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Topics - Shale

Pages: [1] 2
1
General Chat / Idiot of the Day 2015: More stupid than stupid.
« on: January 05, 2015, 01:04:21 PM »
Let's kick off the year right: with Super torture.

http://www.talking-time.net/showpost.php?p=1885619&postcount=46849

2
Discussion / DLCon 9: Gaming
« on: December 22, 2013, 04:40:56 PM »
This is the gaming suggestion/brainstorming/volunteering-to-bring-stuff topic for DLC 9.

Here's what I have on the premises:

2 TVs
1 Wii (with two controllers)
1 XBox 360 (with four controllers, but only three wireless)
1 PS3 (with one controller)
2 gaming PCs (one hooked up to a TV, one at a monitor)
Complete Cards Against Humanity set
A few party games (Taboo, etc)

If anybody wants to show off a next-gen system or play a multiplayer PS3 game, we'll need more hardware.

3
Discussion / DLCon 9: Activities
« on: December 22, 2013, 04:38:22 PM »
This is a brainstorming topic for things to do during the con. We will be close to DC, so if you want to do a monument tour or the Smithsonian or go kick dirt on Congresspeople, this is your chance!

4
Discussion / DLCon 9: Lodging
« on: December 22, 2013, 04:35:53 PM »
Posting this so plans can start to be made. I have one guest room and a couple of couches that people can crash on, plus floor space if that becomes necessary. Otherwise, there are a bunch of hotels in the area, viewable through this link.

Hotel rooms:
Best Western Sterling: Gate, Tal, OK, NotMiki, Aziraphale
Undisclosed Location: Meeple, Ciato, Elf

Staying with me: Gate (Wednesday night only), Tal (Wednesday night only) Niu, Tonfa, Super (potentially)

5
Discussion / DLCon 9: Travel
« on: December 22, 2013, 04:30:39 PM »
Posting this in preparation for actual planning. If you're flying in, Dulles International Airport is the best way to go by far. If you're riding a train, you want to aim for Union Station in DC.

Flying: Gatewalker (arrive Wednesday 9:50 pm, depart Sunday 2:50 pm)
Tonfa (Arrive Thursday 8:35 PM IAD, depart Sunday 6:15 pm)
Niu (Arrive Thursday 7:45 AM IAD, depart Sunday 9:15 AM)
Dhyer (Arrive Monday, depart Sunday 4:55 PM via DCA/Reagan International)
Tide (Arrive Thursday 4:03 pm, depart Sunday 3:20 pm)
MC (Arrive Friday 5:06 pm, depart Monday 7:50 am)
Jim & Nick (Arrive Thursday 10:30 am, depart Sunday 11:03 am)
Tal (Arrive Wednesday 9:10 pm, depart Sunday 6:15 am)

Train:

Driving: Meeple (Passengers: Elf and Ciato)
OK

6
Discussion / DLC IX: Washington DC
« on: October 30, 2013, 10:17:09 PM »
Ladies and gentlemen, our long national nightmare is over, and/or just beginning: the new convention topic is here.

DLCon DC will be held July 10-13 at my home in Herndon, VA.

Transportation: I live roughly ten minutes from Dulles International Airport, so rides for anybody flying in should be a breeze. Any bus stop with "Dulles" in the name will be pretty close, and by summer there will be a rail stop about five miles away with service to/from downtown DC. Reagan National Airport is also accessible, but not preferred; fares are usually more expensive there anyway.

Housing: I have a townhouse, with couch and futon space to sleep at least four guests before we even start in on floor space. For hotels, again, anything called "Dulles" is within spitting distance of my place, so there are plenty of options; where to stay is pretty much down to whoever has a decent deal for that weekend, which we'll work out once there's a date nailed down. Speaking of which!

Edit: Owing to my work schedule, this will not be a hugenormous week-long con. I'm budgeting for Thursday through Sunday, with the earliest arrivals coming in Wednesday afternoon-evening.

Tentative Attendance List
Shale
Sopko
Dhyer
Gate
Meeple (Driving)
Super
Maybe Not Jim
Maybe Aziraphale
Tide
Ciato
Elfboy
Tonfa
Niu
OK

7
General Chat / Comic books
« on: January 18, 2012, 01:20:41 AM »
So I've been using my shiny new phone to catch up on/reread comics on the bus. I'm completely up to speed on Hellboy, which somehow had the main-story books get even better since I last read them a few years ago. I've read The Goon, which is utterly fantastic for including both some really well done serious moments and this:


And now I'm rereading Suicide Squad. Just finished the New Gods three-parter. It's a fantastic series, that hasn't changed. But I'd totally forgotten that John Ostrander interrupted an intense fight with the forces of evil incarnate to drop a Nick Danger: Third Eye reference. Well played, sir. Well played.

8
General Chat / MLB 2010: World Series or bust.
« on: April 06, 2010, 01:23:13 AM »
The season's well and truly on, with a full day of games either finished or wrapping up right now. The Phillies look like they're in good shape again, as much as you can tell anything from nine innings of murdering the Nationals. A six-RBI day for Placido #$%!ing Polanco is just weird, but I'll take it.

9
Writeup Graveyard / Serph (v. Shiba)
« on: September 12, 2009, 04:48:37 AM »
Serph's used to fighting for survival. No tricks, no cunning, just him and a monster with survival on the line. His match against Shiba will be very familiar, then. An inhuman monster, just like at home, and neither of them has any option but to go for the jugular - Shiba with his halberd and Serph with his magic. It doesn't take a rocket scientist to figure out which side has the advantage in that that clash.

10
Writeup Graveyard / Shiba (v. Serph)
« on: September 12, 2009, 04:43:12 AM »
The pide of the lizard clan fights with honor, even when his opponent is some pathetic, tiny, bishounen. The tiny human stands little chance against the lizard's might halbred, even if, in his infinite kindness, Shiba chooses to be merciful and fight with one claw behind his back. Perhaps the puny monkey will know his place and simply withdraw from the match. The reign of the lizards begins.

11
Writeup Graveyard / Jean (v. Renee)
« on: September 12, 2009, 04:24:24 AM »
This hardly seems fair. Jean, lethal assassin and master of martial arts trained by Lunn himself, against a schoolgirl? Even when you consider that Renee's armed while Jean fights barehanded, it's not exactly sporting. But you never know when a fight's going to be unfair in the other side's favor, so she might as well enjoy the easy ride while she's got one, no? Renee's got a rather impressive defense for someone so young, but she's up against more than just physical attacks. Jean's Slam Dance lets her strike twice as quickly as her opponent, and that's before you factor in her prodigious speed. And then you get to the paralysis effect of Butterfly dance, which Renee has no defense against at all, and things start getting ugly.

12
Writeup Graveyard / Hrio (v. Delita)
« on: September 12, 2009, 04:09:57 AM »
Well, this should be fun. Two arrogant, egotistical swordsman to cut down to size in a row. Bosch didn't prove much of a challenge, and Delita, regal though he might be, will go down just as quickly. The king comes ready to win a prolonged fight, with his evasion-boosting shields, status-inflicting sword attacks and high HP. Hiro comes with the tools to make any fight very short indeed. Triple Sword's damage will overwhelm Delita's armor and bypass his evasion altogether...if Concussion Sword doesn't do the job in one blow. Either way, he's the latest in a long line of overconfident jackasses cut down to size by Hiro's sword, and he's not going to stop now. Just two more fights to a title, and Hiro's got what it takes to win them.

13
Writeup Graveyard / Mid-Boss (v. Bowman Jean)
« on: April 25, 2009, 03:52:36 AM »
Oh, this is beautiful. A doctor who thinks he can bring down the Dark Adonis Vyers? Vyers, or...*shudder* Mid-Boss, as some insist on calling him, has seen his share of healers in the Netherworld, and none of them were much good at killing, even when they'd been equipped with deadly magics. What chance does one who's only armed with pills and prescriptions have? A shot or four of Adonic Buster should be more than enough to send him scurrying back to his pharmacy, and there's nothing his paltry damage can do about it.

14
Writeup Graveyard / Rozalin (v. Tao)
« on: January 24, 2009, 04:09:30 AM »
Oh, this should be fun. Usually when Rozalin fights...well, anyone, even in Light she has to worry about being on the wrong side of the durability curve, but not this time. This time, she's facing a Shining Force spellcaster, and those aren't exactly known for their legendary staying power. No, it's not going to take many hits to finish this no matter who wins, and that evens things up nicely. Tao won't get many Blazes off before Rozalin fills her with holes, regardless of whether she's using her normal gun techs or the Rose Thorns gatling to do it.

15
Unranked Games / Radiata Stories
« on: August 28, 2008, 12:24:43 AM »
From Cap'n K.

Went out and bought the RS guide from Brady games, since it already has all the information I would want for the DL. Timesaver!

Stats: Each character has four stats. Attack is standard RPG damage increaser. Defense is standard damage reducer. Evasion allows you to dodge attacks and reduces chances of being afflicted with status. Luck increases your chance of inflicting status on your opponent, chance of hitting your opponent, and item drop rates.

Hit Rate equation
(luck+level) - (enemy's evade+enemy's level) = hit rate

If hit rate >= to 1, it is 100% hit
If 0>=hit rate>=-20, it is 95%
-21>=hit rate>=-50, it is 90%
-51>=hit rate>=-100, it is 85%
From -101 and below, everything is 75%

Damage equation
(((total atkx2 - enemy total defence)/4) x Random variance + Dex) x Combo bonus x Multiplier x Elemental = actual damage

"Dex" is Evade/10 + Luck/20
Random variance is a number ranging from .8 to 1.2
Combo bonus= number of hit/100+1
Multiplier is a number specific to the attack being used, see individual character descriptions
Elemental is either .5, 1.0, or 1.4 (see below)

Volty Damage equation
Total atkxRandom variance + Dex) x Combo bonus x multiplier = Volty Damage
This equation is per hit.

Critical Hit equation
luck/level - enemy's luck/enemy's level + whatever bonus your equip skill or items have + any random number between 0 to 100 = critical rate

Critical occurs when critical rate>= 95

Quick reference: Highest attacks in the game at level 99 are Valkyrie (502), Galvados (460), Elwen (438), JJ (430), Dyvad (420), Zeranium (410), Gruel (410), Fernando (408), Alba (405), Gerald (403), Clarence (400)

Afflictions (status ailments). There are 10 afflictions in RS:
Poison: Standard RPG poison, of the strong variety.
Blind: Evasion and Luck go to zero.
Freeze: Can't move until you break free or are hit with a hard attack.
Confuse: Run around randomly, may target allies instead of enemies. Little effect in a 1-on-1.
Petrify: Same as Freeze, but much harder to break out of.
Paralysis: Slowed movements. This would be what other RPGs call "Slow".
Bind: Can't move until you break free. What other RPGs call "Paralyzed".
Blaze: Set on fire. HP decrease quickly (1/100th of max hp every 2? seconds), character may miss turns while they are jumping in the air and screaming.
Curse Can't attack and move very slowly. You can't cast healing spells either, but you can use status curing abilities.
Death Instant death.

The chance of success for non-Death afflictions is the Attack's [Affliction Power (typically a number between 1.0 and 3.0) times a random number from 0-100] + [Attacker's Luck/8] - Target's Evasion. After that calculation, if the target has 50, 75, or 100% resistance, a separate roll is made to see if they avoid the affliction.

Instant Death uses a different formula: [Attacker's strength with weapon / 200] + [random number from 0-100] + [Attacker's Luck/8] - [Target's Evasion/10 + Target's Luck/20]

Elements: There are only four elements in this game. Earth and Wind are opposed, and Fire and Water are opposed. If you have Earth element armor, you take 50% damage from Earth attacks, and 140% damage from Wind attacks. Same with all the others.

Skills: Each character has a skill. I'll simply include the effects in their notes rather than detail each skill.

Endgame for Jack is around level 55. Other characters that tend to get used during play will end up around level 50. Unless otherwise noted, all stats for characters presented will be level 50.

All stats posted include equipment worn and has the character's inherent skill at level 5.

This post reserved for the Knights and Theater Vancoor.

RADIATA KNIGHTS

Jack: http://www.rpgdl.com/forums/index.php?topic=1835.msg30611#msg30611

Ganz
HP:1887 Atk:192 Def:225 Eva:86 Lck:124
Levels up: Slow
Immune to Confuse
Attacks: Ganz Thrust (x1, 71), Spinning Slash (x.8, 56), Knight Blow (x1, 71)
Volty Break: Ganz Breaker (x4.5, 932)

Ridley
HP:1453 Atk:209 Def:198 Eva:120 Lck:111
Resist Curse, -30% damage from Wind element.
Attacks: Tree Chopper (x1), Downward Thrust (x.8), Earth Splitter (x?), Helmet Cleave (x1.2)
All Ridley's attacks are Fire Elemental and cause Blaze.
Volty Break: Wild Pitch (x4.0)

Dynas
(lvl 45)HP:1304 Atk:235 Def:211 Eva:163 Lck:192
Dynas is a temp, and cannot gain levels.
Immune to death. Resistant to Blind, Bind, Blaze, Confuse, Curse, and Petrify. Slight resistance to Poison, Paralyze, and Freeze.
Attacks: Front Strike (x1), Reverse Strike (x1.1), Heavenly Strike (x1.2), Revolving Strike (x1.3)
All Dynas's attacks are Earth elemental and have a high chance of knocking down the enemy.
Volty Break: Hurricane Lion (x4.0)

Natalie
HP:1743 Atk:223 Def:211 Eva:159 Lck:143
Immune to death. Resistant to Freeze. Slight resistance to all other elements.
Attacks: Scoop Up (x1.2), Right Slash (x.8), Jump Slash (x1.4), Force Blow(x1.2)
All Natalie's attacks are Wind element and have a slight chance of paralyzing the enemy.
Volty Break: First Class Flurry (5 hits of x.6 each)

Charlie
HP:1892 Atk:184 Def:198 Eva:100 Lck:115
Attacks: Right Slash(x.8), Hip Attack(x1), Blow a Kiss (decent chance of Confuse)

Nina
HP:1435 Atk:183 Def:178 Eva:144 Lck:102
Attacks: Slice (x.8), Thrust (x1), Low Strike (x.9, knockdown)

Leonard
HP:1865 Atk:198 Def:196 Eva:110 Lck:102
Immune to Petrify. Resistant to Poison.
Attacks: Sideways Attack (x.8), Low Swing (x1, knockdown)

Patrick
HP:1390 Atk:163 Def:152 Eva:87 Lck:84
Takes no damage when guarding
Attacks: Hard Thrust (x.8, breaks parry), Throat Thrust (x1.2, knockdown)

Putt
HP:1610 Atk:145 Def:149 Eva:103 Lck:90
Immune to Blind
Attacks: Recoil Smash (x1.2), Whistle (summons Helper Rat, ???)

Gawain
(lvl 53) HP:1350 Atk:245 Def:210 Eva:152 Lck:102
Temp character. Atk, Def, Eva, and Lck +25 at nighttime.
Immune to Bind, Freeze, Blaze, Confuse, and Death.
Attacks: Right Blow (x.7), Left Blow (x.6), King Crush (x1.2), Crossbow (x.6)
Volty Break: Leo Smash Royale (5 hits of x.3, followed by 1 of 2.0)

THEATER VANCOOR

Aldo
HP:1360 Atk:177 Def:211 Eva:100 Lck:115
30% less damage from Earth element
Attacks: Weak Thrust (x.7), Power Thrust (x1)
Both attacks are Wind elemental

Alicia
HP:1312 Atk:212 Def:185 Eva:207 Lck:148
Wind element armor
Attacks: Ray Cutter (x.8), Rose Flash(x1.2, slight chance of Paralyze), High Sky Descend (x1.4)
All her attacks are Wind elemental

Bruce
HP:1210 Atk:146 Def:191 Eva:135 Lck:113
Immune to Blind
Attacks: Tree Chopper (x.8), Downward Thrust(x1), Cure Status (can cure himself or anyone else of any status unless he is immoblized)

Caesar
HP:1508 Atk:223 Def:197 Eva:78 Lck:255 (which never rises oddly)
Fire element armor, takes no damage when defending
Attacks: Upward Slash (x1), Demon Buster (4 hits - 1 at x.4, 3 at x.5, 2 slight chances of causing Curse)

Carlos
HP:1353 Atk:159 Def:145 Eva:102 Lck:98
Immune to Blind
Attacks: Sweep Thrust (x.8), Vertical Slash (x1.2)

Conrad
HP:1355 Atk:164 Def:156 Eva:101 Lck:132
Resistant to Freeze, 30% chance of ignoring instant death, Water element armor
Attacks: Sweep Thrust(x.9), Radial Sweep (x1.1)

Daniel
HP:1801 Atk:166 Def:161 Eva:101 Lck:123
Attacks: Tree Chopper (x.8), Daniel Blow (x1.2)

David
HP:1379 Atk:194 Def:196 Eva:109 Lck:118
Resistant to Freeze, Water element armor, can't be knocked down
Attacks: Short Slash (x.9, Wind element), Great Slash (x1.2, Fire element, slight chance of Blaze)

Dennis
HP:1211 Atk:192 Def:207 Eva:126 Lck:117
Immune to Curse. Resistant to Freeze. Water element armor
Attacks: Upper Slash (x1.2), Throat Thrust (x1.2, slight chance of Bind)

Elwen
(lvl 60)HP:3300 Atk:288 Def:253 Eva:192 Lck:267
Immune to all status. +25 to Atk, Def, Eva, and Lck during daytime.
Attacks: Fantasia (x.9), Reverse Fantasia (x.8), Streaming Sword (x1.2), Heavenly Throw (x1.2)
Elwen's attacks come out extremely fast. She gets all four of her attacks in the time it takes other characters to do one attack.
Volty Break: Radiant Sword (x6)

Gareth
HP:1349 Atk:187 Def:206 Eva:87 Lck:110
Immune to Freeze
Attacks: Power Smash (x.8), Knockdown (x1.2)
Both attacks are Water element and have a slight chance of causing Freeze

Gene
HP:1320 Atk:210 Def:175 Eva:126 Lck:6 (not a typo)
Immune to Petrify
Attacks: Front Attack (x.9), Strike (x1), Low Angle (x.9)

Gerald
HP:2149 Atk:220 Def:188 Eva:134 Lck:167
Resistant to Poison, Paralyze, Blind, Freeze, Blaze, and Petrify
Gains 4 points of Volty for every attack
Attacks: Uno Thrust (x.7, Wind, breaks parry), Dos Bash (x.8, Fire, slight chance of Blaze), Tres Slice (x.9, Wind), Reverse Slice (x1.5, Fire, slight chance of Blaze)
Volty Break: Dual Wave Blade (987 fixed damage, which is fairly average for endgame)

Gordon
HP:1378 Atk:166 Def:184 Eva:89 Lck:102
Immune to Poison
Attacks: Downward Thrust (x1), Upward Thrust (x1), Three Scratches (x1.1)
All attacks are Earth element and have a slight chance to cause Poison

Gregory
HP:1352 Atk:211 Def:254 Eva:143 Lck:88
Attacks: Weak Thrust (x.7), Sweep Thrust (x.8, slight chance of Confuse), Power Thrust (x1, slight chance of Confuse)
All attacks are Earth element

Jarvis
HP:1429 Atk:203 Def:212 Eva:119 Lck:100
Immune to Blaze
Attacks: Thrust (x.6), Upward Thrust (x.8), Ground Sweep (x1, knockdown)
All attacks are Fire element

Rolec
HP:1262 Atk:146 Def:142 Eva:118 Lck:90
Immune to Confuse. Resistant to Blaze
Attacks: Right Slash (x.9), Left Slash (x1)

Thanos
HP:1154 Atk:161 Def:170 Eva:129 Lck:104
Gains 4 Volty for every hit (useless to him)
Slight resistance to all status
Attacks: Spirit Thrust (x.9, breaks parry), Defiance Slice (x1)

Walter
HP:1299 Atk:185 Def:232 Eva:78 Lck:116
Can't be knocked down
Attacks: Tree Chopper (x.9, slight chance of Freeze), Hammerthrow Blow (2 hits of x1)
Both attacks are Water element

16
Unranked Games / Kingdom Hearts II
« on: August 28, 2008, 12:17:26 AM »
Posted by Niu.

You know this is coming. And spoiler, duh?


I'll gradually fill the things out
And I throw out everything about combo attack, drives, summons, as those are illegal in duels.

All states are taken by Level 70

Notes to Sora's techs. He'll end up learing same abilities no matter what type of weapon you pick at the start of the game. But the levels he learn them can be very different. Something you learn at lv.40 with sword can be something that is on lv.80 if you pick shield. So to make myself easier, I envoke Tera clause and gives Sara everything he has.

Notes to enemies state. They increase with a scale as the game goes further, the scale applies universally all enemy.

Hp 1500
Atk 45
Def 26

Is the final scale to all bosses at end game. Use them if you scale boss.

Note on MP, you can cast magic even the remaining mp is higher than the cost. And when Mp hits zero, it slowly recharges it self.

Note on combo, magic can now be comboed with physical attacks, they can be used as finishers as well. But on land combo only.

Note on damage equation:
Base value= atk - def
damage=base value x (multiplier)
But the base value has a threshold for each portion of game. It'll never go above a certain number or below no matter how high is the def or atk. And that threshold is an invisiable number that change as the game progress or varies independantly on what enemies you are facing.



Sora


Hp 120
Mp 140
Ap 42
Atk 38
Mag 41
Def 40

3 Slots for both armor and accessory

Key Blades:

Rambeling Rose: Atk+5 Adds Finish Plus (Allows Sora to perform one more finishe rin a combo)
Fatal Crest: Atk+3 Mag+5 Adds Charge Berserk (Sora can infinite chain whiel his mp is charging)
Ultima Weapon: Atk+6 Mag+4 Adds MP Hasga (Mp rechrage twice as fast)
Fenrir: Atk+7 Mag+1 Adds Combo Minus (Abolutely useless if you don't factor in spamming)

Support Abilities:

2 Combo Plus: 1 Ap
2 Aerial Plus: 1 Ap
Combo Up: Finishers gets stornger as combo gets mroe hits 3 Ap
Air Combo Up: Finishers gets stornger as combo gets mroe hits 3 Ap
Finisher plus: Adds one more finisher into combo 5 Ap
Combo Minus: Decrease combo sequnce by one (Can combine with Fenrir to spam Finishers) 2 Ap
Charge Berserk: Sora can infinite chain while charging mp, but no finishers (thus can't kill bosses) 5 Ap
Leaf Veil: Cure spells won't be interupted 1 Ap
Fire Up: Fire damage goes up x1.2 3Ap
Blizzard Up: Ice damage goes up x1.2 4Ap
Thunder Up: Lightning damage goes up x1.2 5Ap
Damage Aspel: Regain mp when taking damage 3Ap
Mp Haste: Mp recharge x1.25 as fast 3Ap
Defender: Def+2 when hp drops belwo 25% 3Ap
Last Live: CAn not be killed unless current hp is 1 4Ap
Combo Live: If survive the first hit of combo, rest of hits of the combo can't kill 4Ap

Techs:

Swing: deflectable
1x1.0

Thrust: deflectable
1x0.65 + 1x0.33

Slide Dash: partially deflectable 2 Ap
1x1.0 (0.25 if it isn'tt he first hit of combo) + 1x0.25

Slap Shot: partially deflectable 2 Ap
1x1.5

Dodge Slash: partially deflectable 2 Ap
1x1.0 + 2x0.25

Slash Upper: partially defelctable 4 Ap
1x1.0
Triggers only on ground, intials air

Aerial Swing: deflectable
1x1.0

Aerial Swip: partially defelctable 2 Ap
1x0.65 (0.25 if it isn't the first hit of combo) + 2x0.25

Air Side Slash: partially deflectable 2 Ap
2x0.25 + 1x1.0
In air only

Air Spiral: partially deflectable 2 Ap
1x1.0 (0.25 if it isn't the first hit of combo) + 2x0.25
In air only

Strike Break: undeflectable 3 Ap
1x2.5
Complete Invincibility Frame
Ground Finisher

Explosion: undeflectable 3 Ap
3x0.25 + 1x1.5
Mag based
None type
Gropund Finisher

Finish Rise: Undeflectable 5 Ap
1x2.0
Finisher
Initiates Air Combo

Aerial Vertical Swing: deflectable
1x2.0
Complete Invincibility Frame
Air Finisher

Aerial Finish: undeflectable 3 Ap
1x0.5 + 3x0.25 + 1x2.0
Air Finisher

Reflect Guard: 2 Ap
Block physicals and refelct projectiles. Works on Deflectable and Partially Deflectable techs.

Guard Counter: undeflectable 4 Ap
1x1.0
When Reflect Guard is successful

Revenge Slash: partially deflectable for first hit and deflectable for second 3 Ap
1x1.0 + 1x0.25 + 1x0.65
Counter when stance breaked in air, also regain posture at same time

Combo of highest damage: If not involve magic and factor in 2 Combo Plus and two Aerial Plus and one Finish plus
Slide Dash-Slap Shot-Swing-Swing-Strike Break-Finisher Rise-Air Side Slash-Aerial Side Slash-Aerial Finish-Aerial Vertical Swing

With Ultima Weapon: Total damage 770

Magics: Can be comboed on land only

All mag based

Firga: 4x0.5 + 1x1.0 (as finisher 4x0.5 +1x2.0) 10 mp
Blizzardga: 1x3.0 (as finisher 1x4.0) 12 mp
Thunderga: 1x3.0 (as finisher 1x4.5) 15 mp

Curga: x6.0 all remainign mp
Magnega: Traps enemy in a prison for 3.8 second 1x1.5 none type 30 mp
Reflega: Creates ainvincibility shell for 1 second. If hit by a deflectable attack, it creates a explosion of 3x0.5 + 1x2.0 at same time. If it is hit by a projectile, it also sends the projectile back none type 10 mp

Combo of Highest Damage if involve magic: Spam Blizzardgax6 (2 are finishers) with Blizzard Up. Total damage 1080 with Ultima Weapon.

Or Blizzardgax5+Finisher Rise-Air Side Slash-Aerial Side Slash-Aerial Finish-Aerial Vertical Swing. Total damage 1107 with Ultima Weapon

Curga now cost all mp! This really screws Sora over compare to his KH1 form. No more healing abuse with Damage Aspel, as it don't speed up the Mp recharge fast enough. Losing Aero also hurts really bad. But with Magnega and Mp berserk, Sora become a downright PC killer (and soem status less boss) due to the his new high damage out put. KH1 form is better for slugfest, while this form I better for a qucik kill. This form also has some reaction commands that can be useful form point to point. Still generally inferior to his previous form, Low Godlike I guess.


Donald


Hp 90
Mp 100
Ap 22
Atk 35
Mag 40
Def 38

2 Armor Slots
3 Accessory Slots

Weapons:

Save the Queen+: Atk+5 Mag+6 Adds Mp Hastga (Mp recharge twice as fast)

Support Ability:

Fire Up: Fire damage goes up x1.2 3Ap
Blizzard Up: Ice damage goes up x1.2 4Ap
Thunder Up: Lightning damage goes up x1.2 5Ap
Damage Aspel: 3 Ap
Mp Hasra: Mp recharge x1.5 as fast

Tech:

Swing: deflectable
1x0.65

Multi Swing: deflectable
2x0.5

Magic:

Donald Fire: 10 Mp 2Ap
2x0.5 + 1x1.25
124.2

Donald Blizzard: 10 Mp 2Ap
1x2.5
138

Donald Thunder: 10 Mp 2Ap
2x1.0
110.4

Donald Cure: All remaining Mp 3AP
Heal the amount of Donald's magx2

Damage didn't get much better while lsoign the healing spam, light you go, Donald.


Goofy


Hp 110
Mp 100
Ap 21
Atk 39
Mag 0
Def 40

3 Armor Slots
2 Accessory Slots

Weapons:

Save the King+: Atk+9 Adds Damage Aspel (Mp recharge when taking damage)

Suppor Abilities:

Damage Aspel: 3 Ap
Defender: 3Ap
Last Live: 4Ap
Combo Live: 4Ap

Techs:

Block: Block defelctable attacks

Shield Charge: deflectable
Random hits
First hit x0.33 rest of hits x0.1

Shield Swing: deflectable
1x0.65

Shield Spin: deflectable
1x0.5

Goofy Tornado: partially deflectable 10 mp 2 Ap
10~x0.25
120

Goofy Blade: partially deflectable 10 mp 2 Ap
10~x0.25
120

Goof still fails, juts like before, next.


Micky


Hp 60
Mp 100
Ap 20
Atk 41
Mag 45
Def 58

Key Blade:

Kingdom Chain: Atk+3

Support Ability:

Aerial Combo Plus: Adds one more combo sequence in air

Tech:

Swing:
1x0.65 + 2x0.25

Upperward Spin:
1x1.0 + 1~2x0.33
Active on land only, but can initiate air combo

Jump Thrust:
1x1.0

Decline Multi Thrust:
1x1.0 + 3~5x0.25

Vertical Swing:
1x1.0 + 2~3x0.001

Multi Swing:
1x0.65 + 4x0.25 + 1x2.0
Combo Finisher

Spin Swing:
1x0.65 + 2x0.25 + 1x1.5
Combo Finisher

Holy:
1x2.0 + 4x0.01
Mag based
None type

D Charge:
Slowly charge for drive gauge

Heal Light
Full Healing, requires 3 Drive Guage

Max Damage Combo:
Upperward Spin-Decline Multi Thrust-Vertical Swing-Multi Swing

Total Damage: 376.772

An odd temp that comes and go. Has very solid defence, but shitty hp. Damage is also nothign special. And his full healing takes too long to charge to be useful. Could be a decent middle if weren't for that hp. A winning light I guess.

Riku


Hp 100
Mp 100
Ap 28
Atk 41
Mag 45
Def 40

2 Armor Slot
1 Accessory Slot

Support Abilities:

Mp Hasga: 5Ap
Defender: 3Ap
Last Live: 4Ap
Combo Live: 4Ap

Equipment: Way to the Dawn
Atk+3

Techs:

Combo: Partially Deflectable
10 hits 1/3 of chance to be x0.65 per hit and 2/3 of chance to be x1.0 per hit
378.4~

Dark Aura: 2Ap 10 mp
4x0.25
45~
Mag based, physical element

Dark Shield: 2Ap 10 mp
Think Reflect that don't do damage

Cure Potion: 3Ap 99 mp
60% recovery


Boos Form:

Hp 760 (the fight ends with when he lose 70% of his hp)
Atk 34
Def 19

Techs:

Contionous Slash: Partially Deflectable
1x1.0 + 2x0.25
51

Dash Slash: Partially Deflectable
1x1.0
34

Head Cut: Partially Deflectable
1x1.0
Partially Deflectable
physical
+
3x0.25
Undeflectbale
Dark Element
total damage 59.5

Dark Firga:
1x1.0 + 2x0.25
Partially Deflectable
Physical
+
2x0.25 + 4x0.5
Undeflectable
Dark Element
total damage  136

Combo: Dash Slash-Head Cut

Reduce all damage by half that is not phsyical

Has damage, has healing, has both live saver. Suckleast out of all playble char that is not Sora, probably. Boss form isn't too bad either. Has soem damage, has th eusual half damage defence. Hp is low due to the 70% threshold. Probably high middle in both form. might be low heavy depends on how you see the curve


Organization XIII

No.I MANSEX!!!!! *is shot


Hp 1500
Atk 45
Def 26

Form 1

Techs:

Spark Wall: Partially Deflectable
1x0.5
22.5
Physical
Works as a physical counter

Continuous Attack- Slash: Partially Deflectable
1x1.0 + 1x0.5 +1x0.75 + 1x0.25
112.5

Duel Wield Attack: Partially Undeflectable
3~6x0.1 + 1x0.5 + 1~3x0.25
13.5~27 + 22.5 + 11.25~33.75

Lure of Nothignness: Undeflectable
Puts enemy in hp leak status. 1 damage per 0.7 sceonds.
None Elemental
Automatically dispell by moving right belwo the Memory's Skyscraper
Mandatory reaction command session

Building Fall Attack: Undefectable
5x0.5 + 1x1.0
157.5
Mandatory reaction command session

Halves all damage outside physical


Attack pattern:

Initiates  the battle with Lure of Nothingness.
Use it for the second tiem when hp is below 35%

Begin dodging by teleportation when hp goes below 65%
Counters physicals with Spark Wall

Combo:

Spark Wall-Continous Attack

Lure of Nothingness-Building Fall Attack Sequence:

Xemans would move to the top of Memeory's Skyscraper whenever Sora is hit by Lure of Nothingess. Sora must move beneath the Skyscraper to dispell. Sora and Xemans wel cross via Deep Dive style in a madatory Reaction Command. The timing is this: 0.5 seconds: neither side take damage, 1 second: Xemans take 1x0.1 damage, 1.5 seconds: Xemans take 1x4.0 damage and well be disbaled for logn period, 2 seconds: Sora take the Building Fall Attack.


Form 2

Techs:

Blade Attack: Undefelctable
3~4x1.5
202.5~270

Vine Beam: Undeflectable
1~2x0.25
11.25~22.5
None Elemental

Kick: Partially Deflectable
2~3x1.5
135~202.5

Shot: Partially Deflectable
3~20x0.25
11.25~225
Thunder element

Spark Bomb: Undeflectable
1~2x1.5
67.5~135
Dark Element

Spark Wall: Undeflectable
1x1.0
45
Work as physical counter
Thunder Element

All Area Shot: Partially Deflectable
Couple Hundredsx0.25
Xemans well not die until this attack is used
Xemans's hp well be reduce to 1 and lso eall mobility if the target survived.
Thunder Element

Binding Attack: Undfelectable
1 damage per 1.1 seconds
None Elemental
OPB
Lure of Nothingness that completly seals off the enemy, can not be break out without assistance froma nother character. Obviously illegal in Duel

Weapon Fall Attack: Undeflectable
1x3.0
135
Only usable in aerial mode

Halves all damage outside physical.

Attack Pattern:

Initiate the battle by openign with aerial mode. Xemans comboes infitelt with Blade Attack, Vine Beam, and Kick until the targets drops back to land. He can onyl use Weapon Fall attack in aerial mode. He rnadomly use aerial mode later on in battle.

Counter physical attempts with Spark Wall

When hp goe sbelow 50%, he starts using Shot and Binding Attack

When hp drops below 10%, he uses All Area Shot

Teleport:
Always teleport to distance before using next attack. USe teleport for dodging after hp drops below 50%

Vine Beam:
Always Split into three and release the beam from one of them. Only the attacking body takes damage. Often triple cast.

Shot:
Pattern 1. Release 3 shot in air, usually triple cast it
Pattern 2. Split into two, and both sends like 20 soemthing shot at the target. Only one of the two split bodies take damage.
Pattern 3. Release around 10 shots aroudn the target than shoot. Often double cast

Spark Bomb:
Only use after Blade Attack

Binding Attack:
Use randomly when hp is 50% or below. Sora well be completly sealed up and in hp leak status. Control switch to Riku to free Sora. Mandatory Reaction Command session.

All Area Shot:
Mandatory Reaction Command seesion. Must smash triangle and circle button to defelct hundreds of shots. Technically survivable without it, if with high Thudner Resistence.

Mansex wants his FM form BADLY, simple as that. His FM for is clearly better overall depsite being elementally relient.
His form 1 is not much. Movement isn't fast, and has a lot fo openign between attack seesions. And his buildingful sequence don't heklp him at all.
Form two is evil in its massive speed, teleporation, and spam luck with Shots. This form also has a high base value threshold, insure him high damage even in front of high defences. Is also quick to react with Spark Wall. The aerial sequence also insures damage. Binding attack is outright illegal, but All Area Shot would be evil if you allow it. Form 1 is a low heavy at best, but form 2 is dfeinitly Godlike.


No.II Xigbar


Hp 1300
Atk 45
Def 26

Tech:

Shot: Deflectable
4x0.25
None type

Charge Shot: Undeflectable
Randomx2.0
None type
The bullet flies around on the screen for 10-15 sceonds

Ultima Shot: Undeflectable
40+x0.25
None Type

Snipe: Partially deflectable
3x1.0 + 1x2.0
None Type
Xigbar is out of all attack range when performing this move and he'll keep on doing it for about a minute long until he is vulunerable to attacks again. (Unless you knock ou tof him with Sora's Reaction Command, but Sora only)

Quaters all damage type that is not physical

Attack pattern:

Initiates with Snipe
Randomly teleports and change the shape of terrain
Xigbar takes a momeent to reload after using Shot 3 times
Start to use Charge Shot below 70% hp
Start to use Ultima Shot below 35% hp

The only end game boss whose hp is not 1500. Yet probably the end game bosses that ahs the most durability. His quatering of damage would literally eveyr none phsyical fighters cry. His damage is unimpressive, but Snipe can be an annoyn trick to win soem fights. But the danger comes after he hits 35% hp. Little people can live through Ultima Shot. But then, strong physical attackers probably can blow through that satge. Hard to place, High Heavy/Low Godlike?


No.III Xaldin


Hp 1155
Atk 34
Def 19

Tech:

Wind fo Protection:
Creates a barrier that damages anyone in melee range, lasts up to 8 seconds
Random hits
x0.75 for first hit (25.5)
x0.5 for second hit (17)
x0.25 for the rest fo the hits in a damaghe sequence (8.5)
Note, ithe damage does not reduce damage, it only fends off melee attacks

Thrust: Fully Deflectable
1x2.0
64
Blown out effect
Reflectable

Swing: Partially Deflectable
1~4x0.5 + 1x1.5
119
When below 40% hp
6x0.5 + 1x1.5
153

Jump:
4x0.25 + 1x2.5
119
Complete invicinbility frame when using this tech
Physical and deflectable at close range
None type and undeflectable at mid range

Wind of Control: Partially Deflectable
Creates a flying ball of air chasing after Sora that last 8-10 seconds on screen
1x1.5
51
None type

Spear Dance: Partially Defelctable
15~20~x0.25 at close range
170~
Complete Invincibility Frame

Wind of Despair: Undeflectable
Random hits, at least two hits, averagely 5~8 hits
x0.25
17~68~
None type
Complete Invincibility Frame

Halves all form of damage outside physical


Attack pattern:

When losing 25% hp
Speed up
Begin to use Jump
Thurst gains huge range and speed

When Losing 60% hp
Begins to teleport
Begins to use Spear Dance and Wind of Despair
Always combo Speard Dance with Wind of Despair
Swing goes up to seven hits

Combo:

Wind of Controlx3
Spear Dance-Wind of Despair-Spear Dance-Wind of Despair


Abusive godlike simply due to how hard is to hit him. Wind of Protection screws melee fihters out right, and has nasty speed with techs that have insane invincibility frame that makes even Asgrad envious. And when he begins teleportign after that 40% hp limit, he is even harder to hit. And that comes with techs with even longer invincibility frame. Damage is lacking until that 40% as well, but it is pretty imposisble to break that limit, and he has far more durability in that last 40% than his early 60%. Scary, and champion material.


No.VII Sailor Moon!!!


Hp 1500
Atk 45
Def 26

Saix has two mode, normal and berserk. He starts with berserk mode and eventually cools down, or you knock him out of it. Then his berserk guage automatically recharges itself to trigger berserk mode again. The recharge rate goes up as his hp drops. In Berserk Mode, Saix randomly infinite chains his skills et indefinitly until he runs out of Berserk Guage and can not be stance break in between, but still can be damaged.

Tech:

Normal Mode:

Continous Attack: Deflectable
1x1.0 + 2x0.25
67.5

Charge Attack: Partially Deflectable
1x0.25 + 1x0.5
33.75

Berserk Mode:

In the Name of the Moon, I Shall Punish You!!!: Undeflectable
Triggers Berserk Mode
1~5x0.25 + 1x0.5
11.25~56.25 + 22.5

Berserk Vertical Swing:
1x1.0 + 1x0.25
56.25
Phsyical
Partially Deflectable
+
1x0.5
22.5
None Type
Undeflectable

Berserk Swing:
1x1.0 + 1x0.25
56.25
Physical
Partially Deflectable
+
3~6x0.5
67.5~135
None Type
Undeflectable
+
1x0.5
22.5
Physical
Partially Deflectable
+
1x0.5
22.5
None Type
Undeflectbale

Berserk Throw:
1x1.0
45
Physical
Partially Deflectable
+
1x0.25
11.25
Physical
Partially Deflectable
+
1~4x0.25 + 1~2x0.5
11.25~45 + 22.4~45
None Type
Undeflectable

Insnaity:
1~10x0.25
11.25~112.5
Physical
Partially Deflectable
+
1~10x0.5
22.5~225
Physical
Partially Deflectable
+
1~15x0.5
22.5~337.5
None Type
Undeflectable
+
1~10x0.25
11.25~112.5
None Type
Undeflectable

Complete Invincibility Frame

Half all damage type outside physical

Attack Pattern:

Start using Berserk Swing and Berserk throwwhen hp is below 70%
Start Using insnaity when hp is below 30%
Counters with Charge Attack when faced woth physicals
Random does "by the power of moon! or Moon Gorgeous Mediation!" thing to charge a bit faster. Is completly open to attack during thos emoments

Sailor Moo.... I mean Saix, is another abusive dueller. He is quite frail in normal mode due to having a lot of opening. But it is kinda impossible to live throw two Berserk sequence without massive healing or durability. And having some counter against physicals in normal mode ensures him to live that long. And if you ever let him pull out insnaity, you die a horrible death. And ther eis legal issue in knocking him out of his berserk mode. There is little one can do to stop his spam of doom. And has solid durability like rest of the Organization boss. Godlike for sure.


No.VIII Axel


Hp 345
Atk 7
Def 3

Tech:

Continous Attack: Deflectable
1x0.75 + 2x0.25
8.75

Fire Cutter: Partially Deflectable
1x0.5 + ~4x0.0 + ~5~6x0.25
Fire element
7

Weapon Toss: Partially Deflectable
1~2x1.5
Fire element
10.5~21

Fire Prison: Undeflectable
1x0.1
Fire Element
7
Complete Invicibility Frame
Creates a damaging terran that drains 1 healthevery 5 seconds

Charge:
1x1.0
Fire Element
Partially Deflectable
+
1x0.75
Fire Element
Undeflectable
total damage 12.25

Falling Attack: Undeflectable
1x1.0 + 1x0.75
12.25

Dance:
3x0.25
Fire Element
Partially Deflectable
+
1x1.0 + 2x0.25
Fire Element
Undeflectable
Complete Invicibility Frame
total damage 15.75

Nulls Fire
Halves rest of damage type that si not physical


Attack Pattern:

initiate with Fire Prison
Use Charge and Falling attack after losing 40% hp
Use Fire Prison and dance after losing 75% hp

3HKO damage, and has nothign outside fire. And has opening everywhere in his attack. Wow, what a huge downgrade from his CoM form. Pity for being an early boss this time. Has the usual boss half damage resistence, but the durability is juts average. Err.. high light/low middle?


No.IX Demyx


Hp 1005
Atk 29
Def 16

Techs:

Dance of Water: Creates water clones
All clones have 5 hp and x1.0 ice elemntal damage

Water Pillar: Undeflectable
Create Pillar of waters that last about 7 seconds on screen
Type 1: Creates them as he moves
Type 2: Creates them around Sora
Type 3: Create a single pillar right next to him

Random hits x0.25
Ice Element

Pillar Wall:
Creates Pillars in a series of wall
1x1.5
43.5
Phsyical
Partially Deflectable
+
Random hitsx0.25
Ice Element
Undeflectable

Pillar Dance:
3~5x0.5
43.5~72.5
Physical
Partially Deflectable
+
Random hitsx0.25
Ice Element
Undeflectbale

Water Ball: Undeflectable
Random hitsx0.5
Ice Element
Undeflectable
+
Random Hitsx0.25
Ice Elemnet
Undeflectable

Water Ball Shoot:
1x2.0
58
Physical
Partially Deflectablt
+
4~6x0.5
58~87
Ice Element
Undeflectable
+
Random Hitsx0.25
Ice Element
Undeflectable

Live: Undeflectbale
1x2.5
72.5
Undeflectable

Nulls ice
Halves all other damage type outside physical and fire

Attack pattern:

Initiate battle of Dance of Water. Mus lear 50 water clones within 40 seconds, or else game over.

Use Dance of Water again at 50% hp. This time is clear 10 clone in 10 seconds.


Too many random hit that it hurts your brain. Still in 2HKO range I think...
Dance of Water is a funny thing. If you take into that account, people without area attack is scrwed, but with those who have Demyx just lose a turn and getting hurt. But like Axel, being single element hurt. High Middle/Low Heavy


No.X Luxord


Hp 1500
Atk 45
Def 26

Techs:

Card Slash: Partially deflectable
2~3x0.25 + 1~2x1.0
22.5~33.75 + 45~90

Flash: Undeflectable
7x0.25
78.75

Card Attack: Partially deflectable
1x0.25
11.25

Bombn Card: Undeflectable
1x0.25
11.25

Card Dance: Partially Deflectable
15~x1.0 or 0.25
168.75~
Complete invincibility frame

Halves all form of damage outside physical

Attack Pattern:

Luxord fights in a uniue way of time. His hp is a 1500 hp time bar, and his oppoent well gain a same bar as a serprate guage from his opponet's hp. Whoever's tiem bar hits zero dies. The bar lose 5 hp per seconds. His opponent lose 2hp per hit and lose 150 if hit by a Bomb Card. Luxord lose his time bar hp by the same damage eh has taken.

Luxord initiates the fight by turning the opponent into a dice, which seals off most fo mobility and attacks.
Lucord releases indepednant cards with their own hp and they each attacks either via Card Attack or Bomb Card. Lucord also shifts into a card himself and hide among those cards. There are time penalty if the certain penalty card is hit.

Sora can challange Luxord in a slot like game when Luxord is performign Flash. If Sora won, hp recovery drop is rewarded, if not, Sora gets turn into a card whcihs eals of most mobility and atatcks like dice.

Luxord performs Card Dance when hp below 25% And immeidtaly chllanges his opponent on a different slot game afetr the move is finished. If Luxord won, opponent end upa s a dice, if Luxord lose, his bar goes down to zero.

And put it easily, do not rank. Rank him without all quirks? Middle


No.XIII Roxas


Temp PC, his level is at 8

Hp 30
Mp 100
Ap 8
Atk 5
Mag 8
Def 8

Lv.70 derived from the formula

Hp 120
Mp 140
Ap 42
Atk 38
Mag 41
Def 40

(same as Sora, if you wonder)

Note: Roxas can get a extra +1 on either atk, mag, or def base on in game choice

Automatically equipped with:

Charm of Promise: Atk+3 Mag+3
Recollection of Past: Atk+6 Mag+2

Accessory:

Champion Belt: 20% resistence to fire, ice, lightning

Support Ability:

Defender: Def+2 when hp goes below 25%
Last Live: Can not be killed unless current hp is 1
Combo Live: If survive the firt hit of a combo, the rest of hits in the combo won't kill you.

Tech:

Duel Wield Cross: partially deflectable
1x0.5 + 2x0.25

Duel Wield Combo: partially deflectable
7x0.2 + 1x0.65
Combo Finisher
Also initials air combo

Duel Wield Aerial Thrust: partially deflectable
2x0.5

Duel Wield Aerial Lift: partially deflectable
2x0.5

Duel Wield Aerial Spin: partially deflectable
3x0.2  + 1x0.65
Combo Finisher

Max damage unscaled: 88.2
Max damage scaled to end game state: 296.1

Basically a Sora without 90% of his skills set with a bit more atk. If you don't scale him to end game, his damage is high heavy for his time. If you do... middle he goes.


FF Chars

Auron


Hp 100
Mp 100
Ap 19
Atk 41
Mag 0
Def 43

Equipment: Ikusatachi
Atk+3

Support Abilities:

Damage Aspel: 3Ap
Mp haste: 3Ap
Combo Live: 4Ap

Techs:

Vertical Swing: Deflectable
1x0.65
28.6

Horizontal Swing: Deflectable
1x1.0
44

Snow Moon Flower: Undeflectable 10 Mp 2 Ap
1x1.0 + 5x0.25 + 1x2.0
187

Healing Water: 99Mp 3 Ap
60% recovery

Auron is, depressing. Basically a weaker version of Beast who has healing. Durability is solid, but nothing else outside that. Yet, still the better few among the PC cast. Middle he goes.


Cloud


Hp 1448
Atk 87
Def 51

Tech:

Cross Slash: Partially Deflectable
2x1.0 + 1x0.25
195.75

Sonic Rave: Partially Deflectable
1x0.75
62.25

Omni Slash: Partially Deflectable

Stage 1:
1x1.0
None elemental
+
1x 0.25
Physical
108.75 total

Stage 2:
1x0.75 + 2x0.25
105.75

Stage 3:
1x1.0
87

Complete Invincibility Frame

Weak to fire by x1.5
Halves ice, dark, and none elemental
Immune to lightning

Attack Pattern:

Counter physical attempts with Cross Slash or Sonic Rave
Use Omni Slash every 60 seconds
In Omni Slash mode, stage 2 is repeat twice or thrice

Combo:

Sonic Ravex2~3

Better Than his KH1 form definitly. A more usable Omni Slash with more invincibility Frame. His damage outside that isn't impressive, but consant counters at least make up for it. The weakness is kinda depressing though... High Heavy?


Squall


Hp 1267
Atk 87
Def 51

Tech:

Rentsuken: Partially deflectable
1x1.0 + 2x0.25
130.5

After Blasting Zone
1x1.0 + 2x0.5
174

Swing: Partially deflectable
2x1.0
174

After Blasting Zone
2x1.5
261

Firega: deflectable
1x1.0
87
Fire element

Blasting Zone: Partially Deflectable
1x0.25
21.75

Weak to ice by x1.5
Immune to Fire
Halves , dark, none elemntal

Attack Pattern:

Counters with Rentsuken or Swing if got comboed
Use Blastign Zone couple minutes into the fight

Combo:

Rentsuken-Swing

Sad, just sad. Especially compare to CLoud. The move is kinda slow and fail at damage. The combo is easy to interupt. And the timign for Blasting Zone is unhealthy. Middle you go.


Sephiroth


Hp 3000

Atk 70
Def 41

Tech:

Continous Slash: Partially Deflectable
7x1.0
490
Range increase as he lose hp

Aerial Slash- Lift: Partially Deflectalke
1x0.25
17.5
Initiates Aerial Combo

Aerial Slash: Partially Deflectable
4x1.0
280
Well inifinite chain this unless aerial countered

Moving Slash: Partially Deflectable
1x1.0
70
Huge range

Flash: Undeflectable
1x1.0 + 13x0.25
297.5

Shadow Flare: Deflectable
8~12x0.5
360~540
Well not disappear from the screen until it hits Sora
Dark Element

Firega Wall: Undeflectable
8~x1.0
560~
Fire Element

Meteor: Undeflectable
20~x0.25
350
None Elemental

You knwo this is coming!!!: Undeflectable
Hp1 Mp 0
None Element

Immune to fire, ice, thudner, darkness.

Attack Pattern:

Initiates the battle with Flash

When Hp is below 70%:

Begin teleporting outside aerial combo
Range of Continuous Slash goe sup
Begin to use Flash regularly
Begin to use Shadow Flare
Begin to use Firega Wall
Begin to use Heartless Angel

When Hp is below 30%:

Continuous Slash's range gets even bigger
Start double casting Shadow Flare
Begin to use Movement Slash
Begin to use Meteor

Combo:

Heartless Angel-Flash
Shadow Flare-Flash
Aerial Slash~infinite chain unless countered

Explanation unecessary, Godlike


Tifa


Hp 1086
Atk 87
Def 51

Tech:

Palm Strike: Partially Deflectable
1x1.0 + 1x0.25
108.75

Palm Strike Rush: Partially deflectable
1x1.0 + 3x0.25
152.25

Seventh Heave: Partially deflectable
1x1.0
87

Water Surafce Kick: Partially Deflectable
1x1.5 + 5x0.25
195.75

Final Heaven:
1x0.5
physical
partially deflectable
+
3x0.25
none elemental
undeflectable
+
1x0.5
physical
partially deflectable
total of 152.25


Weak to none elemental by x1.5
Havles fire, ice, lighting, dark.


A slightly better Suqall. The attacks aren't as slow and easy to counter. Her weakness is also less common. She also has access to her best damage from get go. About middle

Attack Pattern:

Counters with Palm Striek Rush or Seventh Heaven when comboed


Yuffie


Hp 905
Atk 87
Def 51

Tech:

Greased Lightning
1x1.0 + 1x0.25
108.75

All Creatoon:
1x1.5 + randomx0.25
Long invincibility frame

Weak to physical by x1.5
Null fire, ice, lightning
Halves darkness and none elemental

Combo:
Greased Lightning - All Creation

Attack pattern:

Warp to distance befor attacking
Warp to escape when comboed

SUCK, end fo story. Light she goes


Disney Charactes:


Mulan
Hp 100
Mp 100
Ap 14
Atk 41
Mag 45
Def 40

Equipment: Soldier's Sword
Atk+3

Support Abilities:

Fire Up: 3Ap

Techs:

Horizontal Combo: Deflectable
3x1.0
132

Mushu Fire: Undeflectable 2Ap
3x0.5 + 1x1.5
162
10Mp
Fire Element
Magic Based

Flame Tan: Undefletcable 2Ap
1~2x4.0
211.2~422.4
10 Mp
Fire element

Mulan is, what? Chibi Rubicant? Fire Up really boosted her damage. Even she lacks any life savers or healing, that damage still puts her above many other PCs. Being relient on a common element is a drawback though. Still, a high middle/low heavy.


Beast
Hp 100
Mp 100
Ap 17
Atk 41
Mag 0
Def 43

Equipment: Beast Claw
Atk+3

Can not equip armors

Support Abilitites:

Defender: 3Ap
Last live: 4Ap

Techs:

Right Claw: Deflectable
1x0.65
28.6

Left Claw: Deflectable
1x0.65
28.6

Oblique Claw: Deflectable
1x1.0
44

Furious Blow: Undeflectable 2Ap
1x5.0
220
10Mp
None elemental

Ferocious Range: Undeflectable 2Ap
Randomx0.01 + 1x2.0
10Mp

Beast... yeah. A Auron with better damage and life savers, but lack healing. Can not equip aromor hurts a bit, but with Defender, he can still fair decently in light.


Jack the Pirate

Hp 100
Mp 100
Ap 25
Atk 41
Mag 0
Def 43

Support Abilities:

Defender: 3Ap

Techs:

Purry: Deflectable
Blockign against physical

On Land Combo: Deflectable
2~3x1.0
88~132

Merciliessly: Undeflectable 2Ap
2x3.0
264
10Mp

Rain Storm: Undeflectable 2Ap
Max of 5x3.0
264~660
10Mp

Bone Cush: Undeflectavle 2Ap
1~2x3.0
132~264
10Mp
Fire Element

Jack is yeah... the damage is... yeah, only thign it lack is consistency. But never the less scary.. Having no life savers probably don't effect him much. And by having a blocker really pushed him into heavy.


Aladdin

Hp 100
Mp 100
Ap 20
Atk 41
Mag 0
Def 43

Equipment: Sicimitar
Atk+3

Cannot equip accessory, but have 2 armor slot

Support Abilities:

Mp haste: 3Ap
Combo Live: 4Ap

Techs:

Vertical Swing: Deflectable
1x1.0
44

Right&Left Swing: Deflectable
2x0.65
57.2

Slash Rush: Undeflectable 2Ap
1x1.5 + 7x0.25
143
10Mp

Quick Play: Undeflectable 2Ap
3x1.0
132
10Mp
Cause 4 small Mp drop to appear

Aladdin is not much. Usual lowish Disney damage, with the weaker life saver and no helaing. Yep, light he goes.


Jack the Undead

Hp 100
Mp 100
Ap 24
Atk 41
Mag 45
Def 40

Equipment: Bone Fist
Atk+3

Can't equip armor
Have 2 accessory slot

Support Abilities:

Fire Up: 3 Ap
Blizzard Up: 4Ap
Thunder Up: 5Ap
Mp Hastra: 4Ap

Techs:

Twin Puch: Delectable
2x0.65
57.2

Angry Fire: Undeflectable 2Ap
1~2x0.75
40.5~81
10Mp
Fire Element
Magic Based

Fearful Blizzard: Undeflectbale 2Ap
4~x0.5
108~
10Mp
Ice Element
Magic Based

Saddening Thunder: Undeflectable 1Ap
~6x0.5
162
10Mp
Lightning Element
Magic Based

Jack is a Donald with slightly more damage but less everythign else. Light.


Simba
Hp 100
Mp 100
Ap 17
Atk 41
Mag 45
Def 40

Equipment: Proud Claw
Atk+3

Can not equip armor, but have 2 accessory slots

Support Abilities:

Damage Aspel: 3Ap
Defender: 3Ap

Techs:

2 hit Tackle: Deflectable
2x1.0
88

Firece
Max of 8 hitsx1.0
176~352

Earth Shacker: Undeflectbale 2Ap
4x0.01 + 1x5.0
226.8
None Elemental
10Mp
Magic Based

Nature's Cure:
Cure 90 hp
99Mp

Simba is pretty good, has damage and healing. Just can be a bit more consistent, it don't always break 300 on damage. But enough to push him out of light, middle.


Tron

Hp 100
Mp 100
Ap 15
Atk 41
Mag 45
Def 40

Equipment: Disk
Atk+3

Support Abilities:

Thunder Up: 5Ap
Mp haste: 3Ap

Tech:

Disck Toss: Deflectable
1x1.0
44

Auto Disk: Undeletable 2Ap
randomx1.0
10Mp

Pulse Thunder: Unedflectable 2Ap
5x2.0
540
Lighting Element
10Mp
Magic Based

Tron is good... more cosistence damage than Jack that breaks 500. Yeah, this is even sacrier. The Thunder Up really ticked the balance. Even relies on a commonly resisted element, he can still do heavy.

Averages, from Snow:

Averages!

HP:

1. Sora - 120
2. Goofy - 110
3t. Riku - 100
3t. Auron - 100
3t. Mulan - 100
3t. Johnny Depp - 100
3t. Jack Skellington - 100
3t. Beast - 100
3t. Tron - 100
3t. Aladdin - 100
3t. Simba - 100
4. Donald - 90
5. Mickey - 60

Average - 98.46

MP:

1. Sora - 140
2t. Donald - 100
2t. Goofy - 100
2t. Mickey - 100
2t. Riku - 100
2t. Auron - 100
2t. Mulan - 100
2t. Johnny Depp - 100
2t. Jack Skellington - 100
2t. Beast - 100
2t. Tron - 100
2t. Aladdin - 100
2t. Simba - 100

Average - 103.07

Defense

Sora - 40
Donald - 38
Goofy - 40
Mickey - 58
Riku - 40
Auron - 43
Mulan - 40
Beast - 43
Johnny Depp - 43
Jack Skellington - 40
Simba - 40
Aladdin - 43
Tron - 40

Average - 42.15

Damage (ATTENTION: I took the physical and magical combo averages for Sora separately. I didn't list the magic+physical combo, considering the fairly meager damage increase and the fact it sounds like a massive pain in the ass just to pull off. For moves with variable results, I averaged the lowest and highest values. I also tried to use the more reasonable attacks to assume all the hits connect. Take these with a grain of salt, considering that, in-game, the attacks may not all connect easily. This regards the maximum potential output for combos, not the sane one - I can't do much more than this, I didn't play the game yet.)

1. Sora - 1070 (Magical Combo), [770 (physical combo)]
2. Tron - 540 (Pulse Thunder)
3. Johnny Depp - 476 (Rain Storm average)
4. Riku - 378 (Combo)
5. Mickey - 376 (Combo)
6. Mulan - 317 (Flame Tan average)
7. Simba - 264 (Fierce average)
8. Beast - 220 (Furious Blow)
9. Auron - 187 (Snow Moon Flower)
10. Jack Skellington - 162 (Saddening Thunder)
11. Aladdin - 143 (Swordrush)
12. Donald - 138 (Donald Blizzaga)
13. Goofy - 120 (Goofy Blade/Tornado)


Average - 337.76 [314.69 with Sora's physical chain instead of magical]

If averages for Strength, AP and Magic are clamored for, I'll get them. Until them, fear the curve of non-damage statistics.

17
Unranked Games / Ogre Battle 64
« on: August 28, 2008, 12:14:34 AM »
Compiled by Cromage.

Note: Largely under construction. But this is better than nothing.

Currently in topic:

Magnus, Dio, Leia, Katreda, Troi, Asnabel, Meredia, Aisha, Saradin, Destin, Gilbert, Debonair, Ankiseth, Vad, Liedel, Paul.

To do:

Damage formula (someday), stat odds, all bosses, Europea, Carth, Biske, Sheen, and all generics.

Now to the topic itself.

Statistics

HP: Like your liver, only not.
Strength: Affects damage you do with physical attacks. Also appears to increase your physical defense. How much varies from character to character and probably from strength value to strength value. Troi I know gets 1 point of Pdef per 4 points of strength, while it takes Leia 7-8 points for the same result. Damage done by attacks seems to go up in a 1-1 ratio for the stronger characters (additional strength : additional damage), and for weaker characters the ratio drops to 1: .75
Vitality: Affects how much damage you take from physical attacks
Intelligence: Affects how much damage you do with magical attacks. See notes on Strength.
Mentality: Affects how much damage you take from magical attacks
Agility: Affects turn order (I think), accuracy, and evasion.
Dexterity: Affects accuracy, evasion, and damage. I have absolutely no idea how. As of yet, it is a total crapshoot--even with characters like Ankiseth, they tend to go on the occasional round of "block everything" and then are beaten into the ground.

Alignment: The "Goodness" or "Evil" of a character. Starting alignment is around neutral for just about every character, so I won't factor this in.... if it even has a purpose
Element: The elemental affinity of the character. Causes characters to take less from their own element, and more from their opposing element.

Pdef: Determined by Vitality, strength, and armor equipped (determined by the Res Strike of the armor, seems to be calculated in a similar manner as strength contributions to damage bonuses). Defense against physical attacks
Mdef: Determined by mentality, intelligence, and armor. Defense against magical attacks.

Equips, in addition to boosting these stats, can also boost "resistances" to certain types of damage. These types are: Strike, Fire, Water, Wind (Includes lightning-like attacks), Earth, Virtue (Holy), and Bane (Dark). Strike resistance (given by armor/accessories only) manifests itself as additional physical/magical defense.

A note about evasion: Magical attacks cannot be fully evaded. Occasionally, however, their damage is reduced to 1/4 of normal, and all effects are negated. This is considered "evading" the attack.

Status

Poison: Seems like Power Down, only stronger (unstackable)
Sleep: Character falls asleep. May wake up if hit with an attack, and each round, a character has a certain probability of snapping out of it.
Paralysis: Character cannot move. Wears off, unknown exactly how.
Power Down: Everything does less damage, can be stacked. This even affects healing and magic damage. Lasts until the end of the battle.

About Equipment

Until further notice, all characters in this topic will be listed with default equipment EXCEPT when they have better items given to them (and to them only; these items, while usable by anyone in that equipment class, will not appear unless you take that character to a certain place). Wherever relevant, I will list the default equipment and consequent stat changes in parentheses. The list of equipment is:

Hallowed Shield (Troi)*
Angel's Brooch (Katreda)*
Helm of the Fearless (Asnabel)
Red Branch (Liedel)
Idaten's Mail (Vad)
Rai's Tear (Meredia)*
Robe of the Abyss (Paul)
Southern Cross (Magnus)
Diadora's Song (Magnus, gotten on his 90th birthday. (!) This is not the main equipment I have for him; even though it's better than the Southern Cross, it's also shakier in terms of legality)

Starred equipment means that what their default has is actually better in most cases, but they may opt for the special equips if you allow them.

A note about the Ring of Eloquence: They're almost always better than whatever accessory your mage has as default, so they will want to opt for it (Except for Liches, who can't. Ha!).

A note about Drakonic Tomes: Any mage that uses a spellbook can equip these, and it replaces every possible attack (even magical status) with the spell listed. Annihilation is storebought for some insane amount of Goth (30,000 at first, then the price climbs by the day to 60,000 max), as is Meteor Strike (the traveling caravan at Dardunelles). They do non-elemental damage (although the spellbooks clearly have an element associated; not sure whether this factors into damage), and they're actually not as broken as you'd think since their main advantage in-game is that they are MT with no penalty to damage. Every Drakonic Tome gives +10 to Int and -2 to Str.

Here is a list of all equipment in the game you would think about allowing in the DL, storebought unless otherwise noted. Anything that says it belongs to a certain character only means it is either a default equip (and not storebought) or obtained through plot. (partially taken from MetroidMoo's Item FAQ on GameFAQs). Resistance to elements will not be listed until I figure out what it does. For reference however, elemental equipment tends to make you slightly weaker to that element (1 or 2 points)and stronger against its opposite. While you'd think that an electric shield resists Lightning, the opposite is true. =P

Swords:

Short Sword (non-typed): Basic sword, Str +3
Baldr Sword (non-typed): Improves intelligence. Default equipment for Magnus. Str +5, Int +3
Glamdring (Fire) Str +9
Ice Blade (Water): Str +13
Blessed Sword (Holy): Default equipment for Dio and Ankiseth. Str +8, Int +3
Sum Mannus (Wind). Str +11
Falchion (non-typed): Str +8

Greatswords:

Bastard Sword (non-typed) Str +6
Claymore (non-typed): Str +9
Glaive of Champion (non-typed): Str +11
Sigmund (Wind, Destin only): Str +14
Sonic Blade (non-typed, Debonair only): Str +15

Thrusting Swords:

Rapier (non-typed) Str +4
Estoc (non-typed) Str +6
Needle of Light (Virtue) Str +7 (Bought at Dardunelles)
Main Gauche (non-typed) Str +8

1-Handed Axes/Hammers:

Halt Hammer (non-typed) Str +4
Francisca (non-typed) Str +5
Baldr Club (non-typed) Str +6, Int +3
Baldr Axe (non-typed) Str +7, Int +3
Flame Flail (Fire): Str +10
Frozen Axe (Water): Str +11

2-Handed Axes/Hammers:

Satan's Bullova (Bane) Str +8
Prox (Fire) Str +9

Spears:

Spear (non-typed) Str +5
Baldr Spear (non-typed) Str +7, Int +3. Default for Troi
Thunder Spear (wind) Str +7. Default for Leia.
Osric's Spear (water) Str +3.
Volcaetus (fire) Str +9
Earth Javelin (earth) Str +12

Whips:

Leather whip (non-typed) Str +4
Rupture Rose (non-typed) Str +5 Default for Gilbert
Whip of Exorcism (non-typed) Str +7.

Claws:

Iron Claw (non-typed) Str +5
Baldr Claw (non-typed) Str +7, Int +3
Touelno (wind, Vad only) Str +12

Bows:

Short Bow (non-typed) Str +3
Great Bow (non-typed) Str +4
Baldr Bow (non-typed) Str + 6, Int +3
Ytival (Virtue) Str +7, Default equipment for Liedel
Bow of Sandstorm (Earth) Str +8

Maces:

Light Mace (non-typed) Str +2, Int +3
Baldr Mace (non-typed) Str +3, Int +5

Staves:

Scipplay Staff (non-typed) Str +1, Int +3
Arc Wand (non-typed) Str +3, Int +5
Hemlock (Earth, Saradin only) Str +3, Int +11, Men +1
Kerykeion (Bane) Str +4, Int +7
Hraesvelg (Wind) Str +4, Int +7

Dolls:

Marionette: Str +5
Fool: Str +7, default equipment for Paul
Gallant Doll (only one of these, given to Magnus on his 20th birthday. Not sure if you'd see this as legal, since the element of the doll relies on Magnus's element, and since any generic Dollmaster/Enchanter can equip it. Paul is the only one out of the non-generic cast who can, however): Bonuses are determined by Magnus's default equipment stats (His / 20, rounded down) Thus the stat boosts for the DL will be: Str +12, Vit +8, Int +9, Men +8, Agi +8, Dex +8.

Fans:

Battle Fan: Str +4
Caldia (probably not DL legal, but I don't care): Str +7, Agi +5

Spellbooks:

Spellbook (non-typed) Int +1
Book of Flame/Water/Wind/Earth: Int +4
Book of Bane: Int +5

Helmets:

Bone Helm (non-typed) Strike Res +2
Iron Helm: See Bone
Dragon Helm (non-typed) Strike Res +4 (See note about Bloodstained Robe)
Armet (non-typed) Strike Res +4
Baldr Helm (non-typed) Strike Res +5, Int +1
Helm of Thunderclap (wind): Strike res +6,
Helm of the Fearless (bane, Asnabel only) Strike res +3, Str +20, Agi -15, Dex +5,

Headgear:

Plumed Headband (non-typed): Strike Res +1 (GODLIEK)
Bandana: Strike Res +1, Men +2
Pointy hat: Strike Res +2, Int +4
Leather hat: Strike Res +2
Hachigane Strike Res +2
Jin-gasa: Strike Res +2, Dex +1
Hannya Mask: Strike Res +3, Men +2, Agi +2
Red Branch (Liedel only, Wind): Strike res +5, Dex +10

Small Shields:
Round shield (non-typed): Res Strike +2
Buckler: Res Strike +5
Electric Shield (Wind): Res Strike +8
Flame Shield (Fire): Res Strike +8

Shields:

Large Shield (non-typed): Res Strike +10
Hallowed Shield (Troi only, Earth) Res Strike +6, nulls all status effects
Kite Shield: Res Strike +8
Shield of Inferno (Fire) Res Strike +12
Shield of Nue (Wind) Res Strike +12
Baldr Shield: Res Strike +12, Int +3
Tower Shield: Res Strike +16

Light Armor:

Cloth Armor Res strike +1, Men +2, Dex +2
Ninja's Garb: Res Strike +3, Agi +2
Leather armor: Res strike +3
Chain Mail: Res strike +5
Hard Leather: Res strike +6
Scale Armor: Res strike +7
Thunder Chain (Vad only): Res strike +8

Armor:

Breastplate: Strike +8
Plate Mail: Strike +9
Baldr Mail: Strike +11, Int +3
Pheonix Mail (Destin only, Fire) Strike +15
Hwail Mail (Water): Strike +15
Peregrine Mail (Wind): Strike +15

Full-body armor:

Plate Armor: Strike +11
Baldr Armor: Strike +13, Int +3
Heavy Armor: Strike +15
Breidablick (Water, Debonair only) Strike +17
Southern Cross (Virtue, Magnus only) Strike +20
Diadora's Song (Magnus only) Strike +26

Robes:

Torn Cloth: Strike +1
Robe: Strike +2
Cleric's Vestament: Strike +2
Magician's robe: Strike +3, Int +5
Vestament of Wind (Wind): Strike +4, Int +5
Robe of the Wise: Strike +5, Int +8
Bloodstained Robe (Bane): Strike +6, Int +10, Men +5 (Note: You cannot find this in any store, but if you have a spare Ring of the Dead after you've promoted your first Lich, you can buy the robe upon promotion of the second. They are also fairly plentiful ingame)

Garments:

Old Clothing: Strike +1
Plain Clothing: Strike +2
Witch's Dress: Strike +2, Int +3
Pure-White Dress (Virtue): Strike +3, Int +5 (See note about Bloodstained Robe. You might also be able to make another from the White Silk sold at Dardunelles)
Feather Suit (Wind): Strike +5, Int +7

Accessories:

Amulet: Int +4
Rosary (Virtue): Int +3
Blue Sash (Magnus, Ankiseth, and Dio only): Strike +1, Men +1.
Valiant Mantle: Strike +3
Ring of Eloquence: Int +10, Str -10
Fang of Firedrake (Fire) Str +3
Tunic (Destin and Debonair only) Strike +3
Naga Ring (Earth): Strength +5
Bell of Thunder (Wind) Strength +3
Snow Orb (Water): Int +5

About attacks dependant on weapon elements

Dio, Destin, Leia, and any Paladin, Black Knight or Freya can cast magic (listed as "Magic" or "Magic Plus" in their skill list) that is dependant on the element of the weapon they have equipped (a non-elemental weapon will result in a normal physical)

Saradin, Wizards, Sorceresses, Sirens (Meredia), Liches, Princesses, Witches, and Archmages can also cast different elemental spells, but this is dependant on whatever spellbook they have equipped (If they have a neutral spellbook equipped, the spell will be the element of the character)

Here is a list of all the magic that is dependant on equipment:

Magic:
Dio, Destin, Paladin, Black Knight, Wizard, Sorceress

Wind: Lightning
Fire: Fireball
Water: Ice Blast
Earth: Acid Vapor
Bane: Word of Pain
Holy: Healing

Magic Plus:
Leia, Freya, Saradin, Siren, Lich, Princess, Archmage

Wind: Thunder Flare
Fire: Fire Storm
Water: Ice Field
Earth: Crag Press
Bane: Dark Quest
Holy: Healing Plus

Status Magic:
Witch/Saradin

Wind: Static Bolt
Fire: Ray of Paralysis
Water: Slumber Mist
Earth: Poison Cloud
Bane: Nightmare

Also, unless otherwise specified, all physical attacks will be the same element as the weapon they have equipped.

Plot-related characters

Magnus Gallant
Class: General
"I"m just an ordinary human. I am neither strong-willed nor gifted with any special ability. But, I won't turn my back, ever again!"
Element: Varies based on player decisions

Equipment:
Baldr Sword
Southern Cross (Baldr Armor) (Diadora's Song)
Blue Sash (cannot change)

HP: 258
Str: 247
Vit: 166
Int: 188
Men: 178
Agi: 169
Dex: 182

Pdef: 65 (59) (68)
Mdef: 50 (45) (52)

Slash: 55 (x3) physical damage
Elemental Blast: 38 (x2) physical damage. The name of this attack and the type of damage it does will vary with the element of Magnus's weapon

Comments: It may be just me, but Elemental blast seems pretty fairly useless. Even worse than the magic command (which he had before he promoted to General), since magic can at least heal on occasion. Oh well. Fairly solid regardless, with some problems taking magic (nothing too serious though), and only slightly below average defense. Middle.

Dio(medes) Rangue
Class: Warrior
"Damn it, who said I was dead!?"
Element: Varies (Randomized?)

Equipment:
Blessed Sword
Baldr Armor
Blue Sash (cannot change)

HP: 252
Str: 247
Vit: 203
Int: 165
Men: 194
Agi: 171
Dex: 166

PDef: 72
MDef: 50

Slash 53 (x3) physical damage
Magic: 31 (x2) magical damage

Comments: The fact that you get this form so much earlier than you get Magnus's form makes the fact that they are so close.... rather sad. Better physical defense, but worse dexterity than Magnus. He can also opt for weak magical damage or healing if he's facing a good physical tank. Middle.

Leia Silvis
Class: Rune Knight
Element: Varies (Randomized?)
"...I hope you're not as dumb as you look."

Thunder Spear
Baldr Mail
Buckler

HP: 228
Str: 210
Vit: 169
Int: 202
Men: 205
Agi: 186
Dex: 187

PDef: 46
MDef: 64

Cleave: 46 (x2) physical damage.
Thunder Flare: 43

Comments: Eh. The worst of the three "trainees" by far. Second-worst damage of the entire cast, and the fact that she can attack both magically and physically does not really save her. Light.

Troi Tyton
Class: Cataphract (Phalanx)
Element: Earth
"I wanna fight, too!"

Baldr Spear
Heavy Armor
Armet
Tower Shield

HP: 251
Str: 207
Vit: 228
Int: 147
Men: 175
Agi: 140
Dex: 164

PDef: 88
MDef: 39

Pierce: 40 (x2) physical damage.

Note: If you allow plot equips, Troi may opt for the Hallowed Shield, which gives him full status immunity at the expese of 6 PDef and 3 MDef.

Comments: .....Wow. Cataphracts blow chunks in the DL, don't they? Pity, because their physical defenses make them both invaluable and annoying as hell in-game. Still, combine gameworst damage and agility with below average dexterity, shitty magic defense, and you've got... well, garbage. It's a pity that he's the only status-immune PC. Puny regardless.

Katreda Birall
Class: Priest (Cleric)
Element: Water
"My duty is to care for those who are hurt."

Baldr Mace
Robe of the Wise
Rosary

HP: 212
Str: 157
Vit: 181
Int: 252
Men: 240
Agi: 156
Dex: 156

PDef: 33
Mdef: 98

Healing Plus: 77 (x2) MT healing

Note: if you allow plot equips (and are completely insane), Katreda may opt for the Angel's Brooch, which provides one extra point of Strike Resistance and 2 points of dark resistance in exchange for 3 Int.

Comments: Yes, she's only there for RPGmon and averages, and has no damage whatsoever. DNR, seriously.

Asnabel Birall
Class: Black Knight (Berserker)
Element: Fire
"I am called the Iron Hammer for a reason!"

Satan's Bullova
Baldr Armor
Helm of the Fearless (Armet)
Valiant Mantle

HP: 259
Str: 275 (255)
Vit: 231
Int: 187
Men: 199
Agi: 154 (169)
Dex: 165

PDef: 83 (78)
MDef: 52 (51)

Cleave: 73 (x2) (55 x 2) physical damage
Magic: 31 (x2)

Comments: Rather unremarkable. Wishes he got three strikes in like most of the rest of his cast, as that would bring him to Debonair-level damage. Can opt for magic, but since so few of the 2-handed things are DL legal.... doesn't help him. Can't even use the healing, so he stays with Leia in Light.

Liedel Klein
Class: Diana
Element: Wind
"I'll believe you. If you can beat me, that is!" (also mangled)

Ytival
Hard Leather
Red Branch (Plumed Headband)

HP: 218
Str: 212
Vit: 187
Int: 163
Men: 174
Agi: 198
Dex: 241 (231)

PDef: 45 (43)
MDef: 38 (37)

Shoot: 56 (x3) (54 x 3) physical damage

Comments: O_o I honestly don't know what to do with her. She's got nice damage, has gamebest Agility, and wrecks the Dexterity curve. On the other had, she's got bad physical defense and worse magical defense. Eh. Seems too evil for Light, so Low Middle seems appropriate.

Vad Orok Zlenka
Class: Grappler
Element: Wind
"My body is my greatest weapon!"

Toulene
Idaten's Mail (Thunder Chain)
Hachigane

HP: 233
Str: 232
Vit: 171
Int: 176
Men: 180
Agi: 253 (240)
Dex: 177

PDef: 45 (44)
MDef: 45 (43)

Rend: 51 (x3) Physical damage
Fatal Dance: 46 (x2) physical damage. ALWAYS non-elemental regardless of weapon.

Comments: Fitting he should be so close to Liedel, as he wrecks the Agility curve worse than she hits the Dexterity one (although his damage isn't as good AND he can't change equips to boost it). Also has similar physical durability and better magical durability. For that reason, he feels more of a Middle.

Ankiseth Gallant
Class: Solidblade
Element: Water
"Are you of the calibur to lead this kingdom?

Blessed Sword
Plate Mail
Blue Sash

HP: 274
Str: 271
Vit: 260
Int: 206
Men: 220
Agi: 178
Dex: 221

PDef: 86
MDef: 65

Slash: 67 (x3) physical damage
Clay Assault: 42 (x 2) Water/Earth magical damage, may add poison status (pegged at about 33% per shot of CA, unsure if Int or Mdef factors into hitrate)

Comments: Ah, Ankiseth, how you humiliate your son in every way conceivable. ^_^ Above average in Agility and MDef, and you're in the top 3 in every other category. Even your magic fits onto the damage curve, which no other fighter but Leia can claim. (He definately doesn't want to rely on it though). Poison status in OB64 is described as "Level down," as in victims both take more damage from attacks and do less damage with their own. What testing I've done shows that after poison, characters take about 1/8 extra damage from magic attacks and do 1/4 less damage with physical attacks. I hesitate to extrapolate to physical durability and magical damage because of the nature of those I tested, all of which were physical-based characters because that's what they had available in Training Mode.

Nonetheless, he is the second coming of the Dragoons... (despite a mediocre Dragoon class already existing in the game.... let's just ignore them for now). Heavy.

Meredia O'Keife
Class: Siren
Element: Water
"How cute! A wild Tiamat! <3"

Arc Wand
Fur Coat
Amulet
Spellbook

HP: 194
Str: 156
Vit: 145
Int: 272
Men: 209
Agi: 166
Dex: 158

PDef: 24
MDef: 118

Ice Field (with default spellbook) 62 (x2) magical water damage

Note: Meredia can opt for the Rai's Tear, which provides 2 points of strike resistance in exchange for 4 points of Int. Her optimum equipment is: Kerykeion + Feather Suit + Book of Bane + Ring of Eloquence which boosts her magic damage to 73 (It is Bane elemental, however), and her MDef to 120

Comments: God, why do OB mages have to be so.... magey? Godly MDef but needs to avoid contact with stiff breezes and dust particles. Can't even evade like Liedel can. Decent damage though, so she beats pure attack mages and the less physical fighters. Light.

Paul Lukische
Class: Enchanter
Element: Earth

Fool (Gallant Doll)
Robe of the Abyss (Magician's Robe)
Amulet
Bandanna

First number is with the Fool and Robe of the Abyss. Second number is the Fool and the Magician's Robe. Third number is additional points that the Gallant Doll bestows over the Fool.

HP: 229
Str: 196 (196) (+7)
Vit: 178 (178) (+8)
Int: 214 (178) (+9)
Men: 194 (194) (+8)
Agi: 167 (167) (+8)
Dex: 207 (207) (+8)

PDef: 46 (45) (+2)
MDef: 80 (77) (+5)

Pull Strings 47 (47) (+6) (x3)

Comments: Enchanter is a funny class. Mage-ish stats, but using a physical attack. How this does not fail utterly is completely beyond me, but... I'm not complaining. He's fairly strong and the Gallant Doll helps more. (if you allow it. I do, but I'm crazy). Light, but not as bad as, say, Leia. He's also one of the few characters that might actually opt for the Naga Ring (extra 3 points of damage but one less in MDef)

Aisha Knudel
Class: Priest
Element: Earth

Baldr Mace
Robe of the Wise
Rosary

HP: 213
Str: 162
Vit: 175
Int: 151
Men: 239
Agi: 164
Dex: 151

PDef: 37
MDef: 94

Healing Plus: heals Aisha about half

Comments: See Katreda

Saradin Carm
Class: Warlock
Element: Water
"I cannot hold back my power. Prepare..."

Hemlock (cannot remove)
Magician's Robe
Amulet
Spellbook

HP: 203
Str: 275
Vit: 231
Int: 183
Men: 199
Agi: 154
Dex: 170

PDef: 26
MDef: 76

Status Magic: 0 (x1)
Magic Plus: 67 (x2)

Note: Saradin's ideal equipment setup in the DL is the Hemlock + Bloodstained Robe + Ring of Eloquence + Book of Bane, which boosts his magic damage to 78 and his MDef to 83.

Comments: Bah. See Meredia, only has better damage, but lower other stuff. Status is iffy as while switching rows is a valid tactic, it can only be done out of battle, and none of his available statuses last beyond the end of battle. Light.

Quass (Kaus) Debonair
Class: General
Element: Wind (Duh....)
"Remember my name! I am Quass Debonair!"

Sonic Blade (can't remove)
Breidablick
Tunic (can't remove)

HP: 280
Str: 277
Vit: 182
Int: 161
Men: 185
Agi: 193
Dex: 204

PDef: 67
MDef: 52

Slash 73 (x3) physical damage
Sonic Blade: 58 (x2)

Comments: ..... Yeah. Debonair likes not having the Dragoons around. He doesn't like there being an MDef stat, though. This form stays in Heavy, but it's close.

Destin Faroda
Class: Lord
Element: Fire

Sigmund
Pheonix Mail
Tunic

HP: 279
Str: 267
Vit: 252
Int: 172
Men: 220
Agi: 190
Dex: 185

PDef: 92
MDef: 60

Slash: 67 (x3) physical damage
Magic: 35 (x2)

Comments: Now he, on the other hand, just got better. Killer damage, and his Agility doesn't fail. Has a bit of weak magic, which helps slightly. Goes up to join Debonair in Heavy.

Gilbert Oblion
Class: Beastmaster
Element: Wind

Rupture Rose
Hard Leather

HP: 260
Str: 236
Vit: 217
Int: 140
Men: 170
Agi: 173
Dex: 181

PDef: 59
MDef: 30

Lash: 50 (x2) physical damage

Comments: Blah. Needs damage or something. I'm not going to argue which form is better, because they both suck. [/b]Light.[/b]

Stat Rankings

Because the optimum set-up for mages is far superior to their default (the gap is much more noticeable for them than for fighters), I've included the changed numbers in parentheses. Optimum setup for Meredia and Saradin is listed above. This is for reference purposes only, and is not factored into the main average so you can see how mages suck a lot less than their default equipment shows.

HP

Debonair: 280
Destin: 279
Ankiseth: 274
Gilbert: 260
Asnabel: 259
Magnus: 258
Dio: 252
Troi: 251
Vad: 233
Paul: 229
Leia: 228
Saradin: 203
Liedel: 218
Aisha: 213
Katreda: 212
Meredia: 194

Average: 240

Physical Defense

Destin: 92
Troi: 88
Ankiseth: 86
Asnabel: 83
Dio: 72
Debonair: 67
Magnus: 65
Gilbert: 59
Paul: 46
Leia: 46
Liedel: 45
Vad: 45
Aisha: 37
Katreda: 33
Saradin: 26
Meredia: 24
Average: 57

Magical Defense

(Meredia full powered: 120)
Meredia: 118
Katreda: 98
Aisha: 94
(Saradin full-powered: 83)
Paul: 81
Saradin: 76
Ankiseth: 65
Leia: 64
Destin: 60
Debonair: 52
Asnabel: 52
Magnus: 50
Dio: 50
Vad: 45
Troi: 39
Liedel: 38
Gilbert: 30
Average: 63 (64)

Agility

Vad: 253
Liedel: 198
Debonair: 193
Destin: 190
Leia: 186
Ankiseth: 178
Gilbert: 173
Dio: 171
Magnus: 169
Paul: 167
Meredia: 166
Aisha: 164
Katreda: 156
Asnabel: 154
Saradin: 154
Troi: 140
Average: 176.3 (Without Vad: 170.8)

Dexterity:
Liedel: 241
Ankiseth: 221
Paul: 207
Debonair: 204
Leia: 187
Destin: 185
Magnus: 182
Gilbert: 181
Vad: 177
Saradin: 170
Dio: 166
Asnabel: 165
Troi: 164
Meredia: 158
Katreda: 156
Aisha: 151
Average: 172.75

Damage per round

Debonair: 219
Ankiseth: 201
Destin: 201
Liedel: 168
Magnus: 165
Dio: 159
(Saradin, full powered: 158)
Vad: 153
Paul: 150
(Meridia, full powered: 148)
Asnabel: 146
Saradin: 134
Meredia: 124
Gilbert: 100
Leia: 92
Troi: 80
Average: 149 (152.8)

Damage per attack (number of attacks per round)

Debonair: 73(x3)
Gilbert: 73 (x2)
Ankiseth: 67 (x3)
Destin: 67 (x3)
Saradin: 67 (x2)
Meredia: 62 (x2)
Liedel: 56 (x3)
Magnus: 55 (x3)
Vad: 51 (x3)
Dio: 53 (x3)
Gilbert: 50 (x2)
Paul: 47 (x3)
Leia: 46 (x2)
Troi: 40 (x2)

Average: 57.6 (x2.57)

18
Unranked Games / XS3 (Niu)
« on: August 28, 2008, 12:07:48 AM »
Everything is taken at Lv.55
I include both style lines on all character. All the state bonus from the lines are added in. The states listed below are the total of the base states, equip, and the style line bonus.

Bl is the break limit, when the guage is filled, the character enters break status.

Double- stands for the extra hit throught Double ability, apply to any form of melee techs or physicals. 30% rate
Revenge- Counter triggers when the attack hits you. Triggers 25%
Counter- Triggers with 10% rate, makes character automatically evade and attack and counter

Critucal does x2 damage
All states effect last 5 turns, and all asttaes effects, as far as I can tell are all 100% success unless immuned

My deathblow levels varies, so the damage of the death blow smight look inconsistent.

And someone mind fill me in with English tech names?

EDIT: PC info courtesy of Dhyer

chaos
Hp 3382
Ep 317
Bl 313
Str 150
Vit 69
Dex 62
Eva 55
Agi 55
Eatk 156
Edef 73
Luk 27
Crit Rate: 27%

Weapon: God Bless (+81 STR, +84 EATK)
Armor: Union Leather (+29 VIT, +31 EDEF, +8 LUCK)

Immune to G Virus

Physical- 686 Damage (400)
Double- 533 Damage (420)
Forehead Pressure- (Revenge) 813 Damage (500)

Twin Impact II- 1557 Damage (1100), ?
Decaying Sun- 668 Damage + Skin Down (Raises Physical Damage 25%), (400 Damage), 8 EP
Decaying Moon- 668 Damage +Mind Down (Raises Magical Damage 25%), (400 Damage), 8 EP
Spirit Strike III- 668 Damage + 60 Break Damage (400+60 Break Damage),

Ice/Thunder Bolt III- 1270 Ice/Thunder Damage (1000), 16 EP
HP Vamp- 1397, Drains 460 HP (1100 Damage, Drains 360 HP), 10 EP
EP Vamp- Drains 20 EP, 1 EP
Medica L- Heals 6300 HP, 18 EP
Medica M- Heals 3400 HP, 10 EP
Refresh- Status Healing, 10 EP
Best Ally- 100% Recovery Auto-Life, 60 EP
Recover HP- 5% Regen, 12 EP
Recover EP- 5% EP Regen, 18 EP
Seal- 100% Curse, 26 EP
Misty- 100% Silence, 26 EP
Lock- 100% Boost Seal, 26 EP
Poison- Inflicts 20% MHP damage a turn poison, 4 EP
Offensive- Raises damage done by 25%, 22 EP
Defensive- Cuts damage taken by 25%, 22 EP
Balance- Boosts Evade and Accuracy by 25%, 22 EP
Quick- Speed up 25% (I think), 18 MEP
Slow- Speed down 25% (I think), 18 EP
Fist Down- Lowers Physical Damage taken 25%
Soul Down- Lowers Magical Damage taken 25%

Babylon Seeker- 100% Revenge for 5 turns; 99 EP
Heaven Tracker- 100% Crit Rate for 5 turns (Raises Damage 73%); 99 EP

Phoenix Strike- 2286 Damage+ 80 Break (1800+80 Break) (Two Bars Required)
Imperial Judgment 1778 Ice Damage (1400) (Two Bars Required)

Jin
Hp 4121
Ep 236
Bl 274
Str 191
Vit 81
Dex 75
Eva 91
Agi 70
Eatk 113
Edef 46
Luk 10
Crit Rate: 5% (25% w/ Type Boost)
Evades about 10% of the time normally

Weapon: VB-Dawn (+88 STR, +60 EATK)
Armor: True Jade Pheonix Robe (+33 STR, +15 EVA, +22 EDEF)

Physical- 992 Damage (590)
Double- 763 Damage (610)
Reverse Scale (Revenge)- 1333 Damage (660)
Flash (Counter)- 2258 Damage (1400)

Gale Strike- 2259 Damage (1400 Damage, 45% Crit), 12 EP
Gale Slash II- 2054 Damage (1460 Damage), 12 EP
Dark Night- 750 Damage+Balance Down (600 Attack+Lowers enemy evade and accuracy by 25%) (Long)), 20 EP
Follow-Through- Boosts Damage 25%, 8 EP

Ghost Diver- 100% Evade and Counter to ST Physical Attacks for 5 turns; 99 EP
Heaven Tracker- 100% Crit Rate for 5 turns; 99 EP

Spark Waltz- 2688 Damage (2150) (Two Bars Required)
Dragon Dance- 3750 Damage (3000) (Three Bars Required)

Jr
Hp 3524
Ep 286
Bl 321
Str 157
Vit 73
Dex 79
Eva 58
Agi 77
Eatk 162
Edef 78
Luk 17
Crit Rate: 15%

Weapon: Vaquero (+82 STR, +82 EATK)
Armor: Long Horn (+31 VIT, +29 EDEF, +10 AGI)

Physical- 527 Damage (458)
Dragon Fly (Double)- 575 Damage (500 Damage)
Blood Rain (Revenge)- 863 Damage (600)

Twin Hands II- 1265 (1100 Damage (Long)), 12 EP
Full Throttle III- 1254 (940 Damage (1090 w/ Doubling)), 8 EP
Dead Soul- 460 (400 Damage+Lowers Magic Damage done 25% (Long)), 8 EP
Dead Fist- 460 (400 Damage+Lowers Physical Damage done 25% (Long)), 8 EP

Fire/Ice/Thunder/Beam Bolt III- 1265 Damage (1100 Damage), 16 EP
Medica L- 6400 HP Healing, 18 EP
Medica M- 2500 HP Healing, 10 EP
Refresh- Status Healing, 10 EP
Misty- 100% Silence, 26 EP
Lock- 100% Boost Seal, 26 EP
Quick- Speed up 25% (I think), 18 EP
Slow- Speed down 25% (I think), 18 EP

Phantom Fly- 100% Evasion against evadable attacks (Note this includes some spells), 99 EP
Overdigger- Each attack fills up the boost bar by 1, 99 EP

Requiem- 2415 (2100) (Requires 2 Bars)
Storm Waltz- 1380+60 Break (1200 +60 Break) (Requires 2 Bars)
Red Dragon- 2415 Fire Damage (2100)_ (Requires 3 Bars)
Requiem- 2100 (require 2 boost bar) on- 2100 (require 3 boost bar, fire element

KOS-MOS
Hp 5343
Ep 189
Bl 258
Str 181
Vit 115
Dex 69
Eva 46
Agi 52
Eatk 142
Edef 112
Luk 9
Crit Rate: 5% Base (25% w/ Type Boost)

Weapon: KP-XX (+94 STR, +74 EATK)
Armor: KAP-BEL (+46 VIT, +10 AGI, +45 EDEF)

Physical- 906 Damage (550)
Double- 725 Damage (580)
V. Slayer (Revenge)-993 Damage (620)

NEMESIS- 2468 Damage (2250 Fire/218 Non-Elem (1800)), 16 EP
W-FANG- 2093 Damage+50 Break (1500+50 Break), 12 EP
B-SPIKE- 968 Damage (600)+20% chance Curse, 8 EP
B-BIND- 968 Damage (600)+20% chance of Lock, 8 EP
B/M-Buster- Small Physical Attack+ 50% boost on Biological/Mechincal, 6 EP
K-PIKE- Medium Break Attack+Higher Crit to Biological, 8 EP
VALKYRIE- Massive Fire Attack+Medium Break,

Blood Dancer- Triples Damage, 99 EP
Platinum Stinger- Cuts damage by 90%, 99 EP

G-SHOT- 3000 Damage (2400) (Requires two bars)

MOMO
Hp 3054
Ep 380
Bl 260
Str 123
Vit 40
Dex 62
Eva 53
Agi 53
Eatk 179
Edef 64
Luk 16
Crit Rate: 15%

Weapon: Moon Bridge (+60 STR, +92 EATK)
Armor: Kajic Blouse (+17 VIT, +15 EATK, +26 EDEF)

Physical- 437 Damage (380)
Swordfish (Double)- 920 Damage+60 Break damage (800)
Revenge Shot (Revenge)- 794+20 Break damage (450)
Robin Shot (Counter)- 909+20 Break damage (550)

Sword Fish- 1196 Damage+78 Break(800 Damage+60 Break), 18 EP
Double Shot II- 1000 Damage (870), 10 EP
Double Head Shot- Two Short Physical Attacks, 6 EP
Break Arrow II- Medium Break Attack (Long), 10 EP

Fire/Ice/Thunder/Beam Bolt III- 1495 Damage (1300 Fire/Ice/Lightning/Beam Damage), 16 EP
Medica L- 7100 HP Healing, 18 EP
Medica M- 3900 HP Healing, 10 EP
Refresh- Status Healing, 10 EP
Safety- 50% Recovery Auto Life, 40 EP
Misty- 100% Silence, 26 EP
Lock- 100% Boost Seal, 26 EP
Offensive- Raises damage done by 25%, 22 EP
Defensive- Cuts damage taken by 25%, 22 EP
Balance- Boosts Evade and Accuracy by 25%, 22 EP
Quick- Speed up 25% (I think), 18 EP

Blood Dancer- Triples Damage; 99 EP
Abyss Walker- Immunity to Physicals; 99 EP

Freeze Shock- 2300 Ice Damage (2000) (2 bars required)
Gold Crown- Adds Offensive, Defensive and Balance (2 bars required)

Shion
Hp 3437
Ep 322
Bl 288
Str 149
Vit 54
Dex 62
Eva 63
Agi 60
Eatk 152
Edef 59
Luk 29
Crit Rate: 28% (48% with the Type Boost)

Weapon: Miyuki Special (+79 STR, +81 EATK)
Armor: Velvet Pannier (+22 VIT, +24 EDEF, +10 LUCK)

Physical- 710 Damage (480) (Long)
Slot Shot (Double)- 636 Damage (430)
Charge Knuckle (Revenge)- 857 Damage (450)
Stop- Double only for Fallen Eagle III, 666 Damage+30 Break (450)
Mountain Crumble (Counter)- 1197+60 Break (680), works only against human type enenmy.

Double Shot II- 1480 Damage (1000 (Long)), 12 EP
Fallen Eagle III- 962 Damage+90 Break (500+80 Break) (Human Only), 12 EP
Slow Edge- 931 Damage+Speed Down 25% (500+Slow), 8 EP
Break Blow II- 931 Damage+45 Break Damage (500+45 Break), 10 EP

Fire/Beam Bolt III- 1480 Fire/Beam Damage (1000), 16 EP
Medica L- 6000 HP Healing, 18 EP
Medica M- 3300 HP Healing, 10 EP
Refresh- Status Healing, 10 EP
Safety- 50% Recovery Auto Life, 40 EP
Offensive- Raises damage done by 25%, 22 EP
Defensive- Cuts damage taken by 25%, 22 EP
Quick- Speed up 25% (I think), 18 EP
Slow- Speed down 25% (I think), 18 EP
Skin Down- Raises Physical Damage done 25%
Mind Down- Raises Magical Damage done 25%
Fist Down- Lowers Physical Damage taken 25%
Soul Down- Lowers Magical Damage taken 25%

Phantom Fly- 100% Evasion against evadable attacks (Note this includes some spells), 99 EP
Stand Keeper- Immunity to Break damage, 99 EP

Break Bash- 1924 Damage (1300+Break Damage) (2 Bars Required)
Lock Slot- 1776 Beam Damage (1200) (2 Bars Required)
MS2- 4440 Fire Damage (3000) (3 Bars Required)

Ziggy
Hp 6226
Ep 245
Bl 331
Str 166
Vit 119
Dex 66
Eva 51
Agi 60
Eatk 102
Edef 92
Luk 13
Crit Rate: 8% (28% with the Type Boost)

Weapon: Gnosis Nail (+85 STR, +52 EATK)
Armor: Top Secret Skeletal (+43 VIT, +12 AGI, +35 EDEF)

Physical- 840 Damage (500)
Swordfish (Double)- 666 Damage (520)
Hammer Knuckle (Revenge)- 968 Damage (600)

Sword Rush- 1736 Damage (1200), 12 EP
Heavy Tackle III- 1224 Damage+60 Break (800+60 Break), 12 EP
Choke- 968 Damage+80 Break (600+80 Break) (Human Only), 12 EP
Road Storm- 640+Lowers Physical Damage 25% (500+Phys Att Down (Long)), 20 EP

Offensive- Raises damage done by 25%, 22 EP
Defensive- Cuts damage taken by 25%, 22 EP

Royal Guard- 100% Guard Rate (Halves Damage) for 5 turns, 99 EP
Heart Breaker- Triples Break damage, 99 EP

Penetrate- 3072 Damage (2400) (Requires 2 Boost Bars)

Averages

HP
Ziggy 6226
KOS-MOS 5343
Jin 4121
Jr. 3524
Shion 3437
Chaos 3382
MOMO 3054
Average: 4155

Best Damage w/ Doubles and Crits
KOS-MOS 2468 (Nemesis)
Jin 2259 (Gale Strike)
Ziggy 1736 (Sword Rush)
Chaos 1557 (Double Palm II)
MOMO 1495 (Bolt III)
Shion 1480 (Bolt III/Double Shoot)
Jr 1265 (Bolt III/Twin Hands II)
Average: 1750

Def
Ziggy 119
KOS-MOS 115
Jin 81
Jr. 73
Chaos 63
Shion 54
MOMO 40
Average: 78

Edef
KOS-MOS 112
Ziggy 92
Jr. 78
Chaos 72
MOMO 64
Shion 59
Jin 46
Average: 75

Agi
Jr 77 (+1.72 SD)
Jin 70 (+0.97 SD)
Shion 60 (-0.11 SD)
Ziggy 60 (-0.11 SD)
Chaos 55 (-0.64 SD)
MOMO 53 (-0.86 SD)
KOS-MOS 52 (-0.97 SD)
Average: 61

Break Damage Average
Shion 90 (Fallen Eagle III)
Ziggy 80 (Choke)
MOMO 78 (Swordfish)
Chaos 60 (Spirit Strike III)
KOS-MOS 50 (W-Fang)
Jr. 30 (Locked and Ready)
Jin 5 (From…Something)
Average: 65.5


Boss States (spoliers below)

Note: All the boss utlimate sequence must have at least one Boost guage avaliable to trigger, even it is not used until the ultimate itself came out.

Voyager

Hp 10000
Ep 500
Bl 600

Str 111
Vit 33 (Average)
Dex 43
Eva 29
Agi 29
Eatk 110
Edef 41 (Slightl above average)
Luk 9

Weak to fire, immune to lightning, resist beam and ice
Can Boost freely after 50% hp

"Giggling"- Voyagers alway waste a turn to giggle before he attacks, occasionally stop doing this when hp is below 50%
Evil Claw- 530, inflicts Slow at 80% ~75 Break Damage
Devil Air- ~330 Inflicts Poison at 50%
Lighting II- ~420
Hp Vamp- ~420, the drain is negligible, usable when hp hits 50%
Buf Refle- Dispell
Evil Claw Hell- 1300, Lightning element usable when hp hits 80% another at 30%, takes a turn to charge, but can still act in the charging turn. Perfect Break. (+999 Break damage)
Stand Keeper- Immune ot Break damage, use right before Evil Claw Hell at 80%
Abyss Walker- Immune to physical. Use right before Evil Claw Hell at 30% hp.

First, do you hold him to the giggling? If yes, he has serious issue. If no? He is a boss with a borderline 2HKO ultimate that perfect breaks you. And even if you live, the poison inflict on you might just do the finsih touch. And having Abyss Walker later in the fight inflates his durability by a dceent amount. Don't remember his hp exactly, but isn't too low. Probably low godlike if you ignore the giggling thing.


Pellegri

Hp 12000
Ep 400
Bl 300

Str 60
Vit 33
Dex 45
Eva 33
Agi 35
Eatk 80
Edef 51
Luk 11


Weak to ice
Resisite fire annd lightning
Immune Poison and NOTHING else. She eats FATAL status
Can't boost freely

Brionac- 550
Anperusion- 250, fire element
Brionac II- 600, Inflict Seal Arts at 75%, replace Brionac when hp i sbelow 25%
Anperusion II- 330. fire element, Inflcits Soul Down at 90%, replace Anperusion when hp is below 25%
Thunder Bolt III- 500
Lightning III- 400
Refresh- Remove negative status
Megido Rosarium- 1700, fire element, Perfect Break (+999 break). First whot at 60% and second shot at 25%, takes a turn to charge, but can still act on the charging turn. Ether Type
Combo Stance- Skip a turn, and unleash a triple act the next turn with one Anperusion and 2 Brionac. Requires 3 Boost Guage. Occurs only after Megido Rosarium.
Over Taker- Boost increase goes up by a huge amount. Always use before the first Shot of Megido Rosalium.
Power Up- Raise Str and Agi, always use before the second Shot of Megido Rosalium.

Pelligri, a Voyager with worse Ultimate threshold and terrible status resistence. She has a strong ultimate yes, but then, it don't come early enough. And unlike other bosses, actually spending a turn to tell you she is going to boost also hurt. Wild call, she kills sluggers and those without status.


Dimitri Yuriev

Hp 46000
Ep 770
BL 700

Str 111
Vit 72 (Above average)
Dex 64
Eva 53
Agi 54
EAtk 272
Edef 61 (Slightly above average)
Luk 14

Resist Fire/Lightning/Ice

Psychic Palm- 580 ~40 break
Psychic Strike- 530 ~130 Break damage
Psychich Palm II- 800 ~90 Break damage, adds Fist Down with 50% chance (trigger whne hp is below 25%)
Psychich Strike II- 680 ~100 Break damage, adds Soul Down with 50% chance (trigger when hp is below 25%)
Help me Abel!- Calls for Omega Res Novae (trigger when hp is below 50%)
Infinitum- 1700~, occurs after Yuriev calls for help. Ether Type
Rasp All- Inflict Seal Arts (use when hp is below 75%)
Seal- Inflict Reverse Damage (use when hp is below 75%)
Mystique- Inflict Seal ether (use when hp is below 75%)

Okay, he has Break damage, rest is trash, TRASH. Serious. Even if you let him call for Omega, his damage is still 3HKO. Fine he has status, but that is all. High heavy, only because Seal is cheap and the nice defence.


Totally-erotic lesbian orgasmic sex
(Thanks to my Gamefaqs peer who came up with the name)

Hp 56000
Ep 530
Bl 720

Str 230
Vit 70 (average)
Dex 70
Eva 65
Agi 60
Eatk 110
Edef 40 (slightly below average)
Luk 16

Immune poison, and NOTHING else. Can be hit with FATAL status.
Evade about 20% of the time
Resistence to Fire
Can Boost Freely, boost rate increase when hp is below 50%

L. Blade (Revenge) ~90 break - 700
Magdalen 16- 900
Echidna- 1400 ~90 Break damage
Satallite III- 500
Break Care M- -360 Break damage
U. Teneritas- 4400, fire element. ~250 Break. First triggers at 75% hp then 50% and then 25%, freely usable at 25% hp. Takes one turn to charge, but still can act in the hcraging turn. Gains weakness in the order of Lighting, Beam, Ice on the turen the mov eis cast. But the weakness becoem resistence in the term after and last until the end of battle. Ether Type
Over Taker- Boost increase goe sup by a huge amount. Can fill her entire Boost bar in 3 or 4 turns. Triggers after fir shot of U. Teneritas.
Heart Breaker- Breaks damage become huge, any of her techs can break you within 2 hits after this. Triggers after the second shot of U. Teneritas.
Heaven Tracker- Always critical, triggers after the third shot of U. Teneritas.

A boss that can be hit by fatal status.... what can I say? Fine, damage sin't shitty when her ultimate comes, and gains resistence through the battle. Heart Breaker is also a powerful Break lock device. But the deadly thing is the Over Digger. Having her acting 4 times in a raw after that thing wears off is a gurantee death. But still, getting that status exposed is just terrible. Heavy she goes.


Kevin

Hp 52000
Sp 999
Bl 780

Str 360
Vit 90 (high)
Dex 76
Eva 64
Agi 66
Eatk 210
Edef 78 (slightly above average)
Luk 18

Resiste Ice and Lightning
Drains Fire
Can boost freely, but well not boost if guage is below 2, and 3 if hp is below 50%

Forgotten Mercy- 600~ (Revenge), Lightning element ~90 break damage, adds Boost Seal at 70% chance. Can be used as a normal move. Ether Type
Lament that Lures the Despiar- 600~ Lightning element ~90 Break damage, adds Ether Seal at 70%. Ether Type
Prayer that Calls for Revenge- 600~ Lighting Element ~90 Break damage. Adds Arts Seal at 70% chance. Ether Type (Double)
Black Prestige- 1200
Flash of Freezing Flame- 1900, ice element. Ether type
Impulse of Destruction- 2200, fire element ~90 break (usable when hp below 50%)
Lightning III- 1100
Immoral Meridian- 13000,fire element, ~400 Break damage Triggers at 75%, 50% and 25%, and freely usabl after that. Takes one turn to charge, but can still act in the charging turn.
Seal- Inflict Reverse Damage, always use in the turn before Immoral Meridian.
Over Taker- Boost increase goes up. By the time it wears off, Kevin's bar is all filled (note, it is 6 bars long) Use after the first shot of Immoral Meridian.
Heaven Tracker- Always critical (2x damage), use after the second shot of Immoral Meridian
Abyss Walker- Immune to phsyical, use after hp hits 25%

Pyro has a new god. Kevin is pure insane embodied. If you are not immune to fire you simply dies. Damage that is 2x of Zoggy's hp? Yeek! And the first threshold is fairly early. Other attacks is a bit lacking in damage until later into the fight. But then, Over Digger would went off before he even hits 50% hp. Kevin's boost guage is 6 bars long. He hexacting would kill anyone short. And once he breaks 50% hp, hell break lose. His damage after Heaven Tracker is bloody insane. Especially terible if he still have some stock of boost left at this point. And after Abyss Walker went off, Beam element and none elemental damage would be the only opening he has. High Godlike, and Rubicant should really retire.

Averages, courtesy OK

Bored, and while I haven't played the game, averages! Yes, this bored...

HP: 4155
1) Ziggy - 6226
2) KOS-MOS - 5343
3) Jin - 4121
4) Jr. - 3525
5) Shion - 3437
6) chaos - 3382
7) MOMO - 3054

VIT: 79
1) Ziggy - 119
2) KOS-MOS - 115
3) Jin - 81
4) Jr. - 73
5) chaos - 69
6) Shion - 54
7) MOMO - 40

EDEF: 75
1) KOS-MOS - 112
2) Ziggy - 92
3) Jr. - 78
4) chaos - 73
5) MOMO - 64
6) Shion - 59
7) Jin - 46

AGI: 61
1) Jr. - 77
2) Jin - 70
3) Ziggy - 60
4) Shion - 60
5) chaos - 55
6) MOMO - 53
7) KOS-MOS - 52

Not touching damage yet, as I don't really know how the game works, but...as an estimate from what I can see?

1271

19
RPG Stats Forum / Valkyrie Profile 2 - Bosses
« on: August 28, 2008, 12:02:57 AM »
Niu's first post. Relive the Lezard for Godlike hype of the days of yore!

Spoiler below, duh?

RDM is p.defence and RST is M.defence to those who forgot.

Edit: Just note this for refference, I might be overleveled after comparing to El's level and maybe even Shale....

Ull

Hp 32400
ATK 700
MAG 600
HIT 100
AVD 75
RDM 40
RST 25

Fight along with a weakling goon.

Weakness: Fire and Holy for 50%
Resistence: Ice for 50%

Damage:

Average hp at the point: 2400~

Duel Dusk: 500~ (0.6x2)
Aiming Whisp: ~350x6 (physical, magical hybrid, magical half is holy element) (0.3x6, 20holyx6)
Moon Burst: 900~ (x1.8)
Sun Shine: 160x3~4 (0.3x4)
Feather Guard: Creates a shield that has around 1500~2000 hp
Cure Plums: 80% healing, (usable when hp is below 1/3)
Despair Flight: ~2450 ignores evade, block, counter, etc. (usable when hp is below 1/3)

Ull is... well inconsistent. His damage is too hit based, making it varies alot base on how many hits in. Feather Guard and Cure Plums provides him some durability, but his hp and def is still avergaish.Despair Flight is OHKO like all other Divine Assult. Heavy I guess.


Ahly

Hp 24000
ATK 850
MAG 600
HIT 95
AVD 75
RDM 80
RST 50

Resistence: Holy 70% Darkness 30% 50% to everything else
Block attack about 1/3 of the time (base block after factoring average Hit is 35%, her natural block rate is 60%)

She fights along with Aluze in this fight, hence why hp is lower than Ull. (And I didn't include boss Aluze because he eventually becoem a permenant PC)

Damage:

Average party hp at the time: 2600~

Advance Furious: 1300 (x2)
Slap Down: 1100 (0.1+1.4)
Hurrican Bolt: 600 (x1)
Existence Trial: 800~ (0.4+0.3+0.6
Nibelung Valesti: ~3200 ignores evade, block, counter, etc. (usable when hp is below 1/3)

Okay boss Ahly, yeah, she has PC forms, consider both PC forms are temps, she has an argument for using this boss form. This form is durable enough. Decent physical defence for the time, and VP2 magic all sucks. And all her damages are solid 3HKO, with her Divine Assult being OHKO, with no restriction of spamming it afterward. Well she has weakness, pathetic range, which doesn't mtter in DL, and being all physical.


Heimdal

Hp 30000
ATK 925
MAG 815
HIT 100
AVD 100
RDM 100
RST 25

Resistence: Fire Lightning Earth for 30%, Darkness for 50%, Holy for 80%
There are certain charms that floats around him that absorbs his damage until destroyed
He fights along with 3 other goons

Damage:

Average Hp at the time: 3500~

Striking Formation: 1300~ (x0.5+6x0.2)
Spiral Formation: 1500~ (1x0.7+6x0.2)
Infinity Fornation: 1000~ (x0.6+3x0.2)
Grim Malice: 3800~ ignores evade, block, counter, etc. The charm around him would reform. (usable when hp is below 1/3)

Heimdal is just damage and damage and damage, at least they are good ones. But still, he has absolutely nothing else. His defence is alright and magic defence is poor but saved by his elemental resiistence. Hp is nothing spectacular either. And his killer don't come until that 1/3 threshold like everyone else. Heavy.


Odin

Hp 36000
ATK 1600
MAG 1400
HIT 130
AVD 160
RDM 80
RST 80

Resistence: Fire&Darkness 50% Thunder&Holy 80% Earth 20%

Can be hit with Poison 50% chance and Freeze 20% chance

Damage:

Average party hp of the time: 4300~

All of Odin's attacks are unblockable

Absolute Reign: ~1000x1~3 (Hybrid of magic and phsyical, magical hal fis fire elemental, 1300 per the last two hithit after Spell Reinforce) (x0.7+50firex2)
Hirank Punish: ~900x4 (Hybrid of magic and phsyical, magical half is holy element, 1400 per hit after Spell Reinforce) (4x0.1+40holyx4)
Rebellion Trail: 1600~ (x1.2)
Freezing Spear: 1000x2 (Hybrid of magic and phsyical, magical half is ice element) (x0.1+50icex2)
Thunder Strom: 1500
Spell Reinforce: Boost magic damage by 50%
Thunder Fall: 2200, use as a counter when attack missed, which almost never occur (lighting80)
Spiritual Lancer: ~6500 ignores evade, block, counter, etc. (usable when hp is below 1/2)

Okay, moppy, this is a bit too good. Even defence is slightly on the low side, he has enough hp to still make himself durable. OHKOish physical damage before Divine Assult from Hirank Punish if enough hits get in.As well as decent 2HKO magic damage that has Spell Reinforce to back it up. His Divine Assult is simply over kill, and his 1/2 hp threshold is also pretty hard to avoid.


Frei

Hp 43200 (Fight ends whenever she uses her Divine Assult, note game over still occur if Ether Strike wipes all party members off. 3 PWS sequence is used to bring her down to 1/2 hp after Exact Emotion )

ATK 1450
MAG 2000
HIT 120
AVD 120
RDM 135
RST 150

Resistence: Thunder&Ice 50% Holy 80% Earth&Darkness 20%

Can be hit with Peep 20% chance

Damage:

Average party hp of the time: 5000~

All of Frei's attacks are unblockable

Victory Sword: 2300 (6x0.3)
Burst Shot: 2141x2 (hybrid of magic and physical, magical half is fire elemental) (2x0.3+70firex2)
Thunder Sword: 2725 (hybrid of magic and physical, mgaical half is lightning and holy element) (x0.2+50lightning+50holy)
Side Slap- 2280~ (1~3x0.4+x0.7, always does back attack)
Earth Grave: 2800
Cool Damsel: 2100
Prismic Missile: 720x1~7 (usually only 3 or 4 shots well hit)
Exact Emotion: Boost All states by 50%
Ether Strike: ~6000 ignores evade, block, counter, etc. (usable when hp is below 1/2)

Okay, Frei is a hard case to crack, decent defence at all front as ell as good hp. She primarily relies on Thunder Sword for 2HKO, and Cool Damsel procides optional amgic damage. Exact Emotion helps much in damage, but sadly it didn't boost ATK. And like all other bosses, her Divine Assult is also overkill. Almost 2x PC hp to boot and cracking through that threshold is just not happening.



Lezard Valeth

Hp 86400
ATK 1900
MAG 1750
HIT 100
AVD 100
RDM 100
RST 250

Resistence: Holy 20% Everything else 80%

Damage:

Average Hp at the moment: ~6500

Dark Saber: 2200
Burn Storm: 2800
Thunder Storm: 2000
Chaotic Rune: All state down by 20%
Spell Reinforce: Raise magic damage by 50%
Guard Reinforce: Raise defence by 50%
Prevent Sorcery: 70% Silence
Spiritual Zone: 60% ID
Grand Trigger: 2800~ (usable when hp below 30% fire element)

Useless form, next.


New Creation God (Lezard 2)

Hp 108000
ATK 2100
MAG 1900
HIT 100
AVD 100
RDM 110
RST 280

Resistence: Holy 20% Everything else 80

Lezard posses a special defence that reduce all damage to puny level. Fused goddess is not present in this fight, thus his dfeence is unbrekable. The fight ends when his crystal is detsroyed.

Damage:

Average Hp at the moment: ~6500

Physical: 2500
Gungnir: 3500
Burn Storm: 3500
Thunder Storm: 2200
Poison Blow: 2300
Dark Saber: 2400
Cool Damsel: 2600
Indiffernt Judgement: 3700, usable when hp below 2/3
Rebellious Repentence: 4000, usable when hp is below 2/3
Grand Trigger: 2800, usable when hp is below 1/3

This form is likely illegal, next.


He Who Asks for Ruin (Lezard 3)

Hp 120000
ATK 2200
MAG 2000
HIT 132
AVD 122
RDM 130
RST 200

Resistence: 80% to every element

Lezard posses a special defence that reduce all damage to 1/10 of the original. Only the fused goddess penatrates it.

Average physical damage against Lezard: 30~ per hit
Average physical damage from fused goddess: 600~800 per hit
Average PWS damage against Lezard: 500
Average PWS damage from fused goddess at 40 hits: 3500~
Average PWS damage from fused goddess at 90 hits: 7000~

Damage:

Average part hp at the moment: ~6500

All of Lezard's attacks are unblockable

Physical: 500x5 (Physical magical hyrbird, magical half is both darkness and holy element) (5x0.1+10holyx5+10darknessx5)
Gungnir: ~4000 (second hit is magical, with lightning, darkness and holy element) (x1+40lightning+20holy+20darkness)
Explosion: 4500
Thunder Storm: 2100
Earth Grave: 2800
Glacier Blizzard: 2000
Dark Saber: 2000
Name that has Power: 100% ID, 1200 damage if immuned
Indifferent Judgement: ~10000, has teleport effect, used as counter if attack missed against him (usable when hp below 60%, physical magica hybrid, darkness and holy element) (4x0.4+40holyx4+40darknesx4)
Rebellious Repentence: ~10000, has teleport effect, usd as a counter if attacks missed against him (usable when hp below 60%, physical magica hybrid, darkness and holy element) (2x0.6+60holyx2+60darknessx2)
Teleport: Move to any spot on the field
Meteor Swarm: 3000 to all area (usable when hp is below 30%, fire element) Yes, VP2 great magic sucks this much

SUPREME GODLIKE! Even you count his defence specifcly against the fused goddess, it still take like 10 PWS sequence to bring him down. And if you do so otherwise, he is literally NOT DYING. Not to overlook the insane damage. Explosion is solid OHKO before hp threshold. And once he is down to 60% hp, hell break lose, PWS damage with a low threshold means complete nightmare. Ohh, not forget his perfect ID trciks, that kills PCs very nicely. He literally has no weakness, high damage on both physical and magical front, enough durability to live through even Fate Storm. Yeah, absolutely INSANE.

20
Unranked Games / Vandal Hearts
« on: August 28, 2008, 12:00:55 AM »
From Gourry.

Alright. I'm pulling an OK on this, and posting stats with no damage figures (^_^). I have yet to figure out the mechanics of the Vandal Hearts battle system (though I've tried. It's wonky). Tests are difficult due to the Rock/Paper/Scissors system that the game implements. Also, the fact that Ash kills everything in one hit doesn't really help. Until I figure out how to calculate damage (barring magic, which has no real problems), all I can offer are the characters' stats.

Note that magic damage is pretty shoddy compared to physical damage. Its main purpose in game (rocking half the map with Salamander) doesn't translate to a one on one duel, sadly.

Hopefully, someone besides me can figure out how physical damage works, because I have no idea. It's not straight subtraction, since the mages have less total attack power compared to the Golem's defense, yet are still able to damage them. It may be that AT is multiplied by a number and then defense is subtracted, or something.

AGL, as far as I can tell, is basically evade. For example, Ash is nearly impossible to hit from the front. It may have some impact on the damage equation, but as I said, I can't figure that out.

Lv30 Ash
HP: 277
MP: 30
AT: 264
DF: 290
AGL: 266

Abilities
---
Madbook (0 MP): Causes Paralysis.
Mushroom (0 MP): Causes Poison. 25% damage per turn.
Avalanche (9 MP): 102, 70, 38 (this is just to note that he does more magic damage than Mages, for whatever reason)
Mystic Shield (3 MP): +DF
Bless Weapon (3 MP): +AT
Perfect Guard (15 MP): Blocks one attack.
Cure Wide- Heals status.
Mystic Energy (15 MP)- DEF +, AT +
Dynamo Hum (20 MP)- 144, 96, 48
Life Orb- Same as an FF Elixir.
IronBoot: Perfect Guard, but it's free!
Elixir: Acts like a Cure spell.

Ash takes magic slightly better than a Duelist would.

Lv30 Dragoon
HP: 246
MP: 0
AT: 165
DF: 206
AGL: 79

Lv30 Sniper
HP: 195
MP: 0
AT: 128
DF: 137
AGL: 100

Lv30 Duelist
HP: 216
MP: 0
AT: 150
DF: 163
AGL: 103

Lv30 Archbishop
HP: 160
MP: 62
AT: 95
DF: 105
AGL: 134

Lv30 Enchanter
HP: 171
MP: 60
AT: 81
DF: 97
AGL: 128

Abilities
---
Spellbind (2 MP): Paralysis. Always hits the Golems, the Mages, and the Fighters in the last board. Misses the others.
Envenom (3 MP): Poisons 80% of the time.
Avalanche (9 MP): 90/59/30

Lv30 Ninja
HP: 200
MP: 40
AT: 120
DF: 129
AGL: 122

Abilities
---
Perfect Guard (15 MP): Blocks 1 Attack.
Healing Circle (10 MP): Heals 180 damage.
Mystic Energy (15 MP): +AT, +DF

Lv30 Sky Lord
HP: 232
MP: 0
AT: 162
DF: 168
AGL: 111

HP: Ash (277) > Dragoon (246) > Sky Lord (232) > Duelist (216) > Ninja (200) > Sniper (196) > Enchanter (171) > Archbishop (160)
Average: 212.25

AT: Ash (264) > Dragoon (165) > Sky Lord (162) > Duelist (150) > Sniper (128) > Ninja (120) > Archbishop (95) > Enchanter (80)
Average: 145.5

DF: Ash (290) > Dragoon (206) > Sky Lord (168) > Duelist (163) > Sniper (137) > Ninja (129) > Archbishop (105) > Enchanter (97)
Average: 161.875

AGL: Ash (266) > Archbishop (134) > Enchanter (128) > Ninja (122) > Sky Lord (111) Duelist (103) > Sniper (100) > Dragoon (79)
Average: 130

Here are some damage tests. The numbers in the brackets are AT, DF, and AGL, respectively. If there's only one number in the brackets, it's AT. Sometimes, I tested with weaker weapons to see how that affected the damage.

For damage, the first is the attacker, and the second is the enemy's counter.

Sword vs. Sword
---
Lv28 Grog (118) vs. HellKnight (122, 106, 106)
57

Lv28 Grog (140) vs. HellKnight (122, 106, 106)
85 vs. 61

Lv29 Grog (144) vs. HellKnight (122, 106, 106)
108 vs. 56

Lv30 Grog (148, 163, 105) vs. HellKnight (122, 106, 106)
123

Sword vs. Armor
---
Lv28 Grog (118) vs. Mega Guard (138, 149, 80)
49

Lv28 Grog (140, 156, 100) vs. Mega Guard (138, 149, 80)
67, 82

Lv29 Grog (144, 160, 103) vs. Mega Guard (138, 149, 80)
75, 67

Sword vs. Archer
---
Lv28 Grog (118) vs. M Cannon (103, 82, 97)
71

Lv28 Grog (140, 156, 100) vs. M. Cannon (103, 82, 97)
131, 51

Lv29 Grog (144, 160, 103) vs. M. Cannon (103, 82, 97)
168, 41

Sword vs. Mage
---
Lv28 Grog (118) vs. Dark Mage (69, 58, 128)
64

Lv28 Grog (140, 156, 100) vs. Dark Mage (69, 58, 128)
117, 48

Lv29 Grog (144, 160, 103) vs. Dark Mage (69, 58, 128)
151, 38

Lv29 Grog (145) vs. Dark Mage (69, 58, 128)
158

Sword vs. Flyer
---
Grog (118) vs. Bahamut (149, 117, 112)
48

Lv28 Grog (140, 156, 100) vs. Bahamut (149, 117, 112)
67, 92

Lv29 Grog (144, 160, 103) vs. Bahamut (149, 117, 112)
82, 84

Lv30 Grog (148, 163, 107) vs. Bahamut (149, 117, 112)
92, 82

Armor vs. Armor
Lv28 Dolan (141, 196, 75) vs. Mega Guard (138, 149, 80)
75

Lv29 Dolan (146, 202, 77) vs. Mega Guard (138, 149, 80)
89

Lv28 Dolan (156, 197, 75) vs. Mega Guard (138, 149, 80)
100, 63

Lv29 Dolan (161, 201, 77) vs. Mega Guard (138, 149, 80)
124

Vandalier vs. Armor
Lv30
Ash (263, 288, 266) vs. Mega Guard (138, 149, 80)
146

Lv31
Ash (269, 288, 266) vs. Mega Guard (138, 149, 80)
174

Lv31
Ash (270, 295, 273) vs. Mega Guard (138, 149, 80)
181

Lv32
Ash (275, 301, 283) vs. Mega Guard (138, 149, 80)
224

Vandalier vs. Flyer
Ash (263, 288, 266) vs. Bahamut (149, 117, 112)
154

Lv31 Ash (269, 294, 276) vs. Bahamut (149, 117, 112)
191

Lv32 Ash (275, 302, 283) vs. Bahamut (149, 117, 112)
232 (1HKO)

21
Unranked Games / Tales of Destiny
« on: August 27, 2008, 11:58:05 PM »
Compiled by Gourry.

Here's everyone's favorite non-Lenneth (or 8-bit Fighter) Sword Whores, with a few non sword whores thrown into the mix. Yeah, I told super that I wouldn't do a stat topic, but I guess I lied.

I tested on Ogres, since they tend to have enough HP to take most of the damage that the party can dish out. Ogres tended to block a few times (halving physical damage), but I didn't put these into the averages. Ogres are also rather large. Because of the nature of the game, a larger enemy will receive full damage from most techs, while a smaller enemy wouldn't get hit by all of the hits, necessarily. I tested all of the techs, but I only listed the ones that they'd use in a duel.

Techs have differing speeds, but I haven't determined how I interpret speed in this game. I suppose you could apply a little kickback to longer techs, maybe. I dunno.

As Meep sometimes does, I feel the need to justify some equips. You may or may not disagree, so I'll probably post other setups later.

Blue Shield: You get this at the Tower of Druaga, but it unique to Stahn.
Hyper Gauntlet: Same as Blue Shield.
Wind Power Disc: This is for Swordian owners only. There are spells on this, but I disallow those. It's balanced attack-wise, and it is possible to make a lot of them. It just takes some patience. You get this from a mini-game, so some may disallow this. Discless Swordian users really do not reflect in game performance. That's my biggest beef.
Star Shield: There's one in Dycroft. Leon isn't around to equip it, and Stahn already has a better and unique shield. This goes to Mary, IMO.
Bahamut's Tear: Hmm... this one is a bit iffy. There's only one, and only Stahn and Mary can equip it. Stahn has a better and unique weapon in Dymlos. The Golden Frypan works for Mary, but it makes her attack suck (Mary having a lower attack than Karyl seems wrong to me), and this does not reflect her performance in game, where she's an excellent attacker. I'll post the Frypan damage later.

Lv55 Stahn
HP: 5223
TP: 631
STR: 226
CON: 77
AGL: 118
INT: 199

Equips:
Dymlos- +321/321. Fire Element
Rare Plate- +200 DEF
Blue Shield- +25 DEF, +30 Evade
Rare Helm- +36 DEF
Hyper Gauntlet- +26 DEF
Wind Power: +380/+380

There are some plot accessories you could argue for him, such as the Talisman (+5% DEF), which is given to you by a priest in the Straylize Temple, and a Black Onyx (+25% HP. Gives Stahn 6790 HP), which the Mayor's daughter gives him if you answer her question correctly. Of course, I'm rather lenient on this kind of stuff, so OKnight and I may be the only ones to agree on those.

Attack
Slash: 923
Thrust: 923

Defense: 364
Hit: 133
Evade: 80

Physical: 854.

Techs
---
1. Missile Sword: 607. Ranged
2 TP

2. Kick Attack: 1171.
The first two hits are non-elemental. They do around 300 damage together
4 TP

3. Force: 280
3 hits at err... something. The main utility of this game in game was that the Dragon in the move would push the enemy back. Take this how you will.
16 TP

4. Dragon Blade: 2567
This is a lot cheaper than Assassin, and it does similar damage.
10 TP

Sacred Skills (these are basically combinations of a tech and a spell)
---
1. Assassin: 2902
45 TP

2. Phoenix: 2560.
60 TP

Spells
---
1. Flare Tornado: 1100 fire damage
50 TP

2. Explode: 1618 fire damage
This is Stahn's best means of magical offense.
60 TP

Evaluation: Middle. If you allow his plot accessories, he's a true tank. If not, he's just a decent tank. He has fairly standard damage, and he's of an element that's defended pretty commonly. A bit overrated, from what I've seen.

Lv55 Garr
HP: 5295
TP: 825
STR: 224
CON: 75
AGL: 119
INT: 238

Igtenos (Lv51)- +202/+332. Wind Element. Igtenos is at a slightly lower level, since he joins you later. The only reason my Igtenos is so high is because I have Garr an experience boosting accessory.
Rare Plate- +140 DEF
Rare Helm- +36 DEF
M. Glove- +16 DEF
Acc1: Fur Cape- +4 DEF
Wind Power Disc: +380/+380

Attack
Slash: 806
Thrust: 936

Defense: 271
Hit: 145
Evade: 50

Physical: 855

Techs
---
Void Sword: 3551
34 TP

Spells
---
Divine Wind: 2094 wind damage
76 TP

Evaluation: Middle. He has decent damage, but little else.

Lv55 Bruiser Khang
HP: 6041
TP: 645
STR: 284
CON: 92
AGL: 117
INT: 198

Battle Knuckle: +800 ATK, +20 DEF. Lightning
Rare Plate- +140 DEF
Rare Helm- +36 DEF
M. Glove- +16 DEF

Attack: 1084

Defense: 304
Hit: 120
Evade: 120

Physical: 1010

Techs
---
1. Volt Thrust: 1350
3 TP

2. 1-2 Combo: 2100
5 TP

3. Uppercut: 2584
7 TP

4. Hurricane: 3930
10 TP

5. Hip Attack: 1236
12 TP

6. Ballistic: 8192
42 TP

Evaluation: Heavy. Ballistic. Ouch.

Rutee
HP: 5202
TP: 746
STR: 168
CON: 48
AGL: 145
INT: 226

Atwight: +211/+268. Water.
Holy Cloak: +124 DEF
Fine Hat: +25 DEF
Bracelet: +12 DEF
Wind Power Disc: +380/+380

Attack
Slash: 759
Thrust: 816

Physical: 740 (stabbity)

Techs
---
Search Gald, Thievery, and Escape are all useless. OMGOMGOMG!

1. Snipe Air: 1540 (1969 after Sharpness)
3 TP

2. Snipe Roar: 780 (1016)
12 TP

3. Bloody Rose: 3751 (~4900 after Sharpness)
32 TP

Spells
---
1. First Aid: Heals ~1600
5 TP

2. Deep Mist: Lowers an enemy's hit rate
3 TP

3. Acid Rain: Lowers an enemy's defense.
7 TP

4. Antidote: Neutralizes poison.
8 TP

5. Barrier: Raises an ally's defense. This added roughly 50 points of defense to STahn.
8 TP

6. Recover: Removes status efects from an ally.
18 TP

7. Heal: Heals ~3500
10 TP

8. Sharpness: Increases ATK
12 TP

9. Silence: SILENCE. ME NO CARE FOR TEST HIT RATE AT MOMENT
10 TP

10. Nurse: Heals 2450 to the party.
20 TP

11. Dispel: Neutralizes enemy spell effects.
14 TP

12. Cure: Full healing
22 TP

13. Raise Dead: Nah.
26 TP

14. Maelstrom: 1750 water damage
70 TP

15. Revive: ~4000 healing to party
32 TP

16. Tidal Wave: 2750 water damage
94 TP

Evaluation: Middle. She can shut down mages, and she's a good healer. Sharpness + Bloody Rose = hurt.

Lv55 Karyl
HP: 5135
TP: 731
STR: 221
CON: 64
AGL: 118
INT: 235

Shamisen: +470 ATK
Holy Cloak: +124 DEF
Fine Hat: +25 DEF
Bracelet: +12 DEF

Karyl has a better weapon, the Electric Guitar, but I couldn't find it.

Attack: 691

Defense: 240
Hit: 120
Evade: 50

Physical: 620

Songs
---
1. Symphony: Raises hit rate of allies
5 HP

2. Samba: 1330
7 TP

3. March: Song that improves ally evasion
6 TP

4. Rumba: 829. Can cause paralysis. If the paralysis hits, Karyl basically wins, since it never wears off to my knowledge. The hit rate is a bit low, though. I've seen it come out twice in fourteen or so tests. I'll test it more extensively later.
9 TP

5. Lullabye: Sleep. Several notes come out. Lullabye's hit rate seems pretty poor, and the notes can also awaken a sleeping enemy, so I don't think it's very useful.
12 TP

6. Waltz: Heals ~3000
18 TP

7. Golden Voice: 2946.
38 TP

Evaluation: Light/Middle. He's actually OK. Golden Voice is decently good damage, and he has healing to back himself up.

Philia
HP: 5218
TP: 817
STR: 194
CON: 46
AGL: 91
INT: 239

Clemente: +250/212. +13 DEF. Lightning Element.
Holy Robe: +124 DEF
Fine Hat: +25 DEF
Bracelet: +12 DEF
Wind Power Disc: +380/+380

Attack
Slash: 824
Thrust: 786

Defense: 220
Hit: 133
Evade: 50

Physical: 750

Techs
---
1. Philia Bomb: 620
3 TP

2. Force Field: I'm not sure if I'd give this any RPGDL value. It basically blocks off the enemy from approaching for a little while.
12 TP

3. Twin Bomb: 1496
6 TP

4. Bomb Rain: Philia throws 8 bombs, 4 to the left and 4 to the right. It'd probably do around 2400 provided that all 4 bombs hit.
12 TP

5. Stasis: Works like an hourglass. It stops time for the enemy, and it still allows your party free movement and action. RPGmon freaks, use this. Philia can't do anything while she's doing this, though.

Spells
---
1. Holy Lance: 1620 holy damage
57 TP

2. Holy Wrath: 1882 lightning damage
70 TP

3. Cyclone: 1220 wind damage
54 TP

4. Explode: 1662 fire damage
60 TP

5. Black Hole: 2217. Dunno what kind of damage this is.
88 TP

6. Divine Power: ~3800. Philia casts Storm, Blizzard, Cyclone, and Stone Press. Each does 950.
120 TP

Evaluation: Light/Middle. Sadly, all of her use is found in team settings. Other than OK damage, she's not much.

Lv55 Mary
HP: 5241
TP: 662
STR: 252
CON: 76
AGL: 119
INT: 212

Bahamut's Tear- +570/+500
Rare Plate- +140 DEF
Star Shield- +20 DEF, +30 Evade
Rare Helm- +36 DEF
M. Glove- +16 DEF

Attack
Slash: 822
Thrust: 752

Defense: 280
Hit: 130
Evade: 80

Physical: 740

Techs
---
1. Double Blade: 1727
5 TP

2. Fierce Missile: 686. Causes Stun. Once stunned, Mary can continue to stun opponents with this after the first stunning (it keeps kicking in, from what I've seen)
10 TP

3. Force: 301.
See Stahn
16 TP

4. Ultima Missile: 955. Can cause Paralysis. Just as with Karyl's Rumba, it can paralyze, which basically gives her the win. I'll test the status rate later, unless Niu knows the exact %.
16 TP

4. ZAN!: 2806
36 TP

Evaluation: Middle. Her ranking changes depending on whether you allow Ultima Missile to stunlock or not. If not, Zan! is just OK.

Lv55 Chelsea
HP: 5173
TP: 749
STR: 153
CON: 47
AGL: 174
INT: 226

Equipment
---
Berserker Bow: +450 ATK. Fire
Holy Cloak: +124 DEF
Fine Hat: +25 DEF
Bracelet: +12 DEF

Attack: 603

Defense: 208
Hit: 215
Evade: 50

Physical: 533

Techs
---
1. Power: 1273.
4 TP

2. Shock Arrow: 862. Can cause Stun. Just like Mary's Fierce Missile, he can keep stunning, so Chelsea can keep Shock-Arrowing.
8 TP.

3. Speed Arrow: 1405
14 TP.

4. Force Arrow: 1614
40 TP

Evaluation: Light. Sucky damage. No real redeeming features, except for a potential stun-lock in Shock Arrow.

HP: Bruiser (6042) > Stahn (5523) > Garr (5295) > Mary (5241) > Philia (5218) > Rutee (5202) > Chelsea (5173) > Karyl (5135)
Average: 5354

ATK: Bruiser (1084) > Garr (936) > Stahn (923) > Philia (824) > Mary (822) > Rutee (816) > Karyl (691) > Chelsea (603)
Average: 838

Defense: Stahn (364) > Bruiser (304) > Mary (280) > Garr (271) > Karyl (240) > Philia (220) > Rutee (209) > Chelsea (208)
Average: 253

INT: Philia (239) > Garr (238) > Karyl (235) > Rutee = Chelsea (226) > Mary (212) > Stahn (199) > Bruiser (198)
Average: 221.6

Damage: Bruiser (8192) > Philia (3800) > Rutee (3751) > Garr (3551) > Karyl (2946) > Stahn (2902) > Mary (2806) > Chelsea (1614)
Average: 3695 (3053 without Bruiser)
Average with Bruiser using Hurricane: 3163

22
Unranked Games / Tales of Phantasia (GBA)
« on: August 27, 2008, 11:56:33 PM »
Compiled by Hinode, because he's apparently a glutton for punishment.

Well, the game's basically a lock to get ranked, so I figured I might as well post what I have. Still need to get a lot of alternate attacks, elemental resists, and combo info, but it's a start. I'll try to fill the rest in later sometime, if someone else doesn't do so earlier.

All characters are taken at the levels I finished the game at, including Morlia. Experience isn't quite perfectly equal; Cress is inflated a tad due to the arena, while Chester and Suzu are a bit lower since they couldn't manage to catch up, despite the plot exp bursts they got. It shouldn't be a big deal overall.

I don't factor combos into the damage average myself (the game doesn't label them in any way at all, none of the faqs cover them, Demonic Tiger Blade spamming works just fine anyhow... just doesn't feel like a major part of the gameplay system to me), but I've working on numbers for them for those who do factor them into the DL. It still needs a lot of work; right now, all I have are the levels of techs listed used for creating combos. Also, abilities marked by an asterisk forcibly end a combo. That means no healing in mid-combo for Cress, if you do allow them in the DL.

For elemental resists, note that each equip resists by a different amount, and often a small one- don't assume a character can laugh at an element due to just one piece of armor that resists. I don't have the exact amounts on-hand right now; this site has values listed, but they don't match up with some of the tests I made, and I'm not sure where the error comes from, so I've avoided listed exact values except for items that the game explicitly lists the resistance values of.

Equipment
I was stricter than OK in the creation of this topic. Everything storebought or usable by one/two people only (with enough to go around) was allowed, but not things like Shield Rings. I did allow everything from Morlia, though; I don't consider it aftergame, myself.

Two items in particular that require some justification:

Magical Ribbon - Arche's best headgear, and unique to her. It requires beating the Arena 7 times, which is pretty obscene. The next best alternative is -7 defense/+10 evade in comparison, though, so the practical effect is trivial.

Iron Claws- Suzu's best gloves, and unique. It's an uncommonish drop in the final dungeon, but I got it with fairly little trouble, so I'm allowing it. These do matter for Suzu, since the +100 attack seems to help her best damage.

Storebought status blockers
Poison Charm - blocks Poison
Paralysis Charm - blocks Paralysis
Stone Charm - blocks Petrification

Pretty straightforward. You get so much money at endgame that even the Stone Charm's 46K cost is easily affordable, so that shouldn't be an issue.

Stats
HP- Take a wild guess what this does.
TP- MP by another name.
Strength- Base stat for attack.
Size- Base stat for defense. Why they translated it as Size instead of Constitution or somesuch I'll never understand.
Agility- Base stat for accuracy and evade.
Attack- Lack of this is why Mint's damage sucks.
Slash/Thrust- Two different types of attack stats for Cress, some attacks run off one or the other. His default weapon in the DL has identical ratings in both, so it isn't too important.
Defense- Affects physical damage taken. Not terribly important in this game, in my experience.
Accuracy- This should be self-explanatory... though I have no idea to what extent it actually matters.
Evade- See above.
Luck- This stat fluctuates every time you rest at an inn. Not listed in this topic for rather obvious reasons. <_<

Now, onto the PC stats.

Cress Albane

Excalibur [+1390 Slash/Thrust, +50 Accuracy, Sword]
Golden Armor [+65 Defense, Fire/Wind/Lightning/Darkness attribute]
Blue Shield [+25 Defense, +30 Evade]
Golden Helm [+28 Defense, +5 Evade]
Hyper Gauntlets [+26 Defense, +20 Run]

Level 81
HP 6916
TP 650
Strength 130
Size 58
Agility 88
Slash 1520
Thrust 1520
Defense 202
Accuracy 258
Evade 153

Alternate equips:

Weapons:
Gungnir 3 [+800 Slash, +1640 Thrust, +50 Accuracy, Spear]
Bahamut's Tear [+1290 Slash, +950 Thrust, +50 Accuracy, Axe]
Doom Blade [+1300 Slash, +1100 Thrust, +10 Accuracy, Darkness-elemental, Sword]

Helmet:
Rare Helm [+20 Defense, Lightning-attribute]

Armor:
Mumbane [+60 Defense, Water/Fire/Lightning/Holy/Void-elemental attribute]

Shield:
Rare Shield [+15 Defense, +20 Evade, Water attribute]

Gauntlets:
Rare Gauntlets [+15 Defense, Earth attribute]

Attack: 2500 damage

Level 1
Lightning Tiger Blade (8 TP): 3600 damage, Lightning/Weapon elemental
Light Spear (10 TP): 4600 damage, Light/Weapon elemental
Beast (12 TP): 3600 damage, Non-elemental

Level 2
Focus* (6 TP): Supposedly increases hit rate. Exact effects untested.
Inspiration* (10 TP): 33% healing, self-target only.
Coil(16 TP): Increases damage. (Note that while it's possible to cancel this into a L3 or L4 skill, doing so does not give the damage buffing status. -_-)

Level 3
Beast Spear (20 TP):
Lightning Tiger Thrust: 10000 damage, Lightning/Weapon elemental
Lightning Tiger Spear: 10050 damage, Lightning/Light/Weapon elemental
Chaos Distortion Blade (50 TP):
Chaos Lunge (40 TP):

Level 4
Tiger Combo Blast (40 TP): 12000 damage, Weapon elemental
Dark Blade(100 TP): Usable below 25% HP only, OPB. Don't have exact numbers, but the damage dealt is pretty rediculous. I have trouble pulling this off, but I dunno if that's a problem with the move itself or my skills. Or both.


Chester Burklight

Elven Bow [+1180 Attack, +200 Accuracy]
Mumbane [+60 Defense, Water/Fire/Lightning/Holy/Void-elemental attribute]
Pointed Hat [+12 Defense]
Star Gloves [+24 Defense]

Level 75
HP 6094
TP 530
Strength 105
Size 54
Agility 83
Attack 1285
Defense 145
Accuracy 383
Evade 113

Alternate equips:

Armor:
Reflect [+35 Defense, Water/Wind/Lightning/Holy attribute]

Gauntlets:
Rare Gauntlets [+15 Defense, Earth attribute]

Attack: 1100 damage

Skills:

Level 1
Hell Pyre (4 TP): Fire-elemental
Ice Fang (5 TP): Water-elemental
Thunder Blitz (8 TP): Lightning-elemental
Sonic Bash (11 TP): Earth-elemental
Eagle Shot (12 TP): Wind-elemental
Gale Shot (14 TP):

Level 2
Giga Fang (20 TP): 5200 damage

Level 3
Dragon Slayer (45 TP): 6500 damage total (4500 main arrow + 500*4 secondary hits)


Mint Adenade

Crystal Rod [+420 Attack, +10 Accuracy]
Holy Cloak [+25 Defense, Lightning attribute]
Pointed Hat [+12 Defense]
Bridal Gloves [+10 Defense, +50 Luck, Water/Fire/Holy attribute]
Earring [+20 Defense, +20 Luck, Nullify Void-elemental damage]

Level 79
HP 5477
TP 793
Attack 497
Defense 138
Accuracy 174
Evade 89

Alternate Equips:

Weapon:
Unicorn Horn [+135 Attack, +10 Accuracy, +10 Defense, Holy-elemental]

Attack: 350 damage

Spells:
Ressurection (26 TP): Revive ally with 50% max HP
Antidote (8 TP): Heal poison
Sharpness (12 TP): +30% Attack
Acid Rain (12 TP): Lower target's defense
Barrier (15 TP): Increase target's defense
Silence (6 TP): Attempt to silence enemies, hit rate untested
Pow Hammer (5 TP): Attempt to stun enemies, hit rate untested
Charge (10 TP): Restore 5 TP to target (...)
Time Stop (50 TP): Supposed to stop enemies from moving for a short duration of time. This has bene useless for me every time I've tried it, but your mileage may vary.


Claus F. Lester

N.G. [+760 Attack]
Holy Cloak [+25 Defense, Lightning attribute]
Pointed Hat [+12 Defense]
Moonstone Pact Ring [+30% Max HP]
Sapphire Pact Ring [+20 Defense]

Level 78
HP 7533
TP 710
Attack 853
Defense 136
Accuracy 171
Evade 101

Alternate equips:

Accessories:
Diamond Pact Ring [+5 Attack, +5 Accuracy, +5 Evade, +5 Defense, +5 Luck]
Emerald Pact Ring [Water/Wind/Fire/Earth/Lightning/Dark/Void-elemental attribute]
Lapis Pact Ring [Water/Wind/Fire/Earth/Lightning/Light/Void-elemental attribute]
Turquoise Pact Ring [+30% Max TP]

Attack:

Pluto (60 TP): 16800 damage, Dark-elemental
Chameleon (50 TP): Instant Death, hit rate untested
Origin (36 TP): 4000 damage, Void-elemental
Volt (26 TP): Lightning-elemental
Aska (30 TP): 4000 damage, Light-elemental


Arche Klein

Star Broom [+640 Attack, +10 Accuracy]
Black Gown [+50 Defense, +15 Evade, Water/Wind/Fire/Earth/Lightning attribute]
Magical Ribbon [+25 Defense]
Mother's Mittons [+8 Defense, 10% Water/Wind/Fire/Earth/Lightning resist]

Level 77
HP 5281
TP 718
Strength 85
Size 49
Agility 72
Attack 725
Defense 132
Accuracy 182
Evade 117

Alternate equips:

Body Armor:
Mythril Mesh [+18 Defense, Light attribute]

Helmet:
Pretty Ribbon [+18 Defense, +10 Evade]

Attack:

Extension (75 TP): 5000 damage, Light-elemental
Meteor Storm (50 TP): 5000 damage, Void-elemental
Black Hole (42 TP): Dark-elemental
Tidal Wave (34 TP): Water-elemental
Indignation (30 TP): Lightning-elemental
Explode (32 TP): Fire-elemental
Judgement (32 TP): Wind-elemental
Earthquake (27 TP): Earth-elemental
Distortion (15 TP): Instead death. Hit rate untested.


Suzu Fujibayashi

Ninja Sword [+999 Attack, +50 Accuracy]
Kannazuki [+60 Defense, +10 Evade, Wind absorption]
Mask [+5 Defense, +5 Evade]
Iron Claws [+5 Defense, +100 Attack]

Level 74
HP 4938
TP 522
Strength 89
Size 46
Agility 82
Attack 1188
Defense 121
Accuracy 232
Evade 127

Attack: 1600 damage

Skills:

Level 1
Merciless Thunder (12 TP): Thunder-elemental

Level 2
Mirror Image* (10 TP): Seal off all skills for double physical damage.
Secret Thief (7 TP): STEAL!
Shadow Storm (12 TP): SAOTOME SECRET TECHNIQUE!
Crow Blade (8 TP): Weapon-elemental
Flare Blitz (10 TP): Fire-elemental
Omega Storm (15 TP): Wind-elemental

Level 3
Hell Rush (30 TP): Weapon elemental

Level 4
Summon: Jiraiya (45 TP): 5600 damage, Non-elemental, physical

Averages

HP
Claus (7533) > Cress (6916) > Chester (6094) > Mint (5477) > Arche (5281) > Suzu (4938)
Average: 6040

Defense
Cress (202) > Chester (145) > Mint (138) > Claus (136) > Arche (132) > Suzu (121)
Average: 146

Damage
Claus (16800) > Cress (12000) > Chester (6500) > Suzu (5600) > Arche (5000) > Mint (350!!!!)
Average: 7708
Average (w/o Pluto): 5575

Additional note: Per Niu, Meikuzanshouken nulls all magic and elemental physical attacks.

23
RPG Stats Forum / Star Ocean 2 - The Wisemen
« on: August 27, 2008, 11:54:18 PM »
Compiled by Tonfa.

On my characters:

All the equipment I'm using in this playthrough is storebought(mostly from Fake Gallery), except Ashton's Battle Suit and my accessories. The damage values are those done against Precis. Levels for the first six bosses are between 65 and 68, and average HP around 5500(stays roughly the same). There are no areas with random battles between Marsilio and the "scrub trio".

Some notes on statuses:

Poison - 3% mHP loss once in a while. Insignificant.
Stone - As in all other RPGs. Death in a duel.
Paralysis - Just like Stone status. The only difference is the resistance you need to survive against it.

And now for the boss stats and attacks:

Marsilio
"You are quite spirited...now, let's have a contest here. Let's go!"

HP: 150,000
Defense: Very good
Speed: Above average
Evade: Very high
Halves Earth, Fire, Lightning and Dark.

"Sword Slash": 1000, physical
Initial Slay: 1500, nigh-unevadable physical
Cruelly Rush: 2 hits, 1000+1500(2500), nigh-unevadable physical. Interrupting the combo is nigh impossible to do alone.

Comments:

Standard physical boss. All his attacks are quite fast, making the damage not as bad as it seems. His HP is also respectable for this point, and he's got above average speed. Also seems to block attacks a lot, while I couldn't block a single attack. Clearly a Heavy.

Shigeo
"OH... WHY... DOES NOT COMPUTE... DOES NOT COMPUTE..."

HP: 160,000
Defense: Good
Speed: Fast
Evade: Very high

"Throw": 1000, physical, 5% Stone rate
"Red Beam": 1000, physical, causes stone(roughly 20% rate)
Infringement: 2x300(600), MT, ITD, each hit can cause stone(30% rate). Does not hit short targets.

Comments:

His damage sucks, he's entirely reliant on Stone status hitting. His HP is good, so he at least gets some chances to try. He moves around fast, and his attacks are fast with the exception of "Red Beam", which has a bit of charge time. His Infringement apparently doesn not hit Rena/Celine height level or smaller targets. Blocks hits slightly less often than Marsilio. Eh...Middle, is a fun spoiler against those pathetic healers. And Infringement has an okay Stone rate, adduming he's not fighting a short target.

Berle
"I am inviiiincible!" (What, he never said that? <_< >_>)

HP: 170,000
Defense: Good
Speed: Good
Evade: Very high
Halves all elements minus Dark and Void

"Sword Slash": 800, physical
Meta-Cancellation: 2x1000(2000), unevadable physical. The hit sequence is so fast it's impossible to interrupt.
Meta-Guard: The invincibility cheese. He is immune to EVERYTHING in this state. Lasts 10 seconds.

Comments:

Meta-Guard cheese alone makes him a top class Godlike. Other than that? He's got nice durability, and his moves are insanely fast, especially Meta-Cancellation, so that makes his damage better than it seems on paper. He's also got a good block rate.

The "Scrub Trio"

Note: Due to the fact there are 3 of them and you don't have any really good MT attacks, I give them some HP boost. I view Ruprecht as around the HP of the first 3 Wise Men, Jibril slightly below, and Nicolus...he just sucks, period.

Nicolus
"Don't fret. It will be quick and comparatively painless."

HP: 45,500
Defense: Very good
Speed: Slow
Evade: Non-existant
Takes 2xdamage from Earth, Fire, Lightning, Dark.

"Eye Beam": Multiple hits, total 800, unevadable physical. Cannot be interrupted. Causes poison, stone and paralyse. 5% per hit, I usually saw 8 hits or so.
Delay: Slows enemy down.
Noah: 800 water damage, MT, magical.

Comments:

That durability...is horribly bad. If he faces an equally horrible damage dealer, he might live to use those statuses. And he probably loses to Milon. Liiiiiight.

Jibril
"Shut up...and die!"

HP: 85,200
Defense: Bad
Speed: Very fast
Evade: Good

"Devour": The infamous devour attack. Game over when used against the last character. Does 250 physical damage if it is blocked.
"Divine Wave clone": 6x800(4800) damage, physical. Cannot be interrupted. Yes, 4800 damage. And it's freaking Jibril.
Thunder Cloud: 800 lightning damage, MT, magical.
Cure All: Apparently he has this healing spell. OMG!!1

Comments:

The most underrated fighter in the DL? Contrary to popular belief, he HAS damage (yes,4800). Some of those hits can be blocked with good evade, though. Also, the "he's slow" rumor isn't true either. He can instantly teleport in anytime with his devour and divine wave attacks. Definitely a heavy, only let down by a slightly lacking HP score and bad physical defense, as well as the fake DW having trouble against good evasion. And Harken definitely robbed him.

Ruprecht
"I'd feel sorry if you were killed by someone whose name you do not know. Let us introduce ourselves."

HP: 105,800
Defense: Bad
Speed: Good
Evade: Good

"Air Slash": 900, very long range, physical.
"Green wave of doom": 10x200(2000), ITD. Cannot be interrupted.
Mind Absorber: Drains exactly 54MP. (MP average 400) Vacuum-elemental.
Growth: Increases attack.
Protection: Increases defense.

Comments:

Nothing spectacular, but gets the job done. 3HKO ITD damage and pretty durable, even with that defense. Middle/Low Heavy, I guess.

Vesper and Decus note:I'm lenient on scaling them as well. (Alone, they have around the HP of the first three sages, so they're already scaled down in-game, and MT damage sucks.) I see them as more durable than the first three, which were already quite durable...

My average HP for the fight was a bit below 6000.

Vesper
"You can't run away! Mind Blast!"

HP: 160,000
Defense: Average
Speed: Very fast
Evade: Very high

"Missile Shot": 500, physical, around 10% chance of Poison and Stone, as spammable as Explosion Pills
"Mind Beam": 3x800(2400), physical, 10% chance of Poison and Stone per hit(NOTE: It could hit more times in theory, but because it knocks the targets back...)
Blood Sucker: 750 magical parasitic healing, Vacuum-elemental.
Mind Absorber: Drains exactly 331MP. (MP average:400). Vacuum-elemental.
Tractor Beam: 1500 star-element damage, magical.
Mind Blast: 2000, nigh-unevadable physical, around 20% chance of Poison and Stone

Comments: Solid. He's got MP nuking, okay damage, some status(I could've sworn Mind Blast was better than that though) and he's fast. He has good durability so he can win slugfests...oh, he has good block rate too to screw physical fighters. Heavy.

Decus
"Spicule! ...Oh it's so hot I'm going to die!"

HP: 180,000
Defense: Above average
Speed: Fast
Evade: Very high
2x damage from Water. Absorbs Fire. Halves Star and Dark. Nulls everything else.

"Punch": 800, physical. This attack stuns at a very high rate, and it's extremely fast, sometimes he doesn't even need to stun to spam this! Basically Explosion Pills with less damage, but on crack stun rate and spammability.
Eruption: I didn't see him to use this once during the ten or so fights with these guys. It's inferior to Explode anyway.
Explode: 5500 magical fire damage, MT.
Spicule: 3500 fire nigh-unevadable physical damage, MT.
Cure All: Heals 2020 HP, MT, used only near death

Comments: EDIT: So Spicule IS Fire. Well, he still owns Rubicant. High Heavy. Oh wait, he has Cure All, which makes him Godlike Champion!!!1 *is shot*

Cyril
"Well, I guess I'll buy a one-way ticket to hell with your lives!"

Party's average HP: 6200

HP: 300,000
Defense: Good
Speed: Average
Evade: Very high
Halves Earth, Dark, and Void. Nulls every other element except Fire.

"God's Lightning": 1600 unevadable physical Lightning-element damage.
Word of Death: 30% chance of ID.
Cure All: Heals 1970 HP, MT. Only used below 50% life.
Daemon's Gate: 3500 Void-elemental magical damage, MT.
Wind of Destruction: 5500 Wind-elemental unevadable physical damage, MT.

Comments: He hates Wind resistance. Daemon's Gate is a fairly good backup plan though, the damage isn't that bad. He also has GODLY ID and even godlier healing >_>. He's a bit like Decus, trading speed for a better secondary damage move. Heavy/Godlike.

Indalecio
"Swallow all the wicked people!"

Party's average HP: 7500

500,000 HP

Defense: Average
Speed: Very fast
Evade: Average

"Explosion": His basic mid-range physical. 3000.
Divine Wave: 500x20 hits, assuming no evasion.
Noah: 4000, water element.
Star Flare: 4000, light elelment.
Time of Truth: Usable at 2/3 of max HP. Gives him new moves, allows simultaneous spellcasting and moving. Is invincible while casting this.

Time of Truth moveset:

Angel Feather: Raises stats, exact effect on damage/defense to be confirmed.
Curse: Dispel.
Divine Comedy: 4500, physical.
Earthquake: 9999, earth element.
Explode: 9999, fire element.
Fairy Heal: Heals 8440 HP.
Southern Cross: 7000, star element.

NOTE: I upgraded my equips before this battle, so Indy's physical damage shouldn't look too high by any standards.

Comments: Well, he's Godlike, no questions asked. Some notes: DW spam is frightening, though anyone with decent evade should be able to block at least half of those hits(and contrary to what Dune said, apparently you CAN resume parrying after you get hit.) DC and his physical were blocked more often than not. All spell damages assume no Angel Feather.

24
RPG Stats Forum / Secret of Mana
« on: August 27, 2008, 11:52:01 PM »
Neph's notes:

Woohoo, Secret of Mana?

Some notes, first:

I am taking one turn as 4 seconds. This seems to be a pretty balanced way of figuring things out, but if anyone else has any other ideas then by all means, please suggest them.

I have no idea what the stats do. I'll try and figure this out later.

I tested on Metal Crabs, the first enemies inside the Mana Fortress. They don't resist/weak any elements. If anyone else has an idea as to a better testing subject, feel free to post here.

(Master Ninjas, the original subject of the damage averages by RC, took half the damage from everything I did as compared to Metal Crabs, so I don't know what's going on there. They also seemed to be somewhat status resistant, so I've really no idea why he tested on them.)

Secret of Mana has several stats:

HP: Yeah witty comment blahblah health
MP: Magic?!
Strength: Assumedly has something to do with physical damage.
Agility: Maybe has something to do with how easily you hit and dodge.
Constitution: This is your base armor.
Intelligence: Magic damage?
Wisdom: Healing/buffer effects?
Attack: Base attack power
Hit%: Chance to... hit, I guess...
Defense: Constitution + armor
Evade%: Average chance to evade, possibly.
Magic Defense: Uh... yeah.

Criticals in Secret of Mana do 2x damage.

Randi

HP: 612
MP: 0

Sword: Dragon Buster - 116 Attack. "Effective against dragons." I have no idea what this means.

Physical - 210 Damage
Level 1 - 270
Level 2 - 355
Level 3 - 425
Level 4 - 500
Level 5 - 580
Level 6 - 630

15% Critical rate

Each charge level takes 2 seconds to complete. If you're lenient I could see you allowing Randi to use his regular physical twice a turn, since it's perfectly viable to do that in-game. Doing so raises his damage quite a bit and may put him in Middle. Maybe.

Notes: Well, I don't think he's really that bad at all. I think I take 4 seconds as being equal to one turn in Secret of Mana time, so he can do pretty good damage with his charges. Light/Middle, since he's not nearly as bad as people make him out to be.

For those of you who allow the Mana Sword:

Mana Sword: 202 Attack

20% Critial Rate (Criticals do 999 damage)

Physical - About 530 ITD damage? It does slightly more and slightly less damage no matter what level of technique you use.

Requires Mana Magic be cast by Purim and Popoi periodically during the fight, lasts for about 30 seconds before wearing off. Debatably legal.

Popoi

HP: 483
MP: 66

Doom Bow - 90 Attack "Raises chances of critical hits" (Yeah okay, it criticals maybe 10% of the time. Maybe.)

Physical - 160
Level 2 - 265
Level 3 - 325
Level 4 - 365 Damage
Level 5 - 420 damage

**Note, all magic can be MTed for a reduction of 50% per each additional target. (500 on one, 250 on two, 130~ on three, etc.)

Undine

Freeze 2MP - 475 Ice Damage
Acid Rain 3MP - 410 Ice Damage, lowers armor by insignificant amount
Energy Drain 2MP - 400 Non-elemental Parasitic Healing

Salamando

Fireball 2MP - 440 Fire Damage
Lava Wave 3MP - 410 Fire Damage (WTF?)
Explosion 4MP - 500 Fire Damage

Gnome

Gem Missile 2MP - 420 Earth Damage
Earth Slide 3MP - 470 Earth Damage
Speed Down 1MP - This halves enemy movement speed. How you interpret this is up to you.

Sylphid

Air Blast 2MP - 400 Wind/Lightning Damage
Thunderbolt 3MP - 485 Wind/Lightning Damage
Confuse - Causes Silence, lasts about 40 seconds (this is a -long- ass time) Also causes target to wander random directions (In-game, this makes it so your directional pad is randomized.)

Shade

Dark Force 2MP - 350 Dark Damage
Evil Gate 8MP - Some stupid formula that ends up being about 1/5 Target's current HP in damage. Sucks ass.
Dispel - Dispels all positive effects on the target. Cancels the 'weapon charging' effect in Secret of Mana, so you may consider it to cancel FP or Limits.

Luna

Change Form 5MP - Changes enemy into a Rabite, Mushboom, etc. Does not change defense, but the enemy doesn't seem to be able to attack while in this form.
Magic Absorb - ~30 MP Parasitic Healing
Lunar Magic 8MP - Has several possible outcomes.
ALMOST ALL OF THESE ARE WORTHLESS.
--Raring to go! - Bestows Attack Up, Speed up, Defense up and Evade up to an ENEMY TARGET.
--Burned out! - Attack down, speed down, defense down, evade down to enemies.
--Enemy wimps out! - Change form, effectively.
--The world seems bigger?! - Pygmy status for the whole team.
--Ku pi ko pu? - Moogles the team
--All are confused! - Confuses everyone.
--Knocked senseless! - Party unconcious.
--Enemy/Party HP Recover - Full healing for everyone.


Dryad

Sleep Flower 2MP - Causes enemy to go unconcious for about 6 seconds. It's effectively 1.5 turns or so.
Burst 4MP - 650 Non-elemental damage.

Notes: I really have no idea how he lost to Zera. High magic defense does put a damper on Popoi's offense, but even besides that, he has some status to play around with and his physical isn't -complete- garbage. Heavy

Purim

HP: 488
MP: 66

Weapon: Dragon Claws, effective against dragons. ?!!?!?

Physical Attack - 189
Level 1 - 256
Level 2 - 325
Level 3 - 394
Level 4 - 460
Level 5 - 530

Physical after Lunar Boost and Moon Energy - 436

All Purim's Elemental Sword buffs last for a set amount of swings, but the level 6 verions, when cast on just her, didn't seem to wear off even after 30 attacks, so they must last quite some time.

**The only spell that Purim can not MT is Revival.

Undine

Cure Water 2MP - 999 Healing. This goes a little bit over the damage cap, so it's probably around 1050, for anyone who cares.
Ice Saber 2MP - Weapon is now Water Elemental and can Frosty at about a 75% rate. Frosty lasts about 25 seconds, during which time the enemy cannot be damaged or make any action.
Remedy 1MP - Cures all status ailments.

Salamando

Fire Bouquet 3MP - 400 Fire Damage, Lowers Attack:
EDIT: Meeple believes this to be a 33% decrease in the attack stat of an opponent.
Blaze Wall 4MP - 350 Fire Damage, Adds Engulf status for 15~20 seconds.
Flame Saber 2MP - Weapon now does Fire Damage and adds Engulf status for approximately 8 seconds.

Gnome

Stone Saber 4MP - Weapon now does Earth damage and has a 75% chance of Petrification. SoM Petrification only lasts around 8 seconds or so.
Defender 2MP - Increases Defense:
EDIT: Meeple tested this and says the defense increase is 50%. I will try and get more specific numbers as for what this does.
Speed Up 3MP - Increases Hit/Evade. Also doubles movement speed.


Sylphid

Balloon 2MP - Causes Balloon (Paralysis?) status for 20 seconds.
Analyzer 1MP - SCANS ENEMY FOR WEAKNESSES WOAMG.
Thunder Saber 3MP - Yeah yeah lightning damage saber woohoo

Lumina

Lucid Barrier 4MP - Absorbs 600 Physical Damage.
Lucent Beam 8MP - 480 Light Damage
Light Saber 2MP - Weapon now does Light damage

Luna

Lunar Boost 2MP - Increases Physical Damage by about 15%.
Moon Energy 2MP - Next SEVEN ATTACKS are Critical.
Moon Saber 2MP - Weapon damage done = Parasitic Healing. (Purim hits for 150, heals herself for 150)

Dryad

Wall 6 MP - Reflects all spells, also reflects positive spells unless there are no other viable targets available. Then it will cast on Purim. Lasts 40~ seconds.
Reviver 10 MP - Resurrects a dead target with 75% health.

Notes: Yeah, well, she's just as good as she's been hyped, really. Lucid Barrier absorbing that much damage is pretty crazy. Heavy, she really doesn't have the tools to fight in Godlike, I don't think.


Damage Averages
(If anyone has any suggestions as to other ways to decide on turns or anything, I'd be glad to hear them.)

One Turn (4 Seconds)

Randi's level 2 Physical: 355
Popoi's lv. 6 Burst: 650
Purim's lv. 6 Lucent Beam: 480

AVERAGE: 495
KILL POINT (2.5): 1238

Three Turn (12 Seconds)
Randi's level 2 physical x 3: 1065 Physical
Popoi's lv. 6 Burst x 3: 1950 Non-elemental
Purim's Moon Energy + 2 Level 2 Physicals: 1300 Physical

AVERAGE: 1438
KILL POINT (2.5): 3595

HP AVERAGE: 528


BOSSES

Dark Lich
HP: 6666
MP: 99 (I don't know if he can actually run out of MP, it generally doesn't matter.)

Dark Lich has two forms. The first is his floaty necromancer form and the other is his moving hand form. He can only move up and down in hand form, but is invulnerable unless he raises his head (which he rarely does.)
He only uses Hand Crush in hand form and all his other attacks in floaty necromancer form.

Hand Crush - Can only be used in Hand form. - 148 Damage, causes unconcious for about 8 seconds. If he stays in 'hand' form, he can reapply the unconcious status and continue to do damage.


Balloon Ring - 38 Damage, causes Balloon status for 10 seconds
Leaden Glare - 78 Damage, causes tangled status for 6 seconds
Sleep Gas - Causes sleep for 10 seconds
Pygmus Glare - 50 damage and Pygmy status. Pygmy status reduces your offense and defense to 0. What does that mean? Well.
- Hand Crush damage under Pygmy status to Purim - 574
- Balloon Ring damage under Pygmy status to Purim - 474
Petrify Beam - Causes Petrify status for 8 seconds. (Can only be fired northwest, northeast, southwest or southeast. Take this as you will.)
Frosty Beam - Causes Frosty status for 8 seconds. (Same restrictions apply to this as Petrify beam)
Confuse Hoops - Causes Confusion status for 8 seconds.
Poison Gas - 30 damage and 1 health drained every second for 15 seconds. Yeah, this sucks ass.

Energy Absorb lv. 8 - 125 Parasitic Healing.
Earth Slide lv. 8 - 115 Earth Damage
Freeze lv. 8 - 115 Water damage
Thunderbolt lv. 8 - 115 Lightning damage
Dark Force lv. 8 - 115 Dark damage
Evil Gate lv. 8 - Damage = (Target's current HP + Max HP) / 4
Dispel Magic lv. 8 - Dispels charge bars as well as any buffs.


Damage to him

Randi's physical - 0
Randi's level 7 Sword Tech - 500

Popoi-
Air Blast lv. 6 - 60 damage
Dark Force lv. 6 - 1 damage (DARK IMMUNITY?!)
Gem Missile lv. 6 - 83 damage
Burst lv. 6 - 318 damage

Purim

Fire Bouquet lv. 6 - 75 damage
Lucent Beam lv. 6 - 557

Notes: Uhh... yeah, wow, I have no idea what to say. He seems to reduce magic damage by... a hell of a lot. It seems like elemental damage is reduced by 3/4 or so, and maybe non-elemental is 1/4? He also may just have crazy magic defense. Holy attacks devour his soul, though, as do ITD attacks. I guess he's a borderline Heavy/Godlike despite his offense being pretty shitty.

25
RPG Stats Forum / Ogre Battle
« on: August 27, 2008, 11:49:14 PM »
From Gourry.

Yay.

This was a bit pain in the ass, because OB has overly complicated mechanics with a lot of hidden factors that I couldn't deal with. I figured out how STR and INT affect damage (each point of STR or INT basically is 1/2 a point of damage), but I still don't know how damage is calculated, really. I'll test this a bit more, since it's been bothering me for a while.

Took stats at level 25. Seems fair.

Resistances aren't percentage decreases. Every point of Resistance seems to decrease the damage from a given element by a certain amount. This amount seems to vary depending on some shit I can't really figure out at the moment.

I messed around with Destin's physical resistance and let him get whomped on by a Wyrm (131 STR).

Resistance Level/Damage Taken
00- (68.58)
10- (59.26)
20- (50.25)
30- (41.56)
40- (32.43)
50- (23.44)
60- (14.6875)
70- (4.7)
80- 1
90- 1
100- 1

Every 10 points of resistance seems to decrease damage taken by 9, in this case. It varies with differing opponents, and I can't really figure out how. More on this later, if I feel like it. Oh, the system isn't STR vs. STR or INT vs. INT. Resistances seem to be the main factor in defenses, though STR and INT may still play a role in the chart above somehow.

The enemy I tested on (Dragons) have seemingly neutral resistances.

Dragon Resistances
---
White: 44
Black: 44
Fire: 50
Cold: 46
Lightning: 47
Physical: 52

Note that a dragon takes less from physical hits and more from holy/darkness. Magic generally attempts the target's weakness, so it might do more. There wasn't really anything I could do about this, since there is no truly neutral enemy.

ALI and the time of day have a pretty profound impact on damage. However, for testing purposes, I selected an enemy with 50 ALI, and I tested at a (seemingly) neutral time of day. Also, I tried to have my dudes around 50 ALI as well. I can't say how ALI affects damage dealt, but it's significant.

The two attacks listed are FrontRow, then BackRow. There doesn't seem to be a difference in damage dealt or taken from either row. I listed both attacks for the sake of completion.

Vampyres, Tigermen, and Werewolves all have two fighting forms (one for the daytime, and one for the night). They all generally suck during the day, but at night, they get a different set of resistances/attacks.

AGI affects turn order (a bit. It's still rather random), evasion, accuracy, status accuracy, blah, blah, blah. Debonair's a hard man to hit.

I assumed best classes for most people (except Gilbert and Lyon. That was just laziness), even if they require promotion items. Warren and Saradin are listed in both classes. Destin could have a choice of one of the other Lords, but the 3Slash/Iainuki one seems canon.

Healing affects a character more if he/she has higher ALI. Take this how
you will.

Stat growth is randomish, but it shouldn't affect things too much.

Resistances are listed now in terms of average durability. Lower is better, and the first number is resistance to STR based attacks, and the second is the resistance to INT based attacks.

SPESHUL CHARAKTARS
Destin
HP: 259
STR: 170
AGI: 120
INT: 121

Slice (3): 70x3 = 210
Iainuki (1): 120. 34 damage recoil (not sure what this is based on, but this seems rather constant).

Resistances (STR/INT)
---
Physical: 47 (0.84/0.94)
Fire: 40 (.87/.95)
Ice: 44 (.84/.94)
Lightning: 35 (.92/.99)
Darkness: 40 (.87/.95)
Holy: 40 (.87/.95)

Lans Hamilton
HP: 232
STR: 154
AGI: 131
INT: 109

Slice (3): 61x3 = 183
Healing (1): Heals 34 damage.

Resistances (STR/INT)
---
Physical: 53
Fire: 41
Ice: 46
Lightning: 40
Darkness: 26
Holy: 54

Warren (Sorceror)
HP: 187
STR: 95
AGI: 113
INT: 182

Magic (2): 84x2 = 168
Magic (2): 84x2 = 168. MT

Resistances (STR/INT)
---
Physical: 28
Fire: 36
Ice: 38
Lightning: 39
Darkness: 59
Holy: 21

Lich Warren
HP: 187
STR: 95
AGI: 128
INT: 182

Cold Eye (3): 35x3 = 105. Cold element?
Magic (3): 88x3 = 264. MT.

Resistances (STR/INT)
---
Physical: 100
Fire: 100
Ice: 100
Lightning: 68
Darkness: 100
Holy: 10

Canopus
HP: 246
STR: 130
AGI: 193
INT: 143

Hit (2): 50x2 = 100
Thunder (1): 53x1 = 53

Resistances (STR/INT)
---
Physical: 42 (1.02/.97)
Fire: 39 (.99/.96)
Ice: 43 (.98/95)
Lightning: 80 (.7/.64)
Darkness: 34 (1.05/1.01)
Holy: 56 (.88/.84)

Gilbert
HP: 233
STR: 162
AGI: 127
INT: 98

Whip (2): 65x2 = 130
Whip (2): 65x2 = 130

Resistances (STR/INT)
---
Physical: 48
Fire: 27
Ice: 35
Lightning: 39
Darkness: 55
Holy: 25

Deneb
HP: 185
STR: 106
AGI: 136
INT: 196

Slap (2): 36x2 = 72
Stun (2): 70% chance of stun.

Resistances (STR/INT)
---
Physical: 25
Fire: 30
Ice: 28
Lightning: 31
Darkness: 48
Holy: 50

Ashe
HP: 236
STR: 162
AGI: 132
INT: 114

Slice (3): 65x3 = 195
Healing (1): Heals 35 damage.

Resistances (STR/INT)
---
Physical: 53
Fire: 41
Ice: 46
Lightning: 40
Darkness: 26
Holy: 54

Lyon
HP: 237
STR: 175
AGI: 139
INT: 99

Whip (2): 70x2 = 140
Whip (2): 70x2 = 140

Resistances (STR/INT)
---
Physical: 48
Fire: 27
Ice: 35
Lightning: 39
Darkness: 55
Holy: 25

Rauny
HP: 212
STR: 145
AGI: 174
INT: 177

Chop (2): 54x2 = 108
Thunder (2): 81x2 = 162. MT.

Resistances (STR/INT)
---
Physical: 46 (1.11/.99)
Fire: 38 (1.13/1.04
Ice: 52 (1.01/.91)
Lightning: 60 (.94/.82)
Darkness: 15 (1.38/1.34)
Holy: 65 (.88/.75)

Galf
HP: 255
STR: 192
AGI: 178
INT: 211

Chop (2): 83x2 = 166
Meteor (1): 101x1 = 101. MT.

Resistances (STR/INT)
---
Physical: 53 (.74/.67)
Fire: 42 (.81/.76)
Ice: 52 (.72/.66
Lightning: 48 (.77/.71)
Darkness: 86 (.37/.28)
Holy: 4!!!!!!!!!!! (1.22/1.21)

Aisha
HP: 210
STR: 132
AGI: 157
INT: 197

Ankh (3): 54x3 = 162
Healing+ (2): Heals 55 damage each. MT.

Resistances (STR/INT)
---
Physical: 32 (1.28/1.13)
Fire: 31 (1.23/1.10)
Ice: 29 (1.27/1.15)
Lightning: 29 (1.27/1.15)
Darkness: 10 (1.46/1.39)
Holy: 70 (.90/.62)

Norn
HP: 206
STR: 135
AGI: 162
INT: 202

Ankh (3): 55x3 = 165
Healing+ (2): Heals 56 damage each. MT.

Resistances (STR/INT)
---
Physical: 32 (1.30/1.15)
Fire: 31 (1.25/1.12)
Ice: 29 (1.29/1.16)
Lightning: 29 (1.29/1.16)
Darkness: 10 (1.47/1.42)
Holy: 70 (.91/.61)

Yushis
HP: 206
STR: 150
AGI: 155
INT: 206

Halo (2): 65x2 = 130
Jihad (1): 102x1 = 102. MT.

Resistances (STR/INT)
---
Physical: 35 (1.24/1.09)
Fire: 45 (1.07/.91)
Ice: 48 (1.07/.90)
Lightning: 45 (1.07/.91)
Darkness: 17 (1.39/1.32)
Holy: 77 (.77/.497)

Saradin (Sorceror)
HP: 196
STR: 119
AGI: 142
INT: 210

Magic (2): 98x2 = 196
Magic (2): 98x2 = 196. MT.

Resistances (STR/INT)
---
Physical: 28 (1.59/1.25)
Fire: 36 (1.30/1.08)
Ice: 38 (1.31/1.06)
Lightning: 39 (1.31/1.06)
Darkness: 59 (1.12/.77)
Holy: 21 (1.46/1.32)

Lich Saradin
HP: 183
STR: 115
AGI: 151
INT: 206

Cold Eye (3): 45x3 = 135. Cold element?
Magic (3): 99x3 = 297

Resistances (STR/INT)
---
Physical: 100 (.88/.23
Fire: 100 (.81/.18)
Ice: 100 (.84/.20)
Lightning: 68 (1.14/.70)
Darkness: 100 (.84/.20)
Holy: 10 (1.67/1.59)

Debonair
HP: 262
STR: 185
AGI: 189
INT: 161

Slice (3): 76x3 = 228.
Blade (1): 105x1 = 105.

Resistances (STR/INT)
---
Physical: 53 (.74/.78)
Fire: 37 (.85/.88)
Ice: 43 (.81/.85)
Lightning: 39 (.85/.88)
Darkness: 29 (.95/.97)
Holy: 72 (.527/.599)

Fenril
HP: 229
STR: 166
AGI: 159
INT: 160

Charge (3): 69x3 = 207
Iainuki (1): 117x1 = 117. 28 damage recoil.

Resistances (STR/INT)
---
Physical: 70 (.73/.73)
Fire: 56 (.82/.83)
Ice: 58 (.82/.83)
Lightning: 62 (.78/.79)
Darkness: 50 (.90/.91)
Holy: 50 (.90/.91)

Tristan
HP: 262
STR: 176
AGI: 187
INT: 155

Slice (3): 72x3 = 216.
Iainuki (1): 125. 31 damage recoil.

Resistances (STR/INT)
---
Physical: 53 (.76/79)
Fire: 37 (.87/.89)
Ice: 43 (.83/.86)
Lightning: 39 (.87/.89)
Darkness: 29 (.96/.98)
Holy: 72 (.558/.620)

Fogel
HP: 259
STR: 193
AGI: 166
INT: 159

Charge (3): 83*3 = 249.
Iainuki (1): 139. 37 recoil damage.

Resistances (STR/INT)
---
Physical: 70 (.554/.65)
Fire: 56 (.65/.73)
Ice: 58 (.65/.73)
Lightning: 62 (.61/.70)
Darkness: 50 (.73/.72)
Holy: 50 (.73/.72)

Slust
HP: 257
STR: 181
AGI: 151
INT: 147

Charge (3): 78*3 = 234
Iainuki (1): 133x1 = 133. 32 recoil damage.

Resistances (STR/INT)
---
Physical: 70 (.59/.70)
Fire: 56 (.69/.77)
Ice: 58 (.68/.77)
Lightning: 62 (.65/.74)
Darkness: 50 (.76/.84)
Holy: 50 (.76/.84)

Generics and Monsters
Sorceror
HP: 169
STR: 97
AGI: 92
INT: 148

Magic (2): 66x2 = 132.
Magic (2): 66x2 = 132. MT

Resistances
---
Physical: 28
Fire: 36
Ice: 38
Lightning: 39
Darkness: 59
Holy: 21

Lich
HP: 155
STR: 96
AGI: 103
INT: 150

Cold Eye (3): 35x3 = 105. Cold element?
Magic (3): 72x3 = 216

Resistances
---
Physical: 100
Fire: 100
Ice: 100
Lightning: 68
Darkness: 100
Holy: 10

Muse
HP: 196
STR: 121
AGI: 145
INT: 136

Chop (2): 43x2 = 86
Thunder (2): 64x2 = 128. MT

Resistances
---
Physical: 46
Fire: 38
Ice: 52
Lightning: 60
Darkness: 15
Holy: 65

Witch
HP: 186
STR: 93
AGI: 125
INT: 170

Slap (2): 30x2 = 60
Stun (2): 70% chance of stun.

Resistances
---
Physical: 25
Fire: 30
Ice: 28
Lightning: 31
Darkness: 48
Holy: 50

Paladin
HP: 227
STR: 134
AGI: 119
INT: 101

Slice (3): 52x3 = 156
Healing (1): Heals 30 damage.

Resistances
---
Physical: 53
Fire: 41
Ice: 46
Lightning: 40
Darkness: 26
Holy: 54

DollMaster
HP: 179
STR: 99
AGI: 126
INT: 130

Puppet (2): 32x2 = 64
Acid (2): 59x2 = 108. MT.

Resistances
---
Physical: 26
Fire: 47
Ice: 21
Lightning: 29
Darkness: 21
Holy: 59

NinjaMaster
HP: 222
STR: 127
AGI: 144
INT: 118

Shuriken (3): 48x3 = 144
Ninjutsu (1): 55. MT.

Resistances
---
Physical: 47
Fire: 52
Ice: 46
Lightning: 45
Darkness: 68
Holy: 2

Evil One
HP: 245
STR: 130
AGI: 118
INT: 89

Chop (2): 51x2 = 102.
Fireball (2): 40x2 = 80.

Resistances
---
Physical: 54
Fire: 46
Ice: 40
Lightning: 39
Darkness: 55
Holy: 25

Samurai Master
HP: 211
STR: 137
AGI: 116
INT: 101

Slice (3): 53*3 = 159
Iainuki (1): 95. ~28 recoil damage.

Resistances
---
Physical: 52
Fire: 34
Ice: 35
Lightning: 37
Darkness: 21
Holy: 69

Beast Master
HP: 218
STR: 147
AGI: 121
INT: 91

Whip (2): 57x2 = 114
Whip (2): 57x2 = 114

Resistances
---
Physical: 48
Fire: 27
Ice: 35
Lightning: 39
Darkness: 55
Holy: 25

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