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Messages - DjinnAndTonic

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6826
Discussion / Re: RPG Ratings
« on: January 31, 2008, 10:39:42 AM »
10/10 - Games that excel at (at least) one aspect that holds a lot of value to me. Personal favorites, but also generally something I'd recommend to others.

Chrono Trigger (SNES)
Disgaea (PS2)
Disgaea 2 (PS2)
Disgaea 4 (NSw)
Final Fantasy 10 (PS2)
Final Fantasy 6 (SNES, PSX)
Final Fantasy 7 Remake (PS4)
Fire Emblem 10 Radiant Dawn (Wii)
Fire Emblem 16: Three Houses (NSw)
NieR: Automata (PS4)
NieR: Gestalt (360)
SaGa Frontier (PSX)
Soul Nomad (PS2)
Suikoden III (PS2)
Suikoden V (PS2)
Tales of Berseria (PS4)
Tales of Graces f (PS3)
Tales of Vesperia (360)
Valkyrie Profile: Lenneth (PSP)
Wild Arms XF (PSP)


9/10 - My personal favorites that may or may not be for everyone. Everything on this list is something that personally holds a fond spot in my heart and I couldn't in good conscience list them any lower regardless of any perceived flaws.

Final Fantasy 7 (PSX)
Fire Emblem 13 Awakening (3DS)
Fire Emblem 9: Path of Radiance (GCN)
Grandia II (DC)
La Pucelle Tactics (PS2)
Makai Kingdom (PS2)
Octopath Traveller (NSw)
Phantasy Star IV (Gen)
Phantom Brave (PS2)
Radiant Historia (NDS)
Rondo of Swords (NDS)
SaGa Frontier 2 (PSX)
Shadow Hearts 2 (PS2)
Suikoden II (PSX)
Super Mario RPG (SNES)
Tales of the Abyss (PS2)
Trails in the Sky SC (Steam)
Undertale (Steam)
Wild Arms 4 (PS2)
Xenogears (PSX)


8/10 - Games I've spent a lot of time on but don't quite have the same emotional impact just from thinking about them that the upper categories have.

Bravely Default (3DS)
Breath of Fire 4 (PSX)
Disgaea 3 (PS3)
Disgaea DD2 (PS3)
Disgaea Infinite (PSP)
Earthbound (SNES)
Final Fantasy 12 (PS2)
Final Fantasy 5 (PSX)
Final Fantasy Tactics (PSX)
Fire Emblem 15 Echoes: Shadows of Valentia (3DS)
Fire Emblem 8 Sacred Stones (GBA)
Labyrinth of Refrain: Coven of Dusk (NSw)
Mana Khemia (PS2)
Mana Khemia 2 (PS2)
Mario & Luigi: Bowser's Inside Story (NDS)
Mother 3 (GBA)
Paper Mario: The Thousand-Year Door (GCN)
Persona 2: Eternal Punishment (PSX)
Persona 2: Innocent Sin (PSP)
Persona 4 (PS2)
Pokemon OR/AS (3DS)
Pokemon X/Y (3DS)
SaGa Scarlet Grace (NSw)
Skies of Arcadia (Eternal Arcadia) Legends (GC)
The World Ends With You (NDS)
Trails in the Sky FC (PSP)
Trails in the Sky The 3rd (Steam)
Valkyrie Profile 2: Silmeria (PS2)
Wild Arms 2 (PSX)
Wild Arms 3 (PS2)
Zelda: A Link to the Past (SNES)


7/10 - Good games, but also games from franchises I generally don't get as excited about but these are their standout entries. (And vice-versa, a lot less-good entries from my favorite franchises.)

Bahamut Lagoon (SNES)
Bravely Second (3DS)
Breath of Fire 3 (PSX)
Digimon Story Cyber Sleuth (PS4)
Digimon Story Cyber Sleuth: Hacker's Memory (PS4)
Disgaea 5 (NSw)
Dragon Quest 11
Dragon Quest 5 (NDS)
Dragon Quest 8 (PS2)
Final Fantasy 10-2 (PS2)
Final Fantasy 7 Crisis Core (PSP)
Final Fantasy 8 (PSX)
Final Fantasy 9 (PSX)
Final Fantasy Dimensions (iOS)
Fire Emblem 7 Blazing Sword (GBA)
Fire Emblem Warriors (NSw)
Grandia 1 (PSX)
Growlanser 2: The Sense of Justice (PS2)
Horizon: Zero Dawn
Hyrule Warriors (NSw)
Mario & Luigi: Super Star Saga (GBA)
Mario + Rabbids: Kingdom Battle (NSw)
Persona 5 (PS4)
Pokemon B/W/B2/W2
Pokemon Conquest (NDS)
Pokemon R/B/G/Y (GB)
Pokemon R/S/E (GBA)
Pokemon Sun/Moon (3DS)
Romancing SaGa 3 (NSw)
SaGa 3: Shadow or Light (NDS)
Steven Universe: Save the Light (PS4)
Suikoden 1 (PSX)
Suikoden Tactics (Rhapsodia) (PS2)
Suikoden Tierkreis (NDS)
Tales of Eternia (PSX, PSP)
Tales of Xillia (PS3)
Trials of Mana Remake (NSw)
Valkyria Chronicles (PS3)
Valkyrie Profile: Covenant of the Plume (NDS)
Wild Arms 1 (PSX)
Wild Arms: Alter Code F (PS2)
Xenoblade Chronicles (Wii)
Xenoblade Chronicles 2 (NSw)
Zelda: Breath of the Wild (NSw)
Zelda: Link Between Worlds (3DS)
Zelda: Majora's Mask (N64)
Zelda: Twilight Princess (Wii)
Zettai Hero Project (PSP)


6/10 - This is about where the average falls for "games I could stand to finish". Competent and enjoyable. Being a 6/10 isn't an insult, and could very well still fall under "Djinn-bait".

Atelier Meruru (PS3)
Atelier Rorona (PS3)
Atelier Totori (PS3)
Battle Chef Brigade (NSw)
Bayonetta (PS3)
Bayonetta 2 (WiiU)
Bloodstained: Curse of the Moon (NSw)
Cthulhu Saves the World (Steam)
Fell Seal: Arbiter's Mark (Steam)
Final Fantasy 12 Revenant Wings (NDS)
Final Fantasy Tactics A2 (NDS)
Fire Emblem 14: Fates (3DS)
Fire Emblem 4 Geneology of the Holy War (SNES)
Fire Emblem 5 Thracia 776 (SNES)
Fire Emblem 6 Binding Blade (GBA)
Growlanser 5: Heritage of War (PS2)
Guided Fate Paradox (PS3)
Kingdom Hearts Birth By Sleep (PSP)
Koudelka (PSX)
Legend of Mana (PSX)
LISA (Steam)
Lunar 2 Eternal Blue Complete (PSX)
Mario & Luigi: Partners in Time (NDS)
Ni no Kuni (PS3)
Odin Sphere (PS2)
Persona 3 (PS2)
Pokemon D/P/Pt (NDS)
Prinny 2: Dawn of Operation Panties (PSP)
Prinny: Can I Really Be The Hero? (PSP)
Rhapsody (PSX)
Romancing SaGa 2 (NSw)
SaGa 1 (GB)
SaGa 2 (GB)
Shadow Hearts 1 (PS2)
Shadow Hearts 3 (PS2)
Star Ocean 2 (PSX)
Star Ocean 3 Director's Cut (PS2)
Trials of Mana (SNES)
WarGroove (NSw)
Wild Arms 5 (PS2) *
Witch & The Hundred Knight
Yggdra Union (GBA)


5/10 - These games are average. On average, most games that get published have -something- good about them. These games are still great games in their own right, they just don't stand out as much. Most importantly, they're inoffensive and don't make many mistakes.

Advance Wars 2 (GBA)
Arc the Lad 2 (PSX)
Arc the Lad 4 (PS2)
Atelier Iris 3: Grand Phantasm (PS2) *
Atelier: Iris- Eternal Mana (PS2) *
Atelier: Iris- Eternal Mana 2 (PS2) *
Awakened Fate Ultimatum (PS3)
Banner Saga (Steam)
Cadence of Hyrule (NSw)
Child of Light (PS3)
Code Name S.T.E.A.M. (3DS)
Dragon Quest 4 (NDS)
Eternal Poison (PS2)
Final Fantasy 1 (and remakes)
Final Fantasy 13 (PS3)
Final Fantasy 13-2 (PS3)
Final Fantasy 3 Remake (DS)
Final Fantasy Dimensions 2 (iOS)
Fire Emblem 11 Shadow Dragon (NDS)
Fire Emblem 12 New Mystery
Fire Emblem 3: Mystery of the Emblem (SNES)
Grim Grimoire (PS2)
Growlanser 1 (PSX)
Growlanser 3: The Duel Darkness (PS2)
I Am Setsuna (Steam)
Jeanne D'Arc (PSP)
Kingdom Hearts 1 (PS2)
Kingdom Hearts 3 (PS4)
Kingdom Hearts 358/2 Days (NDS)
Legaia 2: Duel Saga (PS2)
Live A Live (SNES)
Lost Odyssey (360)
Lufia (Estopolis) 2: Rise of the Sinistrals (SNES)
Lunar Walking School (GG)
Lunar: Silver Star Story Complete (PSX)
Monster Hunter World (PS4)
Riviera (GBA)
Saiyuki: Journey West (PSX)
Secret of Mana (SNES)
Shining Force 1 remake (GBA)
Shining Force 2 (GEN)
Star Ocean 1 (SNES)
Star Ocean 4 Last Hope (PS3)
Suikoden IV (PS2)
Tales of Destiny (PSX)
Tales of Destiny 2j (PS2)
Tales of Phantasia (PSX, SNES)
Tales of Rebirth (PS2)
Threads of Fate (Dew Prism) (PSX)
Tokyo Mirage Sessions #FE (WiiU)
Treasure of Rudra (SNES)
World of Final Fantasy (PS4)
Xenosaga 1 (PS2)
Zelda: Ocarina of Time (N64)
Zelda: Skyward Sword (Wii)


4/10 - Just below average. Nothing too offensive, but nothing really stands out. Style points help a lot of these games out.

Alundra (PSX)
Arc the Lad 1 (PSX)
Brave Fencer Musashi (PSX)
Breath of Fire 1 (GBA)
Breath of Fire 2 (GBA)
Chrono Cross (PSX)
Digimon World Next 0rder (PS4)
Etrian Odyssey (NDS)
Final Fantasy Mystic Quest (SNES)
Fire Emblem 2 Gaiden (NES)
Golden Sun 2: The Lost Age (GBA)
Golden Sun: The Broken Seal (GBA)
Gungnir (PSP)
Illusion of Gaia (SNES)
Kartia: The Word of Fate (PSX)
Kingdom Hearts 2 (PS2) *
Legend of Dragoon (PSX)
Legend of Legaia (PSX)
Ogre Battle: March of the Black Queen (SNES)
Phantasy Star II (GBA)
Project X Zone (3DS)
Radiata Stories (PS2)
Rogue Galaxy (PS2)
Sword of Mana (NDS)
Tales of Legendia (PS2)
Tales of Symphonia (GC)
Trinity Universe (PS3)
Witch & The Hundred Knight 2 (PS3)


3/10 - Not the worst thing available, but this is where a lot my "I like this franchise usually but this game is really flawed" goes.

Digimon Story Sun/Moon (NDS)
Digimon World (PSX)
Final Fantasy 13-3 Lightning Returns (PS3)
Final Fantasy 2 (PSX)
Final Fantasy 3j (NES)
Fire Emblem 1 Dark Dragon & Sword of Light (NES)
Grandia III (PS2)
Kingdom Hearts Chain of Memories (GBA)
Lufia (Estopolis) 1: The Fortress of Doom (SNES)
Okage (PS2)
Phantasy Star 1 (GBA)
Star Ocean 5: Integrity & Faithlessness (NSw)
Star Ocean Blue Sphere (GBC)
Tales of Zestiria (PS3)
Thousand Arms (PSX)
Unlimited Saga (PS2) *
Ys 6 Ark of Napishtim (PS2)
Zelda II: The Adventure of Link (NES)


2/10 - Bad games, but somehow I played them. Some of them are offensive but the gameplay was fine so it kept them out of the lower tiers.

Ar Tonelico (PS2) *
Breath of Fire 5 (PS2) *
Dark Cloud 2 (PS2)
Digimon Story (NDS)
Digimon World 3 (PSX)
Eternal Sonata (360)
Final Fantasy Crystal Chronicles 1 (GC)
Legasista (PS3)
Lunar Legend (GBA)
Mugen Souls (PS3)
Shining Tears (PS2)
Xenosaga 2 (PS2)
Xenosaga 3 (PS2)
Ys 1 (NES)
Ys 2 (NES)
Ys Eternal (PC)


1/10 - Bad games. Maybe some style points keep these games out of the zero category?

Digimon World 2 (PSX)
Dragon Quest 3 (NES)
Final Fantasy Tactics Advanced (GBA)
Legend of Heroes 3 White Witch (PSP) *
Phantasy Star 3 (GBA) *
Sailor Moon: Another Story (SNES)
Shining Force Neo (PS2) *


0/10 - These games just aren't fun. At all. They aren't very popular, and there's a reason for that. It surprises me how many of these I've finished.

Alundra 2 (PSX)
Arc the Lad 3 (PSX)
Arc the Lad 5 (PS2) *
Beyond the Beyond (PSX) *
Dark Cloud (PS2)
Grandia Extreme (PS2)
Granstream Saga (PSX)
Hydlide (NES)
Legend of Heroes 4 Tear of Vermillion (PSP) *
Lunar 3 (DS) *
Ys 3 (NES)

6827
Tournaments / Plot Power Tourney - S32
« on: January 31, 2008, 12:21:40 AM »
Haven't seen a Plot Power Tourney in a long while. Since no one else seems to want to make one, I'll give it a shot.

Season 32 was the first season that I was really able to get into the DL voting, so it holds a special place in that dried organ which used to be my heart. Hopefully this season hasn't already been involved in the Plotpower Tourney... >.>

So, the rules haven't changed! The matchups were chosen from Season 32 and this time around you'll be voting for who would win in a fight based on the character's in-game legacy. Chris Lightfellow might be a Godlike in terms of fighting prowess, but she's merely a True Runebearer when compared to Odin (a Heavy), who is the God King of Asgard himself.

Have fun! I'll update this in a week.

Godlike

Kefka (FF6) vs. Belial (WA4)
Empyrea (DQ8) vs. Luther Lansfield (SO3)
Patriarch Sergius XVII (XS2) vs. Ultros (FF6)
Zio (PS4) vs. Chaos (FFI)

Heavy

Darkham (AtL4) vs. Carlie (SD3)
Clive Winslett (WA3) vs. Kanon (WA2)
Popoi (SoM) vs. Brad Evans (WA2)
Serge (CC) vs. Malik Benedict (WA3)

Middle

Marisa (FE8) vs. Luna (Lunar1)
Gafgarion (FFT) vs. Rand (BoF2)
Shana (LoD) vs. Rath (FE7)
Mog (FF6) vs. Sarah (SF2)

Light

Galleon (S5) vs.  Amada (S2)
Sid (S2) vs. Guido (G1)
Hrist (VP1) vs. Priscilla (FE7)
Shante (AtL2) vs. Seth (FE8)

Bonus:
Justin (G1) vs. Rune Walsh (PS4)






6828
Tournaments / Re: THE ULTIMATE MATCH OF ULTIMATE DOOM AND LOVE
« on: January 30, 2008, 11:55:03 PM »
If Elincia can get Jogurt down to 1 HP...

Can Jogurt wildly miss his attack and hit himself for a whopping 1 damage for epicly epic fail?

-Djinn

6829
RPGDL Policy Discussion / Re: Regarding the transfer of stat topics
« on: January 30, 2008, 11:28:48 PM »
Tai's wiki format looks pretty good to me, so I'm giving it a try.

I used OK's ToP(SNES) topic and mostly copy/pasted, then formatted.

This is the 'condensed reference page'. The full character pages should include each of the characters' FULL skill sets. (And their stats/comparisons/skillsets/equipoptions from ToP GBA, maybe separated by a horizontal line?)

Also, I wasn't sure about some of the stat definitions. OK, can you help?

OK also had a long list of equipment notes and justifications, not sure what to do with this.

http://www.rpgdl.com/wiki/index.php?title=Tales_of_Phantasia_SNES_Character_Stats

This took about 2 hours total, including learning how to edit a wiki.

Side note: ToP(PSX) was fan-translated recently, someone should stat-topic this. (Someone with a better computer than me. >.>;; )

6830
General Chat / RPGmon commemoration
« on: January 30, 2008, 06:28:26 AM »
RPGmon was awesome tonight. Lyn cinches two wins!

To honor the memory of the team match where Alex and Lyndis champ against a field which included a Giant Chicken Boss Who Can Turn People Into Eggs (BoF3, I salute you), I drew a happy picture. I may color this someday.




AAAAAAND... because I don't feel like making a new topic, here's a WIP Lenneth. Her outfit kills me.



-Djinn

6831
RPGDL Discussion / Re: Rate this game in the DL: S3 and FE7
« on: January 29, 2008, 08:20:55 PM »
Suikoden 3

Favorite dueller: Chris Lightfellow, I remember when I first joined the DL, I was so excited to see one of my favorite characters in Godlike. She's the reason I started voting.
Least favorite dueller: Luc, because he'd be much more fun if his S3 wasn't the only form used.

Strongest dueller: Chris, maybe?
Weakest dueller: Kenji, Nei, Rody? Any of the dogs? There's a reason the term 'Suikoscrubs' exists.

Favorite moment in the DL with this game: So many good moments... Rody's match was great hilarious amounts of fail.
Least favorite moment in the DL with this game: Chris getting matched up against Malik. ...spoiler bastard.

A character you'd like to see added to the game: Is there anyone left? How about the True Rune Incarnations?
A character you wouldn't have ranked from this game: There's a few, really. But I'm done complaining about S3 overranking. It's better than overranking a less fun game with less fun characters.

Any other notes/thoughts about the game? It's a Suikoden game, as much as I love all the characters, they always feel extraneous and unimportant.

Fire Emblem 7

Favorite dueller: Lyn! <3 I'm not sure why I love Lyn. It just happened suddenly one day. Lyn and Chris are coincidentally my two favorite female leads ever.
Least favorite dueller: Damn near everyone else.

Strongest dueller: Lyn, actually. Although Athos has UOM powers.
Weakest dueller: Probably Serra, despite being a better draw than most of the other FE7 Lights.

Favorite moment in the DL with this game: Can't think of one. Anytime Serra was in was pretty funny.
Least favorite moment in the DL with this game: Eh... the floods of FE characters.

A character you'd like to see added to the game: Dear god no.
A character you wouldn't have ranked from this game: Pretty much everyone in Middle. The Heavies are interesting enough and the Lights are hilarious fail (and the more interesting/memorable characters, with a few exceptions). But the Middles... about as 2-dimensional and bland as can be, including Eliwood. Well, it's a bit of a generalization, Sain and Jaffar are middles and they're okay.

Any other notes/thoughts about the game? Hilariously overranked. FE8 is even worse about it. But I've learned to live with it.

-Djinn

6832
RPGDL Discussion / Re: Rate this game in the DL: FFT and SoA
« on: January 25, 2008, 02:13:04 AM »
Skipping FFT because I have no love for it, though War of the Lions may change that soon.

Skies of Arcadia

Favorite dueller: Aika, has some neat tricks and was really fun in-game. Vigoro's also up there strictly for personality reasons.
Least favorite dueller: Galcian bothers me a bit.

Strongest dueller: Piastol, who really feels like she's a different game altogether.
Weakest dueller: Fina.

Favorite moment in the DL with this game: Anytime Aika was in, I found myself really interested in the match.
Least favorite moment in the DL with this game: The reminder about the lack of Gilder for 26 seasons I can agree with.

A character you'd like to see added to the game: All the Bounty boss fights!
A character you wouldn't have ranked from this game: Actually, Piastol is one I wouldn't have ranked, but I'm glad she was anyway.


Any other notes/thoughts about the game? More Gilder? Maybe he can champ!

-Djinn

6833
RPGDL Discussion / Re: Rate this game in the DL: FFX and PS4
« on: January 25, 2008, 01:58:39 AM »
Final Fantasy X

Favorite dueller: Tidus, I like particular tricks, even if E&C tends to be his main strategy.
Least favorite dueller: Yuna, since I allow Aeons - it just makes her feel bland. But I can't disallow them due to my own view on it as a skill.

Strongest dueller: Yuna.
Weakest dueller: Kimahri, since I'm really lenient on item-use.

Favorite moment in the DL with this game: Nothing really stands out.
Least favorite moment in the DL with this game: Again, I like the cast, but nothing they've done in the DL since I've been around has been exciting.

A character you'd like to see added to the game: Rank Braska! NPC power hype!
A character you wouldn't have ranked from this game: They're all fine.

Any other notes/thoughts about the game? An overall likable game, I'd prefer Yuna without Aeons, but I also prescribe to all characters deserving their 'best possible legal forms'.

Phantasy Star 4

Favorite dueller: Rika, a true PC in a boss-filled division.
Least favorite dueller: Don't dislike anyone.

Strongest dueller: Profound Darkness, who is awesome, despite how I always seem to be losing to her in RPGmon.
Weakest dueller: Raja, who is awesome despite being the weakest dueller in the cast.

Favorite moment in the DL with this game: Wren and Rika's battle was interesting.
Least favorite moment in the DL with this game: Nothing stands out as offensive.

A character you'd like to see added to the game: Seth! (no, not really)
A character you wouldn't have ranked from this game: No problems, a well-ranked game.


Any other notes/thoughts about the game? Just noting that I'd like to see more of Dio.

6834
RPGDL Discussion / Re: Rate this game in the DL: BoF1 and SO2.
« on: January 11, 2008, 10:24:09 PM »
Star Ocean 2:

Favorite dueller: Ashton (by a large large margin)
Least favorite dueller: Leon, non-Indy Wisemen

Strongest dueller: Indy, though Claude's pretty good in Nyarlie's dungeon
Weakest dueller: Any of the scrub Wisemen.

Favorite moment in the DL with this game: Opera's recent run in Light was pretty fun.
Least favorite moment in the DL with this game: Nothing really offensive off-hand.

A character you'd like to see added to the game: There are characters left to add? If pressed, I'd say the Bird-king Jin, but I wouldn't support ranking him. Maybe the SO:Bluesphere forms of the PCs?
A character you wouldn't have ranked from this game: Most of the Wisemen.

6835
Jeanne's base endgame stats so I don't forget. Level 55 seems like a pretty obvious endgame level to take. I'll add equip options and damage numbers once I finish getting all the characters' base stats.

Jeanne
Lvl 55

HP 294
MP 182 (starts a match with 25% MP)
Attack 234
Defense 181
Magic Atk 229
Magic Def 171
Accuracy 250
Evade 127
Move 5
Critical 5

Liane (Cuisses)
Lvl 55
HP 227
MP 246
ATK 237
DEF 179
MATK 287
MDEF 228
ACC 271
EVA 148
MOV 5
CRIT 8

Gilles
Lvl 55
HP 302
MP 179
ATK 246
DEF 189
MATK 230
MDEF 176
ACC 250
EVA 133
MOV 5
CRIT 3

La Hire
Lvl 55
HP 481
MP 118
ATK 267
DEF 227
MATK 172
MDEF 171
ACC 223
EVA 106
MOV 4
CRIT 12

Jean
Lvl 55
HP 290
MP 163
ATK 248
DEF 184
MATK 174
MDEF 171
ACC 293
EVA 149
MOV 5
CRIT 5

Colet
Lvl 55
HP 293
MP 167
ATK 240
DEF 181
MATK 175
MDEF 171
ACC 292
EVA 212
MOV 6
CRIT 20

Marcel
Lvl 55
HP 293
MP 166
ATK 258
DEF 180
MATK 174
MDEF 171
ACC 255
EVA 116
MOV 4
CRIT 6

Bartolomeo
Lvl 55
HP 514
MP 166
ATK 291
DEF 227
MATK 171
MDEF 169
ACC 219
EVA 104
MOV 4
CRIT 10

Richard
Lvl 55
HP 229
MP 290
ATK 233
DEF 180
MATK 294
MDEF 293
ACC 204
EVA 85
MOV 5
CRIT 2

Claire
Lvl 55
HP 225
MP 344
ATK 231
DEF 179
MATK 293
MDEF 292
ACC 193
EVA 90
MOV 5
CRIT 2


A secondary Light Armor that's found in shops:
Sage's Frock  - Defense +22, Magic Def +20, MP +10

The MP boost may be extremely helpful to some of the light armor-wearers.
Light Armor class: Marcel, Colet, Claire, Richard, Beatrix, Rose
Heavy and Light Armor class: everyone else

Also note that Rose may have some plot claim to the Black Bustier (Def+30), which only she, Beatrix, and Jeanne can wear and is found on Rose's first stage, when Jeanne isn't in the party.

6836
RPG Stats Forum / Re: Games that still need topics/interest in topics.
« on: January 06, 2008, 08:35:36 PM »
Talaysen -

You've already got endgame stats for everyone except Haschen? Well, I'd say go ahead and do the testing for them and I'll do Haschen once I finish it up.

I'm about 2/3 through the game, what would you say endgame level would be?

Also, I made notes of everyone's starting equipment and skillplates in case you're missing some.

-Djinn

6837
Claire's starting equips - since she's a splitpath PC, I figured this might be useful.

Claire de Loon
Lvl 33

Stella Spirit+2
Thunderbolt
Cyclone
Thunderbolt II

Mage's Staff
Leather Clothing


And Rose, too, while I'm at it.

Rose
Lvl 34

Gold Snatcher
Skill Snatcher

Snakeskin Lash
Leather Clothing


6838
Unranked Games / Re: Star Ocean: Blue Sphere (SO2 PCs, GBC, JPN-only)
« on: December 31, 2007, 06:41:04 AM »
HP Distribution:
999 Claude
959 Dias
945 Precis melee
945 Ernest
926 Chisato
923 Noel melee
922 Bowman
918 Ashton
742 Opera
725 Rena
590 Leon melee
583 Celine melee
477 Precis magic
464 Noel magic
382 Leon magic
379 Celine magic
Mean: 684.8
Prescribed builds-only Mean: 736.5

MP Distribution:
999 Celine magic
999 Leon magic
999 Noel magic
999 Rena
699 Noel melee
664 Opera
623 Celine melee
581 Leon melee
518 Precis magic
486 Bowman
477 Precis melee
417 Chisato
414 Ashton
399 Ernest
396 Dias
391 Claude
Mean: 628.8
Prescribed-builds-only Mean: 640.1

Raw STR Distribution:
363 Precis melee
346 Ernest
344 Bowman
341 Ashton
339 Dias
339 Chisato
329 Claude
241 Noel melee
237 Opera
167 Rena
147 Celine melee
143 Leon melee
113 Noel magic
112 Precis magic
94 Leon magic
90 Celine magic
Mean: 234.1
Prescribed-builds-only Mean: 237.6


STR Distribution (Cosmo City Equips):
499 Dias
489 Bowman
489 Chisato
489 Claude
483 Precis melee
471 Ashton
466 Ernest
396 Noel melee
282 Opera
258 Noel magic
237 Rena
232 Precis magic
213 Leon melee
182 Celine melee
164 Leon magic
125 Celine magic
Mean: 342.2
Prescribed-builds-only Mean: 350.1

CON Distribution (Cosmo City Equips):
398 Ashton
396 Dias
385 Claude
381 Bowman
376 Chisato
370 Noel melee
368 Precis melee
364 Ernest
357 Opera
324 Rena
317 Noel magic
315 Celine melee
309 Leon melee
292 Precis magic
272 Leon magic
268 Celine magic
Mean: 343.2
Prescribed-builds-only Mean: 344.2

DEX Distribution (Cosmo City Equips):
354 Precis melee
346 Celine magic
344 Precis magic
340 Leon magic
334 Claude
317 Ernest
315 Chisato
315 Noel magic
305 Opera
302 Noel melee
300 Dias
300 Bowman
298 Rena
294 Ashton
276 Leon melee
274 Celine melee
Mean: 313.4
Prescribed-builds-only Mean: 317.3

AGL Distribution (Cosmo City Equips):
563 Claude
560 Ernest
555 Dias
549 Precis melee
543 Chisato
539 Bowman
538 Ashton
492 Leon melee
485 Noel melee
477 Opera
474 Rena
465 Celine melee
434 Leon magic
429 Precis magic
407 Celine magic
405 Noel magic
Mean: 494.7
Prescribed-builds-only Mean: 493.7

INT Distribution (Cosmo City Equips):
477 Leon magic
458 Celine magic
414 Noel magic
393 Opera
371 Precis magic
324 Rena
255 Celine melee
234 Leon melee
230 Chisato
216 Claude
208 Noel melee
191 Precis melee
191 Dias
177 Bowman
176 Ernest
170 Ashton
Mean: 280.3
Prescribed-builds-only Mean: 299.8

RES Distribution (Cosmo City Equips):
422 Rena
384 Leon magic
378 Celine magic
363 Celine melee
358 Leon melee
335 Noel magic
317 Noel melee
312 Opera
271 Precis melee
256 Precis magic
253 Claude
251 Bowman
247 Ernest
245 Dias
245 Chisato
242 Ashton
Mean: 304.9
Prescribed-builds-only Mean: 297.5

GUT Distribution:
172 Claude
167 Ernest
165 Precis melee
158 Bowman
154 Chisato
147 Ashton
146 Dias
142 Celine melee
140 Leon melee
139 Opera
136 Rena
135 Noel melee
87 Leon magic
83 Celine magic
83 Noel magic
72 Precis magic
Mean: 132.9
Prescribed-builds-only Mean: 128.7

Max Damage Distribution:
13000 Bowman (48-hit Physical chain)
10700 Ashton (41-hit Physical chain)
10100 Chisato (38-hit Physical chain)
6800 Dias (23-hit Physical chain)
5600 Claude (21-hit Physical chain)
4600 Precis melee (17-hit Physical chain)
4400 Noel melee (19-hit Physical chain)
3900 Leon magic (Dark Passage)
3800 Celine magic (Ascension Choir)
3000 Noel magic (19-hit Physical chain)
2800 Ernest (11-hit Physical chain)
2600 Rena (18-hit Physical chain)
2400 Opera (14-hit Physical chain)
2200 Leon melee (Dark Passage)
1900 Precis magic (17-hit Physical chain)
1600 Celine melee (Ascension Choir)
Mean: 4960
Prescribed-builds-only Mean: 5550

Max Damage Distribution: (Single-hit Physicals only allowed)
4250 Ashton (Spirit Dragon)
3900 Leon magic (Dark Passage)
3800 Celine magic (Ascension Choir)
3500 Dias (Byakko Sougekizan [White Tiger Shock?])
2600 Bowman (Ouka Sakuretsujin)
2400 Claude (Fukuryuu Shichiseiha)
2300 Ernest (Final Whip)
2200 Leon melee (Dark Passage)
2100 Noel magic (PANDA!!)
2000 Rena (Celestial Arrow)
1700 Chisato (Jinguu Senretsuken)
1600 Celine melee (Ascension Choir)
1500 Opera (Blitz Tactics)
1300 Noel melee (PANDA!!)
1200 Precis melee (Daruma Strike)
920 Precis magic (Daruma Strike)
Mean: 2330
Prescribed-builds-only Mean: 2580

Max Damage Distribution: (Max combo Physicals allowed)
46000 Claude (172-hit Physical chain)
44000 Precis melee (165-hit Physical chain)
43000 Bowman (158-hit Physical chain)
42500 Ernest (167-hit Physical chain)
42000 Dias (146-hit Physical chain)
41600 Chisato (154-hit Physical chain)
39000 Ashton (147-hit Physical chain)
31400 Noel melee (135-hit Physical chain)
23000 Opera (139-hit Physical chain)
19000 Rena (136-hit Physical chain)
15300 Precis magic (72-hit Physical chain)
14600 Leon melee (140-hit Physical chain)
12900 Noel magic (83-hit Physical chain)
11000 Celine melee (142-hit Physical chain)
5650 Leon magic (87-hit Physical chain)
3800 Celine magic (83-hit Physical chain or Ascension Choir)
Mean: 27200
Prescribed-builds-only Mean: 27800

6839
Unranked Games / Re: Star Ocean: Blue Sphere (SO2 PCs, GBC, JPN-only)
« on: December 31, 2007, 06:39:55 AM »
Precis F. Neumann

Precis’ prescribed path is Technical, Knowledge, Battle, Sense (giving her a magic build). This makes her the best Item Creation person in the game. However, it blows for the DL, so I’ve listed her ‘melee build’ as well. Precis ALWAYS wants her melee build. Numbers in parentheses indicate Precis’ primary equipment setup.

Max Level: 340 / Melee Build: lvl 370
HP: 477 / 945
MP: 518 / 413

STR: 112 (232) / 363 (483)
CON: 107 (292) / 183 (368)
DEX: 254 (344) / 264 (354)
AGL: 89 (429) / 209 (549)
INT: 296 (371) / 116 (191)
RES: 106 (256) / 121 (271)
GUT: 72 / 165

Equips:
Weapon: Hyper Punch (STR 120, INT 75, DEX 90)
*[Cave of Trials] HUGMA Punch (STR 200, INT 100, DEX 95)
Armor: Mythril Mesh (CON 80, RES 60, AGL 80)
Arms: Pallas Athene (CON 25, RES 25, AGL 95, 25% resistance to Fire, Earth, Thunder, Vacuum)
Head: Mythril Helm (CON 45, RES 35, AGL 80)
Feet: Mythril Greaves (CON 35, RES 30, AGL 85)


Single Physical Attack: 114 / 268
Max Physical Chain: 72 / 165
Max Physical Chain DMG: 15300 / 44000
Frames in Combo Window: 17
Frame-based Physical Chain DMG: 1900 / 4600

Killer Moves: Moves can be spammed a certain number of times before stamina runs out
Mole – 15 MP (10 / 22 times) – Quick, Earth-based attack – 80 / 100 DMG
Barrier – 12 MP (12 / 29 times) – Stuns enemy (lasts for a few seconds or until enemy is hit physically)
Missile – 28 MP (1 / 2 times) – Fires a Light-based missile at enemy – 320 / 460 DMG
YuraYura (Rattling sound) – 58 MP (2 /5 times) – Jackhammers the screen, damaging the enemy and causing them to fall over (interrupts charging moves, Earth elem) – 470 / 610 DMG
Dokkan! – 36 MP (8 / 14 times) – Dark-based cannonball attack – 720 / 880 DMG
Daruma Strike – 53 MP (7 / 10 times) – Light- based Bobot attack – 920 / 1200 DMG


Ashton Anchors:
Ashton’s prescribed path is Sense, Battle, Knowledge, Technical, and this suits him fine. In game, the only thing Ashton really does is combo and spam Leaf Slash. A small number of Ashton’s Killer moves seem to be based on INT rather than STR.
Numbers in parentheses are Ashton’s stats with his primary equips.

Max Level: 340
HP: 918
MP: 414

STR: 341 (471)
CON: 163 (398)
DEX: 214 (294)
AGL: 208 (538)
INT: 85 (170)
RES: 132 (242)
GUT: 147

Equips:
Weapon: Zwei Slash (STR 130, INT 85, DEX 80, Wind elemental)
*[Cave of Trials] Bastion (STR 200, INT 150, DEX 90, Light elemental)
[Bonus weapon] Djinn’s Claw (STR, INT, DEX 0 – Used to learn “Spirit Dragon”)
Armor: Duel Suit (CON 100, RES 50, AGL 85)
Arms: Duel Guard (CON 35, RES 10, AGL 80)
Head: Duel Helm (CON 65, RES 20, AGL 80)
Feet: Mythril Greaves (CON 35, RES 30, AGL 85)

Single Physical Attack: 261
Max Physical Chain: 147
Max Physical Chain DMG: 39000
Frames in Combo Window: 41
Frame-based Physical Chain DMG: 10700

Killer Moves:
Leaf Slash – 14 MP (28 times) – Fast, Teleporting Earth-based Sword attack – 370 DMG
Hurricane Slash – 25 MP (3 times) – Ranged Wind Elemental Sword attack – 290 DMG
Dragon Attack – 38 MP (11 times) – Non-elem Dragon attack (INT-based) – 460 DMG
Sword Dance – 42 MP (1 time) – Non-elem Sword combo attack – 870 DMG
Dragon Bite – 78 MP (4 times) – Non-elem Dragon attack (INT-based) – 660 DMG
Tri-ACE – 55 MP (1 time) – Light-elem Sword attack – 1060 DMG
Spirit Dragon – 90 MP (3 times) – Non-elem Dragon attack – 4250 DMG (!)


Celine Jules
Celine’s prescribed setup is Knowledge, Technical, Sense, Battle. This makes her an excellent mage. The only reason she would want her melee build is for people who allow combo chains, which ups her damage significantly.
Numbers in parentheses indicate Celine’s primary equipment setup.

Max Level: 360 (magic build) / 310 (melee build)
HP: 379 / 583
MP: 999 / 623

STR: 90 (125) / 147 (182)
CON: 103 (268) / 150 (315)
DEX: 261 (346) / 189 (274)
AGL: 47 (407) / 105 (465)
INT: 358 (458) / 155 (255)
RES: 218 (378) / 202 (362)
GUT: 83 / 142

Equips:
Weapon: Holy Rod (STR 35, INT 100, DEX 85, Light elem)
*[aftergame PA weapon] Magical Stick (STR 60, INT 140, DEX 90, Light elem)
Armor: Ishtar Robe (CON 100, RES 100, AGL 90)
Arms: Duel Guard (CON 35, RES 10, AGL 80)
Head: Hermit Cap (CON 20, RES 40, AGL 90)
Feet: Bunny Shoes (CON 10, RES 10, AGL 100)

Single Physical Attack DMG: 46 / 78
Max Physical Chain: 83 / 142
Max Physical Chain DMG: 3800 / 11000
Frames in Combo Window: 7
Frame-based Physical Chain DMG: 320 / 550

Spells: I only bothered to test her spells on ‘mage build’, they’re worthless otherwise
Firebolt – 8 MP (7 times) – Can be cast VERY fast; weak Fire spell – 120 DMG
Windblade – 10 MP (7 times) – Only slightly slower than Firebolt; Air spell – 130 DMG
Thunderbolt – 20 MP (7 times) – average casting speed; mid-weak Thunder spell – 160 DMG
Star Light – 30 MP (7 times) – somewhat slow casting; mid-weak Star-elem spell – 200 DMG
Ray – 42 MP (6 times) – slow casting speed; mid Light spell – 390 DMG
Energy Arrow – 30 MP (7 times) – mid casting speed; mid Vacuum elem – 360 DMG
Eruption – 38 MP (6 times) – mid casting; mid Fire spell – 370 DMG
Thunder Storm – 38 MP (6 times) – slow casting; mid Thunder spell – 370 DMG
Southern Cross – 45 MP (6 times) – slow casting; mid Star spell – 640 DMG
Explode – 54 MP (5 times) – slow casting; high Fire spell – 630 DMG
Meteo Swarm – 72 MP (5 times) – slow casting; high Star spell – 1170 DMG
Atomic Dragon – 84 MP (3 times) – very slow casting; powerful Fire spell – 3200 DMG
Tempest Volt – 70 MP (4 times) – very slow casting; powerful Thunder – 2900 DMG
Ascension Choir – 75 MP (3 times) – very slow; powerful Star spell – 3800 DMG

Bless – 18 MP (12 times) – raises STR and INT for all party members by 10%, does not stack
Anti – 20 MP (12 times) – raises RES by 25%, does not stack
Angel Feather – 30 MP (10 times) – raises CON by 25%, does not stack
Neutral – 17 MP (12 times) – removes debuffs
Curse – 20 MP (10 times) – removes enemy’s buffs and party’s negative status (except poison and stone)
Lost Mental – 1 MP (30 times) – drains 30-50 MP from the enemy



Leon D. Geeste
Leon’s melee build isn’t horrible, but he’ll probably want his mage build for almost every situation. His prescribed mage build path is Knowledge, Technical, Sense, Battle.
Numbers in parentheses indicate Leon’s stats with his primary equip setup.

Max Level: 370 / 310
HP: 382 / 590
MP: 999 / 581

STR: 94 (164) / 143 (213)
CON: 107 (272) / 144 (309)
DEX: 250 (340) / 186 (276)
AGL: 74 (434) / 132 (492)
INT: 367 (477) / 124 (234)
RES: 224 (384) / 198 (358)
GUT: 87 / 140

Equips:
Weapon: Millenium Saga (STR 70, INT 110, DEX 90)
*[Cave of Trials] Solomon’s Key (STR 90, INT 140, DEX 90)
Armor: Ishtar Robe (CON 100, RES 100, AGL 90)
Arms: Duel Guard (CON 35, RES 10, AGL 80)
Head: Hermit Cap (CON 20, RES 40, AGL 90)
Feet: Bunny Shoes (CON 10, RES 10, AGL 100)

Single Physical Attack: 65 / 104
Max Physical Chain: 87 / 140
Max Physical Chain DMG: 5650 / 14600
Frames in Combo Window: 9
Frame-based Physical Chain DMG: 600 / 900

Spells: His spells aren’t amazing in melee build, but I’ll list them since Leon’s melee might be useful to him.
Ice Needle – 8 MP (7/13 times) – fast casting speed; weak Water spell – 150/60 DMG
Star Light – 30 MP (7/12 times) – somewhat slow casting; mid-weak Star-elem spell – 220/110 DMG
Wounds – 16 MP (7/13 times) – fast casting speed; weak Dark spell – 170/60 DMG
Acid Rain – 21 MP (6/11 times) – fast casting speed; mid-low Water spell – 200/90 DMG
Shadow Bolt – 34 MP (6/11 times) – medium cast speed; mid-low Dark spell – 220/100 DMG
Deep Freeze – 45 MP (6/11 times) – medium cast speed; mid Water spell – 300/130 DMG
Shadow Flare – 50 MP (5/9 times) – medium cast speed; high Dark spell – 540/240
Gremlin Lair – 63 MP (5/9 times) – very slow cast speed; high Void spell – 660/310 DMG
Extinction – 66 MP (4/7 times) – slow casting speed; very high Void spell – 3150/1900 DMG
Ice Age – 70 MP (4/6 times) – slow casting speed; very high Water spell – 3300/2050 DMG
Dark Passage – 80 MP (3/5 times) – very slow casting speed; very high Dark spell – 3900/2200 DMG

Word of Death – 28 MP (2/5 times) – mid-fast cast speed; 16.7% (1/6) accurate Instant Death (Vacuum elemental) spell
Protection – 15 MP (14/25 times) – raises CON for one person by 20% (does not stack)
Haste – 15 MP (14/25 times) – raises AGL & movement speed for one person by 15% (does not stack)
Delay – 18 MP (14/25 times) – lowers AGL & movement speed for one enemy by 15% (does not stack)
Deep Mist – 11 MP (15/27 times) – lowers DEX of one enemy by 25% (does not stack)



Dias Flac
Dias’ prescribed path is Battle, Sense, Tech, Knowledge. He has gamebest STR and a unique weapon which puts him even higher which is really easy to get. For equality’s sake, his primary equips are still the Cosmo City weapons. He has a few INT-based Fire moves which he probably doesn’t want. Numbers in parentheses are Dias’ stats with his primary equips.

Max Level: 350
HP: 959
MP: 396

STR: 339 (499)
CON: 171 (396)
DEX: 215 (300)
AGL: 210 (555)
INT: 101 (191)
RES: 120 (245)
GUT: 146

Equips:
Weapon: Silvance (STR 160, INT 90, DEX 85, Light elemental)
[Dias-only Item creation] Kogamaru (‘Little Crow’) (STR 170, INT 95, DEX 90, Light)
*[Cave of Trials] Durandal (STR 220, INT 150, DEX 100)
Armor: Duel Suit (CON 100, RES 50, AGL 85)
Arms: Pallas Athene (CON 25, RES 25, AGL 95, 25% resistance to Fire, Earth, Thunder, Vacuum)
Head: Duel Helm (CON 65, RES 20, AGL 80)
Feet: Mythril Greaves (CON 35, RES 30, AGL 85)


Single Physical Attack: 293
Max Physical Chain: 146
Max Physical Chain DMG: 42000
Frames in Combo Window: 23
Frame-based Physical Chain DMG: 6800

Killer Moves:
Chaos Sword – 17 MP (25 times) – 2 hit ranged Dark sword attack – 310 DMG
Kogetsusen (Crescent Moon Slash) – 22 MP (3 times) – fast Light sword attack which never misses – 370 DMG
Houkouha (Hawk Scream Blast) – 26 MP (2 times) – Fire sword attack that shoots a phoenix of energy (INT-based) – 340 DMG
Engetsuzan (Full Moon Slash) – 40 MP (2 times) – Stuns enemy (lasts for a few seconds or until enemy is hit physically)
Mugen (Illusion) – 53 MP (1 time) – 4-hit combo Void-elem Sword attack – 820 DMG
Suzaku Shougekiha (Firebird Shock) – 48 MP (1 time) – powerful Fire sword attack (INT-based) – 1100 DMG
Byakko Sougekizan (White Tiger Shock?) – 52 MP (2 times) – powerful non-elemental sword/energy attack that can hit from anywhere on the battlefield – 3500 DMG



Bowman Jean
Bowman’s prescribed path is Sense, Battle, Knowledge, Technical – giving him a melee build. In game, Bowman is ridiculously easy to combo with, even the AI-controlled Bowman combos regularly. Numbers in parentheses are Bowman’s stats with his primary equips.

Max Level: 360
HP: 922
MP: 486

STR: 344 (489)
CON: 166 (381)
DEX: 215 (300)
AGL: 214 (539)
INT: 107 (177)
RES: 131 (251)
GUT: 158

Equips:
Weapon: Kaiser Knuckles (STR 145, INT 70, DEX 85)
[Bowman unique Item Creation] Titan Fist (STR 120, INT 40, DEX 75, max MP+30%)
*[Cave of Trials] Finishing Blow (STR 220, INT 70, DEX 80, Dark elemental)
Armor: Mythril Mesh (CON 80, RES 60, AGL 80)
Arms: Duel Guard (CON 35, RES 10, AGL 80)
Head: Duel Helm (CON 65, RES 20, AGL 80)
Feet: Mythril Greaves (CON 35, RES 30, AGL 85)

Single Physical Attack: 272
Max Physical Chain: 158
Max Physical Chain DMG: 43000
Frames in Combo Window: 48 (No wonder he’s so easy to combo with!)
Frame-based Physical Chain DMG: 13000 (!)

Killer Moves:
Pillory – 16 MP (30 times) – Teleporting Dive punch, very fast – 290 DMG
Firebird Attack – 22 MP (5 times) – 2-hit ranged Fire punch – 310 DMG
Whirlwind Fist – 27 MP (24 times) – ranged multi-hit Wind attack – 280 DMG
Shihoujin – 30 MP (1 time) – fast Void-elem multi-hit attack that hits enemy from all angles – 480 DMG
Oukarengeki – 39 MP (2 times) – Martial arts combo attack – 1300 DMG
Ouka Sakuretsujin – 45 MP (1 time) – Dark-elem, cherry-blossom-explosion chi-blast ranged attack – 2600 DMG



Chisato Madison
Chisato’s prescribed path is Sense, Battle, Technical, Knowledge. Chisato attacks with a gun from a distance, but switches into martial arts moves when she’s about half a screen away from the enemy, and she’s very easy to combo with. The numbers in parentheses are Chisato’s stats with her primary equipment setup.

Max Level: 360
HP: 926
MP: 417

STR: 339 (489)
CON: 161 (376)
DEX: 230 (315)
AGL: 218 (543)
INT: 110 (230)
RES: 125 (245)
GUT: 154

Equips: All of Chisato’s weapons are Thunder-elemental, so she’s screwed against people who null/absorb Thunder
Weapon: Spark (STR 150, INT 120, DEX 85, Thunder element)
*[Cave of Trials] Electron (STR 170, INT 150, DEX 90, Thunder element)
Armor: Mythril Mesh (CON 80, RES 60, AGL 80)
Arms: Duel Guard (CON 35, RES 10, AGL 80)
Head: Duel Helm (CON 65, RES 20, AGL 80)
Feet: Mythril Greaves (CON 35, RES 30, AGL 85)


Single Physical Attack: 270
Max Physical Chain: 154
Max Physical Chain DMG: 41600
Frames in Combo Window: 38
Frame-based Physical Chain DMG: 10100

Killer Moves:
Burning Cards – 17 MP (15 times) – Ranged, inaccurate throwing-card attack (Dark-elemental) – 280 DMG
100,000 Volt – 18 MP (6 times) – Stun-gun attack, damages + 25% chance of stun (Thunder elemental) – 250 DMG
Flame Thrower – 20 MP (9 times) – Close-ranged Flamethrower attack (Fire) – 330 DMG
Maibo – 25 MP (12 times) – Void-elemental Robo-Dog attack (yeah… one of those Japanese Robo-pet things runs on-screen and does a breath attack) – 530 DMG
Preparation – 34 MP (5 times) – Chisato cell phones for missiles to attack enemy, can be performed quickly, anywhere on screen (Light elem) – 860 DMG
Fire Shot – 38 MP (2 times) – Soccer-kicks a ball of Fire energy at enemy – 780 DMG
Jinguu Senretsuken – 55 MP (4 times) – Dark-element martial arts attack – 1700 DMG


Noel Chandler
Noel’s prescribed path is Knowledge, Technical, Sense, Battle. Noel is kind of a middle-ground character – he doesn’t suck as a melee fighter, but he’s also an excellent mage (much better than in SO2) and his healing is almost as good as Rena’s. Of all the mages, his melee form serves him the best. The numbers in parentheses are Noel’s stats with his primary equipment.

Max Level: 380 / 360
HP: 464 / 923
MP: 999 / 699

STR: 113 (258) / 241 (396)
CON: 102 (317) / 155 (370)
DEX: 230 (315) 217 (302)
AGL: 80 (405) / 160 (585)
INT: 344 (414) / 138 (208)
RES: 215 (335) / 197 (317)
GUT: 83 / 135

Equips:
Weapon: Kaiser Knuckles (STR 145, INT 70, DEX 85)
*[Noel-only, Cave of Trials] Dragon Claw (STR 160, INT 80, DEX 80, Fire element)
Armor: Mythril Mesh (CON 80, RES 60, AGL 80)
Arms: Duel Guard (CON 35, RES 10, AGL 80)
Head: Duel Helm (CON 65, RES 20, AGL 80)
Feet: Mythril Greaves (CON 35, RES 30, AGL 85)

Single Physical Attack: 156 / 233
Max Physical Chain: 83 / 135
Max Physical Chain DMG: 12900 / 31400
Frames in Combo Window: 19
Frame-based Physical Chain DMG: 3000 / 4400

Spells:
Heal – 3 MP (15/20 times) – Very fast-casting, Heals 30-60 HP
Cure Light – 11 MP (13/17 times) – fast-casting, Heals 150-160 HP
Cure All – 20 MP (8/13 times) – fast-casting, Heals all characters 150-160 HP
Fairy Heal – 30 MP (9/15 times) – fast-medium casting speed, Heals 350-370 HP
Fairy Light – 40 MP (6/10 times) – fast-medium casting speed, Heals party 200-240 HP
Recovery – 9 MP (Infinite number of times?) – fast-casting, recovers a small amount of stamina
Refresh – 18 MP (Infinite number of times?) – fast-medium casting speed, recovers a large amount of stamina
Revival – 26 MP (Infinite number of times?) – medium casting speed, recovers a medium amount of stamina for the entire party
Dispel – 20 MP (9/15 times) – Cures all status effects except KO.

Wind Blade – 10 MP (9 times) – fast-casting, weak Wind spell – 100 / 60 DMG
Grave – 22 MP (9 times) – fast-casting, weak Earth spell – 110 / 70 DMG
Magnum Tornado – 25 MP (7 times) – medium-fast casting speed, medium power Wind spell – 240 / 100 DMG
Earth Grave – 36 MP (7 times) – medium-casting, mid-power Earth spell – 290 / 120 DMG
Energy Arrow – 30 MP (8 times) – medium-casting, mid-power Vacuum spell – 340 / 180 DMG
Foehn – 50 MP (6 times) – medium-casting, high Wind spell – 1100 / 560 DMG
Earthquake – 55 MP (6 times) – mid-slow casting speed, high Earth spell – 1500 / 800 DMG
PANDA!! – 88 MP (3 times) – mid-slow casting, powerful non-elemental spell that summons Pandas to attack the enemy – 2100 / 1300 DMG

Bless – 18 MP (12 times) – raises STR and INT for all party members by 10%, does not stack
Neutral – 17 MP (12 times) – removes debuffs
Curse – 20 MP (10 times) – removes enemy’s buffs and party’s negative status (except poison and stone)
Silence – 14 MP (10 times) – 66% chance to induce silence status effect on enemies (cannot use Spells or INT-based Killer Moves)
Blood Sucker – 12 MP (30 times) – drains HP from an enemy and Heals Noel by the amount (Thunder elemental) – 340 / 120 DMG
Lost Mental – 1 MP (30 times) – drains 30-50 MP from the enemy


Opera Vectra
Opera’s prescribed path is Technical, Knowledge, Sense, Battle. Opera’s basic attack is ranged and can hit the enemy from all the away across the screen. She’s difficult to combo with, but not impossible. A number of Opera’s Killer Moves are INT-based for some reason. I’m only listing Opera’s ‘magic build’ for simplicity’s sake. I may test her melee build later.

Max Level: 360
HP: 742
MP: 664

STR: 237 (282)
CON: 162 (357)
DEX: 215 (305)
AGL: 152 (477)
INT: 248 (393)
RES: 177 (312)
GUT: 139

Equips: Opera uses energy boxes to power her energy cannon.
Weapon: Pulse Box (STR 45, INT 145, DEX 90, Light)
Freeze Box (STR 35, INT 105, DEX 90, Water)
Burst Box (STR 35, INT 115, DEX 90, Fire)
Electro Box (STR 35, INT 120, DEX 90, Thunder)
*[Cave of Trials] Nova Box (STR 50, INT 160, DEX 90)
Armor: Mythril Mesh (CON 80, RES 60, AGL 80)
Arms: Duel Guard (CON 35, RES 10, AGL 80)
Head: Mythril Helm (CON 45, RES 35, AGL 80)
Feet: Mythril Greaves (CON 35, RES 30, AGL 85)


Single Physical Attack: 169
Max Physical Chain: 139
Max Physical Chain DMG: 23000
Frames in Combo Window: 14
Frame-based Physical Chain DMG: 2400

Killer Moves:
Flame Launcher – 13 MP (10 times) – Midrange Flamethrower Fire-elem attack (INT-based) – 240 DMG
Alpha on One – 24 MP (10 times) – Multishot energy bullet attack – 560 DMG
Spread Ray – 27 MP (8 times) – Wind-elem ray beam attack (INT-based) – 600 DMG
Cold Wind – 30 MP (8 times) – Water-elem flamethrower-like attack (INT-based) – 630 DMG
Gravity Shell – 41 MP (7 times) – Gravity-elem missile attack – 530 DMG
Lightning Blade – 44 MP (7 times) – Lightning bolt gun attack (INT-based) – 700 DMG
Holy Star – 19 MP (16 times) – Heals whole party 100-140 MP
Hyper Launcher – 60 MP (3 times) – Light-elemental explosive shot attack – 1200 DMG
Blitz Tactics – 70 MP (2 times) – Light-elemental gun attack (INT-based) – 1500 DMG


Ernest Raviede
Ernest’s prescribed path is Sense, Battle, Knowledge, Technical. In game, Ernest is horrible, his whip is mid-ranged, meaning he can’t hit anything close to him before it hits him, and he can’t attack from far away. He’s also difficult to combo with. But his stats look nice on paper and he has lots of elemental equips, so maybe he could win some matches.

Max Level: 360
HP: 945
MP: 399

STR: 346 (466)
CON: 159 (364)
DEX: 222 (317)
AGL: 220 (560)
INT: 121 (176)
RES: 112 (247)
GUT: 167

Equips:
Weapon: Photon Wire (STR 120, INT 55, DEX 95, Light)
Aqua Whip (STR 80, INT 60, DEX 90, Water)
Flare Whip (STR 90, INT 40, DEX 90, Fire)
*[Cave of Trials] Garroted Bute (STR 200, INT 100, DEX 100)
Armor: Mythril Mesh (CON 80, RES 60, AGL 80)
Arms: Pallas Athene (CON 25, RES 25, AGL 95, 25% resistance to Fire, Earth, Thunder, Vacuum)
Head: Duel Helm (CON 65, RES 20, AGL 80)
Feet: Mythril Greaves (CON 35, RES 30, AGL 85)

Single Physical Attack: 255
Max Physical Chain: 167
Max Physical Chain DMG: 42500
Frames in Combo Window: 11
Frame-based Physical Chain DMG: 2800

Killer Moves:
Cloud Dust – 15 MP (2 times) – Cracks whip to spin a Earth/Wind elemental tornado at enemy – 180 DMG
Broken Heart – 28 MP (2 times) – Thorny whip Earth-elem attack – 270 DMG
Thunder Whip – 35 MP (2 times) – Lightning bolt whip attack (INT-based) – 460 DMG
Sonic Whip – 46 MP (1 time) – Wind-elemental ranged whip attack – 770 DMG
Grand Slash – 60 MP (1 time) – Earth-elemental ground-based ranged whip attack – 2100 DMG
Final Whip – 65 MP (1 time) – Void-elemental ranged whip attack – 2300 DMG

Rena Lanford
Rena’s prescribed path is Knowledge, Technical, Sense, Battle. You get Rena pretty late in the game, meaning you have to level up a whole new character even though you started the game with 8 good choices to begin with. She’s the best healer in the game and her combo-ing is relatively easy, so she’s not a horrible choice, but Noel is just as good, really. Interestingly, she equips the best weapon in the game, the Glance Reviver, dropped from the game’s optional super-boss. Kinda cool. Rena’s magic build and melee build are surprisingly close in numbers, so I just tested her magic build. The numbers in parentheses represent Rena’s stats with her primary equipment from Cosmo City.

Max Level: 360
HP: 725
MP: 999

STR: 167 (237)
CON: 159 (324)
DEX: 203 (298)
AGL: 114 (474)
INT: 229 (324)
RES: 262 (422)
GUT: 136

Equips:
Weapon: Elven Dagger (STR 70, INT 95, DEX 95, Light)
*[Aftergame reward] Glance Reviver (STR 250, INT 200, DEX 100, Light)
Armor: Ishtar Robe (CON 100, RES 100, AGL 90)
Arms: Duel Guard (CON 35, RES 10, AGL 80)
Head: Hermit Cap (CON 20, RES 40, AGL 90)
Feet: Bunny Shoes (CON 10, RES 10, AGL 100)

Single Physical Attack: 142
Max Physical Chain: 136
Max Physical Chain DMG: 19000
Frames in Combo Window: 18
Frame-based Physical Chain DMG: 2600
Spells:
Heal – 3 MP (20 times) – Very fast-casting, Heals 30-60 HP
Cure Light – 11 MP (17 times) – fast-casting, Heals 150-160 HP
Cure All – 20 MP (13 times) – fast-casting, Heals all characters 150-160 HP
Fairy Heal – 30 MP (15 times) – fast-medium casting speed, Heals 350-370 HP
Fairy Light – 40 MP (10 times) – fast-medium casting speed, Heals party 200-240 HP
Recovery – 9 MP (Infinite number of times?) – fast-casting, recovers a small amount of stamina
Refresh – 18 MP (Infinite number of times?) – fast-medium casting speed, recovers a large amount of stamina
Revival – 26 MP (Infinite number of times?) – medium casting speed, recovers a medium amount of stamina for the entire party
Antidote – 5 MP (15 times) – Cures poison status effect.
Dispel – 20 MP (15 times) – Cures all status effects except KO.
Raise Dead – 45 MP (10 times) – Slow-casting, revives Character from KO status with about 40% HP

Ray – 42 MP (6 times) – slow-casting, medium Light spell – 380 DMG
Press – 18 MP (10 times) – mid-fast casting, low Void spell – 270 DMG
Light Cross – 50 MP (5 times) – slow-casting, strong Light spell – 640 DMG
Tractor Beam – 42 MP (6 times) – slow-casting, medium Star spell – 530 DMG
Star Flare – 48 MP (3 times) – medium-casting, strong Light spell – 730 DMG
Gravity Press – 53 MP (3 times) – slow-casting, powerful Void spell – 1200 DMG
Celestial Arrow – 70 MP (2 times) – slow-casting, powerful Light spell – 2000 DMG

Protection – 15 MP (13 times) – raises CON for one person by 20% (does not stack)
Haste – 15 MP (12 times) – raises AGL & movement speed for one person by 15% (does not stack)
Anti – 20 MP (12 times) – raises RES by 25%, does not stack
Angel Feather – 30 MP (10 times) – raises CON by 25%, does not stack
Delay – 18 MP (12 times) – lowers AGL & movement speed for one enemy by 15% (does not stack)
Deep Mist – 11 MP (14 times) – lowers DEX of one enemy by 25% (does not stack)
Silence – 14 MP (10 times) – 66% chance to induce silence status effect on enemies (cannot use Spells or INT-based Killer Moves)
Fixed Cloud [Energy Net] – 22 MP (8 times) – 33% chance to stun enemy (Void-elem)



Claude C. Kenni
Claude’s prescribed path is Battle, Sense, Knowledge, Technical. You get Claude near the end of the game when you already have 4 good melee fighters to choose from, so he’s a pain to level up for not much reward. His combo attacks alternate from sword to fist, and his fist attacks almost always miss. He’s not so bad on paper, though, so this form could win a few matches, though his SO2 form is just as good really. Numbers in parentheses are Claude’s stats with his primary equipment setup.

Max Level: 350
HP: 999 (!)
MP: 391

STR: 329 (489)
CON: 160 (385)
DEX: 249 (334)
AGL: 218 (563)
INT: 126 (216)
RES: 128 (253)
GUT: 172

Equips:
Weapon: Silvance (STR 160, INT 90, DEX 85, Light elemental)
*[Cave of Trials] Durandal (STR 220, INT 150, DEX 100)
Armor: Duel Suit (CON 100, RES 50, AGL 85)
Arms: Pallas Athene (CON 25, RES 25, AGL 95, 25% resistance to Fire, Earth, Thunder, Vacuum)
Head: Duel Helm (CON 65, RES 20, AGL 80)
Feet: Mythril Greaves (CON 35, RES 30, AGL 85)


Single Physical Attack: 267
Max Physical Chain: 172
Max Physical Chain DMG: 46000
Frames in Combo Window: 21
Frame-based Physical Chain DMG: 5600

Killer Moves: Claude’s Phase Gun is probably his most useful move in-game, spam it all the time
Phase Gun – 22 MP (20 times) – Fast ranged attack with Claude’s phase gun – 460 DMG
Energy Sword – 9 MP (12 times) – Recovers about 40-60 of Claude’s HP
Ripper Blast – 26 MP (3 times) – Earth slash that also hits flying enemies – 390 DMG
Dragon Howl – 30 MP (2 times) – Light dragon energy attack (INT-based) – 410 DMG
Sword Bomber – 40 MP (1 time) – Fire bursts from Claude’s sword (INT-based) – 530 DMG
Mirror Slice – 55 MP (1 time) – 6-hit close-range Sword combo – 1100 DMG
Fukuryuu Shichiseiha [Subterranean Stream Seven Holy Strikes?] – 60 MP (1 time) – Magma dragon erupts from the earth to cause Fire damage anytime it contacts the enemy – 2400 DMG

6840
Unranked Games / Star Ocean: Blue Sphere (SO2 PCs, GBC, JPN-only)
« on: December 31, 2007, 06:36:31 AM »
Star Ocean: Blue Sphere is a direct sequel to Star Ocean: The Second Story which was released on Gameboy Color (!) in 2001 in Japan only. The game shows the reappearance of every playable character from the last game, and tells what happened to them two years after the previous game took place. Since all of these characters are already ranked, I felt it might be useful to know what their alternate forms are capable of – especially the mages, who were infinitely improved since SO2.

The game does present a few difficulties in deciding what is DL-legal. First of all is the leveling system, which resembles Final Fantasy X’s sphere grid in a lot of ways, just without the pretty graphical interface. Essentially, every character can be leveled up however you want, but the game prescribes ‘paths’ for each character’s strengths and weaknesses. Since the player has complete control over how to level up their character (but no control over what killermoves/spells/equipment options each character gets), there are lots of ways to interpret how strong each character is. Essentially, each character can choose to become a ‘melee build’, a ‘mage build’, or a ‘mixed build’. Fighters (Dias, Ashton, Claude, Chisato, Bowman) never want a ‘mage build’ since they never learn spells no matter how high their intelligence is (a few of them have some INT-based attacks, like Ashton’s Dragon Attack).

The way you level up is by spending SP, which you receive after every fight. Remember the item creation abilities from SO2? Yes, those are back, but now they are the ONLY way to increase stats. Each ability comes with a ‘stat boost package’ that increases your stats for every rank (up to 10) you purchase of the ability.
For example: The “Kitchen Knife” ability is required before you can learn to use the item creation “Cook”. When you buy rank 1 of “Kitchen Knife”, your STR and DEX both increase by 2. When you buy rank 2 of “Kitchen Knife”, your STR and DEX both increase by 2 again. When you’ve bought all ten ranks (max) of Kitchen Knife, your STR and DEX will have increased by 20.
Kitchen Knife is a “Technical” ability (represented by a wrench on the skill screen), which is opposed by the “Sensibility” abilities (represented by a hand). If you purchase a lot of “Technical” abilities, you can no longer purchase all of the “Sensibility” category. Likewise, “Battle” and “Knowledge” abilities oppose eachother. “Battle” abilities (represented by a sword) are recommended for melee fighters, while “Knowledge” abilities (represented by a book) are recommended for mages. Each character can have 2 specialties (they get nearly all the abilities, including the strongest one), and still get a few abilities from the opposing categories.
For example: Dias is a melee fighter, his order of prescribed abilities is Battle, Sensibility, Technical, Knowledge. He can max out all of his Battle and Sensibility abilities, and still be able to learn “Kitchen Knife”, a Technical ability, plus a few others from the Tech and Knowledge categories. If he follows this order, he reaches his maximum potential number of stat boosts (350 ranks of various abilities, I’ll refer to this as his ‘level’). If he had chosen a different order to specialize in (such as a magical build, for whatever reason), he maxes out at level 290, with a significantly lower number of stat boosts.

In SO:BlueSphere, beating the final boss pretty much requires your characters to have max level. The only exception to this is when you figure in its combo system (more on this in a second). For the purposes of this stat topic, I’ll be measuring the characters’ stats at max prescribed level. For the mages (and Precis/Opera, who are prescribed magic builds), who can potentially find use in having a melee build, I’ll list their maximum stats for both magic build and melee build.

The second issue I had with the game was that enemies do not have numerical values visible – the only way to determine damage is to view the enemy’s health gauge (think Kingdom Hearts’ bosses). So all of my testing numbers were done in percentages of an enemy’s health. Since there are quite a few attacks (such as Leon’s basic physical attack) that do less than 1% damage, I had to spam these moves until they did a visible percentage of damage, then divide the damage by the number of attacks it took (Leon does something like 0.06% damage with one hit, for reference). Since these percentages look ugly, I’ve multiplied the numbers out by assuming the test enemy had 10,000 HP (This seems reasonable considering how relatively easy it was for this enemy to decimate my max-level party, who all had HP in the 900s). The test enemy I used was the Hell Fighter Dragon-thing in the Final Level (that’s really what the place is called, BTW). He had pretty high CON and RES, so melee and mage alike were equally screwed by him.

The third issue, the most major and most open to debate and interpretation, is the game’s combo system, arguably the main focal point (and for me, the most fun part) of the battle system. The combo system does NOT work like the Tales games’ where multiple people are required and a combo counter increases with the hits. Nor does it work like Valkyrie Profile’s where special moves combo after a physical chain.

The combo system in SO:BlueSphere is essentially one VERY long physical chain, similar to SMRPG’s Mario’s Jump ability, where as long as you hit the A button at the correct time (just as the attack hits), your character begins a second (now unblockable) attack, then a third, and so on, until the character depletes their stamina meter. The stamina meter is based on a character’s GUT stat, and depletes a certain amount for every killer move, spell, and basic attack you use. Also, running around the field takes a small amount of stamina. Killer moves and Spells take up large amounts of stamina, while basic attacks and running take very little. When the stamina meter depletes, the character is forced to stop and rest (leaving them vulnerable to attack for what I’ll call ‘a turn’, more like 2 seconds in game). The reason that this poses a problem isn’t evident when you first start the game. At the beginning of the game, where characters only have like 10 stamina, they can only perform like 5-hit physical chains before they stamina out and have to rest. As they level up, ALL characters (even mages) learn the Spirit Force ability, which decreases stamina and MP costs by 20% for each rank (max 10 ranks), and their stamina raises to about the 150 range. This means that a large number of characters can now perform 150-hit physical chains that would only take one ‘turn’ since the enemy cannot counter it. In game, the average number of hits to actually get in a combo chain is between 15-30, but I’ve gotten as high as 80 hits with only minimal effort. Consensus from other people I’ve talked to who’ve played the game seemed to agree that hitting 80 hits is pretty commonplace with the four characters who combo the easiest (Bowman, Chisato, Ashton, Dias).

In game, all characters who are not Bowman, Chisato, Ashton, or Dias are very difficult to combo with, and only with savestate abuse have I gotten higher than 10 hits with any of them. Claude is the biggest offender since he’s a primarily melee fighter, but he switches his sword attacks into a punch every once in a while and completely screws up his chance to continue comboing – I’ve gotten higher combos with Noel without savestate abuse. Since the enemies in this game are pretty difficult even at max level, the consensus seems to be that comboing was the intended method by which to deal lots of damage, since an 80-hit physical chain pretty much OHKOs every enemy/boss in the game (except the final boss, who is annoyingly un-combo-able).

As such, there are three ways to interpret this problem, that I can see. The first is to throw out combos altogether – since they are based on the player’s skill, they are too inaccurate to be counted, and view physicals as one-hit only. This makes sense, but there’s a precedent against it in all the ARPG stat topics (Tales, SO2, etc.) – physical chains are unique and really reflect in-game performance.
The second way to view it is to completely accept physical chains as damaging as they can possibly be. Since the characters have the in-game ability to perform 150-hit physical chains (they are not infinite since stamina drains eventually), then they should be able to perform them in the DL. There’s enough evade-tanks and physical damage-nullers in Godlike to effectively destroy this strategy, could add some variety, right? However, this does put at least 4 of this cast into Godlike simply on a side-result of their game’s battle system.
The third way to look at it is to choose some kind of middle ground that limits the number of hits in a physical chain. This is completely open to debate and interpretation, but I’ve come up with a way that satisfies me. This topic takes a nod from the Star Ocean: The Second Story’s stat topic. In it, they took a 3-turn damage output average for each character to give a representative of how powerful the character was, taking speed into account. I’m going to try to do the same thing with combos, though instead of trying to account for speed (since it doesn’t figure too heavily into this game), I’m going to account for ‘window of time in which the player has the chance to hit the A button to continue the attack chain’. By this, I mean, since each character has a different window of opportunity to continue their assault, the characters with the longer window are obviously easier to combo with. I used an emulator to slow down the game to count the number of frames each character had in their ‘window of opportunity’ (easier than you might expect since the game only shows a certain animation during the window). I have included this number beside each character’s physical-chain damage, and used it to determine the number of hits each character should be allowed to have to have in their physical chain. For example, Precis, whose relatively difficult to combo with, has 17 frames in which she can hit A to perform the next hit of her combo. On the other hand, Ashton, who is the second-easiest in the game to combo with, has 41 frames to work with. I list Precis’ average combo length as 17, and Ashton’s as 41, making things pretty simple all around.

If this is unsatisfactory to anyone, give me some ideas on how to interpret it, and I’ll do some more testing. Or you can do your own testing, dammit, this is a lot of work. ^_^

Last note is on equipment – I gave everyone their best weapons that were purchased from the final town in the game, Cosmo City. I also listed a few alternate equips that were easily obtained from item creation, bought from stores, gotten from PAs, or were unique to a character. I also listed their best weapon in the game (most from Cave of Trials) just for fun. All damage outputs were measured with the Cosmo City weapons (I may go back and do some testing with the ultimate weapons just for fun).

HP: Happy Points, lose these and you’re no longer happy. :-(
MP: Killer moves and Spells use this as fuel – unlike SO3, you can’t die from 0 MP
STR: Determines how much DMG physical attacks and physical-based Killer Moves do
CON: Determines how well you resist physical attacks and moves
DEX: Also known as Accuracy, determines how good your aim is.
AGL: Determines how good you dodge things, also seems to increase your running speed in battle.
INT: Determines how much DMG Spells and magic-based Killer Moves do
RES: Determines how well you resist magical attacks and status effects.
GUT: This is stamina, determines how many actions you can perform before you get tired and have to rest a turn. Killer Moves and Spells take a lot of this, running and basic attacks take a little. I’ll list the number of times a move can be spammed before stamina depletes for each move.

Status Effects in Star Ocean: Blue Sphere:
Poison, Paralysis, Stone, Stunned, Silence, Delay, KO, Haste, Protect

6841
Unranked Games / Re: Tales of the World: Radiant Mythology
« on: December 31, 2007, 06:06:47 AM »
Averages:
HP: 3757.5
4142 Kratos
4142 Reid
4142 Stahn
4142 Leon
4142 Lloyd
4142 Luke
3878 Descender Swordsman
3878 Descender Warrior
3846 Eugene
3846 Senel
*3757.5 Average
3550 Chester
3254 Arche
3254 Rutee
3254 Tear
3254 Genis
3254 Raine

TP: 353.9
383 Tear
383 Arche
383 Genis
383 Raine
378 Descender Swordsman
367 Eugene
*353.9 Average
351 Rutee
351 Chester
346 Descender Warrior
334 Stahn
334 Leon
334 Kratos
334 Reid
334 Lloyd
334 Luke
334 Senel


PATK: 590.6
670 Kratos
670 Luke
670 Reid
662 Stahn
662 Lloyd
621 Eugene
621 Leon
621 Senel
621 Chester
*590.6 Average
575 Descender Warrior
552 Descender Swordsman
537 Rutee
492 Arche
492 Raine
492 Tear
492 Genis

PDEF: 579.9
700 Senel
697 Descender Swordsman
662 Lloyd
630 Kratos
630 Reid
630 Luke
630 Eugene
622 Stahn
580 Descender Warrior
*579.9 Average
560 Rutee
560 Leon
560 Chester
489 Raine
489 Tear
420 Arche
420 Genis

MATK: 458.5
768 Arche
768 Genis
650 Kratos
650 Stahn
634 Leon
594 Tear
594 Raine
578 Rutee
*458.5 Average
315 Descender Swordsman
267 Chester
267 Senel
267 Eugene
259 Luke
259 Reid
246 Lloyd
220 Descender Warrior

MDEF: 656.1
770 Arche
770 Genis
733 Descender Swordsman
692 Tear
692 Raine
*656.1 Average
643 Stahn
629 Rutee
629 Leon
629 Eugene
629 Lloyd
628 Kratos
623 Senel
614 Reid
614 Luke
607 Chester
596 Descender Warrior

AGL: 413.2
493 Rutee
493 Chester
443 Stahn
443 Leon
443 Lloyd
443 Eugene
443 Senel
419 Descender Swordsman
*413.2 Average
393 Kratos
393 Reid
393 Luke
378 Arche
378 Genis
368 Descender Warrior
344 Tear
344 Raine


Kill Point: 10800
Combo Damage:
(35323 Luke Guardian Field infinite combo, boosted)
(29436 Luke Guardian Field infinite combo)
(27706 Kratos Guardian Field infinite combo)
(26400 Arche Meteor Storm full accuracy)
(16800 Genis Meteor Storm full accuracy)
(9361 Senel Phys-DragonCrush-WyrmRush-WWTalonBlast-AvalancheDrop, boosted)
(9278 Luke Phys-RendingThrust-RendingQuake-SlagAssault, boosted)
(9100 Kratos Judgment full accuracy)
8800 Arche (Meteor Storm normal accuracy)
8572 Stahn (Phys-SwallowDance-DragonToss-FinalFury)
8579 Reid (Phys-TigerBlade-CycloneSeal-RTigerBlade)
(7984 Senel Phys-DragonCrush-WyrmRush-SwallowStorm, boosted)
7814 Lloyd (Phys-Tempest-OmegaT-BeastSwordRain)
7802 Leon (Phys-SwallowTalon-MoonFall-DemonAttack)
7801 Senel (Phys-DragonCrush-WyrmRush-WWTalonBlast-AvalancheDrop)
7732 Luke (Phys-RendingThrust-RendingQuake-SlagAssault)
(8050 Tear Judgment full accuracy, boosted)
(7000 Tear Judgment full accuracy)
6927 Kratos (Phys-DemonFang-FDemonFang-LSpearCannon)
(6653 Senel Phys-DragonCrush-WyrmRush-SwallowStorm)
6514 Eugene (Phys-FallingLance-ThunderRoar)
(6245 Arche Big Bang)
5872 Descender Warrior (Phys-PunishBlast-RPunishment-TempestBeast)
5710 Rutee (Phys-Thievery-SlashRain-BloodyRose)
5605 Genis (Cyclone)
5308 Descender Swordsman (Phys-TigerBlade-OmegaTempest-RTigerBlade)
(5200 Raine Ray full accuracy)
(4025 Tear Judgment normal accuracy, boosted)
3911 Chester (Physical-GigaFang)
(3500 Tear Judgment normal accuracy)
3394 Tear (Holy Lance, boosted)
(2949 Tear Holy Lance)
2600 Raine (Ray normal accuracy)
(1482 Raine Physical chain)

 

Single-Skill Damage:
(26400 Arche Meteor Storm, full accuracy)
(16800 Genis Meteor Storm full accuracy)
(9100 Kratos Judgment, full accuracy)
8800 Arche (Meteor Storm, normal accuracy)
(8050 Tear Judgment full accuracy, boosted)
(7000 Tear Judgment full accuracy)
(6245 Arche Big Bang)
5605 Genis (Cyclone)
(5200 Raine Ray full accuracy)
4616 Leon (Demon's Lance)
4550 Kratos (Judgment, normal accuracy)
(4025 Tear Judgment normal accuracy, boosted)
3759 Stahn (Final Fury)
3654 Reid (Rending Tiger Blade)
3636 Chester (Dragon Slayer)
3530 Eugene (Thunder Roar)
(3500 Tear Judgment normal accuracy)
3394 Tear (Holy Lance, boosted)
3326 Lloyd (Beast Sword Rain)
(2972 Luke Rending Quake, boosted)
(2949 Tear Holy Lance)
(2890 Kratos Physical Chain)
(2864 Senel Swallow Storm, boosted)
2635 Rutee (Bloody Rose)
2600 Raine (Ray normal accuracy)
2477 Luke (Rending Quake)
2387 Senel (Swallow Storm)
2367 Descender Swordsman (Rending Tiger Blade)
2291 Descender Warrior (Tempest Beast)
(1482 Raine Physical chain)


6842
Unranked Games / Tales of the World: Radiant Mythology (PCs, complete!)
« on: December 31, 2007, 06:05:52 AM »
Tales of the World: Radiant Mythology is a Tales conglomeration game that's actually been released in the US for PSP. While it's not so widely played (too bad), it DOES feature quite a few ranked duelists, so I figured anyone who has played the game might want to vote on their TotW:RM forms.

The game lets you play as one completely customizable character, who is the Descender of Terresia, who springs forth from nothingness, fully-formed and ready to save the world (awesome...). This character can choose from a number of different jobs/classes, each of which is levelled up independently. So essentially, you have 12 main characters who share the same body. I'll be listing this guy's stats from various jobs simply as reference. You can have a party of up to 4 characters, one of which will always be the main character and the other 3 will be 'guest mercenaries'. Some of these guest mercenaries are story characters visiting from other games in the Tales of series. The game's battle system is nearly identical to Tales of the Abyss but without the FOF effects or Crest/Chambers.

The guest Tales characters can join your party when you visit a city and request their services. The Tales characters keep their levels while other recruits are randomly-levelled. Also, only the main character can change his equipment, so all Tales characters are listed just as they are. All characters and classes have the ability to enter "Overlimit" when they fill up their Overlimit gauge (takes about 10-20 attacks). Overlimit mode prevents knockback, boosts skill/spell damage 20%, speeds movement and spellcasting, and allows spellcasters to chant through being hit. It also allows the use of Mystic Artes, (but it's very difficult to use these Mystic Artes that I haven't bothered to do damage-testing for them yet) though not all Tales characters have a Mystic Arte (Chester, Arche, Eugene, Senel). All physical skills are classified as "Base Artes", "Master Artes", and "Arcane Artes". Combos work by linking the physical chain into a base, then master, then arcane arte. Combos can skip the earlier portions in the chain (Physical-Base-Arcane, for example). What type each skill is will be listed as "b, m, a".

Quick Reference of available Tales characters:
Chester Barklight (ToP) - Hunter
Arche Klaine (ToP) - Mage
Raine Sage (ToS) - Priest
Kratos Aurion (ToS) - Magic Knight
Genis Sage (ToS) - Mage
Lloyd Irving (ToS) - Swordsman
Reid Herschel (ToE) - Swordsman
Stahn Aileron (ToD) - Magic Knight
Rutee Katrea (ToD) - Thief
Leon Magnus (ToD) - Magic Knight
Eugene Gallardo (ToR) - Lancer (his first appearance in America, not ranked)
Senel Coolidge (ToL) - Fighter (not ranked)
Luke fon Fabre (TotA) - Swordsman
Tear Grants (TotA) - Priest
for completion, the other cameo Tales characters are NPCs: Philia Felice (ToD), Garr Kelvin (ToD), Nanaly Fletch (ToD2), Harold Belserius (ToD2), Annie Barrs (ToR)



Descender Swordsman
Descender - One born of the World Tree to save the world
Swordsman
LV 70
HP 3878
TP 378
PAtk 500 [552]
PDef 450 [697]
MAtk 261 [315]
MDef 627 [733]
Agl 419

Equipment only alters stats, with no special features, the optimum legal equips for Swordsman-class fighters were listed.
Flamberge
Gothic Shield
Cross Helm
Samurai Armor
Bone Gauntlet
Full Plate Leggings

Accessory options:
Black Onyx +30% HP
Moon Crystal +30% TP
Warrior Symbol +10% PAtk
Blue Talisman +10% PDef
Status effect resist charms: Stun, Seal, Paralysis, Stone, Poison, Weak

Physical Chain: 340-349-343 [1032] (+3 TP)
Skills:
b Demon Fang (8 TP) : 1 Hit 359
b Sonic Thrust (8 TP) : 1 Hit 373
b Tiger Blade (11 TP) : 2 Hits 674
b Sword Rain (8 TP) : 5 Hits 370
b Tempest Strike (10 TP) : 5 Hits 941

m Double Demon Fang (13 TP) : 2 Hits 641
m Tiger Rage (14 TP) : 4 Hits 840
m Sword Rain: Alpha (16 TP) : 9 Hits 956
m Light Spear (18 TP): 4 Hits 970
m Omega Tempest (19 TP) : 9 Hits 1235
m Super Sonic Thrust (11 TP) : 1 Hit 769

a Demonic Thrust (24 TP) : 3 Hits 1675
a Tempest Thrust (26 TP) : 5 Hits 1501
a Demon Spiral Hammer (26 TP) : 9 Hits 1569
a Rising Falcon (26 TP) : 1 Hit 1695
a Victory Light Spear (18 TP) : 4 Hits 1044
a Raining Tiger Blade (29 TP) : 9 Hits 1384
a Demonic Chaos (29 TP): 5 Hits 1841
a Rending Tiger Blade (51 TP): 8 Hits 2367
a Sword Rain: Demon (10 TP): 8 Hits 488
a Sword Rain: Tempest (30 TP): 8 Hits 1892

Physical Chain - Tiger Blade - Omega Tempest - Rending Tiger Blade [5308] (-81 +3 TP)
Physical Chain - Tiger Blade - Omega Tempest - Sword Rain: Tempest [4833] (-60 +3 TP)

The Swordsman is the standard melee class, you could easily complete the game with just this class plus any random party group. Good combos, cost efficient, balanced stats, crazy MDef for some reason. This guy seems to be the norm against which all others could be compared.



Descender Warrior
Descender
Warrior
LV 70
HP 3878
TP 346
PATK 528 [575]
PDEF 487 [580]
MATK 200 [220]
MDEF 596 [596]
AGL 368

Crescent Axe
Bone Shield
Armet
Iron Mail
Leather Arm Guard
Iron Leggings


Physical Chain: 3 Hits [1168] (+3 TP)
Skills:
b Fang Blade (11 TP) : 3 Hits [716] melee damage
b Demon Fist (6 TP) : 1 Hit [276] melee damage
b Havoc Strike (8 TP) : 2 Hits[379] melee damage
b Crescent Strike (8 TP) : 1 Hit [422] melee damage
b Raging Blast (8 TP) : 2 Hits [419] melee damage
b Tempest Strike (10 TP) : 5 Hits [1029] melee damage
b Punishing Blast (16 TP) : 1 Hit [1078] melee damage
b Rending Thrust (13 TP) : 4 Hits [902] melee damage

m Dual Crescent Stike (11 TP) : 2 Hits [613] melee damage
m Beast (19 TP) : 2 Hits [1600] melee damage
m Havoc Devastation (13 TP) : 2 Hits [757] melee damage
m Rending Punishment (21 TP) : 3 Hits [1335] melee damage

a Fang Blade Rage (18 TP) : 6 Hits [1577] melee damage
a Raging Havoc (18 TP) : 3 Hits [1190] melee damage
a Fang Blade Havoc (19 TP) : 4 Hits [1220] melee damage
a Rending Fang Blade (16 TP) : 7 Hits [1412] melee damage
a Rending Havoc (18 TP) : 5 Hits [1236] melee damage
a Tempest Beast (29 TP) : 6 Hits [2291] melee damage
a Rending Blast (19 TP) : 6 Hits [1069] melee damage
a Punishing Beast (11 TP) : 2 Hits [734] melee damage

Physical Chain - Punishing Blast - Rending Punishment - Tempest Beast [5872] (-66 +3TP)

The initial basic melee class, harder to use in-game, but looks fairly good in the DL.



Chester Barklight
Hunter
Hunter
LV70
HP 3550
TP 351
PATK 621
PDEF 560
MATK 267
MDEF 607
AGL 493

Physical Chain: 4 Hits [1482] ranged damage (+4 TP)
Skills:
b Hell Pyre (8 TP) :  1 Hit [541] ranged Fire damage
b Ice Fang (9 TP) :  1 Hit [719] ranged Water damage
b Thunder Blitz (11 TP) :  4 Hits [785] ranged Wind damage
b Eagle Shot (14 TP) :  3 Hits [1312] ranged Earth damage
b Wild Rain (19 TP) : 5 Hits [1791] ranged damage
b Sonic Bash (16 TP) : 4 Hits [1828] ranged Wind damage
b Gale Shot (16 TP) : 5 Hits [980] ranged damage

m Giga Fang (26 TP) : 1 Hit [2429] ranged damage, knocks enemy back

a Dragon Slayer (58 TP) : 8 Hits [3636] homing ranged damage

Physical chain - Giga Fang [3911] ranged damage (-26 TP) (+4 TP)

Chester's another nerfed DL archer. To make any of his attacks chain, Chester has to be the proper distance away from the enemy that his arrows from the physical chain connect just as his skills execute. The charge time on Dragon Slayer (his best move) is just too long to chain with any of his skills. But Giga Fang is speedy enough to connect if Chester starts from a full screen away. His element game is too weak to be useful, unless he's fighting someone severely weak against wind and he uses Sonic Bash in place of Giga Fang. At least he has decent speed. He probably never wants this form.



Arche Klaine
Half Elf - "The competition's getting tough, I need more people in the Arche fan club... you'll do."
Mage
LV 70
HP 3254
TP 383
PAtk 492
PDef 420
MAtk 768
MDef 770
Agl 378

Physical Chain: 3 Hits [1114] (+3 TP)
Skills:
Fire Ball (10 TP) : 3 Hits [1302] Fire magic damage
Stone Blast (10 TP) : 3 Hits [1088] Earth magic
Ice Needles (16 TP) : 3 Hits [1614] Water magic
Lightning (10 TP) : 1 Hit [779] Wind magic
Storm (16 TP) : 5 Hits [1496] Wind magic
Grave (30 TP): 5 Hits [2089] Earth magic
Ice Tornado (31 TP) : 5 Hits [2340] Water magic
Eruption (31 TP): 2 Hits [2279] Fire magic
Tractor Beam (30 TP) : 1 Hit [2460] non-elemental magic
Thunder Blade (32 TP) : 3 Hits [2319] Wind magic
Ray (42 TP):  8 Hits x 720 [5760] (Usually 5 Hits [3600]) Light magic
Fire Storm (28 TP) : 3 Hits [2362] Fire magic
Rock Mountain (20 TP) : 6 Hits [1942] Earth magic
Tempest (40 TP):  4 Hits [3249] Wind magic
Maelstrom (32 TP) : 7 Hits [2508] Water magic
Earthquake (42 TP) : 5 Hits [3220] Earth magic
Cyclone (50 TP) : 11 Hits [3716] Wind magic
God's Breath (88 TP) : 1 Hit [5743] Wind magic
Explode (39 TP) : 1 Hit [3678] Fire magic
Indignation (66 TP) : 1 Hit [4083] Wind magic
Tidal Wave (60 TP) : 13 Hits [3961] Water magic
Black Hole (66 TP) : 4 Hits [4102] Dark magic
Meteor Storm (90 TP) : 12 Hits x 2200 [26400] (Usually 4 Hits [8800]) non-elemental magic damage
Big Bang (98 TP) : 1 Hit [6245] Light magic damage

Arche is a bit unique in Radiant Mythology. Instead of being a tiny sprite who avoided most attacks by floating slightly above everyone else, she's now full-sized. To compensate for this size difference, the designers gave her (and only her) the ability to press Up on the control pad and fly to the top of the screen out of reach of all non-flying physical attackers. Only spells and ranged attacks can hit her while she's in this position, and she is able to rain spells down upon her foes without fear of attack. The only drawback is that she can't physically attack (or she'll come down out of the air) and if she's hit with a spell or ranged attack, she'll get knocked out of the sky. Since it's a unique ability, and it takes about the equivalent of a turn to perform it, I felt it should be mentioned.
Additionally, Arche is one of the only characters without an Overlimit attack.
Arche's Meteor Storm can potentially hit 12 times (especially agaisnt multiple large enemies), but it usually only hits about 4 times. People's interps may vary. Also, if she spams this, she's going to run out of gas pretty quickly, and while her physical IS better than some of her low-level spells (how'd that happen?), it's nothing to write home about.



Stahn Aileron
Aspiring Hero
Magic Knight
LV70
HP 4142
TP 334
PATK 662
PDEF 622
MATK 650
MDEF 643
AGL 443

Physical Chain: 4 Hits [1213] (+3TP)
Skills:
b Demon Fang (8 TP) : 1 Hit [470] Ranged melee damage
b Azure Edge (8 TP) : 2 Hits [1009] Ranged melee damage
b Tiger Blade (11 TP) : 2 Hits [857] melee damage
b Tempest Strike (13 TP) : 3 Hits [1043] melee damage
b Hell Sword (10 TP) : 3 Hits [995] Fire melee damage
b Swallow Dance (14 TP) : 4 Hits [1044] melee damage

m Beast (19 TP) : 1 Hit [1111] melee damage, causes knockdown
m Severing Wind (13 TP) : 3 Hits [906] Wind melee damage, hits enemy up
m Dragon Slayer (24 TP) : 3 Hits [1838] Fire melee damage
m Dragon Toss (32 TP) : 6 Hits [2556] Fire melee damage
m Light Spear (18 TP) : 5 Hits [1500] melee damage, hits enemy up
m Omega Tempest 19 TP) : 4 Hits [1599] melee damage

a Light Spear Blast (21 TP) : 5 Hits [1380] Light melee damage, hits enemy up
a Dragon Swarm (14 TP) : 4 Hits [1218] melee damage
a Demonic Tiger Blade (22 TP) : 4 Hits [1801] melee damage
a Searing Gale (38 TP) : 7 Hits [2573] Fire melee damage
a Hell Pyre (13 TP) : 3 Hits [824] Fire melee damage
a Rising Phoenix (24 TP) : 2 Hits [1346] Fire melee damage
a Thunder Beast (34 TP): 7 Hits [2778] Fire melee damage (Yes, this really IS Fire)
a Final Fury (72 TP) : 17 Hits [3759] Fire melee damage
a Phoenix Blast (42 TP) : 4 Hits [2332] Fire melee damage

Fire Ball (10 TP) : 3 Hits [650] Fire magic
Fire Wall (30 TP) : 1 Hit [551] Fire magic (no cast time)
Fire Storm (28 TP) : 5 Hits [1858] Fire magic
Fearful Flare (40 TP) : 10 Hits [3456] Fire magic
Eruption (31 TP) : 3 Hits [1649] Fire magic
Flare Tornado (50 TP) : 6 Hits [3052] Fire magic
Explode (39 TP) : 1 Hit [2124] Fire magic

Physical Chain - Swallow Dance - Omega Tempest - Demonic Tiger Blade [5657] (-55 +3 TP)
Physical Chain - Swallow Dance - Dragon Toss - Final Fury [8572] (-118 +3TP)
Physical Chain - Swallow Dance - Dragon Toss - Thunder Beast [7591] (-80 +3TP)

Stahn is a pretty powerful character in this game, but I'm not sure he translates well into the DL in this form. He's very reliant on Fire-elemental attacks, so he's easily nulled, but he has a decent non-elemental combo to fall back on. He even has a decent Magic Attack stat to power his spells in case he comes across a physical-immune foe. His Fire Wall spell has no cast time and executes like a melee skill, for those that tend to interpret Tales spelltimes are extraordinarily long. His fuel, damage output, and defenses are solid. No real drawbacks, but nothing really stands out apart from his apallingly powerful Final Fury attack.



Rutee Katrea
Lens Hunter
Thief
LV 70
HP 3254
TP 351
PAtk 537
PDef 560
MAtk 578
MDef 629
Agl 493

Physical Chain: 3 Hits [1340] (+3 TP)
Skills:
b Search Gald (2 TP) : Search for Money, 66% success rate, amount varies
b Snipe Air (13 TP) : 2 Hits [986] melee damage
b Thievery (9 TP ) : 1 Hit [157] - Steals an item, base success rate 33%
b Air Escape (6 TP): Rutee teleports into the air, escaping from a quick attack, interp how you will...
m Slash Rain (22 TP) : 4 Hits [1578] melee damage, Water
a Snipe Roar (16 TP) : 2 Hits [1284] melee damage
a Bloody Rose (72 TP) : 9 Hits [2635] melee damage, and very pretty

First Aid (8 TP) : Heals 20% MaxHP
Deep Mist (7 TP) : Decrease all enemies' accuracy 50%
Barrier (12 TP) : Raise PDef/MDef 33%
Recover (11 TP) : Restore Physical Status Ailments
Acid Rain (10 TP) : Decrease all enemies' PDef 50%
Silence (13 TP) : Seals enemy spells and skills, 100% success rate, eventually wears off (10 seconds in a Tales battle is about 5 turns?)
Dispel (16 TP) : Restore Magical Status Ailments
Resurrection (44 TP) : Revive with 25% MaxHP
Heal (14 TP) : Heals 50% MaxHP to one
Sharpness (12 TP) : Raise PAtk/MAtk 33%
Nurse (35 TP) : Heals 50% MaxHP to all
Cure (43 TP) : Heals 90% MaxHP
Revitalize ( 88 TP): Heals 90% MaxHP to group

Ice Needles (16 TP) : 3 Hits [1095] Water
Icicle (10 TP) : 2 Hits [507] Water
Ice Wall (30 TP) : 3 Hits [864] Water (elemental melee attack)
Ice Tornado (31 TP) : 5 Hits [1571] Water
Blizzard (52 TP) : 4 Hits [2276] Water
Maelstrom (32 TP) : 8 Hits [2093] Water
Tidal Wave (60 TP) : 9 Hits [2447] Water

Physical Chain - Thievery - Slash Rain - Bloody Rose [5710] (-103+3 TP)
Physical Chain - Thievery - Slash Rain - Snipe Roar [4359] (-47+3 TP) low TP cost alternate

Rutee is the only Tales character in Radiant Mythology of the Thief class. And she only gets a few of this class's abilities, plus a ton of Ice and Healing magic. Her buffing and stat-decreasing spells do not seem to stack. Also, she has a perfect accuracy Silence spell. I wish I had known that when I was playing the game, I didn't find out until testing. Rutee's combos are hard to pull off, but with good timing, they can be done. Snipe Air does not combo for me, so I used Thievery.



Leon Magnus
Sword Prodigy - "whine, whine, moan, emo"
Magic Knight
LV 70
HP 4142
TP 334
PATK 621
PDEF 560
MATK 634
MDEF 629

Physical Chain: 3 Hits [1302] (+3TP)
Skills:
b Demon Fang (8 TP) : 1 Hit [522] Ranged melee damage
b Fang Blade (11 TP) : 3 Hits [696] melee damage, hits enemy up
b Tiger Blade (11 TP) : 2 Hits [755] melee damage
b Pow Hammer (8 TP) : 1 Hit [107] melee damage, 90% chance of Stun
b Moon Glare (13 TP) : 4 Hits [743] Dark melee damage
b Swallow Talon (18 TP) : 6 Hits [1602] melee damage
b Glimmer Dragon (16 TP) : 2 Hits [1352] melee damage
b Phantom Edge (8 TP) : 1 Hit [444] melee damage
b Pow Pow Hammer (32 TP) : 3 Hits [804] melee damage, 90% chance of Stun

m Moon Fall (26 TP) : 9 Hits [1870] Dark melee damage
m Flying Dragon (14 TP) : 2 Hits [1077] melee damage

a Dragon Swarm (14 TP) : 4 Hits [1215] melee damage
a Shining Dragon (24 TP): 5 Hits [1933] melee damage
a Dragon Glare (34 TP) : 6 Hits [2324] melee damage
a Demon Attack (56 TP) : 6 Hits [3028] Dark melee damage

Stone Blast (10 TP) : 3 Hits [707] Earth magic
Grave (30 TP) : 5 Hits [1993] Earth magic
Stone Wall (30 TP) : 4 Hits [611] Earth magic (no cast time)
Demon's Lance (90 TP) : 6 Hits [4616] Dark magic
Air Pressure (24 TP) : 6 Hits [1907] Earth magic
Black Hole (66 TP) : 8 Hits [3307] Dark magic
Ground Dasher (44 TP) : 10 Hits [2803] Earth magic

Physical Chain - Swallow Talon - Moon Fall - Demon Attack [7802] (-100 +3 TP)
Physical Chain - Swallow Talon - Flying Dragon - Dragon Glare [6305] (-66 +3TP)

Leon's an interesting combination of tactics and pretty unique in-game. He's the only character with strong Dark-elemental attacks, and his best damage is, unfortunately for him, Dark-aligned. He has decent melee and magical damage, in non-elemental, Earth, and Dark varieties. His best addition is, interestingly, Pow Hammer, which will cause Stun on an enemy 90% of the time and has no cast time. Stun will keep an opponent dizzy for a good 5 seconds (2-3 turns) or until hit, allowing Leon to cast any of his spells, even under the most stringent of interpretations. Not the best character, but he has some options.



Reid Herschel
Hunter - "I've got an idea, how about an eating contest?"
Swordsman
LV70
HP 4142
TP 334
PATK 670
PDEF 630
MATK 259
MDEF 614
AGL 393

Physical Chain: 3 Hits [1391] (+3TP)
Skills:
b Demon Fang (8 TP) : 1 Hit [503] ranged melee damage
b Sword Rain (8 TP) :  5 Hits [590] melee damage
b Tiger Blade (11 TP) : 2 Hits [778] melee damage
b Tempest Strike (10 TP) : 4 Hits [1186] melee damage

m Lightning Blade (11 TP) : 2 Hits [820] melee damage, Wind
m Double Demon Fang (13 TP) : 2 Hits [1060] ranged melee damage
m Sword Rain: Alpha (16 TP) : 8 Hits [1203] melee damage
m Tiger Rage (14 TP) : 3 Hits [985] melee damage
m Light Spear (18 TP) : 4 Hits [1387] melee damage, hits enemy up
m Omega Tempest (19 TP) : 9 Hits [1861] melee damage
m Cyclone Seal (32 TP) : 4 Hits [2756] melee damage, Wind

a Thunder Tiger Blade (13 TP) : 4 Hits [1210] melee damage, Wind
a Super Lightning Blade (18 TP) : 2 Hits [1554] melee damage, Wind
a Demonic Sword Rain (22 TP) : 11 Hits [2094] melee damage
a Demonic Chaos (29 TP) : 5 Hits [2505] ranged melee damage
a Mega Sonic Thrust (19 TP) : 2 Hits [1671] melee damage, Wind
a Soaring Light Spear (18 TP) : 4 Hits [1538] melee damage
a Demon Spiral Hammer (26 TP) : 6 Hits [2031] melee damage
a Tempest Rain: Alpha (30 TP) : 10 Hits [1733] melee damage
a Rising Phoenix (24 TP) : 3 Hits [2096] melee damage, Fire
a Rending Tiger Blade (51 TP) : 8 Hits [3654] melee damage

Combo:
Physical Chain - Tiger Blade - Cyclone Seal - Rending Tiger Blade [8579] (-94 +3TP)
Physical Chain - Tiger Blade - Omega Tempest - Rending Tiger Blade [7684] (-81 +3TP)
Physical Chain - Tiger Blade - Cyclone Seal - Demonic Chaos [7019] (-72 +3TP)

Reid has some very solid stats. He's better than the Descender Swordsman in pretty much all ways. His Cyclone Seal is a ridiculously over-powered Master-level attack, bringing his damage totals up pretty high. Its downpoint is that it's Wind-elemental, a commonly-resisted element. He can opt for Omega Tempest for a hit to his damage. Also, his big finishing Arcane-level attack, Rending Tiger Blade, is pretty expensive and Reid can run out of fuel pretty quickly. He has Fire and Wind-elemental attacks to hit some weaknesses, also. Overall, it's not a bad alternative to his ToE form, though nowhere near his TotA cameo boss form.



Raine Sage
Professor - "It is simply a crime that you've been out there travelling around without investigating a single set of ruins!"
Priest
LV70
HP 3254
TP 383
PATK 492
PDEF 489
MATK 594
MDEF 692
AGL 344

Physical Chain: 4 Hits [1482] melee damage (+4 TP)
Skills:
First Aid (8 TP) : Heals 20% MaxHP
Resurrection (44 TP) : Revive with 25% MaxHP
Nurse (35 TP) : Heals 50% MaxHP to all
Healing Circle (44 TP) : Heals group 66% MaxHP
Revitalize ( 88 TP): Heals 90% MaxHP to group
Charge (22 TP) : Give ally 15 TP, if used on self, she has a net gain of negative 7 HP!

Barrier (12 TP) : Raise PDef/MDef 33%
Field Barrier (48 TP) : Raise PDef/MDef 33% to All
Recover (11 TP) : Restore Physical Status Ailments
Dispel (16 TP) : Restore Magical Status Ailments
Purify (17 TP) : Restore Physical Status Ailments to group
Nullify (28 TP) : Restore Magical Status Ailments to all

Photon (12 TP) :  2 Hits [871] Light magic damage
Ray (42 TP):  8 Hits x 650 [5200] (Usually 4 Hits [2600]) Light magic damage
Mystic Arte: Sacred Shine (Overlimit + 1 TP) : 7440 Light magic damage

Raine has healing and lots of it. She also has some useful defensive buffs. However, her damage is laughable, but over time she'll either whittle her opponent down or build up to an Overlimit (takes about 10 attacks) and hope to finish off the battle with Sacred Shine. She also has the epic Charge skill if she feels like wasting a turn! Raine needs to have enough TP left to cast one of her attack spells to activate her Mystic Arte, even though it only costs 1 TP.



Kratos Aurion
Mercenary - "It seems you haven't the Strength to defeat me."
Magic Knight
LV 70
HP 4142
TP 334
PAtk 670
PDef 630
MAtk 650
MDef 628
Agl 393

Physical Chain: 6 hits(!) 512-548-480-430-522-398 [2890] (+6 TP)
Skills:
b Demon Fang (8 TP) :  1 Hit [682] long range melee damage
b Sonic Thrust (8 TP) : 1 Hit [601] melee damage, pushes enemy back

m Fierce Demon Fang (13 TP) : 4 hits [1235] long range melee damage, pushes enemy back
m Light Spear (18 TP) :  4 Hits [1712] melee damage, hits enemy up
m Super Sonic Thrust (11 TP) : 1 Hit [880] melee damage, pushes enemy back
m Lightning Blade (11 TP) : 2 Hits [1120] melee damage, Wind

a Guardian Field (22 TP) : 3 Hits [1574] radial area range melee damage, interrupts attacks
a Hell Pyre (13 TP) : 2 Hits [927] melee damage, Fire
a Light Spear Cannon ( 21 TP) : 6 Hits [2120] melee damage
a Demon Spear (22 TP) : 5 Hits [2039] melee damage
a Super Lightning Blade (18 TP) : 2 Hits [1664] melee damage, Wind

First Aid (8 TP) : Heals 20% MaxHP
Healing Wind (35 TP) : Heals 20% to group
Healing Stream (45 TP): Heals 50% to group

Fire Ball (10 TP) : 3 Hits [1097] Fire
Wind Blade (10 TP) : 3 Hits [774] Wind
Stone Blast (10 TP): 3 Hits [550] Earth
Lightning (10 TP) :  1 Hit [706] Wind
Air Thrust (23 TP) : 7 Hits [2045] Wind
Thunder Blade (32 TP) : 4 Hits [2424] Wind
Eruption (31 TP) :  3 Hits [3013] Fire
Grave (30 TP) : 5 Hits [2609] Earth
Judgment (40 TP) : 14 Hits x 650 [9100] (Usually 7 Hits: 4550) Light

Physical Chain - Demon Fang - Fierce Demon Fang - Light Spear Cannon [6927] (-42+6 TP)

Kratos's physical chain is disgustingly long, making him one of the best characters in the game. Additionally, your mileage may vary on Judgment. Like in ToS, the beams of light never always hit one enemy. Potentially though, it could hit 14 times. Also, due to Guardian Field's spamability, it's possible to do an near-infinite combo loop with Demon Fang-Guardian Field, dependant only upon Kratos's TP reserves. I didn't feel this was the intent of the game, so I left it out, but some people might want to hype this cheapness. Kratos's TP allows him to do this 11 times, along with his initial physical for [27706] damage, and then he's out of fuel. Not that this hurts him THAT much considering his amazing physical chain. Kratos is one of only two Tales characters who get Guardian Field, thankfully.



Genis Sage
Genius - "I'm gifted for my age, so don't treat me like I'm just some kid."
Mage
LV 70
HP 3254
TP 383
PATK 492
PDEF 420
MATK 768
MDEF 770
AGL 378

Physical Chain: 1 Hit [324] melee damage (+1TP)
Skills:
Fireball (10 TP):  3 Hits [723] Fire magic damage
Stone Blast (10 TP): 3 Hits [750] Earth magic
Wind Blade (10 TP): 3 Hits [832] Wind magic
Aqua Edge (10 TP): 3 Hits [703] Water magic
Lightning (10 TP):  1 Hit [647] Wind magic
Icicle (10 TP): 2 Hits [872] Water magic
Stalagmite (17 TP): 5 Hits [1536] Earth magic
Spread (24 TP): 4 Hits [2019] Water magic
Air Thrust (23 TP): 7 Hits [2130] Wind magic
Eruption (31 TP): 3 Hits [2342] Fire magic
Thunder Blade (32 TP): 4 Hits [2725] Wind magic
Ice Tornado (31 TP): 6 Hits [2416] Water magic
Dreaded Wave (34 TP):  8 Hits [2825] Earth magic
Raging Mist (38 TP):  5 Hits [2825] Fire magic
Tidal Wave (60 TP): 12 Hits [3759] Water magic
Gravity Well  (38 TP):  8 Hits [2919] Non-elemental magic
Ground Dasher (44 TP):  10 Hits [3217] Earth magic
Cyclone (50 TP):  12 Hits [5605] Wind magic
Explode (39 TP):  1 Hit [2803] Fire magic
Indignation (66 TP):  1 Hit [3784] Wind magic damage
Meteor Storm  (90 TP):  12 Hits x 1400 [16800] (Usually 4 Hits [5600]) Non-elemental magic damage

Genis wins the award for worst physical in the game - it only hits once, making him completely screwed if he needs non-magical damage. He plays the element game well, but his speed and durability are horrible. He probably only wants this form for people who allow full accuracy of Meteor Storm, which nets him a OHKO if he can execute it off his horrible speed.



Lloyd Irving
Apprentice Swordsman
Swordsman
LV70
HP 4142
TP 334
PATK 662
PDEF 662
MATK 246
MDEF 629
AGL 443

Physical Chain: 3 Hits [1377] (+3 TP)
Skills:
b Demon Fang (8 TP) : 1 Hit [584] ranged damage
b Sonic Thrust  (8 TP) : 1 Hit [559] damage, pushes enemy back
b Sword Rain (8 TP) : 5 Hits [498] melee damage
b Tiger Blade (11 TP) : 2 Hits [737] melee damage
b Tempest Strike (10 TP) : 5 Hits [1210] melee damage

m Beast (19 TP) : 2 Hits [1306] damage, knocks enemy down
m Double Demon Fang (13 TP) : 2 Hits [1133] ranged damage
m Sword Rain: Alpha (16 TP) : 9 Hits [1354] melee damage
m Omega Tempest (19 TP) : 9 Hits [1901] melee damage
m Tiger Rage (14 TP) : 5 Hits [1324] melee damage

a Raging Beast (21 TP) : 3 Hits [2276] melee damage, knocks enemy down
a Demonic Thrust (24 TP) : 3 Hits [2378] melee damage, knocks enemy back
a Demonic Tiger Blade (22 TP) : 4 Hits [2032] melee damage
a Tempest Thrust (26 TP) : 5 Hits [2260] melee damage, knocks enemy back
a Rising Falcon (26 TP) : 1 Hit [2203] melee damage
a Tempest Beast (29 TP) : 5 Hits [2229] melee damage, knocks enemy down
a Raining Tiger Blade (29 TP) : 9 Hits [1996] melee damage
a Beast Sword Rain (34 TP) : 9 Hits [3326] melee damage, knocks enemy down
a Demonic Chaos (29 TP) : 5 Hits [2325] ranged melee damage
a Sword Rain: Tempest (30 TP) : 7 Hits [2109] melee damage
a Sword Rain: Beta (30 TP) : 11 Hits [2593] melee damage

Physical chain - Tempest Strike - Omega Tempest - Beast Sword Rain [7814] (-63 +3TP)

Lloyd is a solid character, with no real weaknesses, but also with nothing in his skillset which stands out. No status, no elements, just pure melee damage. His speed is pretty good, and he combos easily enough. He runs out of gas pretty easily and doesn't have the benefit of an extra hit in his physical chain or an attack buffer like Luke and Senel.



Eugene Gallardo
Former Captain
Lancer (Only Lancer in the whole game)
LV70
HP 3846
TP 367
PATK 621
PDEF 630
MATK 267
MDEF 629
AGL 443

Physical Chain: 3 Hits [1127] (+3 TP)
Skills:
b Storm Thrust (8 TP) : 1 Hit [578] Wind melee damage
b Impale (10 TP) : 2 Hits [689] melee damage
b Roaring Spear (11 TP) : 2 Hits [790] Earth melee damage
b Sonic Spear (13 TP) : 3 Hits [816] melee damage
b Falling Lance (16 TP) : 3 Hits [1857] melee damage
b Iron Stance (27 TP) : Prevents Stagger, cannot be stunned/paralyzed/blocked
b Mirror Stance (38 TP) : While Guarding, causes Stun to any attacker using melee skills

a Cyclone Surge (21 TP) : 4 Hits [1675] Wind melee damage
a Roaring Storm (22 TP) : 3 Hits [2046] melee damage
a Roaring Surge (34 TP) : 3 Hits [2514] melee damage
a Cyclone Gale (34 TP) : 5 Hits [2298] Wind melee damage
a Fatal Surge (26 TP) : 4 Hits [1936] melee damage
a Cyclone Thunder (29 TP) : 4 Hits [2778] Wind melee damage
a Goring Thunder (29 TP) : 6 Hits [2225] Wind melee damage
a Fatal Roar (29 TP) :  6 Hits [2257] Earth melee damage
a Goring Descent (32 TP) : 5 Hits [3172] melee damage
a Falling Storm (26 TP) : 7 Hits [2224] Wind melee damage
a Thunder Roar (32  TP) : 10 Hits [3530] Wind melee damage
a Roaring Descent (34 TP) :  4 Hits [2623] Earth melee damage
a Thunder Descent (45 TP) : 7 Hits [3059] Wind melee damage
a Thunder Gale (32 TP) :  7 Hits [2440] Light melee damage
a Fatal Descent (34 TP) :  3 Hits [2445] Earth melee damage

Physical Chain - Falling Lance - Thunder Roar [6514]
Physical Chain - Falling Lance - Goaring Descent [6156]
Physical Chain - Falling Lance - Roaring Descent [5607]
Physical Chain - Falling Lance - Thunder Gale [5424]

Eugene is unique in Radiant Mythology for being the only character of the "Lancer" class (and also the only character making his first US appearance). He's also the only character who hasn't been adapted to the three-skill combo system, and has to link his Base skills directly into his Arcane artes. Most of his Base artes are trash and he never wants them. But with his Arcane skills, he can hit Wind, Earth, and Light weakness. His best damage is Wind/Thunder, but he has good non-elemental damage as back-up. He also has two "Stances" which he can activate for special stagger-related effects that last throughout the battle. Mirror Stance only activates while he's Guarding however. Guarding can be done almost instantaneously in-game, but interpretations on how this can be used in a duel is iffy. Only one Stance can be used at a time, if Eugene uses a different one while one is already activated, the newly-cast Stance overrides the previous one. The effect of Stun lasts about 5 seconds (2-3 turns).



Senel Coolidge
Alliance Marine - "I'm looking for my sister... I'm ALWAYS looking for my sister."
Fighter
LV70
HP 3846
TP 334
PATK 621
PDEF 700
MATK 267
MDEF 623
AGL 443

Physical Chain: 4 Hits [1690] {2028}(+4 TP)
Skills: {w/ Coil}
b Demon Fist (6 TP) : 1 Hit [291] {349} Ranged melee damage
b Shadow Rush (8 TP) : 1 Hit [454] {545} melee damage
b Impact (8 TP) : 2 Hits [602] {722} melee damage, causes knockdown
b Dragon Blast (8 TP) : 2 Hits [411] {493} melee damage, hits enemy up
b Talon Strike (10 TP) : 4 Hits [801] {970} melee damage
b Coil (14 TP) : Increases PATK 20%, does not stack
b Talon Storm (11 TP) : 6 Hits [837] {1004} melee damage
b Swallow Dance (14 TP) : 4 Hits [1013] {1216} melee damage, hits enemy up
b Whirlwind Dash (11 TP) : 2 Hits [826] {991} melee damage
b Dragon Crush (16 TP) : 1 Hit [1339] {1607} melee damage

m Ground Slam (8 TP) : 1 Hit [901] {1081} melee damage, Throw used while enemy is downed, weight limit is less than human-sized opponent
m Demon Blast (8 TP) : 2 Hits [445] {534}melee damage, causes knockdown
m Double Demon Fist (13 TP) : 2 Hits [1050] {1260} Ranged melee damage
m Beast (19 TP) : 2 Hits [1227] {1680} melee damage, causes knockdown
m Divine Dragon (9 TP) : 2 Hits [517] {620} melee damage, hits enemy up
m Land Slide (11 TP) : 1 Hit [1333] {1599} melee damage, Throw used while enemy is downed, weight limit is around human-sized opponent
m Avalanche Drop (14 TP) : 1 Hit [1662] {1994}melee damage, Throw used while enemy is downed, weight is not limited
m Wyrm Rush (18 TP) : 6 Hits [1237] {1484} melee damage

a Demon Shadow (10 TP) : 2 Hits [684] {821} melee damage
a Beast Impact (23 TP) : 3 Hits [1761] {2113} melee damage, causes knockdown
a Swallow Storm (50 TP) : 11 Hits [2387] {2864} melee damage, hits enemy up
a Phantom Dragon Dance (14 TP) : 5 Hits [1049] {1259} melee damage
a Rising Phoenix (24 TP) : 2 Hits [1204] {1445} Fire melee damage
a Whirlwind Blast (16 TP) : 5 Hits [1683] {2020} melee damage, causes knockdown
a Talon Blast (22 TP) : 12 Hits [1623] {1948} melee damage, causes knockdown
a Wyrm Crush (22 TP) : 7 Hits [1618] {1942} melee damage, hits enemy up
a Demon Strike (18 TP) : 3 Hits [1540] {1848} melee damage
a Whirlwind Talon Blast (27 TP) : 13 Hits [1873] {2248} melee damage, causes knockdown
a Dragon Strike (32 TP) : 4 Hits [2361] {2833} Fire melee damage

Physical Chain - Dragon Crush - Wyrm Rush - Swallow Storm [6653] {7984}(-84 +4TP)
Physical Chain - Dragon Crush - Wyrm Rush - Dragon Strike [6627] {7952} (-66 +4TP)
Physical Chain - Dragon Crush - Wyrm Rush - Whirlwind Talon Blast - Avalanche Drop [7801] {9361} (-75 +4TP)

Senel's most interesting trick is his throwing ability. He has 3 throws which he can person after any of his knockdown-causing skills. If he uses a throw after a knockdown on the final hit in his chain, he effectively gains one more attack on his opponent. This will tack on an extra thousand or so of damage to his totals. In game, the throw is still counted as part of the combo count, so I've included it as such. However, due to the significant pause between combo and throw, some may not allow it, so I've included alternate combo options for Senel. Additionally, Senel can boost his attack power with Coil. This is a fast and cheap way of increasing his damage output and Senel may want to opt for it in several situations. He can also hit Fire weakness if neccessary.



Luke Fon Fabre
Duke's Son
Swordsman
LV70
HP 4142
TP 334
PATK 670
PDEF 630
MATK 259
MDEF 614
AGL 393

Physical Chain: 4 Hits [1761] {2113}(+3 TP)
Skills: {w/ Coil}
b Demon Fist (6 TP) : 1 Hit [355] {370} melee damage
b Havoc Strike (8 TP) : 1 Hit [336] {352} melee damage
b Fang Blade (11 TP) : 3 Hits [827] {992} melee damage
b Raging Blast (8 TP) : 2 Hits [663] {796} melee damage
b Coil (14 TP) : Increases PATK 20%, does not stack
b Rending Thrust (13 TP) : 5 Hits [1076] {1291} melee damage

m Lightning Tiger Blade (30 TP) : 6 Hits [2074] {2489}Wind melee damage
m Burning Havoc (24 TP) : 5 Hits [1887] {2264} Fire melee damage
m Lightning Blade (11 TP) : 2 Hits [969] {1163} Wind melee damage
m Rending Quake (29 TP) : 8 Hits [2477] {2972} Earth melee damage

a Fang Blade Rage (18 TP) : 5 Hits [1872] {2246} melee damage
a Slag Assault (26 TP) : 6 Hits [2418] {2902} Earth melee damage
a Raging Havoc (18 TP) : 3 Hits [1782] {2138} melee damage
a Sonic Blast (18 TP) : 4 Hits [1668] {2002} Wind melee damage
a Fang Blade Havoc (19 TP) : 4 Hits [1683] {2019} melee damage
a Rending Fang Blade (16 TP) : 7 Hits [1757] {2108} melee damage
a Guardian Field (22 TP) : 4 Hits [1999] {2399} Light melee damage
a Rending Havoc (18 TP) : 5 Hits [1757] {2108} melee damage
a Rending Blast (19 TP) : 5 Hits [1521] {1825} melee damage
a Light Spear Cannon (21 TP) : 7 Hits [1832] {2198} melee damage
a Devil's Inferno (14 TP) : 5 Hits [2019] {2423} Fire melee damage

Physical Chain - Rending Thrust - Rending Quake - Slag Assault [7732] {9278}(-68 +3TP)
Physical Chain - Rending Thrust - Burning Havoc - Devil's Inferno [6743] {8092}(-51 +3TP)
Physical Chain - Rending Thrust - Lightning Tiger Blade - Guardian Field [6710] {8052}(-46 +3TP)

Luke has a nice variety in his skill set. His physical chain has an extra hit using his low attack chain. All of his middle skills have an element attached to them, so he may have some trouble against elemental immunes, especially since his best damage is Earth. He has the ability to boost his attack using Coil, which could be a quick way to increase his damage output against healers. Coil doesn't have a charge time like a spell, so it may be considered to only take a portion of a turn. Additionally, Luke has the infamous Guardian Field skill, which can be used to set off the infinite combo for a whopping [29436] {35323 w/ Coil} damage before his TP runs out.



Tear Grants
Mysterious Intruder
Priest
LV70
HP 3254
TP 383
PAtk 492
PDef 489
MAtk 594
MDef 692
Agl 344

Physical Chain : 3 Hits [784] (+3 TP)
Skills:
b Pow Hammer (6 TP) : 1 Hit [88] melee damage, 90% chance of Stun
m Nocturnal Light (8 TP) : 1 Hit [276] melee damage
m Severed Fate (11 TP) : 4 Hits [341] melee damage
m Banishing Sorrow (14 TP) : 1 Hit [667] Light melee damage

First Aid (8 TP) : Heals 20% MaxHP
Charge (22 TP) : Give ally 15 TP, useless in a duel, but may be useful in Nyarlie's dungeon or RPGmon?
Meditation (20 TP) : Restore Physical Ailments and 33% MaxHP
Resurrection (44 TP) : Revive ally with 25% MaxHP
Enhance Cast (18 TP) : Reduce casting time for one ally
Healing Circle (44 TP) : Heals group 66% MaxHP
Holy Song (42 TP) : Increase INT 15%, heals all allies 25%MaxHP
Revitalize ( 88 TP): Heals 90% MaxHP to group

Nightmare (8 TP) : 3 Hits [337] {388 w/ Holy Song} Dark magical damage, 70% chance of Stun (Enemy is immobile for a total of 5 seconds. Most battles last about 15 seconds. This is long enough for Tear to cast any of her spells and physical chain/melee skill. In a turn-based system, this would last about 2-3 turns.)
Eclair de Larmes (20 TP) :  6 Hits [1244] {1430 w/ Holy Song} Light magic damage
Holy Lance (40 TP) :  6 Hits [2949] {3394 w/ Holy Song} Light magic damage
Judgment (40 TP) : 14 Hits x 500 [7000] (Usually 7 Hits: 3500) Light magic damage
Grand Cross (48 TP) : 2 Hits [2675] {3071 w/ Holy Song} Light magic damage

Mystic Arte: Innocent Shine (Overlimit +1 TP): 25 Hits [5475] {6297 w/ Holy Song} Non-elemental magic damage

Physical chain - Severed Fate [1125]  (-11 +3TP)
Physical chain - Nocturnal Light [1060] (-8 +3TP)

Tear has a surprisingly good moveset. She has 90% accurate status with Pow Hammer, which lets her set up her buffs (Enhance Cast and Holy Song) and cast her big spells without any interference. The Stun effect even lasts long enough that she might be able to cast one or two of her big spells (or melee combo) and then re-Stun her foe. The Stun status makes the enemy immobile for a total of 5 seconds. Most battles last about 15 seconds. This is long enough for Tear to cast any of her spells and physical chain/melee skills. In a turn-based system, this would last about 2-3 turns. She also has standard healer strategies to fall back on and impressive M.Def. Tear doesn't have many options in terms of melee skills and can only combo two of them from her physical chain (Pow Hammer and Severed Fate will not combo). Then there's always the epic Charge, which will drain 7 MP with every use, what better skill could you ask for?
Because Tear is a healer, she might actually fill up an Overlimit bar in a Light duel, and her resulting Mystic Arte could mean the extra damage neccessary to win a match. It takes Tear about 10 damage-dealing turns to build up her Overlimit bar, and she has to have enough TP to cast one of her damage spells to activate the Mystic Arte, even though it only cost one TP to actually cast it.

6843
I've also been powering through this game with the intention of making a stat topic (also, it's great fun!).

If you only give characters their starting skills, then only about 3 characters will have any skills at all.

The way the game's skill system works:

4 types of Skillstones:
Red - 'Coup de Grace' Abilities. These are the usable skills, normally melee abilities. *The characters' weapon-type determines which Red skillstones they can equip, so all Red Skillstones are unique to a class, I'd allow characters access to any of these, especially because no character can equip more than 6 skillstones. Period. They're going to want all their options.

Purple - Passive-effect Abilities. These do things like Counter, exchanging defense for attack power, etc. *These are also unique for a character's weapon-type - I'd allow them.

Green - Spell/Magic abilities. These are all elemental spells and healing spells. *Anyone can use these, but only mages care about them. Luckily, both mages in the game start with some of these, so it should be legal. If you allow these, some of the fighters may want Healing spells.

Blue - Stat altering abilities. Most of these are literally HP+50 or Ice resistance or something like that. This is also where HP regeneration, and Turn-multiplying abilities fall. *Anyone can use these skills and a lot of them can only be obtained from difficult item creation. If you allow them, keep in mind that characters only have six slots and that only one of each 'type' of Blue skillstone can be equipped. e.g. you can equip HP+50 and MP+30, but not HP+50 and HP+10 or two HP+50s.

There are no generics, but by the end of the game you'll have 14 playable characters: Four sword-users, two spears, two bows, three axes, a knife, and a staff(mage), along with a choice between an extra staff(mage) and a whip user.

Here's a FAQ with all of the skillstones (and a walkthrough, equip list, and how to calculate damage, AND lvl99 stats for all characters.) The only thing left to do is collect endgame-level stats and damage values.

http://www.gamefaqs.com/portable/psp/file/934454/50626

-Djinn

6844
RPG Stats Forum / Re: Games that still need topics/interest in topics.
« on: December 26, 2007, 08:44:42 AM »
Just a personal kind of request - the Growlanser games all have practically non-existent stat topics, would be awesome to see those touched up, not that it effects the DL whatsoever.

Been steadily pushing away at GL5, so I can stat topic that one, but the other 2 have already been started by someone whom I'm assuming already has an endgame save to work from?

Wizardry games are good for weird superbosses.

And Dhyer, post that list as well? If we're at all serious about making headway on the wiki thing, we may as well figure out how many games need to be revised/need new information.

Question: What's this 'wiki thing' that we may or may not be serious about, super?

-Djinn

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