Register

Show Posts

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


Topics - Shale

Pages: 1 [2]
26
RPG Stats Forum / Legend of Dragoon bosses
« on: August 27, 2008, 11:42:18 PM »
From Dhyer.

Why? Because there is so much failing fun to be had by all. Seriously, was replaying the game and thought I'd pull the stats

Fruegel 1- Didn't bother. He fails, and he has another form later.

UROBOLUS (Go LoD Translators)
270 HP (Approx), Earth
Takes 5% extra from Physicals, 20% extra from Magic
Dead average speed

PC HP: 145
PC Damage: 15 (23 w/ 150% boost magic)

Slime Toss: 16 Phys+90% Poison
Bite: 16 Phys, Short Range
Breath: 16 MT Phys
Withdraw: Null SR physicals. Used in a triple turn w/Bite and Breath

Evaluation: Assy damage, but Poison helps against non-immune PCs. Decent durability (2 PC HP to me), and a spoiler trick help. Low Middle just on the spoiler trick. Sadly, this is the best boss for a while.

ELITE SOLDIER (Hoax)
250 HP, Dark
Takes 25% extra from physicals, average to Magic
Around 115% Speed

PC HP: 190
PC Damage: 21

Green Gas: Either 27 non elem MT magic or 21 Earth MT magic (unsure)
Chain Whip: 14 Phys
Dagger Toss: 7 Phys
Illusion: Sends out 2 other illusions. These can do damage, and are dispelled when they are hit or when the original is hit. Not...horrid against enemies with only ST.

Evalution: Another one with good HP and no damage. Illusion is a nifty trick, but not as nulling as Withdraw and Poison. High Light.

KONGOL 1
250 HP, Earth
Average!!! to Physicals, takes double from magic
67% Speed

PC HP: 205
Average Damage: 24

Axe Slash: 13 Phys
Drop Axe: Needed to do below moves. Not sure if this uses a turn.
Knockdown: 20 Phys
Smack Together: 27 MT Phys

Evaluation: Crap. Bad damage, speed, and Mdef. Light, and makes his PC form look godly.

DORMANT VIRAGE
Head- 350 HP; Body- 350 HP; Arm- 50 HP
Head takes 40% extra from physicals, the other two takes 10% extra
All three reduce magic about 20%
Speed: Fucked up.
Arm- 98% Speed. Head- Slightly below average at first, may have tendency to skip turn later.
Body- About 33% average Speed. Hard to peg, but takes a while for it to act.

PC HP: 204
PC Damage: 33 (38 with Magic)

Eye Beam (Head): 58 Magic
Claw (Arm): 37 Phys
Writhe (Body): 1 Random Status All, MT

Evaluation: Well, you need to off the Body and Head, so its HP isn't horrid. MT>it (although you don't have MT in game at this point), and it's damage isn't horrid. Just has some weird speed issues that make it hard to place. Light/Middle.

FIREBIRD
600 HP, Fire
40% Extra from Physicals, 12% less from Magic
About 90% Speed, Double Acts about every 8 turns or so

PC HP: 229
PC Damage: 38 (45 with Magic)

Flame Column- 23 Non-Elem!!! Phys
Flamewind- 14 MT Non-Elem!!! Phys
Crash- 24 MT Fire Magic
Summon Volcano Ball- Summons 4 helpers (killable by one Shana physicals)
Torpedo- Volcano Balls torpedo into enemies. 20 Phys per balls (can reasonably focus in game); Can't be double-acted with Summon.

Evaluation: Odd and sucky. Not fully dependent on Fire, but damage is horrid. Volcano Ball could reasonably cause 60 damage to one, but with a one turn charge time. Like almost all bosses so far, HP is slightly above 2 PC HP for me. Light.

GREHAM AND FREYBRAND
Greham's HP: 350; Feyrbrand's HP: 450, Both Wind
Greham reduces physicals 27.5%, extra 5% from Magic
Feyr reduces physicals 10%, extra 30% from Magic
Greham- 115% Speed; Feyr- 90% Speed

PC HP: 242
PC Damage: 52 (58 w/Magic)

Greham's Moves
Crucifixition Spear- 68 Non Elem Magic
Tornado- 50 Wind Magic
Wind Wreath- 33 MT Wind Magic
Aerial Slash- 21 Phys

Feyr's Moves
Green Goo- 40 Phys+100% Stun or Poison (Equal Chances)
Blue Goo- 40 Phys+100% Fear
Bite- 40
Power Up- Worthless

Evaluation: Well, both are better than most of the bosses so far. Greham's certainly the most damaging one, but Feyr's combo of status and damage probably put him as the best boss so far. Feyr's a Middle, Greham L/M.

DRAKE
1150 HP, Wind
Takes Extra 18% from Physicals, 38% extra from magic
140% Speed (He's fucking fast)

Bombs
100 HP
Takes 35% less from Physicals, 120% extra from magic

Wire
100 HP
Takes 20% less from Physicals, 38% extra from magic

PC HP: 280
PC Damage: 69 (81 with Magic)

Knife Toss: 42 Phys
Summon Bomb: Summons One Bomb per PC. These explode in about 2 turns if not destroyed.
Explosion: 96 Phys
Wire: Places a wire that nulls short range physicals until destroyed (below 50% HP?)
Heal: Restores 360 (Below 25%?, OPB?, Who Knows)

Evaluation: Best boss so far. Good speed, HP, the Bomb summon for a bit of extra damage, and the Wire trick. Heal...has a theoretical use. Of course, mages with MT damage are not his friend. High Middle, at least.

DJANGO
1200 HP, Earth
Reduces Physicals by 30%, 13% extra from magic
Statusable to sleep to a degree (Sachet. Game beats you over the head with it).
Speed: 96% average

PC HP: 375
PC Damage: 63 (73 w/ magic)

Moves:
Confuse Breath: 100% Confusion to one (LoD confuse is evil)
Rockfall- 80 MT Physical Damage
Slam- 54 Phys

Evaluation: Decent durability and Confuse put him into Middle. Damage isn't great, but he does beat non-Confuse immune PCs (LoD Confuse is that bad).

FRUEGEL (and Rodriguez and Guftas)
1000 HP, Earth
Rod: 400 HP, Wind; Guftas: 400 HP, Dark
Fruegel and Rod are average to physicals, Guftas reduces them 15%
Fruegel takes 45% extra from magic, Rodriguez 17% extra, and Guftas takes 95% extra
Speed: Fruegel is 88% average, Rod 120%, and Guftas 83%

PC HP: 420
PC Damage: 76 (88)

Moves:
Fruegel
Attack: 68
Karate Chop: 103
Rock Throw: 136

Rodriguez:
Feather Arrow: 48
Drop: 96 (Only when Fruegel eggs him on)

Guftas:
Claw: 61
Confuse: 100 ST (Only when Fruegel eggs him on)

Evaluation: While they work fairly well together, alone they aren't great.
If you give Fruegel support credit for his HP, he could possibly squeak out to Low Middle. Light, otherwise. If given the full AI, Guftas is a High Light (fails too much even with Confuse), and Rod is a bad Light.

KONGOL 2
1000 HP, Earth elemental
Reduces physicals 35%, extra 55% from magic
Messed up speed, probably still 30 (although I once saw 80 Speed Haschel lap him 5 times)

PC HP: 478
PC Damage: 114 (127 w/ Magic)

Moves:
Punch: 104 Damage
Wall of Pain: 208 Damage
Backbreaker: 52; Counter to Missed Addition

Evaluation: Obviously Light. His defenses are now better, but his HP is barely above PC, and his speed has obvious issues.

DOEL
650 HP/1500 HP; Thunder
Reduces Physicals 10% (27.5% in Dragoon form), takes extra 20% from Magic
About 95% average speed

PC HP: 521
PC Damage: 119 (135 w/ Magic)

Moves:
Regular Form
Tele Sword: 114 Non-Elem Magic
Sword Slashes: 86 Physical Damage

Dragoon Form (Transformation doesn't alter turn order)
ThunderCascade: 180 MT Thunder Magic (160 taking Haschel's Thunder innateness into account)
SparkNet: 360 Thunder Magic (320 w/ Haschel's innateness factored in)
Wave Sword: 120 Thunder Magic (105 w/ Haschel...)
Invincbility: Gains Invincibility for next 3 actions
Roaming Thunder: 240 MT Thunder Magic (210 w/ Haschel...); Used only during Invincibility

Evaluation: Well, he's certainly in the correct division. He's a decent, but not great, Heavy. There could be disagreements on when to let him enter Dragoon, but I allow it on turn 2 (While it's an HP trigger in game, it's more that he's not really trying until he sees you don't completely suck). Still, he's slow and Thunder depedent. However, Spark Net is a solid 2HKO and Invincibility is a neat trick.

2ND VIRAGE
Head: 1500 HP, 2% weak to physicals
2 Arms: 350 HP each, 20% weak to physicals
Body: 800 HP, 2% weak to physicals
Magic tanks (magic damage over halved) with the magic raped enemies considering, slightly weak to magic without them.
Speed: Slow. All parts. It's Virage speed, and it hurts my head. The head is ridiculously slow, and the rest are all just kind of slow.

PC HP: 616 (925 w/ boost; 746 assuming the boost is on the girls)
PC Damage: 122.33 (242 w/ Magic)
Giant disclaimer on the magic damage. Two enemies in this dungeon take about 4 times the running average damage to magic. We're talking 700 damage here w/ a 150% Shana/Meru item spell. I don't really know how to take this.

Head: Laser Beam- 205 Magical Damage
Body: Writhe- Inflicts 1 status, MT
Body: Stomp- 80 Physical Damage
Arms: ID- 100% ID
Arms: Beams- 75 MT Magic

Evaluation: Headache. Now has ID, which makes it at least Middle. MT>it, though.

GEHRICH AND MAPPI
My notes for them kind of suck because they were on my old comp. And I didn't have a save at them! I know, how disappointed. Here's what I have.

Mappi: 1300 HP
Reduces Physicals 22.5%, Reduces Magic 30%, A bit slow

Attack: 105 Damage
Disappear: Disappears
Reappear: 100% ID

Gehrich: 2200 HP
Reduces physicals 27.5%, No notes on magic, Also a bit slow

Knife- 138 Damage
Kick- 210 Damage

Double Team Attack: About 300 Damage (No)

Evaluation: Slow ID whore and trash. Middle/Heavy and Light.


LENUS 1
HP: 3500, Water Elemental
Reduces Physicals 13%, Reduces Magic 61% (45% w/ bad MDef enemies removed)
Speed: 87% Average

PC HP: 847 (987 w/ Physical Ring on the bad HP characters) (1127 w/ boost)
PC Damage: 171 (w/ only physicals), 228 (w/ magic) 205 (w/magic and bad Mdef enemies removed).
Once again, there are two enemies who take horrid damage from magic. However, these two are not as much outliers as the first enemy who was raped by magic. Because of that, I consider them, making the average damage 228.

Boomerang- 214 MT Physical
Dancing Blades- No (Why is an ST Physical worse than the MT?)
Dark Mist- 676 Dark Damage (Unlocked at 60% HP or against Dragoons)
Black Rain- 451 Dark MT Damage (Same)
Spear Frost- 451 Ice Damage (Ditto)
Fatal Blizzard- 300 Ice MT Damage (Again)

Upon hitting 60% HP, or when Dragoons are activated, Lenus immediately gets a turn and can start using magic. She also starts getting double turns, and sometimes quadraturns. Note that these aren't too common, but she'll often use a double right away. She usually follows the first double with another double or a quadra, but the multi acting is scarce after that. Like Zeno, this could be considered an HP limit, or just that she taking your party seriously (Sees they don't die easily or sees that they have power). Take this as you will.

Evaluation: Only the 2nd truly good boss so far (Doel being the first), Lenus is strong dueller. While she's a bit slow, weak to Fire, and her damage arguably sucks at first. However, her defense is above average, her magic defense is ridiculous, and her HP is fairly solid (Nearing 2 PC HP). Once she hits 60% HP, she gets 2HKO magic damage that she can sometimes double. Low Godlike.

GHOST COMMANDER AND KNIGHTS
HP: 1800, Dark Elemental (276!! HP for the 4 Knights)
Reduces Physicals 3%, Reduces Magic 7% (22% Weak/16% weak for the Knights)
Speed: 99% Average (Knights: Can't kill, too easy to kill)

PC HP: 935 (1083 w/ Physical Ring)
PC Damage: 184 (w/ only physicals), 251 (w/ magic)Once again, there

Commander's Moves
Rise to Heaven- 50% CHP Damage (Guess what this does under Fear!? 100% CHP damage)
Slash- 195 Physical Damage
Floating Skull- 100% Fear (Fear halves all damage the statused PC does and doubles all the damage he or she takes. All!)
Pillar of Light- 196 Magical Draining Damage (392 Damage under Fear)
Knight's Moves
Slash- 134 Physical Damage
Rush- 100% Stun

Evaluation: The Commander has to have one of the greatest values between in game worth and boss duelling worth. HP is meh, but PC area. However, despite being complete trash in game, he has a turn 100% damage combo that most PCs won't be able to block. Middle works with his speed. The Knights are punies.

LENUS 2 AND REGOLE
Lenus/Regole
HP: 3100/3100, Both Water Elemental (Too lazy to doublecheck if these numbers are fully accurate)
Reduces Physicals 21%-Lenus, 33%-Regole, Reduces Magic 45%-Lenus, Dead Average- Regole
Speed: 87%-Lenus; 79%-Regole Average

PC HP: 999 (1161 w/ Physical Ring)
PC Damage: 264 (w/ only physicals), 351 (w/ magic)

Lenus's Moves
Drowning- 364 MT Water Damage
Tsunami Pillar- 243 MT Water Damage
Energy Boomerang- 199 Physical Damage
Flip Attack- 130 Physical Damage

Regole's Moves
Tsunami- 369 MT Water Damage
Beams- 169 MT Magical Damage
Lunge- 233 Physical Damage

Evaluation:Lenus was hit with a nerf stick. Defenses are the same, but HP and damage are worse off. Luckily, for plot reasons, the forms are pretty separate! Regole is essentially just Lenus remixed, having almost the same damage, but even slower!, and having overall worse defenses. More Lenus- than remixed, I guess. Middle, and Lower Middle if you consider giving them support credit (which I do).

27
RPG Stats Forum / Final Fantasy VIII
« on: August 27, 2008, 11:31:59 PM »
From OblivionKnight.

Yes, read it. Since there was discussion a while ago about PC stats, I'm posting them here for reference. Maybe I'll do something more to it later. All stats take at level 100, for all the temps and permanent PCs.

HP - Duh
STR - Physical Attack
VIT - Physical Defense
MAG - Magical Attack
SPR - Magical Defense
SPD - Speed
LUK - Luck


Squall
HP - 4187
STR - 47
VIT - 41
MAG - 45
SPR - 36
SPD - 37
LUK - 22

Rinoa
HP - 4181
STR - 67
VIT - 31
MAG - 63
SPR - 39
SPD - 36
LUK - 22

Quistis
HP - 3883
STR - 46
VIT - 30
MAG - 42
SPR - 34
SPD - 34
LUK - 21

Zell
HP - 4018
STR - 47
VIT - 33
MAG - 42
SPR - 27
SPD - 35
LUK - 20

Selphie
HP - 3680
STR - 45
VIT - 28
MAG - 49
SPR - 38
SPD - 37
LUK - 26

Irvine
HP - 3880
STR - 45
VIT - 31
MAG - 42
SPR - 28
SPD - 39
LUK - 21

Laguna
HP - 4148
STR - 48
VIT - 41
MAG - 46
SPR - 36
SPD - 37
LUK - 21

Kiros
HP - 3728
STR - 43
VIT - 31
MAG - 50
SPR - 41
SPD - 48
LUK - 23

Ward
HP - 4768
STR - 56
VIT - 44
MAG - 36
SPR - 30
SPD - 27
LUK - 14

Seifer
HP - 5823
STR - 48
VIT - 39
MAG - 45
SPR - 38
SPD - 45
LUK - 19

Edea
HP - 3777
STR - 41
VIT - 20
MAG - 55
SPR - 45
SPD - 31
LUK - 15


Bosses: taken at the highest level before the level cap.

Edea - Level 32
HP - 16000
STR - 13
VIT - 66
MAG - 118
SPR - 174
SPD - 24
Evade - 8

Spell List: Blizzaga, Demi, Esuna ( others? )

Fujin - Level 44
HP - 18200
STR - 110
VIT - 61
MAG - 99
SPR - 156
SPD - 41
Evade - 15

Spell List: Aero, Curaga, Full-Life, Tornado, Haste, Reflect ( more? )

Rajin - Level 44
HP - 22600
STR - 129
VIT - 132
MAG - 51
SPR - 12
SPD - 37
Evade - 4

Spell List: Thundaga, Protect, Shell ( more? )

Seifer - Level 45
HP - 34500
STR - 124
VIT - 125
MAG - 179
SPR - 145
SPD - 55
Evade - 2

Spell List: Firaga, Thundaga, Blizzaga, Aura, Dispel, Haste ( more? )

Adel - Level 46
HP - 51000
STR - 131
VIT - 110
MAG - 148
SPR - 136
SPD - 56
Evade - 2

Spell List: Firaga, Thundaga, Blizzaga, Quake, Ultima ( more? )

28
RPG Stats Forum / Dragon Quest IV Remake
« on: August 27, 2008, 11:30:32 PM »
From Super.

I'm just doing this for fun. All setups are DL legal, except for Alena's Angel Leotard.(I'll remove it later.) This was my levels at the end of the game, after I had done all sidequests.

I'll put up the other five PC's in a bit.

Solo:
Level 47
HP: 364
MP: 214
Str: 161
Agility: 77
Vit: 171
Int: 68
Luc: 96
Attack: 271
Defense: 193 (218 with MBA)

Equipment:
Sky Sword (110 attack, can be used to cast Dispel.)
Sky Armor (70 defense, halves magic damage)
Metal Babble Armor (95 defense, reduces magic damage)
Sky Shield (55 defense)
Sky Helmet (30 defense, and blocks sleep, paralysis, and confusion.

Skillset: See Zenny's topic. All the notable spells are there.
Physical: 115

Remake only:
Gigaslash: 300 non elemental damage. 15 MP



Pisaro:
Level 42
HP: 463
MP: 347
Str: 185
Agi: 170
Vit: 168
Int: 111
Luc: 51
Attack: 338 (252 with Falcon Sword)
Defense: 280
Physical: 138. 308 after Bikill
Physical: 80 per hit. 160 total. 160 plus 80 after Bikill.
Equipment:

Hell Sword (150 attack)
Falcon Sword (65 attack, attack twice. Pisaro's starting weapon)
Hell Armor (100 defense, halves magic damage)
Hell Shield ( 55 defense, Haves Fire and Ice elements)
Hell Helmet ( 40 defense, Blocks Sleep,Paraylze, and Instant Death)

Pisaro is immune to curses innately.


Skillset:
Healall. Full healing. 6 MP
Healus: Restores 80~ MP to the party. 10 MP
Blizzard: 100 damage, ice elemental. 11 MP
Boom: 60 points of damage, hit all. 8 MP
Dragon Slash: 138 damage, does 1.5 or double damage to dragons.
Defense: Halves all enemy defense. Two uses drop defense to 0. 4MP
Devil Slash: Critical or a miss. 0 MP
Sleepmore: Puts enemies to sleep. 3MP
Bikill: Double physical attack damage. 6 MP
Revive: Fully revives someone. 15 MP
Defeatmore: Beat on all enemies. 15 HP
Vacuum Wave: Hit all targets. 1.25 damage, most likely. (Venturing a guess, here.)
Freezing Ray: Dispel on all enemies. 0MP, non typed.
Bedragon: Turns Pisaro into a dragon. 18 MP
Hell Spark: 260 damage to all enemies. 25 MP.
Madante: Inflicts 3 points of damage for each MP Pisaro has. Does 1041 with his current total. Physical damage, can't be resisted or evaded.

Cristo:
Level 49
HP: 338
MP: 199
Str: 65
Agi: 135
Vit: 128
Int: 78
Luc: 125
Attack: 165
Defense: 218

Equipment:
Sword of Miracles (100 attack, restores a small amount of HP after an attack)
Metal Babble Armor (95 defense, reduces magic damage)
Iron Helmet (16 defense)
Shield of Strength (40 defense, uses Healmore in battle)

Physical: 56
Skillset: See Zenny's topic.

Alena:
Level 49
HP: 333
MP: 0
Str: 217
Agi: 213
Vit: 157
Int: 37
Luc: 172
Attack: 227 (297)
Defense: 146

S. Earrings (5 attack, double attack)
Devil Claw (80 attack, can inflict poison)
Golden hairband: (12 defense, blocks confuse)
Cloak of Evasion (28 defense, boosts 'evade')


Devil Claw: 130 (300~ critical)
Siletto Earrings: 79, attacks twice. So 158. (243 critical)


Rangar:
Level 49
HP: 494
MP: 0
Str: 183
Agility: 39
Vit: 234
Int: 23
Luc: 37

Equipment:
Demon's Spear (90 attack, randomly causes Instant Death)
Metal Babble Armor (95 defense, reduces magic damage)
Dragon Shield (30 defenses, nulls ice damage)
Shield of Strength (40 defense, uses healmore in battle)
Iron Mask (25 defense)

Attack: 270
Defense: 179

Attack: 115

Taloon
Level 48
HP: 402
MP: 0
Str: 91
Agi: 79
Vit: 140
Int: 68
Luc: 91
Equipment:
Sword of Miracles (100 attack)
Metal Babble Armor (95 defense, reduces magic damage)
Shield of Strength (40 defense, uses healmore in battle)
Iron Helm (15 defense)

Attack: 191
Defense: 189

Attack- 70~

Nara
Level 46
HP: 281
MP: 187
Str: 81
Agi: 93
Vit: 82
Int: 96
Luc: 105

Equipment: Staff of Force (55 attack)
Metal Babble Armor (95 defense, reduces magic damage)
Iron Shield (12 defense)
Gold Hairband (12 defense, blocks confuse/chaos)

Attack: 136
Defense: 165

Attack- 55

Mara:
Level 46
HP: 261
MP: 333
Str: 38
Agi: 136
Vit: 111
Int: 116
Luc: 151

Attack: 38
Defense: 133

Poison Needle (0 attack, randomly causes ID)
Water Flying Clothes (43 defense, halves fire)
Gold Hairband (12 defense, blocks confuse/chaos)

Attack-1

Brey:
HP: 271
MP: 275
Str: 30
Agi: 146
Vit: 105
Int: 117
Luc: 145


Poison Needle (0 attack, randomly causes ID)
Water Flying Clothes (43 defense, halves fire)
Scale Shield (7 defense)

Attack: 30
Defense: 123

Attack-1

29
RPG Stats Forum / Dragon Quest IV
« on: August 27, 2008, 11:26:49 PM »
Compiled by Zenthor.

A few things, first of all:
1. This was NOT done on an RPGP legal play-through. I used one or two seeds, but in all honesty, those seeds do not matter. Why? Because typically, when you use a seed, then gain a level, your stat ups will be lower until it evens out. (Making the DW series one of the easier series to do damage tests for)
2. Stats are semi-Random. There are set parameters, I.E., Ragnar will rarely gain Agility, and if he does, it’s most often a One, and very rarely a 2. He should NEVER gain a 3 AGI boost on a level, and, if he does, I’ve never seen it. The same goes for his INT, though, that doesn’t matter. The inverse is true, though. He almost always gains 5 or 6 STR and VIT, giving him great HP and strength. Alena typically gets 5 or 6 STR and AGL, giving her great strength, speed and defense.
3. Damage was tested on Guardians and Swingers in the Dark World (They take about even damage from physicals)
4. All critical hits are Damage=Total Attack Power

Also, if anyone finds something terribly wrong with my stats, feel free to set your characters up RPGP Legally and test it out to see if I’m wrong. I’m new at this, I’ll most likely make errors. *Shrug.*

Note on Statuses: Against Low MDef opponents (in game, those with a “0” immunity), all status attacks are nearly 100% accurate. Against high M.Def, they’re almost always near 0% accurate. Against average M.Def, the chance listed is the approximate chance of it working. Also, all statuses were tested on enemies around Gottside, since Dark World enemies are always either low M.Def or High M.Def. Take this status quirk as you will.

In any case, here are the damage tests!


Solo/Sofia:
Equipment:
Zenithian Sword
Zenithian Armour (Metal Babble Armour)
Zenithian Shield
Zenithian Helm
(The MBA is much better against physical fighters, with a better defense boost over the Zenithian Armour, however, the Zenithian Armour halves all magic damage done to him/her. It’s good if s/he won’t be able to get Fendspell up before someone casts a spell on him/her.)

Stats:
Level: 37
STR: 145
AGI: 68
VIT: 140
INT: 50
LCK: 84
Max HP: 270
Max MP: 177
ATK: 255
DEF: 189 (214)

Damage:
Lightning ~210 MP: 15
Physical attack: ~103

Other Noteworthy Skills:
Fendspell (Makes immune to all magic other than own) MP: 2
Healall (Full Healing) MP: 7
Sleepmore (2/3 chance of putting enemy to sleep)
Dispell (Removes all positive status (transformations, status boosters, etc) from target) MP: 0
Transform (Turn into opponent.) MP: 5
S/he has about a 1/10 chance of critical hitting per hit

Notes:
Being Slightly below average in AGI hurts Solofia, but Fendspell, Dispell, Healall, Lightning, his/her high Defence and Transform more than make up for it. Godlike.
----


Ragnar
EQ:
Dragon Slayer (Sword of Lethargy)(Sword of Miracles)
Metal Babble Armour
Shield of Strength
Iron Mask
(The Sword of Lethargy has a slight chance of putting an enemy to sleep. Not worth the damage loss, but still an option. The Sword of Miracles and the Dragon Slayer are relatively equal in power, but the SoM drains a bit of HP each round, and some may not allow it.)

Stats:
Level: 37
STR: 176
AGI: 32
VIT: 206
INT: 18
LCK: 43
Max HP: 441
ATK: 266 (236) (276)
DEF: 176

Damage:
Physical: ~110 (~88) (~117)

Other things to note:
The Shield of Strength can be used to heal about 1/4 of his HPs
If you allow it, the Sword of Miracles restores 1/10 (About) of Ragnar’s HP when he attacks
The Sword of Lethargy has a 1/5 chance of putting a sleep-vulnerable opponent to sleep, at the cost of damage output.

Comments:
His only weak point is INT and AGI. Other than that, he's a great dueller. A winning Middle.
---


Alena
EQ:
Stiletto Earrings (Fire Claw)
Pink Leotard
Golden Barrette
(The Stiletto Earrings are better overall (better chance of crit. due to 2 hits, slightly better damage), but the Fire Claw is better against characters weak to fire)

Stats:
Level: 38 (She has a high level up speed)
STR: 189
AGI: 206
VIT: 176
INT: 27
LCK: 156
Max HP: 360
ATK: 194 (249)
DEF: 155

Damage:
Physical: ~74 Per Hit, with two hits, so, ~147 per round. (~101)
Firebane: ~40, From Fire Claw

Notes:
She has a 1/3 chance to critical hit each hit, making the already damaging Stiletto Earrings even more of a threat. With her insane speed (Nearly twice that of the next highest), it's not doubtful that she'll doubleturn off the bat, and I don't see too many people surviving four of her criticals in a row.
---


Cristo
EQ:
Sword of Miracles (Staff of Force)
Metal Babble Armour
Shield of Strength
Iron Helmet
(The Sword of Miracles>>>>Staff of Force, but due to certain interpretations, some may not allow the SoM. So I listed both.)

Stats:
Level: 37
STR: 49
AGI: 97
VIT: 109
INT: 64
LCK: 108
Max HP: 218
Max MP: 139
ATK: 149 (104)
DEF: 199

Damage:
Physical attack: ~50 (~29)

Noteworthy Skills:
Healall (Full HP recovery) MP: 7
Beat (1/4 chance of Instant Death) MP: 4
Upper (2.5x Defense) MP: 3
Stopspell (1/3 chance of Silence) MP: 3
Surround (1/3 chance of Blind) MP: 4

Notes: Any battle with him will be a long one. He has a high DEF score, and spells to boost it, the ability to silence mages, and blind fighters, and heal himself. Any battle between someone with instant death immunity will be a long one, with him. A Heavy/Middle. If he had even slightly more damage, he'd be a solid heavy.
---


Brey
EQ:
Staff of Force
Water Flying Clothes
Scale Shield
Leather Hat
(The first character to not have any other options. Yikes, his equipment selection sucks. Ahem.)

Stats:
37
STR: 24
AGI: 114
VIT: 91
INT: 128
LCK: 159
MHP: 174
MMP: 196
ATK: 79
DEF: 107

Damage:
Blizzard: ~100 MP: 11

Other Skills:
Bikill (Double Attack) MP: 6
Speedup (Double AGI) MP: 3
Sap (Halves Defense) MP: 3
Chaos (1/5 chance of confusion) MP: 5

Notes: For Brey, Nara and Mara, I did not include their damages for Physical attacks, since… well, they suck. Even a post-Bikill Brey doesn’t do enough damage to kill anything, even after Sap. In any case… he’s fast, that’s about it. Good MP, but awful damage spells. Though, with Speedup, he's a solid Middle.
---



Taloon
EQ:
Sword of Malice (Sword of Miracles)
Metal Babble Armour
Shield of Strength
Iron Helmet
(Well, again, Miracles>>>Malice, but, interpretation, blah blah blah. The Swordedge Armour sends back a small percent of physical damage back at the attacker.)

Stats:
Level: 38 (High Level up speed)
STR: 85
AGI: 65
VIT: 108
INT: 49
LCK: 42
MHP: 215
ATK: 130 (185)
DEF: 183

Damage:
Physical: ~39, (~70)

Notes:
His randomness keeps him from being too high in the RPGP, but keeps him from being light. A solid low middle, in any case. He has a 1/2 chance of doing one of his random moves, and then has an equal chance of choosing one of the moves. The most useful ones are:
Him covering a mages’ mouth (Stops whatever spell was being charged)
Him sweeping the enemy’s legs (Loss of one round)
Him tripping and having a weapon fly at the enemy (Critical hit)
Him throwing sand in opponents eyes (Blind)
Him singing a lullaby (Sleep)
The only one of those that does not take up a turn is the covering of a mages’ mouth. He also has healing from the Shield of Strength and the Sword of Miracles. A good middle, but his utter randomness, and lack of much damage sink him.
---


Nara
EQ:
Staff of Force
Metal Babble Armour
Iron Shield
Golden Barrette
(The second character with no other choice. Heh.)

Stats:
Level: 35 (LOW level up speed. Damn, and she even had a +6 level advantage over most other characters when I got em all)
STR: 66
AGI: 53
VIT: 65
INT: 72
LCK: 83
MHP: 124
MMP: 134
ATK: 121
DEF: 145

Damage:
Infermost: ~97 MP: 8

Other Skills:
Healall (Full HP recovery) MP: 7
Barrier (Halves elemental Magic) MP: 6
Sleepmore: See Solo/Sofia.

Notes: *Shrug.* Bad stats, but all right skills. Low Middle.
---


Mara
EQ:
Staff of Force
Water Flying Clothes
Golden Barrette
(No Shield, no choice.)

Stats:
Level: 37
STR: 31
AGI: 107
VIT: 95
INT: 107
LCK: 149
MHP: 149
MMP: 232
ATK: 86
DEF: 106

Damage:
Blazemost (MP: 10): ~191
Bedragon (MP: 18):
Physical: ~20
Breath: ~50

Notes:
The only time she’ll ever use Bedragon is when up against an opponent immune to fire, or when she’s nearly out of MP from several castings of Blazemost. Though, the latter shouldn’t happen too often. Her damage is second only to Solofia's Lightning. I don't see her doing too well in heavy, though, since all of her worthwhile attacks are fire based, and there are a few duellers in heavy that block out fire. Middle/Heavy.


Now, just for comparison..

AGI: (Average = 92)
1. Alena 206
2. Brey 114
3. Mara 104
4. Cristo 97
5. Solofia 68
6. Taloon 65
7. Nara 53
8. Ragnar 32

DEF: (Average = 160)
1. Solofia 214/189
2. Cristo 199
3. Taloon 183
4. Ragnar 176
5. Alena 155
6. Nara 145
7. Brey 107
8. Mara 106

Max HP: (Average = 256)
1. Ragnar 441
2. Alena 360
3. Solofia 270
4. Cristo 218
5. Taloon 215
6. Brey 174
7. Mara 149
8. Nara 124

Max MP: (Average = 109)

1. Mara 232
2. Brey 196
3. Solofia 177
4. Cristo 139
5. Nara 134
6. Ragnar 0
6. Alena 0
6. Taloon 0


Max Damage Output (Criticals Excluded): (Average = 122)

1. Solofia 210
2. Mara 191
3. Alena 147
4. Ragnar 117
5. Brey 100
6. Nara 97
7. Taloon 70
8. Cristo 50

30
RPG Stats Forum / Chrono Cross Bosses
« on: August 27, 2008, 11:24:35 PM »
Compiled by Dhyerwolf.

I was doing a CC topic which got delayed due to an influx of new games. However, I do have some boss stats, which I'm posting now. Note that except for Miguel and Dario, all CC bosses have PC forms (although Lynx's PC form is a fusion). Take that as you will. Here are a few bosses to start out. Note that I'm just putting up the one's whose stats I could find.

Big Note: I didn't save Kid. This means that I have 3 or 4 less stars than is possible. This effects every boss after Lynx 1, but the difference becomes less important as time goes on.

I have not included what is cast at low HP since I didn't really take extensive notes on that. I'll probably include it as some future date.

Note on Elements: CC has 6 elements
Red- Fire
Blue- Water and Ice
Yellow- Earth and Thunder (Odd combo)
Green- Wind and Plant (Plant could be Poison...its really hard to say)
White- Holy
Black- Dark

Marcy 1, Blue Innate
525 HP. 0 Def!, 0 MDef! (10% Physical Weakness, 5% Magic Weakness)
Cat's Cradle-45 Blue Physical Damage
Ice Lance-12 Blue Magical Damage
Ice Blast-90 (45 doublecasat), Can Freeze opponents. Only below 25% HP (Sinks her)
Cure Plus- Heals 55 HP; Worthless
Party HP average: 120

Lynx 1, Black Innate
820 HP, 1 Def, 7 Mdef
(5% Physical Weakness, 20% Magic Resist)
Attack 51-54 (17/18x3 hits)
Gravitonee- 55 Black Magical Damage
Nostrum- Heals 200 HP. Good amount
Hellbound- ID. Haven't fully tested the percentage yet.
Imbecile- Lowers enemy Mdef. Haven't fully tested effectiveness
Anti-White- Seals White Techniques. I would consider this to mean Holy spells, some healing, some status curing, and some buffers in the DL (For example, Rosa's healing, which seems Holy aligned would be shut off, while Rutee's, which has a clear Water alignment, wouldn't).
Party HP average: 130

Harle, Black Innate
400 HP. 10 Def. 5 MDef
Physical Attack- 40 (20x2)
Moon Beams- 25 Black Physical Damage
Meteorite- 25 White Magical Damage
Photon Ray- 18 White Magical Damage
Photon Beam- 40 White Magical Damage
I believe she can doublecast Moon Beams and Photon Ray for 43 damage.
Party HP average: 135
I'd imagine she'd looked pretty bad if I did the save Kid route.

Fargo, Blue Innate
660 HP, 12 Def, 2 Mdef
Attack- 69 (23x3 hits)
Strengthen- Boosts Attack Power
Eagle Eye- Raises Accuracy
Aqua Ball- 32 Blue Magical Damage (only good if taken as Water)
Ice Blast- 50-55 Blue Magical Damage
Carnivore- 50 Green Magical Damage, Can Poison
Electro Blot- 40 Yellow Magical Damage
Party HP average: 145

Viper, Yellow Innate
820 HP, 30 Def, 15 Mdef
(30% Physical Resist, 15% Magical Resist)
Attack- 88 (22x4 hits)
G-Force/Air Force- 60 Yellow Physical Damage
Party HP Average- 260

Radius, Green Innate
750 HP (really, really bad); 38 def; 15 Mdef
(40% Physical Resist, 15% Magical Resist)
Attack- 75 (25x3 hits)
Long Shot- 40 Green Physical Damage
Quick Draw- 50 Green Physical Damage
Photon Beam- 50 White Magical Damage
Inferno- 110 Red Magical Damage; Can cause Burns
Party HP average: 255

Starky (A.k.a. Questionable Alien Boss Form; I personally don't find the form legal), white Innate
2800 HP, 39 Def, 10 Mdef
23 Stars is normal <29 stars is in Brackets>
Physical Attack- 64 (32x2 hits) <50>
Raydiation- 10 White Magical Damage <5>
Meteorite- 12 White Magical Damage <12>
Meteor Shower- 53 White Magical damage <40>
Photon Beam- 80 (40 doublecast) White Magical Damage <68>
UltraNova- 145 White Magical Damage <130>
Recover All- Heals 82 HP
Party HP average: 275 <340>

Garai, White Innate
1987 HP, 45 Def, 14 MDef
Attack- 114 (38x3)
Triple Cut- 125 White Physical Damage, Can Fatigue
Willbreaker- 190 White Physical Damage
Party HP average: 270

Miguel, White Innate
1950 HP, 55 Def, 14 Mdef
(15% Physical Resist, Average MDef)
Around 250% Speed

Physical Attack- 32 (I could swear that he could attack twice, but he just didn't this time)
Weak Minded+Holy Dragon Sword- 240 White Magical Damage.
Turn Black+Photon Beam- 110 White Magical Damage. Slight chance of causing Fatigued
Meteor Shower- 135 White Magical Damage. Noticable chance of causing Fatigued
Holy Light- 190 White Magical Damage. Noticable chance of causing Fatigued.
Anti-Black- Seals Black Elements. Highly accurate.
Strong Minded- Mdef Up.
Party HP average: 290
If you got some higher numbers in your game, there is a reason. Miguel was likely filling the field up with white elements faster than you were. Also, I feel my Miguel tests are incomplete, and I plan on testing more later.

Grobyc, Black Innate
Attack- 150 (50x3 hits)
Hair Cutter/Rocket Fist- 95 Darkness Physical
Strengthen- Gives a short, but noticable strength. About 30%.
Vigora- 189 (27x7 hits). Yes, Vigora noticablty drops damage. Still, I plan on doing more testing on it.
Heal All-223 Healed. This...isn't complete crap in a duel, but its not good.
Party HP average: 340

Orlha, Blue Innate (In case you forgot, Orlha is a required fight0
1800 HP, 49 Def, 8 MDef (That HP is hovering on PC level to me)
Note: Orlha is one of the most evasive enemies in the entire game. Even a character with Eagle Eye will only hit 88% of the time. This means that if a physical attack or tech is highly accurate but still subject to evade, it is a noticable chance of missing.
Physical Attack- 200-225 (40/45x5 hits)
Multipunch- 100 Blue Physical Damage
Punch Drunk- 200 Blue Physical Damage
Iceberg- 200 Blue Magical Damage
Genius+Gravitonne- 55 Black Magical Damage
Strengthen- Ups Strength. Note that it lasts for a fairly short time, but the difference is significant (Like 35-40%)
LoRes- Lowers Enemy Defense. Also short lasting and highly potent (Slightly more effective than Strengthen according to my testing. Maybe 45-50%)
Party HP- 340

Dario, Black Innate
Around 200% Speed
PC HP- About 430
PC Damage- About endgame (In game boosts bring it up to about that level)

Attack- 180 (60x3)
Dash and Gash- 340 ITE Dark Physical Damage
Freefall- 275 Darkness Magic

Counter Modes- When Dario is attacked by an elemental tech, he uses a counter of the opposite element. It also alters the magical spell that Dario can use. I will list the element used on him, and the counter and the then available spell.
White- Conducta Rod (340 ITE Dark Physical Damage), Stays as Freefall
Dark- Recover All (Heals 220 HP), Photon Beam (100 White Magical Damage)
Red- Numble (Kills Evasion-completely irrelevant to him DL wise),
Blue- Weaken (Lowers Physical Damage by 25%), Ice Blast- 170 Blue Magical Damage+High Chance of Frozen (Non status immunes should not use this one him, as Frozen causes you to lose).
Blue- Fire Pillar- 100 Fire Damage
Yellow- Bat Eye (Halves Hit Rates), Aeroblaster- 170 Green Magical Damage, High chances of inflicting Afraid
Green- LoRes (Raises Physical Damage done about 25%), Upheaval- 100 Yellow Magical Damage

31
Unranked Games / Brigandine
« on: August 27, 2008, 11:22:28 PM »
Compiled by Gourry.

Super's commisioning me to make a Brigandine topic, so here we are. This is going by distinctions that super himself came up with. I'm not sure that I agree with them (I generally don't like taking things on uneven experience), but they do reflect in game performance, to a point. I did this because there probably needs to be a Brigandine topic sometime, and it's really not hard to change stuff around, if need be.

Here's what super wants, basically:
Monsters: Level 20
Non Plot Knights: Starting Level + 10 Levels.
Plot Knights: Starting Level + 20 Levels.
Rulers: Level 30, except Lance and Lyonesse (who start out much lower), who are at level 25.

A note about damage: Physical damage is simply the attacker's ATK - the Defender's DEF. AGI affects evasion and hit rates. INT is the main factor in magic damage. Magic damage is the
(spell's base spell power + Caster's INT) - Target's INT.

I'm taking damage on a relatively low defense monster, the Roc. It has 100 DEF and 40 INT. They're also elementally neutral, which is mostly meant to avoid any undue elemental insanity. OMG.

And yes, super wants me to do everyone and everything in the game. WTF?

New Almekia
---
Level 25 Lance.
1 Red.
HP: 820
MP: 278
STR: 107
INT: 99
AGI: 103
ATK: 294
DEF: 139

Physical: 194 damage

Spells
---
Flame: 179 fire damage. 68 MP.
Heal: Heals 244 damage. 65 MP.
Geno-Flame: 149 fire damage to a wider range (it's multitarget, I suppose) 166 MP.

Level 30 Gereint
HP: 755
MP: 166
STR: 112
INT: 75
AGI: 97
ATK: 317 (+8 from Tora)
DEF: 137

Physical: 217 damage.

Level 30 Meleagant
HP: 793
MP: 166
RunePow: 270
STR: 111
INT: 68
AGI: 90
ATK: 307
DEF: 135

Physical: 207 physical.

Spells
---
Curse: 198 damage. 108 MP.
Weakness. Bah. 66 MP.

Level 30 Halley (I found my own Halley, yay!)
HP: 740
MP: 252
STR: 104
INT: 76
AGI: 110
ATK: 309 (+16 from Gungnir)
DEF: 141

Physical: 209

Spells
---
Heal: Heals 230.
FOG: OMGOMGOMG!!!11!

Caerleon
---
Level 30 Cai
1 Red. 1 Red. 1 Green.
HP: 531
MP: 585
STR: 66
INT: 119
DEF: 75
ATK: 192
DEF: 115

Physical: 92 damage

Spells
---
Heal: Heals 270 damage.
65 MP.
Flame: 199 fire damage. 68 MP.
Geno-Flame: 169 fire damage. 166 MP.
Thunder: 220 fire damage. 91 MP.
Geno-Thunder: 199 fire damage. 193 MP.
Exa-Blast: 280 fire damage. 152 MP.
Frost: Same as Flame, but it's ice. WTF? 68 MP.
Geno-Frost: Same as Geno-Flame, but it's ice. 166 MP.
Flight: In game, it adds mobility, but the flight status reduces ground damage by 80%. 90 MP.
Silent: Stops enemy spells. 50 MP.

Lv30 Dinadan
HP: 740
MP: 227
STR: 110
INT: 72
AGI: 96
ATK: 300
DEF: 142

Physical: 200

Leonia
---
Lyonesse
HP: 493
MP: 519
STR: 47
INT: 116
AGI: 95
ATK: 209
DEF: 121

Physical: 109 damage

Spells
---
Heal: Heals 270. 65 MP.
Cure: Heals statuses. 54 MP.
Divine Ray: 256 holy damage. 112 MP.
Charm: Err... Charms Enemy. Status testing is a bitch right now, so I won't have very many of them. 110 MP.
Protect: +30 to DEF. 61 MP

Level 30 Paternus
HP: 683
MP: 352
RunePow: 335
Rune Area: 5
STR: 90
INT: 107
AGI: 81
ATK: 262 (+8 from Gravity Mace)
DEF: 122

Physical: 152 damage

Spells
---
Heal: Heals 260 damage. 65 MP
Divine Ray: 247 damage. 112 MP.
Cure: Heals status. 54 MP

Iscalio
---
Level 30 Dryst
1 Red. 1 Black.
HP: 738
MP: 247
STR: 108
INT: 76
AGI: 109
ATK: 296
DEF: 143

Physical: 196 (344 with Power) damage

Spells
---
Meteor Doom: Cannot Use. 255 MP.
Curse: 206 dark damage. 108 MP.
Weakness: Halves target's ATK and DEF values. 66 MP.
Flame: 156 damage.
Power: Multiplies ATK stat by 1.5x. Lasts for one hit. 62 MP.

Iria
HP: 740
MP: 209
RunePow: 317
RuneArea: 5
STR: 100
INT: 77
AGI: 110
ATK: 291 (+6 from Black Spear)
DEF: 141

Physical: 191 damage

Spells
---
Heal: Heals 225 damage

Norgard
---
Level 30 Vaynard
HP: 808
MP: 345
STR: 117
INT: 100
AGI: 98
ATK: 314
DEF: 141

Physical: 214 damage

Spells
---
Frost: 180 ice damage. 68 MP.
Geno-Frost: 150 ice damage. 166 MP.
Fog: Lower's target's hit rate. 49 MP.

Fog really makes Vaynard a fearsome dueller...

*snicker*

Level 30 Guinglain
HP: 793
MP: 233
STR: 108
INT: 92
AGI: 93
ATK: 310 (+14 from Answeller)
DEF: 141

Physical: 210

Spells
---
Heal: Heals 250 damage. 65 MP.

Esgares
---
Level 30 Zemeckis
HP: 781
MP: 204
STR: 107
INT: 76
AGI: 82
ATK: 294
DEF: 139

Physical: 194 (341) damage

Spells
---
Geno-Thunder: 156 fire damage. 193 MP
Power: Multiplies ATK by 1.5x. 62 MP.

Level 30 Cador
HP: 722
MP: 292
STR: 103
INT: 79
AGI: 84
ATK: 291
DEF: 133

Physical: 191 damage.

Curse: 209 dark damage. 108 MP
Geno-Flame: 129 fire damage. 166 MP

Esclados
HP: 713
MP: 170
STR: 104
INT: 64
AGI: 100
ATK: 293
DEF: 138

Physical: 193

Gish
HP: 574
MP: 533
STR: 62
INT: 110
AGI: 83
ATK: 184
DEF: 120 (+8 from Dark Robe)

Physical: 84 damage.

Spells
---
Thunder: 220 fire damage. 91 MP.
Exa-Blast: 270 fire damage. 152 MP.
Frost: 190 ice damage.

Freelance Knights
---
Helrato
HP: 794
MP: 164
STR: 115
INT: 59
AGI: 89
ATK: 329 (+14 from Tyrhung)
DEF: 134

Physical: 229

Spells
---
Curse: 189 dark damage. 108 MP.
Weakness: Halves ATK and DEF.

Monsters (yes, these are included as well)
---
Lv20 Vampire Lord.
3 Black
HP: 655
MP: 161
STR: 77
INT: 31
AGI: 73
ATK: 234
DEF: 114
Special Attacks: Bat Attack
Spells: Weakness, Necro Rebirth

Physical: 134 damage.

Necro Rebirth is worthless in a duel.

Lv20 Death Needle
2 Red
HP: 491
MP: 0
STR: 82
INT: 19
AGI: 72
ATK: 234
DEF: 149

Physical: 134. The Death Needle sting can poison. Scary.

Lv20 Poseidon
3 Blue
HP: 610
MP: 102
STR: 89
INT: 63
AGI: 63
ATK: 258
DEF: 121

Physical: 158.

Its special abilities are only usable in the water.

Lv20 Lizard Guard
2 Blue.
HP: 641
MP: 70
STR: 97
INT: 52
AGI: 87
ATK: 264
DEF: 133

Physical: 164

Lv20 Phoenix
3 Red
HP: 740
MP: 201
STR: 110
INT: 58
AGI: 87
ATK: 300
DEF: 119
Regenerates 10% HP a turn

Physical: 200 damage

The Phoenix has a special attack where it heals everything in an area, which probably means it's healing the thing it's trying to kill. Never mind about that.

Lv20 Tiamat
2 Blue. 1 Black.
HP: 825
MP: 171
STR: 129
INT: 45
AGI: 58
ATK: 328
DEF: 124

Physical: 228.

Lv20 Mandrake (from super)
2 Green
HP: 805
MP: 0
STR: 68
INT: 15
AGI: 52
Attack: 207
Defense: 110

Physical: 107. Its physical can paralyze.

Lv20 Bronze Golem
None
HP: 740
MP: 0
STR: 104
INT: 0
AGI: 42
ATK: 298
DEF: 139

Physical: 198

Lv20 Bahamut
None
HP: 654
MP: 159
STR: 107
INT: 39
AGI: 93
ATK: 294
DEF: 126

Physical: 194

Lv20 High Centaur (from super)
HP: 544
MP: 0
STR: 92
INT: 57
AGI: 101
ATK: 242
DEF: 110

Physical: 132

Lv20 HolyGriff
2 White
HP: 643
MP: 0
STR: 112
INT: 53
AGI: 87
ATK: 294
DEF: 119

Physical: 194

Lv20 Salamander/Fafnir (same stats)
3 Red
HP: 785
MP: 150
STR: 120
INT: 60
AGI: 58
ATK: 320
DEF: 129

Physical: 220

Lv20 Seraph
HP: 550
MP: 374
STR: 85
INT: 91
AGI: 89
ATK: 250
DEF: 129

Physical: 150

Spells
---
Heal: Heals 240 damage. 65 MP.
Cure: Cures status. 54 MP.
Divine Ray: 231 holy damage. 112 MP.

Fenrir
HP: 648
MP: 150
STR: 88
INT: 44
AGI: 95
ATK: 246
DEF: 116

Physical: 136

Lv20 Gigas/Titan
1 White. 1 Red. (1 Black. 1 Red)
HP: 694
MP: 261
STR: 128
INT: 63
AGI: 64
ATK: 321
DEF: 116

Physical: 221

Lv20 Satan
HP: 554
MP: 372
STR: 93
INT: 97
AGI: 95
ATK: 266
DEF: 131

Physical: 166 damage.

Curse: 227 dark damage

Lv20 Pegasus
HP: 530
MP: 213
STR: 76
INT: 80
AGI: 94
ATK: 212
DEF: 111

Physical: 112

Lv20 Nightmare
HP: 553
MP: 200
STR: 79
INT: 80
AGI: 88
ATK: 228
DEF: 114

Physical: 128

Spells
---
Weakness: Halves target's ATK and DEF.
Dimension: Teleports enemy away. Probably doesn't apply.

Missing: Lv20 Fairy, Lv20 Jinns

32
Unranked Games / Romancing SaGa: Minstrel Song
« on: August 27, 2008, 11:19:48 PM »
Originally not compiled by Miki.

Romancing Saga: Minstrel's Song is a remake of Romancing SaGa 1 for PS2.  It is in many ways a typical SaGa game, but is generally more polished, accessible, and plotless (yeah, really).  Anyway, here's a rundown, as concise as I can make it, of everything relevant about the game system.

[size=18]Stats:[/size]

HP: you know the drill.
LP: you lose one each time you die, and some magic skills and special weapons have LP costs. (some LP costs are 50 or 25% chances to cost 1 LP.  They have been abbreviated as .5 and .25 LP.)
BP: battle points: what you pay for techs with in combat.  Numbers are in this format: 'starting BP'/'max BP' + 'BP regained each round'  Each character starts every combat with Starting BP.

STR:  Damage stat for STR-based techs.
VIT:  Defense stat for physical damage and physical status effects.
DEX:  Determines chance to hit, and damage for DEX-based techs (mostly Foil and Short sword moves)
AGI:  Determines speed in comabat, physical evasion, and damage for the few AGI-based attacks.
INT:  Damage stat for most schools of magic.
WIL: Defense stat for magic and mental status effects.
COM:  Controlling stat for healing techs, so dunces like Galahad can fix themselves up.
CHA:  Boon of min/maxers the world over.  In traditional D&D fashion, does nothing.  Ok, determines Illusion magic damage and status hitrate (get out your microscope if you want to see the difference).

PDEF: Total physical armor rating.  Larger factor than VIT in determining physical damage taken.
MDEF: Total magical armor rating.  More important than WIL for determining magic damage.
Weight: Total armor and weapon weight.  Has a tiny effect on speed (heavier goes later, duh) and crit rate.  I won't be listing it per character because it is such a minute factor.

[size=18]Skills:[/size]

There are three types of skills: Weapon, Magic, and Support.  A character can get up to level five in any skill.  Magic and Weapons skills reduce the BP cost of techniques in their categories (weapon skills are by weapon).  Support skills are not combat-related.

[size=18]Techniques:[/size]

In typical SaGa fashion, weapon techniques are learned through using certain moves in combat.  Weapon skill level and difficulty of opponent determine the chance to spark a new tech.  There are a whopping 16 categories of weapons, and most of them dovetail with others for moves.  If you learn a move for one weapon, you can use that move on any weapon that has it (Mega Thrust, for example, is shared by Foils, Short Swords, Long Swords, and Lances).  Similar to SaGa Frontier there is a weapon or magic 'crown' (though it is not visualized or mentioned explicitly). If more than 90% of a character's techs are physical, BP/LP cost for physical techniques are reduced by 1; vice versa for magic.

     [size=14]Weapon categories:[/size]
     Foil, Short Sword, Long Sword, Great Sword, Two-Handed Sword, Katana, Scimitar, Hand Axe, Two-Handed Axe, Club, Staff, Lance, Pole Arm, Bow, Martial Arts, and Shield.

[size=18]Spells:[/size]

Spells are all storebought and cannot be learned otherwise.  There are ten schools of magic, each having six normal spells and two synthesis spells.  Unlike weapon techs, spells are exclusive to a single category.  Synthesis spells are only usable by specific classes, none of which are native to a PC (so no Overdrive, alas).  Schools of magic are paired in opposites, Pyrology and Hydrology for example, and a character can only use one of those pairs at a time (though they can know spells for both).

     [size=14]Spell categories:[/size]
     Hydrology and Pyrology
     Aerology and Terrology
     Illusion and Demonology
     Cosmology and Sorcery
     Bewitchery and Necromancy

[size=18]Classes:[/size]

Classes are basically sets of skills.  Each character can have one class active at a time.  If a character has a certain level of all the skills in a class, the character qualifies for the class at that level (if you have Foil lvl 3, Long Sword lvl 2, and Shield lvl 3, you qualify for Frontier Guard lvl 2, for example).  Classes all have passive bonuses of some sort, about half of which are combat related.  Characters are assumed here to have lvl 5 in all their starting skills, hence lvl 5 of their initial class.  Honestly, there's no practical way to get all your characters to lvl 5 classes in your first playthrough, but you could get some of them there. (characters get a steep discount for lvl 4 skills of their initial class.  In your first playthrough, your party will probably all be lvl 4 of their classes, with a few lvl 5 skills)

[size=18]Damage Types and Spell Categories:[/size]

No good place to fit this in, but it's important for the bosses.  Romancing SaGa has eight elements: Slash, Blunt, Piercing, typically physical, Fire, Cold, Electric, Energy, typically magical, and Status.  PCs and bosses resist these at different rates.  For PCs resistance is entirely based on equipment; bosses have innate resistances.  Side note: elemental resistance should not be confused with spell-class immunity.  Pyrix, for example, immunes pyrology but is still possible to damage with fire attacks (though he heavily resists them).  There are magic and physical fire-elemental attacks that pyrology immunity would do nothing against (Sunray and Fire Illusion, for example).  For moves, only magical elements are noted, since noting the physical damage type would unnecessarily clutter things.

[size=18]Equipment:[/size]

Characters get the following: 4 weapons, a shield, helmet, body armor, gloves, boots, accessory, and ring.  Characters are set up here for max total defense, which makes them heavy as hell, which may slightly inflate boss speeds depending on your point of view.  This setup has higher physical than magical defense, and other setups are possible (by tempering with vernie instead of garal) that have better magical defense, so depending on your point of view, bosses may be higher on magic and lower on physical damage than is reflected here.  For each individual PC the only equipment listed is weapons and alternatives unique to that PC.  Other than that, you can assume they're wearing this.

[size=16]Standard Setup:[/size]
   
     Vernie Shield (alt. nothing if character can't use a shield with their weapon of choice, or Garal Shield, which has a lower block rate but can block projectiles)
     Helmet: Fashionable Helm tempered with Garal (darkness immunity)
     Body Armor: Field Plate  tempered with Garal (+10% cold and fire protection and -10% electric protection)
     Gloves: Conqueror Gloves tempered with Garal
     Boots: Leg Mail tempered with Garal
     Accessory: Wing Amulet (+3 AGI; this is already reflected in PC stats)
     Ring: Guardian's Ring (+10% status resistance)

Characters in this topic use the best non-tempered stprebpught weapons available.  This slightly decreases Foil's damage compared to the average you would get if you used tempered storeboughts.  Everything else would remain more or less as-is comparatively.

   [size=16]Standard Weapons:[/size]

   Foil: Rapier
   Short Sword: Werewolf
   Long Sword: Schianova
   Great Sword: N/A
   Two-Handed Sword: Morglay
   Katana: N/A
   Lance: Military Fork
   Pole Arm:
   Bow: Kjar Bow
   Club: Cyclone Club
   Staff: Quarterstaff
   Hand Axe: Throwing Axe
   Two-Handed Axe: Great Axe

[size=18]Blocking, Deflecting, and Countering:[/size]

To be able to block, deflect, or counter, a character must fulfill certain conditions.  For blocking, the character needs a shield, and needs either to be defending, or using a 1-handed weapon (Katanas and Great Swords are 2-handed; the rest should be obvious).  Blocking can stop any short-range blockable physical (almost all of them).  Some shields can also block projectiles.  For countering the character must be using martial arts that round.  Counters are possible only against short-range physicals.  Upon a successful counter, the attacker deals damage to itself and the defender takes no damage.  For deflecting, a character must be attacking in the current round with any weapon but hand axe, two-handed axe. katana, or martial arts.  Attacking in defense mode increases the chance of deflecting, countering, or blocking by a factor of 4.

Short version:

Characters can block with shields on turns they attack with:
Foil, Short Sword, Long Sword, Scimitar, Hand Axe, and Club

Characters can deflect on turns they attack with:
Foil, Short Sword, Long Sword, Great Sword, Two-Handed Sword, Club, Staff, Lance, or Pole Arm

Characters can counter on turns they attack with:
Martial Arts

[size=18]Combat modes:[/size]

Whenever a character uses a physical attack, s/he uses one of three combat modes.  Modes must be set on a weapon before combat, though a weapon can be set to be able to switch between modes at a cost to attack power  (not that this should be a big deal considering there are 4 weapon slots).  There is a rock-paper-scissors relationship, Attack>Trick>Defense, where modes lose their bonus.  For example, if an attacker uses attack mode while a defender uses defense mode, the attack mode loses its bonus damage. This doesn't make a big difference ingame, except to make trick mode mostly useless, because enemies most commonly use attack mode.  A mode's bonus always works if the defender is using magic or the defend command.

Attack Mode: damage is multiplied by 1.3
Defense mode: chance of deflecting, countering, or blocking an attack is 4x normal; damage taken is multiplied by 0.8
Trick mode: attack executes faster.

For the sake of simplicity, in damage averages I'm assuming all characters use attack mode.  Galahad and Diana's classes claim ingame only to work in defense and trick modes respectively, but neither class works that way in practice (nor does Gray's, which says it relies on attack mode).  Characters with shield or martial arts skill may want to use defense mode in certain circumstances.  I'm not listing it, but in defense mode attacks do about 75% what they do in attack mode.

[size=24]PCs:[/size]

This being a SaGa game, PC stats are notoriously inconsistent.  The stats listed below are taken at ER22 and rounded to the nearest 5 (with the exception of starting BP).  Stat bonuses from equipment are already added to the stats listed below.  Stats in parentheses are for alternate setups.  Listed below are all 8 main characters, and all PCs that are recruitable with no special requirements, with the exception of Dowd and Herman, who start with no combat skills, and The Minstrel, who leaves your party every time you enter a bar.  If you want to consider them for the purposes of averages, they are average defensively, Herman is below average in every stat, Dowd is better but not by much, and the Minstrel is averagish in stats other than STR, in which he is below average.  All three keep company with Aisha, the current lowest, for damage (I estimate, and take this with a grain of salt, that their inclusion would lower the 3-turn damage average about 350 points from its current 5608).

Damages were taken against an Alsak, a monster that has no special resistances (as almost everything does).  Alsaks are on the low side for defense, so compared to bosses and lategame-only randoms, the damages numbers are high.

-------------------------------------------------------------------

[size=16]Albert[/size]

"I am Albert!  Son of Rudolph!  Lord of the Isthmus!"

HP: 530
LP: 12
BP: 13/45 +5

STR: 60 (50)
VIT: 65 (55)
DEX: 50
AGI: 50
INT: 40
WIL: 50
COM: 50
CHA: 50

PDEF: 86 (109)
MDEF:  78 (94)

Class: Frontier Guard
Skills: Long Sword, Foil, Shield, Cosmology
Class Ability: Prevents ambushes.  Hooray?

Long Sword:
   Impact Slash: 700 sometimes stuns 0BP (600)
   Double Slash 1100 1BP (900)
   Resonance Edge 1350 2BP (1300)
   Mega Thrust 1500 5BP
   Still Blade 2250 8BP (1900)

Foil:
   Impact Slash: 600 1BP
   Paralyzing Thrust: 250 lowers AGI 0BP
   Resonance Edge: 1200 1BP
   Mega Thrust: 1400 5BP
   Southern Cross: 1800 10BP
   Kaleidoscope: 1900 13BP

Cosmology:
   Sunray: 450 fire+energy-elemental 1BP
   Moonbeam: 450 healing cures mental status effects 3BP
   Bind to Earth: inflicts paralysis. 50% hitrate. 3BP
   Starlight: Creates a magical shield on the caster.  This spell is stackable, each casting creating a star.  Its block rate is (35 +5*number of stars) percent (so 40% at one casting and 60% at 5).  It blocks magic, physical, and status attacks. 5BP/.25LP
   Starbeam: Reduces stars from Starbeam to zero, damage is 400 times the number of stars plus 1 for a max of 6 stars and 2400 energy damage. 5BP/.25LP
   Cosmic Tide: MT starbeam, max damage of 1800 5BP/1LP

Equipment:
   Mirsa's Armor: Chest armor, raises STR and VIT by 10 and prevents LP damage.  Numbers in parentheses are assuming Field Plate (which is better defensively).  Anyone can obtain Mirsa's Armor, but if Albert gets it as a main character, he gets a costume change to him wearing it.  Seems like a pretty solid claim to me.

Notes: Decent damage, and cheap, solid healing with Moonbeam is nice, but Albert's main selling point is his defensive capabilities.  Shield skill plus the standard deflection rate of a long sword give him an impressive block rate when attacking (which he may well want to improve by using defense mode,despite the lost damage).  Most importantly, he can cast Starlight,which is tremendously effective, stackable, and blocks magic.

[size=16]Aisha[/size]

"We're off again!"

HP: 540
LP: 10
BP: 12/40 +5

STR: 45
VIT: 45
DEX: 45
AGI: 45
INT: 45
WIL: 50
COM: 50
CHA: 50

PDEF: 109
MDEF: 94

Class: Herbalist
Skills: Terrology, (Hand Axe)
Class Ability: Is a freakin' hippie.  Seriously?  Picks flowers better.

Terrology:
   Pulverize: 450 0BP
   Summon Elemental: Replaces caster with an elemental.  See "Elementals" at the bottom of the PCs section for more details. 7BP
   Tremor: 400 4BP
   Aegis: Creates a magical shield targeting one ally that blocks all physical, magical, and status attacks at a 35% rate. 8BP

Hand Axe:
   Crescent Slash: 650 0BP
   Bonecrusher: 300 lowers DEF 2BP
   Maim: 300 lowers AGI 2BP
   Flyby: 950 2BP (Reverse: Skydive: 1800)
   Rolling Slash: 550 MT 3BP
   Nutcracker: 1200, lowers DEF 7BP
   Reverse Delta: 1400 10BP (Reverse: Shiva Triangle: 1900)

Notes: Aisha sucks.  Tepid stats and bad damage backed up only by Aegis.  Summon Elemental is a nice trick, and unlike most PCs, Aisha has the BP to use it (not to mention nothing better to use it on) but the elemental's damage is so bad that it's not presenting a big advantage in the long run.

[size=16]Gray[/size]

“You shouldn’t start a fight that you can’t win.  Usually.”

HP: 540
LP: 11
BP: 16/40 +4

STR: 65
VIT: 55
DEX: 40
AGI: 50
INT: 35
WIL: 50
COM: 45
CHA: 45

PDEF: 109
MDEF: 94

Class: Swordsman
Skills: Long Sword, Foil, 2-Handed Sword, (Katana)
Class Ability: Deals more damage while attacking (about 23% more than other characters with comparable stats)

Long Sword:
   Knee Split: 200 stuns about 30% of the time 0BP
   Double Slash: 1300 1BP
   Resonance Edge 1800 2BP

Foil:
   Paralyzing Thrust: 250 lowers DEX 0BP

2-Handed Sword:
   Blunt Strike: inflicts paralysis (about 30% accuracy)
   Upper Smash: 2800 7BP

Katana:
   Double Vertical 850 0BP
   Bonecrusher: 600 lowers STR 2BP
   Gust Blade 1800 lowers AGI 8BP
   Wheel Swing 1550 MT 6BP

Equipment: Demonbrand: Katana; 55 attack power, +10 STR (already included in his stats and taken into account for damage)

Notes: Upper Smash.  Upper Smash.  Upper Smash.  Gamebest damage, not much else.  Ironic that one so named should be so black and white.  Also, note that a 34 Attack power two-handed sword is capable of embarrassingly outdamaging a 55 attack power katana.  My theory is that a katana shot the director's dog.

[size=16]Claudia[/size]

"Is your destiny to fight?  To win?  Or to die?"

HP: 560
LP: 17
BP: 10/50 +7

STR: 55
VIT: 45
DEX: 50
AGI: 50
INT: 45
WIL: 50
COM: 45
CHA: 50

PDEF: 109
MDEF: 94

Class: Ranger
Skills: Bow, Terrology
Class Ability: randomly lowers DP costs.  More useful than it sounds.

Bow:
   Splash Shot: 450 0BP
   Triple Shot: 1000 3BP
   Id Break: 700 lowers INT 4BP
   Plasma Shot: 1250 electric-elemental 5BP
   Zapper: 2100 energy-elemental 6BP
   Shadow Shot: 1400 energy-elemental inflicts ID with about 10% accuracy 9BP
   Phoenix Arrow: 1100, drains 700 HP 7BP (note: the HP return on this, and all draining moves, is maddeningly inconsistent.  For 1100 the range I saw was 500-1000; against good defense the result can be as low as 200)

Terrology:
   Pulverize: 250 0BP
   Summon Elemental: Replaces caster with an elemental.  See "Elementals" at the bottom of the PCs section for more details. 7BP
   Tremor: 200 4BP
   Aegis: Creates a magical shield targeting one ally that blocks all physical, magical, and status attacks at a 35% rate. 8BP

Notes: Good damage plus (typically) full draining, with Aegis and Summon Elemental to back it up makes Claudia a force to be reckoned with.  Her gamebest +7 BP regen means she can use her best moves indefinitely.

[size=16]Jamil[/size]

"Quick!  Somebody sneeze on us!"

HP: 510
LP: 11
BP: 23/50 +4

STR: 40
VIT: 35
DEX: 55
AGI: 55
INT: 40
WIL: 40
COM: 30
CHA: 45

PDEF: 109
MDEF: 94

Class: Thief
Skills: Foil
Class Ability: Steals your honey like he stole your bike.

Foil:
   Impact Slash: 600 0BP
   Paralyzing Thrust: 250 lowers DEX 0BP
   Resonance Edge: 1200 2BP
   Mega Thrust: 1400 5BP
   Southern Cross: 1800 10BP
   Kaleidoscope: 1900 13BP

Notes: Decent character ingame gimped by the terrible attack power of Rapier, the best non-tempered storebought foil (how bad is it?  he starts with one).  Not that poor equipment is to blame for his bad durability, mind.

[size=16]Sif[/size]

"Let's fight together like we used to!"

HP: 550
LP: 12
BP: 16/40 +4

STR: 50
VIT: 50
DEX: 40
AGI: 50
INT: 20
WIL: 25
COM: 35
CHA: 45

PDEF: 109
MDEF: 94

Class: Valhallan Warrior
Skills: Hand Axe, 2-Handed Sword
Class Ability: Recovers quickly from physical status ailments.

Hand Axe:
   Crescent Slash: 750 0BP
   Bonecrusher: 350 lowers DEF 2BP
   Maim: 400 lowers AGI 2BP
   Flyby: 1150 2BP (Reverse: Skydive: 2250)
   Rolling Slash: 650 MT 3BP
   Nutcracker: 1400, lowers DEF 7BP
   Reverse Delta: 1600 10BP (Reverse: Shiva Triangle: 2150)

2-Handed Sword:
   Double Vertical: 600 0BP
   Blunt Strike: inflicts paralysis (about 30% accuracy) 0BP
   Bonecrusher: 250 lowers STR 2BP (extra damage vs. skeletons!  take that, Skelly!)
   Cross Break: 750 2BP
   Secret Three-Step: 1350 4BP
   Upper Smash: 2100 7BP

Equipment: Dragon's Eye: accessory, grants +20 resistance to energy, electric, fire, and cold elements, immunes mental statuses, and gives +9 INT

Notes: Decent damage, decent elemental resistance, immunity to mental status effects and resistance to physical ones makes Sif a solid slugfester.  Good thing she has the elemental resists, too, because her terrible WIL makes her one of the least magically durable cast members.
Notes:

[size=16]Hawke[/size]

"Don't give me your long-winded, pathetic life story, you sad, spineless jellyfish, and quit feeling sorry for yourself!"

HP: 550
LP: 14
BP: 17/35 +4

STR: 60
VIT: 50
DEX: 50
AGI: 55
INT: 25
WIL: 40
COM: 50
CHA: 45

PDEF: 93 (109)
MDEF: 81 (94)

Class: Pirate
Skills: Hand Axe, Foil, Hydrology
Class Ability: Speed in battle is increased.  Sexy.  Tough to say exactly how much, but my guess is 20% at the very least.

Hand Axe:
   Wheel Strike: 900 0BP
   Bonecrusher: 450 lowers DEF 2BP
   Maim: 600 lowers AGI 2BP
   Flyby: 1500 2BP (Reverse: Skydive: 2600)
   Rolling Slash: 850 MT 3BP
   Nutcracker: 1700, lowers DEF 7BP
   Reverse Delta: 1900 10BP (Reverse: Shiva Triangle: 2700)

Foil:
   Impact Slash: 600 1BP
   Paralyzing Thrust: 250 lowers AGI 0BP
   Resonance Edge: 1200 1BP
   Mega Thrust: 1400 5BP
   Southern Cross: 1800 10BP
   Kaleidoscope: 1900 13BP

Hydrology:
   Healing Water: 375 healing 0BP
   Water Blast: 300 cold-elemental damage 3BP
   Holy Water: cures all status ailments 3BP
   Summon Elemental: Replaces caster with an elemental.  See "Elementals" at the bottom of the PCs section for more details. 7BP
   Fold Time: Ends the turn. 8BP

Equipment: Salty Bandanna (head: +7 STR and AGI, immunes curses).  If he opts instead for Fashionable Helm, his defense goes up, noted in parentheses, and his hand axe damage decreases to where Sif's is.

Notes: Great agility plus a special class ability make Hawke the fastest PC.  Add free healing, cheap damage, and fun, if dubiously useful, tricks such as Summon Elemental and Fold Time to the mix.  Serve cold with a side of Lizard.

[size=16]Barbara[/size]

"The more the merrier, right?"

HP: 550
LP: 12
BP: 18/45 +5

STR: 50
VIT: 55
DEX: 45
AGI: 50
INT: 35
WIL: 45
COM: 45
CHA: 50

PDEF: 109
MDEF: 94

Class: Entertainer
Skills: Long Sword, Martial Arts, Demonology
Class Ability: Reduces enemy ability to perform combos by 90%.  Yay?

Long Sword:
   Impact Slash: 600 sometimes stuns 0BP
   Double Slash 900 1BP
   Resonance Edge 1300 2BP
   Mega Thrust 1500 5BP
   Still Blade 1900 8BP

Martial Arts:
   One Two Three: 600 1BP
   Square Throw: 350 lowers STR 2BP
   Drunken Strike: 800 2BP
   Rocket Spear: 850 3BP
   Suplex: 900 30% stun chance 4BP
   Thunder Kick: 1100 lightning-elemental 5BP
   Shimmer Strike: 1000 lowers INT 6BP
   Jackhammer: 1200 30% stun chance 6BP
   Silent Assassin: 1100 30% ID chance (or so) 8BP
   Triple Dragon: 1600 11BP/.5LP
   Raksha: 2200 30% ID chance (or so) 10BP/1LP
   Nine Marks: 1800 15BP/.5LP
   Second Wind: 500 healing, adds regenerate (about 10% healing at the end of every round) 5BP (Reverse: Focus Palm: MT drain attack, 400 damage and 200 healing per enemy)

Demonology:
   Energy Bolt: 275 energy-elemental
   Armor Blessing: increases DEF (seems to take about 25 dmg off of attacks)
   Enhance Spells: increases INT (in practice, adds about 50-100 damage to spells)
   Shock Wave: 275, sometimes shocks (cancels a spell about to be cast)
   Mind Blast: 450 energy-elemental lowers WIL

Notes: Decent damage, ID that, for a SaGa game, is shockingly effective, and nearly full healing.  The healing in particular is fun because it counts as a martial arts attack.  This does two things.  First, it makes Barbara able to counter on turns she uses it, and second, it acts as a drain attack (albeit with worse healing) when it criticals.  So against close-range physical fighters, it's entirely possible that Barbara wants to just spam Second Wind in defensive mode, which is an amusing picture.

33
RPG Stats Forum / Shining Force II
« on: August 27, 2008, 11:05:38 PM »
Unoriginal's Notes
1. First off, thanks to Gourry for providing some additional stats to eliminate some of the (admitedly limited) randomness from the following, for providing stats for Sarah and Karna's Vicar class, and for providing approximate status odds.

2. If a spell has a *,  its technically learned aftergame.

3. Critical hits do about 20-25% more damage than a normal attack.

Dhyerwolf's Notes
1. Topic has been revamped to put DL characters first. Also, a damage average is added, as well as elements to spells. Bosses are now in post 2.

2. Averages up top since there is a lot of scrolling otherwise.
HP: 78
Damage: 39.4 (Kill Point: 98.5)
Defense: 70
Speed: 57.8
Standard Deviation: 7

RANKED CHARACTERS
Bowie
HP: 92
MP: 24
Att: 52 (98) [94]
Def: 81
Agi: 50 (-1.11 SD)
Force Sword +46 Att
Levanter +42 Att, casts Blaze 3 (20 Fire Damage damage)

Attack: 48
Crit Rate: 6% (3/50)
Double Attack Rate: 8% (4/50)

Bolt 4*- 65 Lightning Damage (55-60 Listed Range), 20 MP 

Chaz
HP: 76
MP: 82
Att: 27 (49)
Def: 57 (62)
Agi: 53 (-0.69 SD)
Gaurdian Staff +22/+5 Def

Bolt 4*- 65 Lightning Magic, 20 MP
Bolt 2- 20 Lightning Magic, 15 MP
Freeze 4*- 55 Ice Magic, 12 MP
Blaze 4*- 45 Fire Magic, 10 MP
Blaze 2- 15 Fire Magic, 6 MP
Dispel- 25% Silence, chance to wear off at the end of every turn, 5 MP

Chester
HP: 89
Att: 49 (80)
Def: 67
Agi: 62 (+0.6 SD)
Chrome Lance +31

Attack: 30
Crit Rate: 2%
Double Attack Rate: 2%

Elric
HP: 74
Att: 43 (72)
Def: 58
Agi: 62 (+0.6 SD)
Great Shot +29
~25% bonus vs. Flyers

Attack: 22
Crit Rate: 2%
Double Attack Rate: 6%

Gerhalt
HP: 82
Att: 99
Def: 77
Agi: 60 (+0.31 SD)

Attack: 49
Crit Rate: 2%
Double Attack Rate: 4%
 
Jaha
HP: 79
Att: 54 (82)
Def: 97
Agi: 49 (-1.26 SD)
Great Axe +28

Attack: 32
Crit Rate: 8%
Double Attack Rate: 14%

Kazin
HP: 69
MP: 80
Att: 31 (53)
Def: 50 (55)
Agi: 74 (+2.31 SD)
Gaurdian Staff +22/+5 Def

Blaze 4- 45 Fire Damage (Listed Range 35-40), 10 MP
Muddle 2- 40% Confusion, has a chance to wear off at the end of every turn, 11 MP
Dispel 1- 25% Silence, has a chance to wear off at the end of every turn, 5 MP
Desoul 1- 35% ID, 8 MP

Kiwi
HP: 36
Att: 89
Def: 90
Agi: 51 (-0.97 SD)

Attack: 39
Fire Breath: 30 ITD Fire Damage?, 40% Rate
Crit Rate: 4%
Double Attack Rate: 6%

Lemon
HP: 86
Att: 54 (104) {83}
Def: 81 (76)
Agi: 59 (+0.17 SD)
Sword of Darkness +50/-5 Def, casts Desoul (it can break if used enough, but that probably wouldn't come up in most duel situations). Sword is Cursed, and has a chance of either ruining an attack by stunning the user before it goes off, or inflicting a small amount of recoil damage.
{Great Sword +29}

Attack: 54

Luke
HP: 80
Att: 41 (70)
Def: 64
Agi: 64 (+0.89 SD)
Great Sword +29

Attack: 20
Crit Rate: 4%
Double Attack Rate: 2%

May
HP: 64
Att: 47 (76)
Def: 55
Agi: 53 (-0.69 SD)
Great Shot +29
~25% damage bonus vs. Flyers

Attack: 26
Crit Rate: 6%
Double Attack Rate: 8%

Peter
HP: 98
Att: 107
Def: 79
Agi: 52 (-0.83 SD)
Halves fire

Attack: 57
Crit Rate: 8%
Double Attack Rate: 8%

Rohde
HP: 73
Att: 43 (72)
Def: 75
Agi: 47 (-1.54 SD)
Great Shot +29
~25% bonus vs. Flyers

Attack: 22
Crit Rate: 2%
Double Attack Rate: 2%

Sarah (Monk)
HP: 78
MP: 61
Att: 45 (88)
Def: 66
Agi: 57 (-0.11 SD)
Iron Knuckles +43

Attack: 38
Crit Rate: 12% (6/50)
Double Attack Rate: 2% (2/50)

Heal 4- Full Healing, 20 MP
Heal 3- Heals 37 HP, 10 MP 
Blast 4- 35 Wind Magic, 8 MP
Slow 1- Speed and Defense Down 33%, with 11% returning to target at end of each of target’s turns, 3 MP
Detox 1- Cures Poison, 3 MP

Sarah (Vicar)
HP: 78
MP: 61
Att: 37 (59)
Def: 54 (59)
Agi: 59 (+0.17 SD)
Gaurdian Staff +22/+5 Def
Spells are identical to her Monk class'

Attack: 9

Heal 4- Full Healing, 20 MP
Heal 3- Heals 37 HP, 10 MP 
Blast 4- 35 Wind Magic, 8 MP
Slow 1- Speed and Defense Down 33%, with 11% returning to target at end of each of target’s turns, 3 MP
Detox 1- Cures Poison, 3 MP

Sheela
HP: 74
MP: 59
Att: 37 (80) [92] {100}
Def: 53
Agi: 57 (-0.11 SD)
Iron Knuckles +43
[Giant Knuckles +55, casts Muddle 1]
{Evil Knuckles +63, chance to taking 5-6 recoil damage every attack, might also lose turns now and then}
(If you disallow Sarah and Karna their Monk class, then the Knuckle-class weapons become unique to Sheela, and she can use the Giant/Evil Knuckles freely)

Attack: 30 (42 as only Monk)
Crit Rate: 6%
Doubling Rate: 4%

Heal 4*- Full Healing, 20 MP
Heal 3- Heals 37 HP, 10 MP
Blast 4*- 35 Wind Magic, 8 MP 
Boost- ~40% gain to Def and Agi, loses 1/3 of the bonus at the end of every turn, 2 MP
Muddle 2- ~40% Confusion, Chance of Wearing off Each Turn, 11 MP

Slade
HP: 77
MP: 46
Att: 50 (92)
Def: 71
Agi: 63 (+0.74 SD)
Gisarme +42/chance of ID (not sure on the exact %... has anyone seen Slade pull of a double-attack or Critical after equiping this? If not, it might replace those with the ID effect)

Attack- 42 Damage, 30% ID (Works on Bosses)
Double Attack Rate: 2%

Katon 3- 45 Magic Damage, 12 MP
Raijin 3*- 65 Magic Damage, 20 MP
(Katon seems to be non-elemental, as it hit Pyrohydras for full damage. Raijin might act the same way.)

Taya
HP: 67
MP: 80
Att: 25 (47)
Def: 47 (52)
Agi: 64 (+0.89 SD)
Gaurdian Staff +22/+5 Def

Atlas 2: 80 Earth Magic, 23 MP
Atlas 1: 45 Earth Magic, 14 MP
Neptune 2: 75 Ice Magic, 19 MP
Neptune 1: 35 Ice Magic, 12 MP
Apollo 2: 55 Fire Magic, 17 MP
Dao 2: 45 (Elemental?) Magic, 15 MP

Zynk
HP: 77
Att: 98
Def: 78
Agi: 54 (-0.54 SD)

Attack: 48%
Crit Rate: 24%
Double Attack Rate: 2%

UNRANKED PCs
Claude
HP: 66
Att: 100
Def: 102
Agi: 47
Halves fire
 
Attack: 50

Eric
HP: 97
Att: 55 (86)
Def: 73
Agi: 68
Chrome Lance +31

Attack: 36

Freyja
HP: 76
MP: 67
Att: 41 (63) [70] {72}
Def: 53 (58)
Agi: 52
Gaudian Staff +22/+5 Def
[Holy Staff +29/Regen 2 HP per turn]
{Goddess Staff +31, casts Aura 2}
(If Sarah and Karna are allowed their Monk class, then Freyja becomes the only Vicar, and the Holy/Goddess Staffs become unique to him)

Attack: 13 (22 as only Vicar)

Heal 4*- Full Healing, 20 MP
Detox- Cures Poison, 3 MP
Attack- Att goes up by ~40%, but can't be self targeted(I assume it wears off at the same rate boost does), 7 MP
Aura 4*- MT Full Healing, 20 MP 

Gyan
HP: 83
Att: 53 (81)
Def: 90
Agi: 48
Great Axe +28

Attack: 31

Higins
HP: 87
Att: 48 (79)
Def: 67
Agi: 55
Chrome Lance +31

Attack: 29

Janet
HP: 79
Att: 41 (70)
Def: 59
Agi: 62
Great Shot +29
~25% bonus vs. Flyers

Attack: 20
Crit Rate: 16%
Double Attack Rate: 6%

Jaro
HP: 85
Att: 48 (79)
Def: 65
Agi: 63
Chrome Lance +31

Attack: 29

Karna (Monk)
HP: 97
MP: 77
Att: 48 (91)
Def: 48
Agi: 58
Iron Knuckles +43

Attack: 41
Crit Rate: 16%
Double Attack Rate: 10%

Heal 3- Heals 37 HP, 10 MP
Boost- Defense and Speed up 40%, 1/3 wears off at end of every turn including turn it was cast, 2 MP
Blast 4- 35 Wind Magic, 8 MP
Aura 4*- MT Full Healing, 20 MP 

Karna (Vicar)
HP: 87
MP: 95
Att: 26 (48)
Def: 44 (49)
Agi: 64
Gaurdian Staff +22/+5 Def

Heal 3- Heals 37 HP, 10 MP
Boost- Defense and Speed up 40%, 1/3 wears off at end of every turn including turn it was cast, 2 MP
Blast 4- 35 Magic Damage, 8 MP
Aura 4*- MT Full Healing, 20 MP 
 
Randolf
HP: 84
Att: 57 (85)
Def: 94
Agi: 52
Great Axe +28

Attack: 35

Rick
HP: 87
Att: 45 (76)
Def: 82
Agi: 69
Chrome Lance +31

Attack: 26

Skreech
HP: 80
Att: 46 (75)
Def: 61
Agi: 58
Great Sword +29

Attack: 25

Tyrin
HP: 65
MP: 78
Att: 31 (53)
Def: 57 (62)
Agi: 65
Gaurdian Staff +22/+5 Def

Blaze 4*- 45 Fire Damage, 10 MP
Blaze 2- 15 Fire Damage, 6 MP
Freeze 4- 55 Ice Damage, 12 MP
Bolt 4*- 65 Lightning Damage, 20 MP
Bolt 2- 20 Lightning Damage, 15 MP
Sleep- 40~45% Sleep, being hit won't wake the target, has a chance to wear off at the end of every turn, 4 MP

Averages
HP
1. Peter: 98
2. Eric: 97
2. Karna (Monk): 97
4. Bowie: 92
5. Chester: 89
6. Rick: 87
6. Higins: 87
(Karna (Vicar): 87)
8. Lemon: 86
9. Jaro: 85
10. Randolf: 84
11. Gyan: 83
12. Gerhalt: 82
13. Luke: 80
13. Skreech: 80
15. Janet: 79
15. Jaha: 79
17. Sarah (Both): 78 
18. Zynk: 77
18. Slade: 77
20. Freyja: 76
20. Chaz: 76
22. Sheela: 74
22. Elric: 74
24. Rohde: 73
25. Kazin: 69
26. Taya: 67
27. Claude: 66
28. Tyrin: 65
29. May: 64
30. Kiwi: 36
Average: 78

Three Turn Damage Average
1. Taya: 80
2. Tyrin: 65
2. Chaz: 65
4. Slade: 57   
4. Peter: 57
6. Lemon: 54
6. Bowie: 54
8. Claude: 50 
9. Gerhalt: 49
10. Zynk: 48
11. Kazin: 45
(Sheela (As Only Monk): 42)
12. Karna (Monk): 41
13. Kiwi: 39
14. Sarah (Monk): 38
15. Eric: 36
16. Randolf: 35
16. Sheela: 35
(Sarah (Vicar): 35)
(Karna (Vicar): 35) 
18. Jaha: 32 
19. Gyan: 31
20. Chester: 30
21. Higins: 29
21. Jaro: 29
23.Rick: 26
23. May: 26
25. Skreech: 25
26. Freyja (Only Vicar): 22
26. Rohde: 22
26. Elric: 22
29. Janet: 20
29. Luke: 20
(Freyja: 13)
 Average: 39.4 (Kill Point 98.5) (39 with Vicars- 97.5 Kill Point)

Def
1. Claude: 102
2. Jaha: 97
3. Randolf: 94
4. Gyan: 90
4. Kiwi: 90
6. Rick: 82
7. Bowie: 81
8. Peter: 79
9. Zynk: 78
10. Gerhalt: 77
11. Lemon: 76
12. Rohde: 75
13. Eric: 73
14. Slade: 71
15. Higins: 67
15. Chester: 67
17. Sarah (Monk): 66
18. Jaro: 65
19. Luke: 64
20. Tyrin: 62
20. Chaz: 62
21. Skreech: 61
(Sarah (Vicar): 59)
22. Janet: 59
23. Elric: 58
24. Freyja: 58
25. Kazin: 55
25. May: 55
27. Freyja: 53
27. Sheela: 53
29. Taya: 52
(Karna (Vicar): 49)
30. Karna (Monk): 48
Average: 70

Agi
1. Kazin: 74
2. Rick: 69
3. Eric: 68
4. Tyrin: 65
5. Luke: 64
5. Taya: 64
(Karna (Vicar): 64)
7. Jaro: 63
7. Slade: 63
9. Janet: 62
9. Chester: 62
9. Elric: 62
12. Gerhalt: 60
13. Lemon: 59
14. Karna (Monk): 58
14. Skreech: 58
16. Sarah (Both): 57
16. Sheela: 57
18. Higins: 55
19. Zynk: 54
20. Kiwi: 53
20. May: 53
20. Chaz: 53
23. Peter: 52
23. Randolf: 52
23. Freyja: 52
26. Bowie: 50
27. Jaha: 49
28. Gyan: 48
29. Rohde: 47
29. Claude: 47
Average: 57.8
Standard deviation: 7.0

34
RPG Stats Forum / Shining Force: Resurrection of the Dark Dragon
« on: August 27, 2008, 11:04:48 PM »
Originally compiled by OK.

Since I just finished the game, Super asked me to do a quick stat topic for this.  So here we are.  Note that this isn't perfect, but that can be fixed up on replays. 

Everyone except Domingo and Mawlock promote.  Assume level 20 promotions for everyone.  I've listed the best spells for characters: in some cases, you might wonder why a level 1 spell is listed when the character gets a level 2 spell - this is because the level 2 spell is simply a multi-target level 1 spell.  Basically, I listed level 1 and level 3 spells as possible.     


Stats: *These are not fixed...they will be random every game.  They are usually good indicators either way, though*
HP - OMFG LIFE!!!!
MP - OMFG MANA!!!
ATT - Attack Power
DF - Defense Power
SP - Speed, how fast your turn comes up
MR - Magic Resistance; yes, the game has Magic Defense now.  Oddly, this is indicated as Magic Resistance %, which...it kind of does look like an actual %, though I'm not sure how literally to take that yet ( characters with 0 MR simply seem to take full damage from a spell, i.e., the old range of damage )

Characters:

Max: Level 25
HP - 65
MP - 51
ATT - 79
DF - 49
SP - 39
MR - 31

*Max's Chaos Breaker casts Freeze 4 when used in battle.  It does ~16 damage*

Stuff:
Physical - 35 damage; critical of 75 damage, ~40% chance or so ( it's damn high, but I don't think it's 50% )
Supernova 4/3/2/1 - 50 damage, 24 MP; 35 damage, 20 MP; 25 damage, 18 MP; 20 damage, 16 MP

Khris: Level 20
HP - 47
MP - 46
ATT - 47
DF - 34
SP - 43
MR - 49

*Khris' Holy Staff regenerates 3 HP per turn*

Stuff:
Physical - 14 damage; negligible critical rate
Heal 3/1 - Heals 30 HP, 10 MP; Heals 10 HP, 3 MP
Quick - Boosts speed by 15, 5 MP
Aura 1 - Heals 15 HP, 7 MP
Slow - Decreases speed by 15, 5 MP

Zuika: Level 20
HP - 49
MP - 0
ATT - 59
DF - 49
SP - 29
MR - 0

*When Zuika is reduced to 50% or less of his max HP, he enters a limit-esque state.  All his stats double ( including his MR!!!! ), until he is healed above 50%, when he turns normal again.*

Stuff:
Physical - 25 damage; critical of 42 damage, ~30% chance or so
Berserked Physical - 71 damage; critical of 135 damage, ~50% chance or so

Domingo: Level 25
HP - 59
MP - 57
ATT - 35
DF - 59
SP - 50
MR - 61

Stuff:
Physical - 5 ( 10 ) damage; negligible critical rate
Freeze 3/1 - 35 damage, 10 MP; 9 damage, 3 MP
Desoul 1 - Instant Death, ~75% effective, 8 MP *I can't seem to get it to miss when testing it on Blue Dragons, but I'll peg it as 75% for the moment, since I know I've seen it miss once in my testing earlier on*
Elude 1 - Lowers enemy's accuracy by ~50%, 6 MP
Attack 1 - Boosts Domingo's attack by 8, 10 MP

Narsha: Level 20
HP - 42
MP - 51
ATT - 54
DF - 40
SP - 35
MR - 69

*Narsha's Miracle Mace casts a Bolt 4 spell when used in battle.  It does ~20 damage ( why the level 4 spells suck so much, I have no idea )*
*Narsha's Holy Mace casts a Heal 3 spell when used in battle.  It heals ~30 HP*

Stuff:
Physical - 18 ( 28 ) damage; critical of 27 ( 39 ), 20% critical rate
Boost 1 - Magic effects increase by 20%, 8 MP
Step - Boosts movement by 2, 15 MP
Aura 3/1 - Heals 30 HP, 15 MP; Heals 15 HP, 7 MP
Attack - Boosts Narsha's attack by 8, 10 MP

Tao: Level 20
HP - 42
MP - 51
ATT - 34
DF - 40
SP - 55
MR - 56

Stuff:
Physical - 3 damage; negligible critical rate
Blaze 3/1 - 25 damage, 8 MP; 7 damage, 2 MP
Dispel - Silences target, ~75% effective, 5 MP
Sleep - Puts target to sleep, ~75% effective, 6 MP

Anri: Level 20
HP - 40
MP - 53
ATT - 34
DF - 38
SP - 49
MR - 71

Stuff:
Physical - 3 damage; negligible critical rate
Elude 1 - Lowers enemy's accuracy by ~50%, 6 MP
Freeze 3/1 - 35 damage, 10 MP; 9 damage, 3 MP
Blaze 1 - 7 damage, 2 MP
Bolt 1 - 15 damage, 8 MP

Hanzou: Level 20
HP - 60
MP - 40
ATT - 67
DF - 56
SP - 74
MR - 0

*Hanzou is equipped with the Doom Blade.  This gives his physical attack ~25% chance to inflict instant death.*

Stuff:
Physical - 30 damage; critical of 60, ~25% critical rate
Sleep - Puts target to sleep, ~75% effective, 6 MP
Attack - Boosts Hanzou's attack by 8, 10 MP
Desoul 1 - Instant Death, ~75% effective, 8 MP

35
RPG Stats Forum / Shining Force
« on: August 27, 2008, 11:00:55 PM »
Originally compiled by Gourry.

To compare with the Shining Force remake stats (and for those who have not/will not play the remake), here are character stats for the original. These are taken at 15/15 (reasonable enough, at least to me. I tend to promote on the Balbazak level, so that you aren't totally screwed by the stat hit after promotion). This may be high to some, but I feel they're reasonable enough. There may be a concern for people like Bleu and Adam, who come at nearly the end of the game, but end up with decent stats provided that they are levelled.

Everyone has the best storebought weapons for their class. Exceptions are Max (who is the only one who is able to use the Chaos Breaker), the dwarves (it is possible to get 2 Atlas Axes. One's in a chest, and the other's a drop), and Musashi and Hanzou (initial equips).

Note that characters often double-attack and critical (magic can also critical), so these damage figures are lower than they should be. I used a random robot enemy in Ramladu's stage as my test target.

Throwing the Averages up top for easy reading
HP: 48.7
Defense: 41.3
Agility 42.3
StdDev: 6.5
Three Turn Damage Average: 25.5 (26 with Better Dwarf Axes)
2.5 Kill Points: 63.75 (65)

Ranked Characters
Max
HP: 55
MP: 10
Attack: 30 (70)
Defense: 49
Agility: 48

Physical: 40

Chaos Breaker: +40 ATK, casts Freeze 3
Freeze3: 16

Anri
HP: 36
MP: 54
Attack: 15 (33)
Defense: 37
Agility: 41
Guardian Staff: +18 ATK

Freeze 4: 44, 10 MP
Muddle: 50% Confuse (Makes target waste turn), 6 MP

Physical: 3

Domingo
HP: 59
MP: 54
Attack: 33
Defense: 50
Agility: 45

Freeze4: 44, 10 MP
Muddle: 50% Confusion (Makes the target waste their turn), 6 MP
Desoul: 40% ID rate, 15 MP
Boost: +15 ATK, 15 MP

Physical: 3

Mae
HP: 61  
Attack: 31 (49)
Defense: 41
Agility: 44
Chrome Lance: +18 ATK

Physical: 19

Tao
HP: 34
MP: 59
Attack: 16 (34)
Defense: 34
Agility: 59
Guardian Staff: +18 ATK

Blaze 4: 36, 8 MP
Sleep: 30% Sleep, 6 MP
Dispel: 60% silence, 5 MP
Boost: Increases AT by 15, 15 MP

Physical: 4 (19)

Unranked Characters
Adam
HP: 58  
Attack: 51
Defense: 63
Agility: 38

Physical: 21

Alef
HP: 39
MP: 55
Attack: 16 (34)
Defense: 27
Agility: 46
Guardian Staff: +18 ATK

Physical: 4

Blaze 2: 9, 5 MP
Freeze 2: 11, 7 MP
Bolt 4: 56, 20 MP
Bolt 3: ~26, 15 MP
Desoul: 40% ID, 15 MP

Amon
HP: 41
Attack: 25 (45)
Defense: 37
Agility: 48
Broad Sword: +20 ATK

Physical: 15

Arthur
HP: 42
MP: 21
Attack: 24 (42)
Defense: 34
Agility: 37
Chrome Lance: +18 ATK

Physical: 12

Balbaroy
HP: 42 
Attack: 24 (44)
Defense: 36
Agility: 45
Broad Sword: +20 ATK

Physical: 14

Bleu
HP: 67 
Attack: 58
Defense: 62
Agility: 39

Physical: 28

Diane
HP: 46  
Attack: 21 (56)
Defense: 32
Agility: 40
Buster Shot: +35 ATK

Physical: 26

Earnest
HP: 47  
Attack: 30 (48)
Defense: 34
Agility: 50
Chrome Lance: +18 ATK

Physical: 18  

Hans
HP: 38  
Attack: 21 (56)
Defense: 31
Agility: 42
Buster Shot: +35 ATK

Physical: 26

Gong
HP: 52
MP: 32
Attack: 49
Defense: 37
Agility: 38

Physical: 19

Heal 4: Full healing, 20 MP
Heal 3: Heals 27 HP, 10 MP

Gort
HP: 50 
Attack: 30 (56) [63]
Defense: 50
Agility: 34
Great Axe: +26 ATK
Atlas Axe: +33 ATK

Physical: 26 (33)

Guntz
HP: 41 
Attack: 36 (54)
Defense: 63
Agility: 34
Chrome Lance: +18 ATK

Physical: 24

Hanzou
HP: 53
MP: 30
Attack: 33 (58)
Defense: 49
Agility: 50
Doom Blade: +25 ATK, causes Desoul

Physical: 28 (44)

Sleep: 30% sleep, 6 MP
Dispel: 60% silence, 5 MP
Desoul: 40% ID, 15 MP
Shield: Nulls Magic. Lasts 1-3 rounds, 5 MP

Ken
HP: 56  
Attack: 29 (47)
Defense: 28
Agility: 44
Chrome Lance: +18 ATK

Physical: 17

Khris
HP: 43
MP: 47
Attack: 24 (50)
Defense: 41
Agility: 38
Holy Staff: +26 ATK

Heal4: Full Healing, 20 MP
Quick: Increases target's defense and speed by 10, 16 MP
Slow: Lowers an enemy's defense and speed by 10, 20 MP
Aura2: 15 MT Healing, 13 MP

Physical: 20

Kokichi
HP: 49  
Attack: 47
Defense: 35
Agility: 42
Chrome Lance: +18 ATK

Physical: 17

Lowe
HP: 45
MP: 50
Attack: 20 (46)
Defense: 34
Agility: 52
Holy Staff: +26 ATK

Physical: 16

Detox: Cures Poison, 3 MP
Heal 4: Full Healing, 20 MP
Quick: Increases target's defense and speed by 10, 16 MP
Slow: Lowers an enemy's defense and speed by 10, 20 MP

Luke
HP: 46  
Attack: 35 (61) [68]
Defense: 56
Agility: 33
Great Axe: +26 ATK
Atlas Axe: +33 ATK

Physical: 31 (38)

Lyle
HP: 46  
Attack: 29 (64)
Defense: 31
Agility: 42
Buster Shot: +35 ATK

Physical: 34  

Musashi
HP: 67  
Attack: 35 (65)
Defense 58
Agility: 31
Katana: +30 ATK

Physical: 35  

Pelle
HP: 43  
Attack: 32 (50)
Defense: 44
Agility: 35
Chrome Lance: +18 ATK

Physical: 20

Torasu
HP: 43
MP: 53
Attack: 22 (48)
Defense: 23
Agility: 37
Holy Staff: +26 ATK

Physical: 18

Heal2: Heals 15 HP. 5 MP
Detox: Cures poison. 3 MP
Shield: Nulls magic. Lasts 1-3 turns. 5 MP
Aura4: Full Healing to everyone in Torasu's party. 18 MP

Vankar
HP: 55  
Attack: 26 (44)
Defense: 36
Agility: 46
Chrome Lance: +18 ATK

Physical: 14    

Zylo
HP: 57 
Attack: 61
Defense: 45
Agility: 49

Physical: 31

HP: Bleu = Musashi (67) > Mae (61) > Domingo (59) > Adam (58) > Zylo (57) > Ken (56) > Max = Vankar (55) > Hanzou (53) > Gong (52) > Gort (50) > Kokichi (49) > Earnest (47) > Diane = Lyle = Luke (46) > Lowe (45) > Khris = Torasu= Pelle (43) > Arthur = Balbaroy (42) > Amon = Guntz (41) > Alef (39) > Hans (38) > Anri (36) > Tao (34)
Average: 48.7

Defense: Adam = Guntz (63) > Bleu (62) > Musashi (58) > Luke (56) > Domingo = Gort (50) > Hanzou = Max (49) > Zylo (45) > Pelle (44) > Khris = Mae (41) > Amon = Anri = Gong (37) > Balbaroy = Vankar (36) > Kokichi (35) > Arthur = Earnest = Lowe = Tao (34) > Diane (32) > Hans = Lyle (31) > Ken (28) > Alef (27) > Torasu (23)
Average: 41.3

Agility: Tao (59) > Lowe (52) > Earnest = Hanzou (50) > Zylo (49) > Amon = Max (48) > Alef = Vankar (46) > Balbaroy = Domingo (45) > Ken = Mae (44) > Hans = Kokichi = Lyle (42) > Anri (41) > Diane (40) > Bleu (39) > Adam = Gong = Khris (38) > Arthur = Torasu (37) > Pelle (35) > Gort = Guntz (34) > Luke (33) > Musashi (31)
Average: 42.3
Std Dev: 6.5

Three Turn Damage Average
Damage (30 Defense): Alef (46) (56 in one shot)> Anri = Domingo (44) > Max (40) > (Luke with Better Axe 38) > Tao (36) > Musashi (35) > Lyle (34) > (Gort with Better Axe 33) > Luke = Zylo (31) > Bleu = Hanzou (28) > Diane = Gort = Hans (26) > Guntz (24) > Adam (21) > Khris = Pelle (20) > Gong = Mae (19) > Earnest = Torasu (18) > Ken = Kokichi (17) > Lowe (16) > Amon (15) > Balbaroy = Vankar (14) > Arthur (12)
Average: 25.5 (26 with The Better Dwarf Axes)
Kill Point: 63.75 (65)

36
Writeup Graveyard / Huxley Hobbes (v. Albert)
« on: July 05, 2008, 02:49:10 AM »
Oh, this is rich. Huxley's never been much of a fighter, and the only way for Huxley to get any kind of attack magic at all is to lay down his Archbishop's robes and take the field as a <I>ninja</I>. But even a geriatric ninja is perfectly matched against the lance-wielding king of Basil. How? Let’s go down the list. Albert is incredibly weak against magic, and doubly so when the magic is earth-elemental; well, one of the first spells any Monk learns is Rock Storm. Albert needs to hit with physical attacks to gain access to his Dragoon powers? It just so happens that Huxley has Perfect Guard, which allows him to block those physical attacks unerringly and counter with his own claw strikes. True, Albert’s strong enough to finish an old man pretty quickly if he can get a hit in – but Huxley’s got all the tools <I>he</I> needs to make sure that never happens.

37
Writeup Graveyard / Adell (v. Cinnamon)
« on: June 15, 2008, 08:52:16 PM »
Adell's never cared to hit a girl, but this one's really a robot, so it doesn't count...right? It'll have to do - after all, forfeiting a match like that <I>really</I> wouldn't be his style. Cinnamon seems like she might be a formidable healer, but Adeel's going to approach this fight the same way he always does: with an all-out damage blitz. Lightning-fast punches and blazing combinations should keep the pressure on long enough for him to come out ahead...if Vulcan Blaze doesn't take her out in one shot.

38
Writeup Graveyard / Igglanova (v. the Lord of Lamer-Owning)
« on: June 15, 2008, 08:41:19 PM »
AT LAST! It's been a long time coming, but the true master of evil in the Algol star system is finally getting the respect it deserves. Igglanova and its inexhaustible waves of Xanafalgue ran roughshod over Enil in the preliminaries, and they'll do the same to this poor imitation of an already-pathetic fighter. What's Seifer going to do when he's got three terrifying, overwhelmingly powerful monsters attacking him every turn, and a new one spawning every time he takes one out? Nothing that can stop Igglanova's rightful ascension to NR Light Champion, that's what.

39
Writeup Graveyard / Lady (v. False Althena)
« on: May 03, 2008, 01:40:02 AM »
Finally. After a...regrettable end to Season 36, Lady is one win away from ultimate power. One victory from raining Malice through the entire DL. One fight against someone whose only claim to fame is to have impersonated a god. A laughable situation, even if False Althena's Ray <I>is</I>fearsome. But then, so are Lady's doubled-up Crimson Raids, Malice Dirges, Hex spells and Calamity Gazes. And no matter how much offense this mockery of a god brings against Lady, Lady is guaranteed to use at least one brutally powerful Stock combo, <I>and</I> a final Malice Dirge before she can possibly be killed. The false Althena's durability is nothing to sneeze at, but the power of Malice was more than enough to dispatch Yuna's meatshield legion. What does Lady have to fear from one foe after a trial like that?

40
General Chat / TV Shows
« on: March 30, 2008, 09:07:42 PM »
I know not many people here watch TV regularly, but there's no reason those of us who do can't have a topic instead of shoehorning things into the Movies thread every so often.

So, what are you watching at the moment?

I'm keeping up with:

Torchwood - The X-Files-ish spinoff of Doctor Who, for those of you who aren't Yakko. The second season's been consistently okay but nothing special, which is kind of disappointing after the first, which had some really shitty episodes but also some pretty awesome ones.

Doctor Who - Okay, not right now, but the fourth (thirtieth, whatever) season is due to start a week from yesterday; close enough. It's the best SF on TV at the moment, and is assured at least one or two absolutely classic episodes every season because Steven Moffat is awesome.

Reaper - Just started this a couple of weeks ago, and have torn through all 13 episodes since then. Kick-ass. Imagine Kevin Smith recreating Ghost Rider in his own image. Great writing, awesome supporting cast.

I've been following House religiously since Season 2 and will resume whenever it's supposed to come back from hiatus. The writing's been on a decline lately but the title character still rules.

And finally, OK fanservice, frightening as that sounds: I picked up the complete set of Buffy last week, since it was (a) cheap and (b) written by Joss Whedon, and have begun making my way through that; six episodes into the first season right now. Not bad.

41
Forum Games / Clue Mafia - Game Over
« on: February 23, 2008, 04:52:56 PM »
On a dark and stormy night, six guests came to the Boddy mansion.

They didn’t know why they were there. They didn’t know who “Mr. Boddy” was. One of them, who had a chauffer, didn’t even know where “there” was. But they’d all been told, in rather…forceful terms, that it would be in their best interests to attend that night, and all of them decided it would be wisest to accept the offer.

Under the obviously false names “Miss Scarlet,” “Colonel Mustard,” “Mr. Green,” “Mrs. Peacock,” “Professor Plum,” and “Mrs. White,” the guests got along cordially – even well, all things considered – until they met their host.

Boddy introduced himself, and retired to his study – to prepare for dinner and the “entertainment,” he said. Barely five minutes later, the power went out. The guests scattered through the house to find lights. Then a blood-curdling scream resounded through the mansion. There was a crashing noise, then a gunshot.

When the lights came back on, Mr Boddy was in the hallway outside the dining room, stone dead. His corpse had been beaten, tied up, shot and then dragged to the hall, and six different, lethal weapons were on the floor nearby: revolver, knife, candlestick, lead pipe, rope and wrench.

None of the guests had ever met each other before. Three of Boddy’s household staff were in the mansion when he was killed, but they all professed not to know anyone in the building – even their late employer, who had hired them specially for the night. But all nine had means and opportunity to attack Mr. Boddy, and it seems obvious that at least one of them had a motive. So, it comes down to this: who killed him, where, and with what? They’d best figure it out quickly, before the killer strikes again…

Six guests. One butler. One maid. One cook. One corpse. And enough clues to get any of them hung for murder.

Trust no one. Let the hunt begin!


The standard rules have been amended slightly for this game. There are no surprises in store, and mechanics are the same as you're familiar with, but a few redundant entries have been trimmed for the no-powers setup.
 
- No editing or deleting your posts.
- No talking outside the thread unless you are scum talking to other scum.
- No posting during game nights.
- No spectator posts with content.
- Do not directly quote your role PM or conversations with the mod. Paraphrase is okay. Check with me before posting if you're unsure.
- Don't try to cheat or break the game in any way. Use common sense.
- PLAY TO WIN. Failure to at least put in an effort ruins the game for everyone else. Playing poorly is fine, and to an extent expected, but sabotaging your side deliberately or through massive apathy will get you modkilled.
- Please try to at least post a paragraph or two of useful content every 24 hours or so.
- You do not need to post "in character" or do anything special regarding flavor. However, it would be fun.

One non-rule note:
- Although I will leave it to the guests and staff to introduce themselves, there is no gameplay-related reason to keep your identities a secret. As you’d expect from a game of Clue, anybody could be a murderer; there is no relation between the names of your characters and your affiliation with town or scum.

Please note that the “Play to win” rule will be strictly enforced. I do not want to modkill a player entirely in a game this small, but I will not shy away from appointing a replacement – requested or not – if a player has clearly given up on the game.

Days will be 48 hours long. If deadline is reached on the first day, the highest vote-getter will be lynched. On subsequent days, if deadline is reached with no majority the decision will be No Lynch.

---

Active suspects:

1. Carthrat
6. Kilgamayan
8. El Cideon

Victims:
0. Mr. Boddy
2. QuietRain/Gatewalker
3. Sir Alex
4. Hunter Sopko
5. Excal
7. Meeplelard
9. Corwin

End of Day 1/Start of Day 2
End of Day 2
End of Day 3/Start of Day 4

Day 1 will end at noon Eastern Time on February 25, slightly more than 48 hours from this post.

With nine alive, it takes five to lynch.

42
Forum Games / Small game signups: Clue Mafia
« on: February 22, 2008, 12:59:10 AM »
With WaDF (mercifully) over, this one's next on the list.

No powers at all, just scum and town. Six to nine players, 48-hour days. "Play to win" and "stay active" rules will be rather harshly enforced, so please don't sign up if you don't intend to put a bit of effort in.

A volunteer to co-mod would be appreciated, just in case I can't attend to the day for some chunk of time, but I don't think the setup needs looking over, and there aren't exactly a ton of night actions to sort out.

Edit: Andrew is co-mod.

1. Carthrat
2. QuietRain
3. Sir Alex
4. Hunter Sopko
5. Excal
6. Kilgamayan
7. Meeplelard
8. El Cideon
9. Corwin

43
Discussion / Two-Minute Game Reviews: Revived!
« on: February 18, 2008, 06:56:10 PM »
Bringing back the topic Super used to run at the old boards. Brief thoughts on one game a week, for as long as I can keep thinking of games that people other than Niu, Gourry and I have played.

Let's kick this off with...

Game: Tales of the Abyss

Rating:

Best feature/element:
Worst feature/element:

Best character:
Worst character:

Best PC in-game:
Worst PC in-game:

Favorite moment:
Least favorite moment:

Favorite/least favorite moment replace best/worst scene. They can be scenes, and also fights, gameplay sequences, single lines of dialogue, whatever stands out to you.

44
Discussion / DLCon 3: This Time, There's a "3" In The Name.
« on: December 18, 2007, 10:08:39 PM »
Our third annual mass meetup is scheduled for July 24-27, 2008 in Pacifica, CA. Gatewalker has agreed to host.

Discussion/planning/RSVPing for the insanity goes here, unless it doesn't. Y'know, whatever.

Admin takeover! Compiling the list of attendees here:

1. QuietRain (hosting, duh)
2. Gatewalker (hosting, duh)
3. Laggy (semi-sorta hosting, duh)
4. Halbarad
5. Xeroma
6. superaielman
7. Grefter
8. Meeplelard
9. Dark Holy Elf
10. Shale
11. Ciato
12. Cmdr_King
13. Monkeyfinger
14. AndrewRogue
15. Excal
16. Hunter Sopko
17. Jo'ou Ranbu
18. Taishyr
19. SirAlex

UNCERTAIN

20. OblivionKnight
21. Yakumo

If I've missed or misfiled folks, just post about it for now - it's not an exact match of Gate's list, but it's a lot easier to reference if it's in the first post of the topic. =P

45
Unranked Games / Albert Odyssey: Legend of Eldean
« on: December 18, 2007, 07:09:23 PM »
The opportunity to have this be the only topic in the forum was too good to pass up. Quoted directly from the original.

So...my first stat topic, because I was playing the game for no reason and figured I might as well do something with it. This is final-party PC stats for Albert Odyssey: Legend of Eldean. Why just the final ones? Because I didn't decide to do the topic until after the game's sole temp leaves. Why just PCs? Because the bosses who matter, while actually solid duellers, are all the SAME DAMN PERSON. They have high durability, 2HKO multitarget magic damage, and 3HKO physicals. There is one non-plot boss in the game that uses a dangerous status. There are no elements in the game's magic system, so even that doesn't vary. So the only thing different about them would be specific damage numbers and HP values, and I really don't feel like totaling the damage from a half-hour fight (I told you they were durable) to get boss HP for an unranked game.

Also, nearly all damage tests were done against the final boss, because Pike gets a special weapon for that fight and it was the only way to get consistent values. The exception is tests for physical damage taken by PCs, for which I used Vampire Lord enemies, because the final boss rarely uses his physical.

Anyway, stats.

First, the terms used:

HP: Amount of damage you take before life functions cease. Duh.
MP: Used to cast magic spells. Duh again.
Attack: Governs physical attack power.
Defense: Governs physical defense.
Wisdom: Governs magic damage. May also govern magic defense; I'm not sure.
Hit: Governs chance to hit with physical attacks.
Avoid: Governs chance to not be hit by opponents' physical attacks. Dodging is rare overall, which makes testing percentages statistically difficult. So I didn't.
Agility: Governs time between actions. Doubleturning is possible in the AO battle system, and happens frequently with particularly fast characters or enemies (it's the latter more than the former, sadly)
Resist: Governs the success rate of attacks that attempt to inflict status.

Note that you don't see a stat for magic defense there. That's because I don't know what controls it. It's definitely there, because there's a consistent spread on magic damage, but even Wisdom, the only other magic-related stat, doesn't correlate very well to damage received. But in any case, I do have numbers for magic damage taken, so it's not like I've got nothing.

A note on stat-up magic:
Stat increases last for a random length of time. They might never wear off, or they might never even take effect. I have no idea how the length is determined, but from my own experience, the average length of a stat boost is about seven turns.

On to the characters themselves:

Pike



"You are extremely weird, but I think I love you."

Level 53

Holy Sword (special equip for the final battle, so you never get to see it in the equip menu, but it increases his physical damage by about 100 points)
Tower Shield
Dragon Mail

HP: 2576
MP: 253
Attack: ~630 (estimated value from his damage in the final fight)
Defense: 211
Hit: 166
Avoid: 62
Agility: 58
Wisdom: 57
Resist: 71

Magic:
Lecture: Inflict sleep. Multitarget, about 33% accuracy. 5 MP.
Refresh: Cure all status conditions. One target. 3 MP.
Dispel: Dispel positive magic effects. One target. 7 MP.
Lifesaver: Raise magic defense; reduces magic damage by ~15%. One target. 5 MP.
Time Trap: Decrease agility. One target. 6 MP.
Resurrect: Revive one character with full HP. 15 MP.
Gravity Bomb: Damage all enemies. 22 MP.
Karma Blade: Imbues Pike's weapon with the power of Albert's holy sword. Raises weapon power, all hits become critical hits, increases physical attack power (yes, it's THREE different "attack up" modifiers in one), increases speed, increases evasion, increases accuracy. All of these stat increases are permanent. 50 MP.

Damage:
Physical attack (before Karma Blade): 650
Physical attack (after Karma Blade): 1300
Gravity Bomb: 700

Comments: A brutal fighter with gamebest damage, solid magic power, a helpful buff, and a couple of nasty status spells. The lack of healing and status protection keep him from being too strong, as does the fact that he has to cast Karma Blade before he can put up a fight, but he's dangerous as hell after that first turn. Heavy.




Eka



"Bruce Lee's ALIVE? Oh, my..."

Level 53

V's Yoyo (adds permanent defense up modifier in combat)
Buckler
Magic Bikini

HP: 2210
MP:314
Attack: 538 (519)
Defense: 192
Hit: 159
Avoid: 62
Agility: 56
Wisdom: 118
Resist: 64

Eka can also opt for the Tomahawk G, which grants a permanent magic defense boost. If she does, her damage drops slightly. These boosts stack with buffing magic.

Magic:
Recover: Restore approximately 1200 HP. One target. 4 MP.
Invigorate: Increase accuracy and evasion of all party members. 4 MP.
Refresh: Cure all status conditions. One target. 3 MP.
Barrier: Increase physical defense of one character, decereasing damage taken by ~15%. 2 MP.
Force Blade: Increase attack power. One target. 6 MP.
Dyna Stream: Damage all enemies (Water animation). 15 MP.
Lifesaver: Raise magic defense. One target. 5 MP.
Silence: Inflict Silence. Multitarget, unknown accuracy. 6 MP.
Resurrect: Revive one character with full HP. 15 MP.
Repulse: Increase physical defense of all party members, decereasing damage taken by ~15%. 14 HP.
Death Rune: Infilict instant death on all enemies; approximately 33% accuracy. 18 MP.

Damage:
Physical attack: 450 (420 w/Tomahawk G), raises to 600 (550) after Force Blade
Dyna Stream: 550

Comments: Not too bad at durability, especially with her equipment bonuses, and can heal forever. Although her damage is poor, she can buff very well, and Death Rune will connect on the second attempt on average. Her major weakness is her speed, which can easily lose her a damage race even with good healing. Middle.




Gryzz



"Grrrr...."

Level 53

Izayoi
Izayoi
Dragon Mail

Gryzz equips two swords and no shield.

HP: 3152
MP: 0
Attack: 798
Defense: 235
Hit: 179
Avoid: 58
Agility: 50
Wisdom: 10
Resist: 200 (total status immunity)

Breath:

All of Gryzz's breath attacks are free and hit all targets. Except for Healing Breath, their damage is a fixed value that does not change with Gryz's levels or enemies' stats.

Acid Breath: Causes 30 damage.
Healing Breath: Recover 1300 HP to self and 400-600 to all allies
Fire Breath: Causes 50 damage.
Poison Breath: Causes instant death. Approximately 40% success (slightly more accurate than most status)
Frigid Breath: Causes 100 damage.
Thunder Breath: Causes 150 damage.
Blast Breath: Causes 200 damage.

Physical damage: 750

Comments: Absolutely brutal. His defense and HP are gamebest by a solid margin, he heals, and he can hit with a decent physical attack or second-turn ID. He's also the only PC I can think of who has innate status immunity, which is enough to push him into Heavy.


Amon



"I'm not much of an early bird either. Never cared about getting the damn worm...used to drive my parents NUTS!"

Level 53

Sky Javelin
Tower Shield
Dragon Mail

HP: 2711
MP: 0
Attack: 556
Defense: 190
Hit: 176
Avoid: 71
Agility: 66
Wisdom: 55
Resist: 76

Abilities:

Eagle Dance: Hits all enemies for approximately 50% of his normal physical damage. Can be evaded. 0 MP.

Damage:

Physical attack: 475
Eagle Dance: 250

Comments: FAILS AT LIFE. His defense and damage are game-worst, he has no tricks in a duel, and his magic defense is on the low end. His agility guarantees him the first turn against literally every enemy in the game, but that doesn't save him from Light.




Kia



"Wow! I've never watched someone go completely mental before!"

Level 53

Ancient Cane
Buckler
Magical Robe
Sophia's Mantle (the game's only unique accessory. Defense +15, Wisdom +20, Resist +16)


HP: 1802
MP: 491
Attack: 284
Defense: 205
Hit: 165
Avoid: 62
Agility: 58
Wisdom: 181
Resist: 97

Magic:

Shadow Mist: Increase evasion. One target. 4 MP.
Lecture: Inflict sleep. Multitarget, about 33% accuracy. 5 MP.
Binder: Inflict Paralysis. Single Target, high accuracy (~75%). 6 MP.
Time Trap: Decrease agility. One target. 6 MP.
Dispel: Dispel positive magic effects. One target. 7 MP.
Quickster: Increase agility. One target. 8 MP.
Mindduster: Inflict confusion. One target, unknown accuracy (no confirmation is given for the effect). 7 MP.
Magic Shell: "Moderate magic" is the description, but I have no clue what this spell does. One target, 9 MP.
Starduster: Shooting stars damage all enemies. 30 MP.

Damage:

Starduster: 820
Physical attack: 200

Comments: Good damage, a few nice statuses, fairly quick, and non-failure defense. Pity about that HP. [/b]Low Middle[/b], eternal domain of the frail PC mage.

And now, averages!

HP:
1. Gryzz (3152)
2. Amon (2711)
3. Pike (2576)
4. Eka (2210)
5. Kia (1802)

Average: 2490



Damage:

1. Pike with Karma Blade (1300)
2. Kia (820)
3. Gryzz (750)
4. Pike without Karma Blade (650)
5. Eka post-Force Blade (600)
6. Amon (475)

Average with Karma Blade: 789
Average without Karma Blade: 659

Defense:
1. Gryzz (235)
2. Pike (211)
3. Kia (205)
4. Eka (192, optional 15% physical damage reduction)
5. Amon (190)

Average: 206

Agility:

1. Amon (66)
2. Pike (58)
2. Kia (58)
4. Eka (56)
5. Gryzz (50)

Average: 57.6

Magic Defense:

Because I don't know how magic defense is calculated, I'm using instead average damage taken from the final boss's Starduster spell (which, believe me, I saw often enough to get averages for)

1. Kia (650)
2. Eka (800, optional 15% reduction)
2. Pike (800)
4. Amon (850)
5. Gryzz (900)

Average: 800

Wisdom:

1. Kia (181)
2. Eka (118)
3. Pike (57)
4. Amon (55)
5. Gryzz (10)

Hit:

1. Gryzz (179)
2. Amon (176)
3. Pike (166)
4. Kia (165)
5. Eka (159)

Average: 169

Avoid:

1. Amon (71)
2. Pike (62)
2. Kia (62)
2. Eka (62)
5. Gryzz (58)

Average: 63

Resist:

1. Gryzz (200)
2. Kia (97)
3. Amon (76)
4. Pike (71)
5. Eka (64)

Average: 101
Average without Gryzz: 77

46
Forum Games / General Mafia discussion topic
« on: December 18, 2007, 06:49:22 PM »
Because there probably should be one.

Reminder to players still active in the NR Mafia game: That topic is still running on the old boards, here.

47
Tournaments / MATCH OF DOOM: The Redoomening
« on: December 18, 2007, 04:22:26 PM »
This board looked so sad and empty, so I figured I'd steal Sage's idea from last night's chat and create some horror. Lilka with her standard setup, Selan decked out with healer IPs. Assume that the Big Crunch theory is wrong, and the universe will continue forever in some form or another.

48
General Chat / Sigs, Factions and Avatars: The Revolution
« on: December 18, 2007, 03:31:00 PM »
New forum, clean slate. You know the drill.

Also, since I never actually explained it, my avatar is Peter Davison, the fifth Doctor in Doctor Who. For reasons never adequately explained, he wore a sprig of celery pinned to his lapel in every episode.

Pages: 1 [2]