, using a gun move helps you learn gun moves, and so on.

Magic is a little hairier because of the "gift" system. Basically, you can't learn more spells unless you have the gift. However, in the vast majority of cases, characters who start with spells of a school have the gift for said school, and vice versa. There are a few grey area exceptions:

-Asellus starts with no mystic magic, but has the gift for it (and is the only human who can get this gift). I am currently undecided how I feel about this in the DL. (Fortunately it doesn't matter too much, mystic magic isn't great for a Heavy/Godlike.)

-Mei-ling starts with light magic spells, but no gift. However, since it is trivial to get the light magic gift for your entire party (while getting the spells costs money), I definitely do allow her to use endgame light magic.

-Doll has mystic magic and dark magic but no gift for either. Thus she has no claim whatsoever to the gift-only mystic magic. What she is interested in is the storebought GlassShield, which she also gets if you load system data, so you might have mercy on her. Or not! Her claim to gift-only dark magic is similar to Mei-ling's to Light, although the gift is a bit less trivial to get (still pretty trivial if you know what you're doing).

Three characters - Asellus on her own quest, Emelia on her own quest, and Lute - all start with no skills whatsoever. However, on their own quests, Asellus/Emelia get "training" with a sword and gun respectively, and on other quests, they join with sword skills and gun skills respectively, so the game is making pretty clear how they should be built. In Lute's case, loading system data (sort of like a mini-New Game+) gives him some sword skills, and he does start with a Knife in his inventory, so he has a weak claim there.

Red starts with fist skills, and also has his totally unique Alkaiser abilities. His unique RaySword (Alkaiser's weapon) can also let him learn sword abilities, so he has some claim to those, too. Some have talked about the sword skills not being legal, or only allowing those learned directly from RaySword itself - your milage may vary of course. I'll note specifics in Red's entry. One other important note on Red is Alkaiser itself. Red's final and most important DL skill is Re-Al-Phoenix, an ability he obtains (if certain requirements are met) in the second to last battle. By this point in the game (the final dungeon), Red is forced into Alkaiser for every single battle. As such, I take him as initially Alkaiser in the DL, meaning no AlkaiserChange (which can never co-exist in-game with Re-Al-Phoenix). He likely prefers this anyway.

Asellus also has a weird claim to mystic absorb skills, under the argument that they're unique to her among humans. However, she does share them with the eight mystic PCs, so this is certainly a shaky claim. Of course, she has a clear claim to her mystic weapons and MysticalChange itself.

Characters with sword and fist abilities face an additional complication: they are not "talented in all sword/fist abilities (nobody is). In general, without talent in an ability, the ability is harder to learn... often much harder. I generally don't allow abilities a character lacks talent in. However, since it is certainly possible to "brute force" learn these abilities, I do make an exception, and allow anyone who only trains in ONE weapon type (so swords only, or fists only) exactly one extra ability from their weapon type, the logic being that you can usually get that one with all the extra time you have spamming that one weapon type. It's also a bit of a bone to toss to characters who only have one weapon claim.

Mystics:

Mystics can set only 4 magic spells as abilities (so they can't get mastery) and also have their 3 mystic weapons locked. Additionally, Dr. Nusakan and Mesarthim have locked equipment which grants them unique abilities (itemcasts do not count towards the limit of set abilities, it's just that nobody else has any unique ones). Mesarthim further has access to Cockatrice, an itemcast off a storebought sword which requires the caster have the StasisRune spell set, a spell she has a unique claim to (along with Blue) in the DL.

Mystics work the same way humans do for magic (they can't learn gun, fist, or sword skills) and have similar claims. Again, there are a couple characters who start without gifts but do have starting spells:

-White Rose is in exactly the same boat as Mei-ling and the same comments apply: her gift spells are clearly legal in my opinion.

-Dr. Nusakan starts with both a dark and arcane magic spells, for which he lacks the gift. Dark gift is easy enough to get if you know what you're doing (and doesn't matter too much), but the arcane gift requires a major investment of doing four different dungeons (which granted, you might be doing anyway). I consider his claim to further arcane spells quite shaky and am undecided. And unlike most of the other magic interp-splits touched on so far, this one is a BIG DEAL - Shield and especially Tower are ridiculously important spells in the DL. Fortunately they don't affect the damage average!

Otherwise, mystics are pretty straightforward. As per the initial assumptions, I do not allow them the skills from mystic asborbs. I suppose I could be talked into allowing Ildon, Rei, Silence, and Zozma skills from their initial absorbs if they don't delete them for Suzakus, but I somehow doubt they'd want to do this anyway - all of those have mediocre stats and abilities of minimal use.

Mecs:

Mecs can set a certain number of abilities that is based on their INT, but ranges from 2 to 8.

Mecs can download a host of different abilities from defeating enemy mecs; these are not unique to the individual mec in any way and thus are not legal. However, all mecs have a list of abilities they will learn naturally, although they too can only be learned after defeating enemy mecs. These lists are unique to each mec and thus are DL-legal. T260G, on her own quest, can change bodies and thus gain access to the download lists of all other mecs. However, for the purpose of this stat topic, T260G only has access to the mec bodies unique to her: her initial body (TYPE1), the TYPE7 body (no other PC mec has access to this), and the OmegaBody. The latter is certainly the most useful and alone has almost every useful skill for T260G in the DL on its download list.

All mecs also of course have access to certain abilities granted by their locked equipment.

Monsters:

Monsters can set 8 abilities. Unlike other races they can not remember abilities that are not currently set, so if they want to learn a new ability when they already have 8, it replaces an existing one.

Somewhat like mecs, monsters can absorb abilities from other monsters (which fortunately for them are far more common). However, like mecs, these are not seen as legal, and unlike mecs, they have no other way to get new abilities. So... basically, they're stuck with what they start with.

A ripple enters the picture here: in order to get access to new forms, monsters need to learn (and keep learned) new abilities. In order to allow monsters to "level up" and gain access to forms more suitable to endgame, thus, SOME new abilities need to be learned. How the claims to these forms, and thus, these abilities, work, will be explained in the section on assumed DL stats, next. Discussing it in chat, there's some debate as to whether the prerequisite skills for the DL-legal forms are themselves legal in the DL, so they will be listed, but marked with a star. Surprisingly, none of these prerequisite skills are a monster's best damage, so averages will not be affected.


Assumed DL stats

In order to hammer down stats, a big decision must first be made: how long is a playthrough of Saga Frontier? After some discussion, I decided to go with the figure of 250. The reason this particular round figure is chosen is it is high enough to allow the player to reliably reach Battle Rank 9, and thus fight what are seen as "endgame" enemies, such as Chimeras, Dullahans, Suzakus, and Krakens. This is important because these monsters are assumed in order to give humans a decent chance to learn endgame abilities like Lifesprinkler, for mystics to have their endgame absorbs, for monsters to get some abilities they may need for their monster forms, and to have enough money to afford what I view as endgame equipment. It also feels like a decent estimate for a playthrough that features a good number of sidequests completed, though not necessarily all.

Note that some players play faster than this. However, a few common practices also work about as well as simply fighting more battles. One is loading a game with system data, which essentially cuts 32-48 battles off what is needed (since you don't fight earlygame scrubs and start on more competent enemies immediately, and also start with higher base stats). Another is spending more time fighting in areas such as BioLab and Yorkland Swamp, which have much more powerful enemies than other areas. A few final dungeons are like this, too. Fighting more battles here can make up for fighting fewer battles overall, in general.

Humans gain stats based on three things: their innate stat growths (though these barely matter), the strength of the enemies they are fighting relative to their current stats, and the type of action they choose in battle. Calculating these stats is something that needed a spreadsheet which accounts for the increasing strength of enemies as the game goes on, and so, of course, I made one. It has several tens of thousands of cells in it, but I'm pretty confident in it (if you're really interested, ask me and I'll send a copy your way). Note that choosing sword moves one battle, then magic the next, or choosing both swords and magic in two consecutive battles, will have the same effect: the growths will be the average of the growths allowed by each learning style. Saga Frontier growths are semi-random, and can be influenced by a few other slightly random factors (such as exactly what enemies you fight, and whether you use stat boosts/buffs in-battle) but for the most part these aren't too signifcant unless you do something silly like transform Red or Asellus in a majority of random battles.

Note also that stat-boosting equipment actually slows stat growth, so humans only equip stat-boosting equips in the DL (and presumably in-game, against bosses, since one or two fights makes little difference). Alkaiser also shuts off stat gains entirely, and Red does spend the last ~40 battles in that form, so his stat growth is cut off at that point (he doesn't care, since RaySword's stat boosts are stupid).

Mystics gain some stats similarly to humans (HP, WP, JP, CHA). Their other stats, however, are based on what monsters they have absorbed in their mystic weapons. All mystics are assumed to have absorbed Suzakus, an easily available endgame monster with balanced, high stats across the board.

Mec stats are based entirely on their equipment, so to understand what's allowed for them you should really just read the next section! Note that because of this, mecs can change their stats fairly drastically at a whim by changing their equipment (though only between battles) and if you give them free rein to do so they are extremely versatile in the DL.

Monsters are tricky. With the exception of Kylin and Suzaku, all start in earlygame to midgame forms. In order to let them "level up" and actually appear like an endgame monster, they had to be given endgame forms. But which? Credit goes to Djinn for this idea: he suggested that monsters be given forms which include, as a prerequisite, at least one skill the monster already possesses. In other words, monsters get endgame forms that their initial skillsets give them a unique advantage in unlocking, compared to other monsters. Monsters still need to absorb more skills to get these forms, usually.

However, some monster skills are too tricky to get. Rare skills are absorbed at a 3% or 6% rate, usually from just one or two monsters in the entire game. These skills are not considered. Only 23% and 68% absorb skills are considered, and for RedTurnip, who joins incredibly late, only 68% absorb skills are considered. One exception is Slime, who is given a skill which is a 100% absorb from a boss (Berva, on Red's quest).

In the case of Kylin and Suzaku, due to Saga Frontier being the lovable glitchy mess that it is, their starting stats are actually not the same as the stats of the forms they are in should be. The glitch is corrected when they transform into something else and back. Since they will inevitably do so in-game, they are considered to have their "fixed" stats.

Finally, all monsters additionally level up by gaining 4 HP each time they absorb a skill they have never absorbed before (note that some monsters are considered to have "pre-absorbed" skills they don't start with some time in their past, however). They are assumed to do so in the DL, even if most individual skills are not legal. Monsters are assumed to absorb a new skill in 30% of battles. If this would get them above 75 absorbed skills, then the average of the resulting number and 75 is taken (since the more skills a monster has, the harder it is to find new ones). This results in numbers which fit my in-game experiences.

Finally, for humans, mystics, and monsters, the number of battles they fight is of course significant. Characters who don't join at the start of the game are thus at a disadvantage. For humans, this is basically entirely moot; no human joins particularly late, and joining slightly (e.g. up to 50 battles) late does not significantly impact a human's or mystic's stats due to how Saga Frontier stat growth works. To give you an idea, even TimeLord, who is assumed to join 125 battles in, is only about 20 HP down of where he would be if he joined at the start.

However, for monsters, every battle counts (missing earlygame battles actually tends to mean missing some skills forever) and some mystic PCs (I'm looking at you, Princess Rei) join late enough to really impact their stats. As such, treating the game as 250 battles long, I have assumed that each PC listed below joins after the following number of battles are already complete:

Zozma: 100
TimeLord: 125
Ildon: 150
Rei: 200

Cotton: 10
Slime: 50
Sei: 75
Suzaku: 100
Kylin: 125
RedTurnip: 200

Post-Dark Labyrinth PCs are not happy, and Zozma is overjoyed Emelia's quest exists.


Equipment

Some well-known glitches aside, money doesn't precisely grow on trees in Saga Frontier, and some endgame equipment is expensive. Fortunately, most quests supplement equipment somewhat with good stuff from the final dungeon, which eases the cash crunch somewhat. Otherwise, although I took a fairly generous line with storebought equipment, I felt I had to place a cap somewhere, namely:

-Each character has a 15000 credit budget for equipment, and
-No more than 7500 can be spent on any one piece (which mainly serves to make the obnoxiously spoilerific WonderBangle illegal).

The 15000 figure was arrived at as being a nice round number that allows one common equipment set that has been talked about on Saga Frontier characters in the DL: an endgame sword or gun (~4000 credits), second gun for TwoGun (~300), shield (500), PoweredSuit (5200), and BloodChalice (4000).

Otherwise, initial equipment is allowed, but initial accessories tend to end up worthless for a few reasons (mystics have better things to put in those slots, humans see their stat growth get slowed by keeping them equipped), so they aren't considered. Other initial equipment matters little, but a couple mystics do start with ShadowDaggers (which have a small PSY boost) and a few mecs start with circuitboards, which allow them to use Shoot-All (not that I've really tested Shoot-All much thus far).

Also, for general limitations: humans and mystics can each equip four "hand" equips (swords, guns, shields, and battle items, though the latter aren't legal). Weapons granted by spells (LightSword and RaySword) don't count towards this. They can also equip up to four defensive equips, though no more than one of each type (armour, clothes, gloves, boots, helmets) except accessories. Equipping a suit (PoweredSuit is the relevant one) counts simultaneously as an armour, glove, boot, and helmet, so it can not be equipped simultaneously to any of those. Mystic PCs all have one forced equip, and in all but two cases, this prevents mystics from using PoweredSuits, which is unfortunate for them).

Mecs are not bound by these rules and can equip almost anything, including multiple armours or suits, for instance. They have a number of free equipment slots determined by the mec, but usually 5. In addition to everything humans and mystics can wear, they can also equip circuit boards, but none of these are storebought and the initial ones are probably only useful for Shoot-All.

One type of equipment that deserves special note is the shield. Shields in Saga Frontier are very useful. There are two storebought ones:

-The Buckler, which grants a 32% evade rate against slash and blunt attacks, and
-The ShellShield, which grants a 25% evade rate against slash, blunt, and pierce attacks.

As far as I can tell these two options are basically balanced as defaults. Importantly, however, the evade granted by shields is only valid if the PC takes certain actions. Thrusting sword attacks, attacks which require two swords, and all "throw" attacks except DSC (for fist-users) all make the character unable to use a shield for that entire round, both before and after the attack itself takes place. Additionally and unfortunately, so does all magic, so shields are pretty much only useful for fighters, and fighter/mages can't use them while they spend time healing, for instance. Strangely, TwoGun does not disable shield use.


Saga Frontier elements and damage types

It wouldn't be Saga Frontier if it weren't confusing!

First of all, Saga Frontier does not have physical defence in magical defence in the traditional sense. Instead, it has one universal defensive stat (VIT) and then individual defences against different elements which have a much larger impact. The elements are:

Slash
Pierce
Blunt
Fire
Ice
Electric
Force (a catchall for "non-elemental" magic, typically)

There's also status, but that is, predictably, used only for status attacks. (And not all status attacks even check it.)

Attacks can have multiple elements (but always at least one), and if they do, they always count as the best element against any target.

PC armour will be listed with these 8 elements, in this order. Since a few different sources use different orders, note that I use the same one the game uses, and in particular, Pierce comes before Blunt (which IIRC is different from Meeple's FAQ).

In particular, this means that the line between physicals and magic in Saga Frontier are blurred, and it's unclear which attacks should hit magical or physical defence in the DL. I've assumed the following:

-Saga Frontier has a variety of attacks classed as "magic", vulnerable to PsychicPrison and costing JP instead of WP. All of these will be assumed to hit enemy MDef in the DL, regardless of their elements, even the ones with "physical" elements.
-Otherwise, if an attack contains any "physical" elements (Slash, Pierce, Blunt), it will be assumed to be physical and hit defence.
-If an attack contains ONLY "magical" elements (the other four), it is assumed to be pseudomagic (akin to Sabin's blitzes, DQ breath attacks, etc.) and hits magic defence despite not being truly magical.

Obviously your milage may vary, so I'll list all elements present on each attack and you can take them however you will.

Additionally, Saga Frontier has a few damage types which are not elements. These are tags that may be present on attacks in addition to any elements they already possess. All attacks possess at least one element, these damage types are optoinal and additional, and are either subject to an immunity or not affected at all. They are:

Water: Water attacks. Can reasonably be seen as water-elemental in the DL.
Ground: Attacks which miss flying enemies. Some of these can reasonably be seen as earth-elemental in the DL (e.g. Quake), but others can not (e.g. TailHit).
Sonic: Attacks involving sound. Can be seen as another rare DL element.
Gaze: Attacks involving STARING. Yeah.
Throw: Attacks involving throwing the enemy. Enemies rooted to the ground or just way too massive are immune.

Also, a few attacks have a property called "Anti-Air", which means they ignore defence against flying enemies. Note that ground immunity and anti-air vulnerability are one and the same, in-game.


Miscellaneous

---Reloading: Guns have a certain number of bullets. If an attack requires more bullets than the gun has remaining, the character will automatically reload the gun before the attack takes place. The act of reloading, however, causes the character to go last in the initiative order for that round, even if the character has QuickDraw. Heavy weapons (such as the HyperBlaster) also have bullets, but can not be reloaded.

---The passive reaction abilities Deflect, Kasumi, SwayBack, KO Throw, and DragonTurn all work roughly the same way: they have a chance to kick in (checked in AFTER shields, but the ones which do damage are checked before the ones that do not) to any applicable attack; however, like with shields, there are restrictions as to what attacks can be used in that round that allows them to be triggered. For Deflect and Kasumi, the character must be using a sword attack that turn. For SwayBack, KO Throw, and DragonTurn, the character must be using a fist attack. Alkaiser moves do not count as either sword or fist abilities for these purposes.

---One documented status formula in Saga Frontier is the "coup de grace", inflicted by a few different attacks. Functionally its instant death, but its hit rate is calcaulted roughly as follows:

[Target's lost HP / Target's remaining HP] * 90% + 9%

This means that below half HP, success rate becomes 100%. However, at HP scores above that, the instant death rate falls off fairly dramatically. At 60% HP, it's only 69% accurate. At 70% HP, the hit rate is only 48%, and against a max HP target it's 9%. All coup de grace checks are made using the HP of the target before it is damaged by the attack triggering it.

35
RPGDL Discussion / WAXF Battle Mechanics Guide: Elfboy is non-lazy
« on: November 20, 2010, 04:04:04 AM »
I'm posting this in this forum because this could end up DL content, depending on if we decide this is the kind of thing we want to host. If someone decides it's more appropriate on a different board, feel free to move it.

Anyway! It's been something like a year, but I've put together enough bouts of non-laziness to actually get the Wild Arms XF battle mechanics guide I've been working on complete enough to actually consider publishable! Hopefully!

This is where I need help. Of course, I've looked over the thing myself, and I've run it through a spellchecker (you don't want to know what the equipment section looked like), but neither of these is any substitute for getting some actual editting; what makes sense to me may not make sense to anyone else. So I'd really, really love anyone who would be willing to volunteer to read this over, or at least parts of it.

The link is here. Hopefully it works for everyone interested. Even if you're too pressed for time to do serious editorial work, any comments are appreciated!

36
Godlike:

4-Kuja (FF9) vs Persephone (WA5)
Miguel (CC) vs Id (XG)
Arnaud G.Vasquez (WA4) vs Lugia (PKMN)
Gilgamesh (FF5) vs Ryu (BoF3)

Heavy:

Marcello (DQ8) vs 4-Augustine (S3)
Marle (CT) vs Freyjadour (S5)
Rayquaza (PKMN) vs Rapp (G1)
Edna Capone (SH3) vs 2-Garan (SH2)

Middle:

3-Meru (LoD) vs Adray Lasbard (SO3)
Kurtis (Disgaea) vs Titania (FE9)
Hellion (S1) vs Sara (BoF1)
Lute (FE8) vs 2-Flay Gunnar (MK)

Light:

4-Kahn (BoF4) vs Janus (VP1)
Zahhak (S5) vs Cai (Brig)
Nei (S3) vs Laguna Loire (FF8)
Belle (S3) vs 2-Lowen (FE7)

37
Unranked Games / Dungeons and Dragons: 4th Edition
« on: September 01, 2010, 09:22:15 PM »
Dungeons and Dragons 4e stat topic

It's D&D~

Anyway, this stat topic is meant to showcase the 22 classes in the three Player's Handbooks (as of 2010, anyway) for Dungeons and Dragons 4th Edition, and how they might fight in a duel. Although a tabletop game, D&D plays enough like a square-grid SRPG to be quite interpretable in the DL.

What this is NOT is a stat topic for any specific campaign. You won't see any named characters here. It's a class stat topic, like the one for, say, Final Fantasy 5.

Before getting into the classes themselves, I've written a lot of stuff (a) listing the many assumptions I've made for making this topic, and (b) explaining the mechanics of the system so that the stat topic will make sense. If you just want to see how the characters turn out, then by all means skip down to them, but you may want to read the sections on D&D mechanics and/or status effects if you find things confusing (possibly some of the stuff on stats as well). On the other hand, people who know the 4e system well will probably find those sections a waste of time, but may find the sections on the assumptions I've made worthwhile reading.


Key assumptions

D&D is a big game, with many sourcebooks for stuff. Just drawing on what I did made the task of this topic rather daunting, and for my own sanity I had to draw lines and not consider everything.

I drew on eight different sourcebooks for this: Player's Handbook 1-3, Martial Power 1-2, Arcane Power, Divine Power, and Primal Power. If it's not in one of those books, it's not in this topic. Mainly, this means I've ignored 3 classes and a host of powers that have only appeared in settings books (Forgotten Realms, Eberron) and Dragon magazine articles. I could be convinced to muck around with my character builder and add Swordmage, Assassin, and Artificer if anyone really wants to see them, but I really lack patience to go through Dragon magazine articles looking for potentially worthwhile attack powers, so don't hold your breath.

Magic items: D&D has a slew of magical items of every type you could imagine. I decided to ignore them entirely. First of all, the items are typically not class-specific, and hence arguably illegal anyway in a DL type setting. Second of all, which ones are available is something that varies notably from campaign to campaign. I made one, single exception, and that was that I permit the Bard class to use the basic songblade, which is necessary for her to use both her physical and magical attacks unless she wants to take a -45% penalty to the hit rate or she takes some feat that allows her to draw and stow weapons as a free action (which exists! I just don't allow it). I also do allow generic +6 magical versions of each type of weapon, implement (think "mage weapon"), armour, and amulet (magic evade booster) otherwise characters will not be competitive with endgame enemies at all. I also allow shields for the characters who can use them, obviously (but not magical ones).

Paragon paths and epic destinies: These are basically secondary and tertiary classes that characters can take. A paragon path imparts a few class features and powers between Levels 11 and 20, an epic destiny does the same between 21 and 30. Technically many of these are unique to the class, but I'm still ignoring them, because of the massive headache involved in choosing them, and they really kind of are a second and third class layered on the first, so I can and will argue them illegal by technicality. The one exception I am making is that I am allowing each class to boost two of their stats by +2, which is a common feature of many epic destinies, and allows the characters to scale up to expected endgame stats a little better.

Races: For simplicity's sake, all characters are assumed to be human. It's a race that works for absolutely everyone (every other race boosts certain specific stats, humans get to choose one and the choice is always obvious), and makes the topic about the class, instead of racial powers (some of which are quite potent) which work with the class.

Feats: Feats are basically passive special abilities, and D&D characters get 18 of them by the time they hit Level 30 (+1 if they're human). I allow feats which are unique to a certain class. Otherwise, I generally don't, since as non-unique abilities they register as illegal. However, there are a few exceptions I make, feats which provide some simple stat boosts which allow a class to remain competitive and scale up with monsters properly. Those feats are:

-Weapon/Implement/Versatile Expertise: This provides a +15% boost to hit rate, and is needed to not whiff way the hell too much. Everyone benefits equally from this.
-Robust Defences: This provides a +10% boost to fortitude, reflex, and will, and is needed to remain competitive with increasing enemy hit rates.
-Armour/Shield Specialisation: Although only a +5% boost, this is allowed for a character's armour type (shield takes precedence, it's better as it also boosts reflex) on similar grounds to Robust Defences. Unlike the other two, all of these have a stat requirement (15 DEX for chain, scale, and shield; 15 CON for Hide and Plate) so characters have to make sure they meet them. CON and DEX are desirable stats for other reasons, though, so this isn't a problem.
-Unarmoured Agility and Hide Armour Proficiency: Since I handed out an AC (physical evade) feat boost to everyone else, it'd be unfair to screw over those who don't have access to them because they have cloth or leather. So, those with cloth get Unarmoured Agility (pretty much Cloth Specialisation, only it's +10%), and those with leather settle for Hide Armour Proficiency (+5%, requires 13 STR and CON), but don't get Hide Specialisation on top of that. This conserves the uniqueness of differeing base armour proficiencies.

In theory, you could also toss Superior Initiative (+8 initiative) in here, but unless you scale initiative against the enemies in some way this doesn't actually matter.

Miscellaneous: If anyone actually cares, the gender pronoun I refer to each class by is based on the art shot used for the character in the main introduction of the class in the PHB. Cuts down on a lot of ugly "s/he" usage this way.


Class roles

I'll refer to these a few times in the comments, so basically: there are four broad class roles in D&D. These are Striker, Leader, Controller, and Defender. Classes in certain roles have a few things in common, as well as ways they tend to function in the game. Every class has a few things associated with it, some which translate to the DL, and some which don't! The great news is this actually ends up fairly balanced. Every role has one game feature which translates to the DL, and one which does not.

Strikers: Strikers are about damage (good in the DL) and mobility (not so much). Most of the top characters on the damage curve are strikers, with only two falling below average damage, and most well above. The strikers are Ranger, Rogue, Warlock, Avenger, Barbarian, Sorcerer, and Monk.

Leaders: Leaders are about healing (good in the DL) and making their allies better (not so much). Many Leaders have a multitude of powers which serve no purpose in the DL, either because they target allies or because they have special effects if allies do certain things. On the other hand, Leader healing is actually quite cool. In general, it doesn't even stop them from attacking on their turn. It's not broken, though, because it can't be used that many times, and tends to heal less than half of their HP. The leaders are Cleric, Warlord, Bard, Shaman, Ardent, and Runepriest.

Controllers: Controllers are about status effects/debuffing (good in the DL) and large area-of-effect attacks and generally controlling the battlefield (not so much). I'm sure you're all HORRIBLY SHOCKED to hear they're my favourite role. They generally have poor HP, but their tricks make up for it. The controllers are Wizard, Druid, Invoker, Psion, and Seeker.

Defenders: Defenders are about having high durability (good in the DL) and forcing enemies to attack them and not their allies (not so much). These guys are tanky. A couple of them even have the ability to force ranged characters to take extra attacks just for trying to get away from them. The defenders are Fighter, Paladin, Warden, and Battlemind.


Core stats

There are six core stats. Different classes make use of the different stats in different ways. With a few exceptions, stats are effectively divided by 2 and rounded down, so there's no difference between 16 and 17 in a stat. (The main exception is that feats have odd stat prerequisites, sometimes.) Every class has one core stat (occasionally they may choose between two) which determines their accuracy and damage and is crucial to how they perform; you'll be able to spot it easily. Every two points are worth +5% hit rate and +1 damage at minimum, and often have a lot of other effects on the class' abilities. Every class also has 1-3 stats which function as secondary stats for the class, powering some secondary effects (such as how good a buff or debuff is). Otherwise, the stats have the following general uses:

Strength (STR): This stat determines how good your basic physical attack is, unless you're using a bow or a light thrown weapon. Every 2 points are worth +5% hit rate and +1 damage. This is important because of a D&D mechanic called opportunity attacks (see below). Many classes have only basic attacks for their opportunity attacks, so their strength matters. A few classes can make opportunity attacks using their own class-specific attacks, however, which run off their primary stat.

Constitution (CON): This stat determines how high your HP is, with each 1 point (not 2) adding directly onto HP. It also determiens the maximum number of times a character can be healed in a day (this number is always high enough for a single battle, more or less, so I'm going to ignore it).

The higher of STR or CON determines your fortitude evade, with 2 points = 5% fortitude.

Dexterity (DEX): Pretty much the most important stat in the DL for a D&D character, and the three who can use it as a primary are very happy. It determines accuracy and damage with basic attacks using a bow or light thrown weapon (which never actually matters unless a D&D character is hit with FF Berserk, say). More importantly, every 2 points are worth +5% reflex evade, +1 initiative (speed!), and, if the character is using light armour (cloth, leath, or hide), +5% physical evade. Because of this stat's importance, everyone wants it as at least their second highest stat, except Psion who has INT primary (see below) and gets way too much damage from CHA as a secondary to ignore.

Intelligence (INT): DEX's effects on evasion can be taken over instead by INT if INT is higher, but DEX's effects on initiative can not be, and it's a prerequisite for far fewer feats, so nobody can just safely dump DEX for INT.

Wisdom (WIS) and Charisma (CHA): The only direct effect these stats have, besides being the most common pair for a primary stat, is to affect will evade. Much like the other types of magical evade, it's simply 2 points = 5%, and only the higher stat matters.

So, how are the stats assigned? Generally speaking, the most efficient stat set for a Level 30 D&D character in the DL, where secondary effects are less important or eroded somewhat by higher levels (see CON's effect on HP) and feat prerequisites are of minimal concern, is to use the following array: 18, 13, 13, 10, 10, 8. 18 is the highest number allowed, and optimising the primary is always good because missing means you suck in the DL (not so true for defenders and leaders in-game at least). Humans get +2 to one stat, making the primary 20. The other two stats start at 13 typically because it costs more to raise stats above 13. 10/10/8 are the lowest allowed for the last 3.

Then, at two levels throughout the game, all stats go up by 1. At six other levels, characters can choose to raise two stats, so they'll choose their two highest and focus on them, except that this would involve the secondary stat finishing at 23 (pointless), so one stat point goes over to the tertiary. Finally, the two highest stats get an additional +2. So in general, characters end up with stats of 30/22/16/12/12/10, but that 16/12 can be made into 15/13 or 14/14 easily enough if needed, and sometimes it is.


Derived stats

HP: Obvious. The only real ripple to mention is that minimum HP is not 0. At or below 0 HP, a D&D character enters the "dying" status (similar to unconscious) and can be considered the end of a duel, although technically they have a 5% chance to revive to 25% HP each turn... but it happens at the end of their turn, so it doesn't do them much good even if you do consider it. The minimum HP is the negative max HP divided by 2, and if a character ever hits -that-, then they're well and truly dead. All status effects persist through the "dying" condition.

Initiative: The closest stat to speed in most console RPGs. When a D&D battle starts, everyone rolls a d20 (that's a 20-sided die, for those of you who are reaaally clueless about tabletop RPGs) and adds their initiative. Characters with high initiative go first more often, but it's rather unreliable (except Rogue, who gets +20 over anyone else with a special ability). This stat only affects the first turn; doubleturns are not possible unless a character purposefully delays their turn.

AC: To make the topic clearer I refer to this as physical evade. Most characters have 25-60% physical evade against assumed average monster hit stats (+35, for the record, which results in every point past 36 being worth 5%). I wouldn't take this too literally since D&D uses evade the way most RPGs use defence. Instead I'm inclined to average it and use it for durability. For instance, since average evade is about 45%, a character with 60% evade is hit 23% less often than average, and hence has about 38% more durability. Your milage may vary.

Fortitude, reflex, and will: Like AC, but for magical attacks. Actually, some physical attacks hit these too, but it's better to think of those as simply more accurate attacks than normal, since that's how they function in-game (monsters have less of these than they have AC, but weapon hit stats are higher). Otherwise, magical attacks will hit one of these evade stats, depending on the attack. Generally speaking, damaging magic hits reflex, magic that attacks the mind (psychic, mental status) hits will, and magic which inflicts physical status (as well as draining and forced movement) hits fortitude. Reflex should certainly be regarded the most important of the three in the DL. (For the D&D fans: Assumed monster to-hit against these stats is +33, so each point beyond 34 is worth 5% evade.)

For those curious, assumed average enemy defences are: 45 AC, 44 Fort, 42 Reflex, 41 Will. These are pretty much the average of epic tier monsters scaled to Level 30. Most weapons get +2 hit rate compared to magic, but most weapons that people in the DL actually want get +3, since accurate weapons are better than damaging weapons for raw offence, especially one-handed weapons. They mean that, in general, will attacks > reflex attacks and physical attacks >> fortitude attacks for accuracy, with each > being a 5% difference. Obviously, some classes have abilities which modify these.


General D&D mechanics

Some of these are a little different than most console RPGs, so listen up.

At-will, encounter, and daily powers: D&D characters have three broad types of abilities. At-will powers can be used as often as turns allow. Encounter powers can be used once per encounter (battle). Daily powers can only be used once per day. Every character can choose three encounter attacks and three daily attacks (with one more of each granted by a paragon path, which I'm ignoring). They also choose up to 5 "utility" powers, which are special abilities (such as healing) which are not used to attack enemies. For encounters, simple enough, I've listed what I think are the three most useful that are legally available to the character. Dailies, though... well, big assumption here: I don't think it's reasonable for a character to use all their daily powers in a single fight. This would greatly overstate the importance of daily attacks in a system which is designed for 3-5 battles per day. In order to ensure that encounter attacks and even at-will attacks matter, I impose an arbitrary restriction of only one daily attack power and one daily utility power can be used in a DL duel. This allows signature moves to shine through, but the character has to choose which ones and reflects the advantage encounter powers have.

Other notes on powers... not all characters even have 4 useful encounter utility powers (many are not combat-oriented or team-oriented), so a few will be listed with less. Also, many classes get abilities above and beyond the maximum number of utility powers, such as Cleric's Healing Word. Thirdly, Paladin is a rare case in that they have a pseudo-daily class power, Lay on Hands, which can be used (Wis-10)/2 times per day (I allow it to be used once per battle, and it doesn't count towards paladin's daily utility limit). Finally, under OPB powers, encounter powers will be noted with a dash, while dailies are noted with a star.

"Magic": I should note that, mechanically, "magic" doesn't strictly exist in D&D. Oh, sure, there are attacks that are based off implements instead of weapons, and hit one of the "magical evade" stats, and that's what I'm treating as magic. However, it should be noted a few weird things would then become magic, namely the attacks of a Monk (who use a ki focus for their psionic powers to punch things) harder and beastform Druid. I'll leave it up to the reader to decide how to interpret these against magic defence and evade of other casts.

"Defence": It doesn't generally exist. Actually, the game uses the term "defence" but uses it to refer to what we'd more naturally call evade rates. HP and evade form durability. However, the game does have damage reduction, usually temporary, which takes X damage off each hit sustained. Damage reduction can apply to individual elements or all damage. Usually it doesn't stack with other damage reduction, though there are exceptions depending on wording.

Weakness: Elemental weakness in D&D tends to be "take X extra damage when hit by element Y", regardless of how big the base damage is. It doesn't stack with itself. This means elemental weakness is much more potent against a bunch of small hits than one big one (just like damage reduction). A few characters can force weaknesses onto enemies, which is why this is relevant.

Hit/evade: Note that, because a d20 is used to calculate hit rates, that -all- hit rates are multiples of 5%. From this, you should be able to conclude that, when an attacker with 60% hit rate gets "+10% hit rate" that means that hit becomes 70%, not 66%. Same applies to evade rates. It's worth noting that hit rates in D&D can never be 0 or 100... they cap at 5% and 95%.]

Critical hits: These have a 5% chance of occuring on any attack. They're checked on the same roll as the one used to hit, so it's effectively 5% and made before the hit check (meaning that if you're very evasive, more of the attacks that hit you will critical, relatively). The exception is that if you're so evasive that you would have 100% evade before the cap, you can't be criticalled. This shouldn't happen too often. With a single exception, critical hits are not factored into damage averages - they do about double damage of normal hits (though the truth is more complicated), if you care.

Combat advantage: "Combat advantage" refers to a situation in which one character has an advantageous attacking position over another. This translates to a +10% chance to hit with any attack. Either you have combat advantage or you don't - you can't stack combat advantage effects. A few abilities let D&D PCs get combat advantage and these will be listed as such, but the most common way to get it is to subject the target to a few status effects. Which status effects allow combat advantage will be listed.

Turns and rounds: A turn refers to a single turn got by a single character. A round refers to the amount of time in which every character in the battle gets a turn.

Action types: Every D&D character gets three actions a round (normally): a standard action, a move action, and a minor action. These are in descending order of importance, and an action slot can always be used for a "less important" action (e.g. moving twice instead of attacking and moving, or using three minor actions and doing nothing else). Most attacks are standard actions. Most forms of moving are of course move actions. Certain abilities are minor actions; these will be noted. When attack and utility powers are listed in the individual character entries, by default you should assume they are standard actions; they will be indicated in parentheses as a move action (rarely), a minor action, or a free action (which can be something done any time, or have a specific trigger).

Action points: At the start of each day, and again after every two encounters (which can be battles or non-combat challenges), PCs earn what is called an action point. They can use one a battle, as a free action on their own turn, and whenever they do, they get an extra standard action immediately. Technically speaking these can't be used every battle, but they can be used in the majority, so I'm certainly going to be allowing them. In short, every D&D character can double-act once per battle. Pretty potent. Obviously this will be factored into damage averages (I pretty much feel obliged to use a three-turn average for this cast).

Opportunity attacks: In D&D, if you're adjacent to an enemy, certain things you do will provoke opportunity attacks, which are basic melee attacks (usually). These things are (a) using a long-range attack, or (b) moving away or past the enemy (moving towards them if you aren't yet adjacent is fine, mind). (b) can mostly be gotten around by using a move action to "shift", which is when you only move 1 square. So if there's an enemy adjacent to you and you want to use a ranged attack, the usual course of action is to shift away, then attack, ignoring any opportunity attacks. However, in certain situations (especially some status effects) this strategy may be impossible.

Duration of effects: Most effects last one round. When I say something lasts "one round", what that actually means is until the end of the next turn of the character who applies it, after the turn on which it is applied. So if a character inflicts an elemental weakness on someone that lasts one round, they'll be able to benefit from it on their next turn, but it ends immediately after that. Some effects have shorter durations, these will be noted.

Saving throws: Some effects last longer than a round. Those that last the entire battle are obvious enough. However, negative status effects which last longer than a round usually behave as follows: every round, at the end of the turn of the afflicted character, he or she has a 55% chance to recover from the status. This is referred to in the game as making a saving throw (roll a d20, and if it's a 10, you recover). This "55" can be modified by a few abilities. This is such a common mechanic in D&D that many PC status-healing abilities say "make a saving throw against an effect", which I interpret as "have a 55% chance to recover from a status".

Seems a good chance to head into our last topic!


Status effects

Most D&D status is not immunable. The game is designed such that PCs don't get randomly screwed over if they decide to build a character based around dazing or slowing enemies, or whatever. Flipside, statuses usually aren't that game-breaking, with the most powerful one that commonly makes no immunity check being a simple turn-cancel.

There are exceptions. Some enemies are immune to sleep, because sleep is -scary-. Also, some effects are tagged with "fear" or "charm", and some enemies are immune to these effects. Status immunity aguably should get them. The fear and charm tags will be noted when they're present; they don't apply specifically to statuses, but instead to effects made by specific moves.

D&D has a few status effects besides what will be listed here (petrify and diseases) but PCs generally can't inflict them.

The following statuses all cause anyone who attacks someone with them to have combat advantage, so they all come with a -10% penalty to evade in practice:

-Sleep/unconscious: The target can't do anything on its turn. Also, attacks made against it have a +25% hit rate (stacks with combat advantage to +35%), and on a hit, automatically critical if the attacker was adjacent to them. Additionally, if a critical hit made against a sleeping target deals damage over half the target's max HP, the target is instantly killed.
-Dominate: Nerfed in the DL. Almost always a "charm" effect, so the other status which is often immuned. Dominated characters have their actions chosen by the person who inflicted the status. The catch? They only get one action a turn (minor, move, or standard), it has to be a legal action, and it has to be an action that is inifinitely available, so no "I make Tir use Judgement on that rock over there" as a resource-wasting strategy. D&D characters generally can't attack themselves (except with long-range area-of-effect spells); up to you if this is a property of the system alone or should carry over into dominate. Two things that dominate does let you do in D&D, though: have the character run past the dominator, provoking a free basic attack (unfortunately most people with dominate have terrible opportunity attacks, but hey) and the cooler option, have them drop their weapon (or anything else carried, but not worn) at the dominator's feet. So at worst it's stun + disarm.
-Stun: Now, here's a status effect that most anyone who can get wants to use. Simply, the target does not get actions while stunned, and it's not generally immunable (same with everything else from here on in).
-Daze: Daze reduces the target to a single action. This means they can't move and attack, notably, so it's a good idea to, when using this, run away from melee characters, or run up to ranged characters so they take opporunity attacks (if those are worth noting). However, D&D allows basic attacks to be used on a charge (move+attack in one turn), so daze's melee spoiling could be better. Also, the target can't make opportunity attacks.
-Blind: Blinded characters have -25% hit rate, but only to singletarget attacks.
-Restrain: The target can't move, can't be moved, and also has -10% hit rate. This time the penalty applies to all attacks, at least.

Now on to statuses which don't cause automatic combat advantage. Unless your name is Rogue, then you still get it, due to a feat:

-Immobilise: The target can't move. No other properties of Restrain apply.
-Slow: The target's move is reduced to 2.
-Weaken: All damage done by the target is cut in half. Effects besides direct damage (including poison damage, and healing) still work in full.

And the status effects which don't cause combat advantage (or not always, anyway):

-Ongoing damage: Sorta like poison, but it can be of different elements. The target takes X damage at the start of his or her turn. X varies and will be stated in each specific case. Ongoing damage of the same element doesn't stack.
-Prone: The target is lying on the ground. While on the ground, the target has -10% hit rate, grants combat advantage ONLY to singletarget melee attacks, and has +10% evade against long-range singletarget attacks. Prone doesn't wear off naturally; the target has to spend a move action to get up. Other move actions are denied to the character, except Crawl, in which the character moves at half normal speed, and triggers opportunity attacks while doing so. As such, this status has some of the same repercussions to attack ranges as daze.

D&D is also quite capable of making up status effects for individual moves ("can not attack" as an example) and those will be detailed when appropriate.

Whew. If you read all that, I'm impressed. Hopefully it made sense!

38
RPGDL Discussion / Closing time?
« on: August 21, 2010, 02:36:21 AM »
(Disclaimer: Super is at least 50% to blame for this. Act shocked.)

The DL has been going for about 60 seasons. Over that time, we've seen the general interest in the main tournament itself rise, and then fall. It's pretty much impossible to ignore the fact that interest has been falling for quite some time now. Just glancing over the results from last week, half the matches received 20 votes or less. Vote totals are pretty much back where they were in the first year of the DL. Season topics often have rather muted interest compared to the past, with just a few people participating in discussions when there were once many. It's been ages since I've seen someone new join for the sake of the main tournament. We still have newcomers, but they're coming for LFT, or mafia, or just general discussion about RPGs. Many weeks we have fewer total votes than there are people in chat at any given moment.

Less interest means it's harder to get people to do site work. I know I personally am more than guilty of doing this; I rarely write any more, and stopped running noms about a dozen seasons ago. It was so difficult to get work done that we had to drop the idea of requiring missing comments. And now, it's getting quite difficult to get regular writeups as well.

Is it still worth it? Maybe. I know I personally still enjoy discussing DL matches at least, even if I sometimes feel like I'm one of the few who are left. But it's becoming quite clear that this is getting increasingly difficult on the few staff members who still do real work (a number I won't claim to be part of, any more). If we decide it's worth it, there's little reason the DL can't continue for quite a while longer. It requires a certain commitment of work, but if people want to go for it, it's certainly a workable commitment.

Or, we could agree we've had a good run of it, and finally give the main tournament a (permanent) rest. We've lasted over 60 seasons, something close to 7 years. This is far longer than I think most of us would have dared hope for when we first started, far longer than the tournament we sought to emulate lasted. It might be just time to move on.

There's a third option, which would be to further reduce the sitework, most likely by getting rid of writeups altogether so that the DL resembles the last days of Not Ranked. I'm personally not a fan of this option - at that point, might as well just have a board tournament, rather than a shadow of what we once had - but it exists.

Just to be clear, whatever we decide, the RPGDL forums and chat aren't going to be closed. Both of those are still as active as they've ever been. This discussion purely concerns the voting tournament that takes place at www.rpgdl.com itself.

Thoughts?

39
Writeup Graveyard / Kyogre (vs. Lenneth)
« on: July 03, 2010, 01:51:51 AM »
Kyooo! The legendary whale pokemon, and mascot of the braintrust that is Team Aqua, faces someone worthy of his godlike might. Lenneth Valkyrie, a goddess in her own right, is hardly an easy opponent for most, but Kyogre has the edge in speed, and few can hope to stand against his devastating Waterspout, backed up by the downpour that this legendary pokemon's mere presence creates. One solid shot is all Kyogre will need, and afterwards? Well, let's just say that Lucian may have to deal with a somewhat less hygenic girlfriend than he is used to, as it is unlikely that Lenneth will ever want to see so much as a light shower ever again!

40
Writeup Graveyard / Jowy (vs. Justin)
« on: July 03, 2010, 01:30:41 AM »
You would think that, after all that Jowy has accomplished as King of Highland, bearer of the Black Sword Rune, and RPGDL Heavy champion, that he would be shown more respect. But once again, he finds himself against an opponent hardly worthy of his time... a mere child seeking adventure, and hardly the brightest kid to ever pick up a sword at that. Well, Jowy will soon show him the difference between a wannabe and a champion. His calculating mind grants him the swift reflexes one would expect, and gives him all the time he needs to strike with the fury of the dark half of the Rune of Beginning, ensuring another swift victory for the young king.

41
Godlike
1-Lady (SH3)  vs. Sir Leopold (DQ8)
Odd Eye (ShF2) vs.  Killer (SH3)
Asgard (WAs)  vs.  Belial (WA4)
X (MMX:CM) vs. 4-Rika (PSIV)

Heavy
1-Edgar (FF6)  vs. Slust (OB)
Ragnar (WA:XF)  vs.  Zidane (FF9)
Garai (CC) vs Rune Walsh (PSIV)
Miang (XG) vs.  3-Marsilio (SO2)

Middle
1-Vesper (SO2)  vs. Jin (P3)
Jill (FE9) vs  Anise (TotA)
Venusaur (Poke) vs. Raven (FE7)
Sophia (SO3)  vs.  4-Balk (FFT)

Light
1-Blastoise (Poke) vs  Serra (FE7)
Jacques (S3) vs.  Leon Geeste (SO2)
Melville (S3)  vs. Euram Barrows (S5)
Funguy (CC)  vs. 3-Lucius (FE7)

42
Writeup Graveyard / X (vs. Rika)
« on: June 12, 2010, 04:57:37 AM »
WARNING! Maverick activity detected! Target is a fleshy construct, but a construct nonetheless, and one apparently capable of "independent", maverick thought. Target is equipped with claws capable of slashing damage and instant death. Proposed solution: death-blocking force metal has been approved by command to neutralise this threat. Target is also capable of potent regeneration powers. Proposed solution: build up Weapon Energy to maximum and unleash Nova Strike, eliminating maverick threat. R&D shall expect to shortly commence adapting the weaponry of female-appearing Slash Beast for use in eliminating more maverick threats next round.

43
Writeup Graveyard / Rune (vs. Garai)
« on: June 12, 2010, 04:35:38 AM »
Sarcastic Esper and successor to Lutz, Rune Walsh hasn't enjoyed the success in Heavy one would expect for a mage prodigy such as him, especially as his fellow comrades have one by one risen to Godlike. No matter; this week will be different. Garai is a fairly simple fellow, and although his weakness to Dark attacks is one of the few elemental susceptibilities Rune can not exploit, Rune is still looking good in this fight. With his dual shields to protect himself and powerful blasts of Legeon to terrify this spectral swordsman, Rune shall easily advance to a more challenging match next round.

44
RPGDL Discussion / Fire Emblem 10 in the DL
« on: May 21, 2010, 07:00:32 AM »
Yeah, weird that we don't have one of these yet.


Anyway, the usual. With FE10 being reasonably highish on the list of games that could be ranked within the next year or so (yay recent player surge?), who do you think should get in, and why? Oh yeah, and this topic can be expected to contain massive spoilers. I don't really feel like spoilerguarding the names of the people you fight. I'll warn personally before mentioning the bigger spoilers, but yeah, they're coming.


Here's my initial feelings on possible ranking ideas. Depending on what we want this could be a fairly small rank (5-7) or a bit larger (10-16). I may well change a number of these initial views fairly drastically upon argument and reflection.

PCs

Utter no-brainers assuming we rank FE10

Micaiah: No, really, I don't need to explain this. She's the main character, or at least one of them.
Sothe: Around almost the entire game, has a lot of plot, forced pretty much throughout the Micaiah route and in endgame.
Elincia: We almost ranked her in FE9, FE10 makes her a lord for a few chapters and gives her a lot more plot. Great PC too, only real concern is notable votesplit against her FE9 form which sucks. Sothe has a similar problem but it's not enough to hold 'em back.

Other ideas I intend to support

Nailah: Very strong, reasonable amount of plot, memorable as she is forced in a few maps and a great choice in a few more.
Caineghis: Rounding out the laguz royals with Tibarn/Naesala/Nailah. Often regarded the best PC in the game while he's around, though you're never forced to use him.
Sanaki: Has a fair bit of plot and is forced for most of the lategame. Not a very good PC but very memorable. Also Tal will burn you as a traitor if we don't rank her.
Marcia: Oddball pick but she's gotten a fair bit of support; we have no Falconknights ranked from the Tellius games otherwise, and she's a well-liked character with reasonable stage presence in FE10 (four forced maps) and is considered one of the best PCs in 9 (and not bad in 10). Bit of a weird case since she's very much relying on both games combined to make her rankable, but eh, she's popular and it's happened before (Barbarossa).

Borderline ideas

Geoffrey and Lucia: They're both lords briefly (two and one chapters respectively) but they leave midgame and return rather underlevelled so aren't often used endgame. Both have at least a respectable amount of plot.
Tauroneo: Well, Resolve makes him interesting, and he has a few forced maps, and is a reasonable plot player in Micaiah's path.
Ranulf: Forced for much of the midgame, and a reasonable amount of plot considering 9 and 10 put together, but laguz in the DL have issues which people might well not want to deal with.
Skrimir: Similar to Ranulf except available later and only forced for one map. More plot in 10 but lacks 9 to prop him up.

Reaaally borderline ideas

Volug: Similar to Ranulf, but only in FE10. Less plot (quite frankly probably not rankable on plot alone) but more gameplay value/memorability in that he's sometimes argued as the best PC in the game. Has Halfshift which makes him less of an interp headache, but still may vary wildly with views.
Haar: ALSO sometimes argued as the best PC in the game. Has almost no plot whatsoever, though, and doesn't really translate to the DL at all.
Leonardo, Edward, Nolan: The core of the Dawn Brigade, and you're going to use them for a few maps anyway. All are very light on plot and all but Nolan aren't terribly well-regarded PCs overall. You could extend this list to Laura/Meg/Aran but then you're really, really reaching.
Other Greil Mercenaries (Rolf, Shinon, Gatrie, etc.): Frankly, if they didn't have enough plot to be ranked in FE9, they still don't in FE10, as the GMs have a smaller role in this game relatively due to the spotlight sharing.
Kieran: Sorta like Marcia, could be argued as an overlooked FE9 character (well-liked etc.) and gets a bit more plot in this game, but it's a weaker case on most fronts.


Bosses

SPOILER WARNING once again. The further you go, the bigger they get, obviously.

Jarod: Main villain of part 1, quite a bit of stage presence. Pretty memorable opponent except that he gets curbstomped by 2 super PCs.
Ludveck: Main villain of part 2. Lighter in stage presence and memorability than Jarod, so almost certainly a pass.
Valtome, Numida, Hetzel: Memorable scumbag senators (sympathetic in one case) but too minor too rank, also joke fights (literally so in Hetzel's case, he can only beat Jogurt).
Izuka: Memorable scumbag, and has a fairly neat duelling quirk, but that may spawn interpretation issues (he summons dead laguz to fight for him), and he's not ultimately a major player in the plot, though not precisely minor either.
Lekain: Arguably the main villain, blah blah blah no major interp issues. He himself is really only memorable for silence gameplaywise, but eh. Kinda someone I feel should be ranked regardless of fight memorability.

Spoilers get bigger from here!

Zelgius: You could vote on his temp forms, but then I'd have to kick you. Anyway, his boss form will vary based on interps, but either way it'll probably end up in the general ballpark of his PC form scaled to endgame, which is a good Heavy. Too much plot over two games to ignore, I'd only oppose his ranking if people decided to start hyping the temp form scaled to the time, but given that I don't see Freya or PC Ghaleon winning godlike championships I'm not too worried.
Levail: Resolve makes him fun! He has a fair bit of screentime (but no plot importance)! Yeah no.
Dheginsea: Memorable enough fight, even if his plot presence could be larger. Sort of a more rankable FE7 dragon. Says so much.
Sephiran: The other guy who is arguably the main villain, he doesn't have too much screentime but everyone is going to remember him. Gameplaywise he is sorta the Nergal though more competent, low HP but high defences/damage.
Ashera: Well assuming you allow the auras she's an honest-to-goodness FE godlike! Don't see those every day. Not much face time though, and those potential interp issues exist.


Think my order for supporting boss ranks is Zelgius > Sephiran > Lekain > Ashera > Jarod > Dheginsea > Izuka and everyone else I don't think has any chance. Not sure where I'd draw the line there, I'll probably fight at least a little for the first three.

45
Writeup Graveyard / Elvis (vs. Lady)
« on: May 08, 2010, 01:08:53 AM »
Hmmmmm. What is this puny little creature that stands before the great Professor? Certainly she doesn't <i>look</i> as impressive as the Raven King whose wings Elvis clipped last round. But sometimes small females hold surprising amounts of power - Elvis' own precious little Carol proves this! - so he will respect his opponent nevertheless. Elvis' large frame gives him his usual advantage of durability in this fight, and he's also extremely fast, which will give him the opening he needs to add a killer Variant Attack against his foe and her unremarkable agility. It will be a tough fight for the muscle-bound genius against this former champion, but one that he is certainly capable of winning.

46
Writeup Graveyard / Meganium (vs. Eleni)
« on: April 23, 2010, 11:57:22 PM »
Mega! Megaaa? Meganium steps into the arena this week, hoping to do better than its successor, Sceptile, did last season. Once again, it's grass pokemon against mage, but Meganium has a very different fighting style. Should Eleni bring her magical Sorcerer class to bear against Meganium, she will find her offence swiftly thwarted by the tanky dinosaur's damage-havling Light Screen, and healed away by Synthesis. Ninja may present a better option for her, but with Meganium's sturdier frame, he should be able to outlast her pitiful MP supply in a battle of attrition. Meganium even has Safeguard in case Eleni gets it into her head to try any status attacks. Looks like an easy win for the Johto grass starter.

47
Andy wanted me to make this! Ignoring Andy makes Flareon sad, and nobody wants to see something so cute so sad. Especially since Gamefreak is doing that job for us. :(


Anyway, one way or another, at a certain point we do need to go through the characters and tweak them a little. Not the easiest project in the world, but the sooner we get it done, the sooner specific battle designs can take place.

Helpful links: the list of characters as well as their projected damage.

Things especially to hammer down include MP costs and the exact damage (multiplier, addition to ATK, whatever) of various damaging skills which are currently just listed as "high damage" or anything similarly vague. Also, the exact progression of when the character is expected to learn skills... a chapter estimate is what I'm looking for, here. Characters also need to be considered against each other: in the case of two similar characters X and Y, the choice between them should be at least reasonably competitive.

Hopefully this motivates me to do something about the magic damage formula!

48
Writeup Graveyard / Shady (vs. Katarina)
« on: March 26, 2010, 11:05:27 PM »
Wins historically have been as elusive to Shady as Maya granting him a day off. But now, his luck seems to have slipped into a different quauntum state! With two victories in his last three matches, including one over the respected (maybe) Pheraean paladin Isadora, a trip to the DL arena is resembling less a trip to the vet and more an afternoon with some catnip. As for this week... another faceless scrub stands in his way? You think she wouldn't bother showing up after what happened to Isadora. Shady's great speed and magical resistance give him all the advantages he needs to send this common mage home.

49
RPG Stats Forum / Fire Emblem: Blazing Sword (equal exp)
« on: March 13, 2010, 11:37:27 PM »
FE7 equal experience stat topic.

Basically, this is a look at how the FE7 PCs look if they are given equal kills from the moment they join. Specific assumptions:
-11 combat characters are deployed (8 in Lyn Mode). This is 1-3 below the general maximum unit capacity in each chapter as it is assumed the remaining slots are filled by a dancer and/or healer, and occasionally some filler.
-Enemies take 1.5 hits to kill. The above two assumptions result in the average level being about 20/15, which is what it was in the previous topic.
-Staff users spam Heal until Mend is storebought, then spam that. They heal on 80% of turns then sit around for the other 20%. On fog maps after the Torch Staff is available, they use Torch on 50% of turns and heal on 50% of turns. Staff users attack after promoting because combat exp >>> staff exp for promoted units in this game. (Better balance than FE9 IMO!)
-Reinforcements who appear after the Tactics "turn limit" are not counted, otherwise everyone except perhaps Nino gets to 20/20 in Victory or Death which has reinforcements until Turn 34.
-Final chapter is not counted, this is levels going into that. Final chapter is very short in this game anyway.
-Pent kills 5 enemies in Living Legend, while Jaffar/Nino/Zephiel (mainly Jaffar) kill 10 enemies in Battle Before Dawn.
-Lyn Normal Mode and Eliwood Normal Mode are assumed canon. Note that this means that Wallace must promote in Chapter 9, Eliwood's promotion is late, and that Farina/Karla do not exist and are not in this stat topic at all. If you wish to see Eliwood at his Hector Mode stats, then swap his level (9) with Hector's (14). As for Farina and Karla, they'd probably be Level 11 and Level 8 respectively if they existed in Eliwood Mode. (In Hector Mode, most units will be higher levelled, but especially earlier joiners since they get more extra maps, while late joiners like Nino, Vaida, and Karla are not helped at all.) Not touching them for now.
-I assume both Lyn and Hector get the first Heaven Seal although technically this is impossible. Hector isn't promoting much before you get the second anyway.

Most of the remaining info is copied from the old stat topic, but I have updated stuff on weapons. First of all,

Stats and formulas

Damage = Strength/Magic + Weapon might - 10 (assumed enemy Def/Res)
Hit = Skill*2 + Luck/2 + Weapon Hit + (5 if weapon rank is S)
Crit = Skill/2 + Weapon Crit (5 if weapon rank is S) + (15 if class is Swordmaster/Berserker)
Avoid = Speed*2 + Luck
Evade% = How often an 125 Hit enemy (e.g. Limstella) actually hits this character in-game, by using the average of two random numbers
Effective speed = Base speed - (Weapon's Weight - Con, minimum 0)
Critical Evade = Luck

HP = lose 'em and die.
DEF = Reduce physical damage taken by this
RES = Reduce magical damage taken by this
CON = Consitution. If a character equips a weapon with Weight greater than his or her Constitution, he or she takes an AS penalty (and thus also loses 2 Evade) for every point the Weight exceeds the CON. Weapon weights will be provided below.
SPD = Each point is worth +2 to Evade. More importantly, this governs double-actions both by the character and by the enemy, in-game. +4 speed = doubleturning. Characters have a max speed listed outside brackets, the speed in brackets is their speed with their default weapon.
PDUR, MDUR = How well a character takes average physicals or magical damage, 1=average, higher is better. A character with 2.0 pdur takes twice as much physical punishment to kill.

Criticals deal 3x damage. Randoms in FE7 have 0 Luck, as do Morph bosses. Non-morph bosses typically have 12-24. I generally assume 10 enemy Luck in the DL.

Weapons and Weapon Levels

FE7 characters have a weapon level (E to A, then S) which goes up as they use weapons more. Notably:
-Having an S rank gives +5 Hit and Crit
-Having an A rank gives access to Silver weapons (if the unit is physical)
-All other relevant weaponry is low enough weapon level to be available to anyone.

DL-wise, I have assumed that:
-Prepromoted characters, except Renault who simply joins too late, are assumed to have an S in all relative weapons.
-Initially unpromoted characters may gain 3 levels in their new weapon after promotion. Specifically this means that Lyn and Hector have an A in their secondary weapon (bows, swords respectively). Others have a B. None have an S, so notably Serra and Priscilla don't get an S.
-Otherwise, initially unpromoted characters do have time to get an S in any weapon they have before promotion, except for Nino, who gets an A due to time constraints.
-As fighters can only have one S rank, those who have more than one are assumed to take their S in the strongest Silver weapon that does not weigh them down (or, if all Silvers weigh them down, then they instead take the lightest one).

All of these assumptions follow from the number of enemies and the assumption that 2-3 hits are needed to kill each one on average, along with the number of chapters each character has before and after promotion. Hector may miss out on his A in swords but I can't think it matters much.

Now, default weapon assumptions:
-Most fighters have the Silver version of whatever their S-rank is
-Lyn has a Silver Bow (A) instead of Silver Sword (S) because she likes the +2 AS a lot.
-The pegasus knights are using an Iron Sword because they really don't want to give up much speed against average opponents. Not only does a doubled Iron Sword do more than a single Silver Lance, but both characters are rather evade-reliant.
-Guy and Isadora, by contrast, use a Silver Sword (-2 AS) instead of an Iron Sword (as in the original assumption) because they have lower Strength and the AS hit is relatively less important for them (Guy typically doubles anyway, Isadora typically doesn't).
-Canas and Athos default to Nosferatu because draining freaking rules even if it gets them doubled often.
-Otherwise, mages take whatever spell gives them a speed hit of at most -1. Specifically this is Thunder for Sages and Valkyries, and Shine for Bishops, except for Nino and Serra who opt for the lighter Fire and Lightning respectively rather than take a heavy AS hit to their low Con.

All of these defaults matter only for averages. A character can have any weapon available to them, of course, and can switch between them on their own turn as a free action. I'll list a few common non-defaults as well.

Summary of S rank nonsense: Serra, Priscilla, Nino, and Renault lack S ranks. Lyn has an S rank, but her default is with her A. Everyone else has S in their default.

Saving myself some time, rather than list Killers (except for people with particular use for them), they are all -1 weight, -4 attack and -5 hit compared to Silver, but have +30 Crit for however much you respect this.

List of available weapons by class:

Archsage (Athos) - Anima, Dark, Light, Staves
Assassin (Jaffar, Legault, Matthew) - Swords
Berserker (Dart, Hawkeye) - Axes
Bishop, Female (Serra) - Staves, Light
Bishop, Male (Lucius, Renault) - Light, Staves
Blade Lord (Lyn) - Swords, Bows
Druid (Canas) - Darkness, Staves
Falcon Knight (Farina, Fiora, Florina) - Lances, Swords
General (Oswin, Wallace) - Lances, Axes
Great Lord (Hector) - Axes, Swords
Hero (Harken, Raven) - Swords, Axes
Knight Lord (Eliwood) - Swords, Lances
Nomad Trooper (Rath) - Bows, Swords
Paladin (Isadora Kent, Lowen, Marcus, Sain) - Lances, Swords, Axes
Sage (Erk, Nino, Pent) - Anima, Staves
Sniper (Louise, Rebecca, Wil) - Bows
Swordmaster (Guy, Karel, Karla) - Swords
Valkyrie (Priscilla) - Staves, Anima
Warrior (Bartre, Dorcas, Geitz) - Axes, Bows
Wyvern Lord (Heath, Vaida) - Lances, Swords

List of DL-legal weapons (i.e. storebought, initial, and multiply available Darkness tomes for Canas and Athos, though some may not allow these). Note that Silver weaponry is A rank.

All bows are Range 2, meaning they can avoid melee counters but can not counter melee attacks. (They can counter other attacks that can only be used long range, but these are not common in RPGs.) All magic (and a few physical weapons) are Range 1-2, meaning they can avoid melee counters (by firing from range 2) and will counter almost everything (only a select few weapons, all DL-illegal, have range exceeding 3).

You may not allow the Reavers in the DL. I don't. They're both very expensive weapons and would allow an FE character to never be at a disadvantage in terms of the weapon triangle.

I don't typically find initial weapons in FE legel, and they are not assumed in this topic, but they are listed here for those who do. A possible exception is Athos' Aureola since only one other PC (Lucius) can reasonably use it.

Swords:
Iron Sword: 5 Mt, 90% Hit, Wt 5
Killing Edge: 9 Mt, 75% Hit, 30% Crit, Wt 7
Silver Sword: 13 Mt, 80% Hit, Wt 8, A rank
Lancereaver: 9 Mt, 75% Hit, 5% Crit, Wt 9, reverses triangle
Brave Sword (Harken initial): 9 Mt, 75% Hit, Wt 12, attacks twice
Wo Dao (Karel, Karla initial): 8 Mt, 75% Hit, 35% Crit, Wt 5
Rapier (Eliwood only): 7 Mt, 95% Hit, 10% Crit, Wt 5, +7 Mt vs. heavy armour/horses
Durandal (Eliwood only) 17 Mt, 90% Hit, Wt 16, +17 Mt vs. dragons, +5 Str
Mani Katti (Lyn only): 8 Mt, 80% Hit, 20% Crit, Wt 3, +8 Mt vs. heavy armour/horses
Sol Katti (Lyn only): 12 Mt, 95% Hit, 25% Crit, Wt 14, +12 Mt vs. dragons, +5 Res

Lances:
Slim Lance: 4 Mt, 85% Hit, 5% Crit, Wt 4
Iron Lance: 7 Mt, 80% Hit, Wt 8
Killer Lance: 10 Mt, 70% Hit, 30% Crit, Wt 9
Silver Lance: 14 Mt, 75% Hit, Wt 10, A rank
Axereaver: 10 Mt, 70% Hit, 5% Crit, Wt 11, reverses triangle
Javelin: 6 Mt, 65% Hit, Wt 11, Range 1-2
Short Spear (Isadora initial): 9 Mt, 60% Hit, Wt 12, Range 1-2
Spear (Vaida initial): 12 Mt, 70% Hit, 5% Crit, Wt 10, Range 1-2

Axes:
Iron Axe: 8 Mt, 75% Hit, Wt 10
Killer Axe: 11 Mt, 65% Hit, 30% Crit, Wt 11
Silver Axe: 15 Mt, 70% Hit, Wt 12, A rank
Swordreaver: 11 Mt, 65% Hit, 5% Crit, Wt 13, reverses triangle
Hand Axe: 7 Mt, 60% Hit, Wt 12, Range 1-2
Wolf Beil (Hector only): 10 Mt, 75% Hit, 5% Crit, Wt 10, +10 Mt vs. heavy armour/horses
Armads (Hector only): 18 Mt, 85% Hit, Wt 18, +18 Mt vs. dragons, +5 Def

Bows:
Iron Bow: 6 Mt, 85% Hit, Wt 5
Killer Bow: 9 Mt, 75% Hit, 30% Crit, Wt 7
Silver Bow: 13 Mt, 75% Hit, Wt 6, A rank

Anima:
Fire: 5 Mt, 90% Hit, Wt 4
Thunder: 8 Mt, 80% Hit, 5% Crit, Wt 6
Elfire: 10 Mt, 85% Hit, Wt 10
Forblaze (Athos only): 14 Mt, 85% Hit, 5% Crit, Wt 11, +14 Mt vs. dragons, +5 Luck

Light:
Lightning: 4 Mt, 95% Hit, 5% Crit, Wt 6
Shine: 6 Mt, 90% Hit, 8% Crit, Wt 8
Divine: 8 Mt, 85% Hit, 10% Crit, Wt 12
Aureola (Athos initial): 15 Mt, 90% Hit, 5% Crit, Wt 14, +15 Mt vs. dragons and Dark Druids, +5 Res

Darkness:
Flux: 7 Mt, 80% Hit, Wt 8
Luna: 0 Mt, 95% Hit, 20% Crit, Wt 12, ignores target's resistance
Nosferatu: 10 Mt, 70% Hit, Wt 14, draining

(Note: Luna and Nosferatu are not storebought, but there are multiple copies of each available, and only two users.)


Miscellaneous Note: If Assassins score a critical, they have a 50% chance to inflict instant death. This is not resistance-bypassing in any way, it's just that only one FE7 boss is actually immune to Death.

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Writeup Graveyard / Shady Thousand (vs. Isadora)
« on: March 12, 2010, 08:57:29 PM »
Drifter. Cat. Magician. Mobster. In-joke for those who have studied too much physics in their lives. Shady has worn many labels since he debuted in <i>Wild Arms 3</i>, but "competent dueller" has never been one of them. Fortunately for him, one does not have to be competent to defeat Isadora, whose combination of poor HP and resistance makes her the most magically frail soldier to serve in Eliwood's army, perfect prey for Shady's Baking and Blizzard Breaths. To make matters even easier, Isadora's only ability to counter lies in Javelins, which are so heavy to the weak knight that they will see the speedy kitty doubling his attack count against her. A few blasts of hot and cold, and Shady will be able to do his family, and cats everywhere, proud.

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