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1
Before I begin, I'd like to extend special thanks to Snowfire and the Fell Seal wiki.

Fell Seal:Arbiter's Mark is a Tactical RPG made in the style of Final Fantasy Tactics, developed by 6 Eyes Studio.  It is available on PC, PS4, XBOne, and Switch.  Like FFT, you have a large variety of classes that can be unlocked to learn active, reactive, and passive skills from, to ultimately mix, match, and create horrifying combos with.

As this is being released early to give a reference to Kyrie, who is currently in Futurama, they will not be covered individually yet, and we are sticking to non-Bzaro plot characters.

Also I am currently dosed up on theraflu in order to not feel like absolute hell from an upper respiratory tract infection so some mistakes may occur.

The battle system, akin to FFT, runs on a clocktick situation with the frequency of turns is dictated by the character's speed.  Higher the speed, more frequent the turns, the influence is well-worn on its sleeve.

STATS AND WHAT THEY DO:
HP: Run out of these and you...don't exactly fall down with a digitized death scream.
MP: MP here works closer to Tactics Advance rather than Tactics Vanilla; you start at 0 by default, and gain 10 every turn.  The listed MP stat for each character is the possible maximum they can hold.
ATK: Impacts the efficacy of your physical attacks, be they basic or technique, as well as composite effects.
DEF: Impacts the efficacy of physical attacks on you.
MND: Impacts the efficacy of magic attacks, composite attacks, and healing.
RES: Impacts the efficacy of magic attacks on you.
SPD: How quickly you get a new turn.  Speed is directly linear; a unit with 200 speed will act twice as often as a unit with 100 speed.
EVA: Unit's chance to evade.  This directly opposes accuracy.

Move: How far a unit can move.  Largely DL-irrelevant unless you want to make some arguments for kiting FE characters.
Jump: How high a unit can jump.  Even more DL-irrelevant because of the white room nature of DL fights.
Crit: Unit's chance to critical.  Unless otherwise noted, characters in Fell Seal can only critical on basic attacks.
Elemental Resistance: Percentage reduction taken from elemental attacks, taken per element.  All human characters innately have these as 0, barring bonuses from class masteries.  Equipment can modify these, however.

Attacks in this game have eight possible typings: Physical, Fire, Water (includes ice), Thunder, Earth, Holy, Dark, and Magical.  Resistances largely do not exist for Physical and Magical, but those to the other six named elements do.

Fell Seal also has a number of named statuses, positive and negative.  Notably, statuses in this game have a duration based on the status, not the originating ability.  As such, effects will have their duration listed alongside their description:

NEGATIVE STATUSES:
ATK Down: -20% ATK (3 turns)
MND Down: -20% MND (3 turns)
DEF Down: -25% DEF (3 turns)
RES Down: -25% RES (3 turns)
Slow: -34% SPD (3 turns)

Poison: Character loses 20% max HP per turn.  Cannot kill. (3 turns)
Bleed: Character loses 12.5% max HP per turn.  Cannot kill and stacks with Poison. (5 turns)
Blind: Character suffers -50% accuracy. (2 turns)
Root: Character cannot move. (2 turns)
Mute: Character cannot use Spells. (3 turns)
Cripple: Character cannot use Skills. (3 turns)
Sleep: Character will not evade or act.  Wears off upon taking damage. (3 turns)
Berserk: Character loses control and will only make basic attacks against the nearest target. (2 turns)
Charm: Character cannot be controlled and will act in the enemy's best interests.  Removed with damage. (2 turns)
Weaken: Character cannot receive direct healing. (3 turns)
Exhaust: Character cannot benefit from Quicken effects.  This is applied whenever a Quicken effect is and cannot be blocked. (2 turns)

POSITIVE STATUSES:
ATK Up: +20% ATK (3 turns)
MND Up: +20% MND (3 turns)
DEF Up: +25% DEF (3 turns)
RES Up: +25% RES (3 turns)
CRIT Up: Flat +25% Crit (3 turns)
Haste: +33% SPD (3 turns)

Thorns: Returns damage inflicted to the attacker, regardless of distance or source. (negligible quantity) (4 turns)
Renew: Character recovers 1/8 of their max HP at the end of their turn. (3 turns)
Rebirth: Upon death, character will revive immediately with 20% mHP.
Mirage: Character will automatically evade the next attack regardless of accuracy. (3 turns, Until expended)
Elemental Affinity(type): Character will inflict +35% damage with the specific element. (3 turns)
Fleet of Foot: Character gains +1 Move. (3 turns)
Focus: Character inflicts 2x damage on their next attack or ability. (functionally next turn)
Boon: Character's next non-item attack or ability will automatically crit.  Overrides the restriction on crits.  (functionally next turn)
Elemental Aegis(type): +75% resistance to the specified element.
Dark Barrier: +25% resistance to Fire/Water/Earth/Thunder/Dark.  Not relevant for PCs because it only really results from a boss ability, but I'm listing it here for completion's sake.

ATTACK DIRECTIONALITY
Attacks have their damage modified by what direction it comes from; 1x for frontal, 1.25x for side, and 1.5x for back.  As per DL standard, it will be assumed that damage will be calculated from a side attack, barring teleportation or flight (which will allow access to back attacks, barring being able to land Sleep.)  Counterattacks will always be calculated assuming frontal damage.

EQUIPMENT[/u]

Characters have six equipment slots.  Of those, they are allowed to equip the following: One weapon (unless dual-wielding), one shield, one headgear, one body armor, and however many accessories they want.  Since there is a lot of unique endgame equipment, that is admittedly not allowed.  Endgame gear is thus to be restricted to the following storebought equipment:

SCYTHES:
Energy Scythe:ATK+106, MND+28, +25% Crit Damage
Day's Harvest: ATK+134, +25% Crit Damage, 62% chance of Bleed on hit

MAULS:
Flattener: ATK+132, HP+55

SWORDS:
Icebrand: ATK+78, MND+8, Ice Elemental, +50% Ice Resist
Flamebrand: ATK+78, MND+8, Fire Elemental, +50% Fire Resist
Stonebrand: ATK+78, MND+8, Earth Elemental, +50% Earth Resist
Boltbrand: ATK+78, MND+8, Lightning Elemental, +50% Lightning Resist
Enhancer: ATK+84, MND+44
Ebony Sword: ATK+90, MND+8, Dark Elemental, +50% Dark Resist
Dendrite Sword: ATK+100, +100% Holy Resist
Excalibur*: ATK+112, MND+14, Holy Elemental, +150% Holy Resist, Auto-Renew.

*Kyrie has a middling plot claim to Excalibur due to it being obtained in an optional battle pertaining speifically to her, storywise.  It is not explicitly given to her but the connection is there.  She is the only character who has this claim, making it a unique one in her case.

DAGGERS:
Tongueslicer: ATK+56, SPD+7, EVA+2, CRI+2%, 62% chance to Silence on hit
Teorite Dagger: ATK+62, RES+4, SPD+7, EVA+2, CRI+2%, 62% chance to inflict Root on hit
Kunai: ATK+68, MND+4, SPD+7, EVA+2, CRI+2%, 62% chance to inflict Cripple on hit
Janbiya: ATK+74, SPD+10, EVA+3, CRI+3%
Flash Knife: ATK+64, SPD+20, EVA+2, CRI+2%
Worm Tooth: ATK+80, SPD+7, EVA+2, CRI+2%, 75% chance to Poison on hit

AXE:
Dark Reign: ATK+110, DEF-18, +150% Dark Resist

SPEARS (all Range 2):
Partisan: ATK+94, DEF+12
Heavy Lance: ATK+102, DEF+7, CRI+3%

MACES
Holy Mace: ATK+76, MND+18, MP+19, DEF+4, RES+4, CRI+8%, Holy Elemental, +100% Dark Resist
Pernach: ATK+92, MND+24, MP+27, DEF+6, RES+6, CRI+8%

RAPIERS
Joyeuse: ATK+86, MND+22, SPD+7, EVA+3, CRI+3%, Immune Slow
Monarch: ATK+96, MND+26, Immune Weaken

RODS
Water Rod: ATK+52, MND+34, Water Elemental, +25% Water Damage
Fire Rod: ATK+52, MND+34, Fire Elemental, +25% Fire Damage
Earth Rod: ATK+52, MND+34, Earth Elemental, +25% Earth Damage
Thunder Rod: ATK+52, MND+34, Thunder Elemental, +25% Thunder damage
Ebony Rod: ATK+64, MND+46, Dark Elemental, +100% Dark Resist, +25% Dark damage
Heavy Rod: ATK+92, MND+42
Glacier Rod: ATK+72, MND+54, Water Elemental, +100% Water Resist
Blazing Rod: ATK+72, MND+54, Fire Elemental, +100% Fire Resist
Quake Rod: ATK+72, MND+54, Earth Elemental, +100% Earth Resist
Surge Rod: ATK+72, MND+54, Thunder Elemental, +100% Thunder Resist

STAVES (All give Spell Range+1)
Black Staff: ATK+72, MND+30, RES+18, EVA+1, Dark Elemental
Gatekeeper: ATK+78, MND+34, RES+18, EVA+1

GUNS:
Hell Muzzle (Range 7): ATK+74, MND+10

BOWS:
Mach Bow (Range 5): ATK+86, SPD+10
True Flight (Range 7): ATK+80
Yoichi Bow (Range 5): ATK+100, CRI+5%

CROSSBOWS:
Thunder Crossbow (Range 5): ATK+76, MND+8, Accuracy +5%, Thunder Elemental
Quarreler (Range 5): ATK+80, MND+8, Accuracy +5%, Dark Elemental, +50% Dark Resist, 25% chance to Berserk on hit
Aerolus (Range 5): ATK+90, MND+20, Accuracy +5%

ROBES:
Flowing Robe: DEF+36, RES+61, +100% Water Resist
Molten Robe: DEF+36, RES+61, +100% Fire Resist
Sand Robe: DEF+36, RES+61, +100% Earth Resist
Spark Robe: DEF+36, RES+61, +100% Lightning Resist
Scholar Robe: DEF+48, MND+16, RES+79
Embroidered Robe: DEF+51, RES+85

LIGHT ARMOR:
Lorica Speculo: DEF+72, RES+33
Lorica Musculata: DEF+72, RES+18, ATK+12
Lorica Mentis: DEF+72, RES+18, MND+12

HEAVY ARMOR:
Old Armor*: DEF+75, RES+15, +50% Earth Resist
Royal Armor: DEF+84, RES+15

*Anadine has a strong plot claim to the Old Armor.  She only really wants it for Earth Resist though.

HATS
Miter: DEF+9, RES+28, Immune Silence
Black Hat: DEF+9, RES+30, MND+16
Royal Crown: DEF+13, RES+37, HP+35, SPD+3

LIGHT HELMETS:
Black Cowl: DEF+19, RES+24, MND+8
Ninja Cowl: DEF+21, RES+27, ATK+4, SPD+3, EVA+2, CRI+2%
Flash Cap: DEF+19, RES+25, SPD+10, EVA+4

HEAVY HELMETS:
Royal Helm: DEF+34, RES+18

SHIELDS:
Teorite Shield: DEF+16, RES+16, EVA+10
Water Shield: DEF+6, RES+12, EVA+7, +150% Water Resist
Fire Shield: DEF+6, RES+12, EVA+7, +150% Fire Resist
Earth Shield: DEF+6, RES+12, EVA+7, +150% Earth Resist
Thunder Shield: DEF+6, RES+12, EVA+7, +150% Lightning Resist
Aegis Shield: DEF+9, RES+9, EVA+2, Auto RES-UP
Magic Shield: DEF+9, RES+16, EVA+10, MND+16

ACCESSORIES:
Regular:
Gauntlet: +8 ATK, +4 DEF, +1 RES
Wizard Glove: +1 DEF, +8 MND, +4 RES
Exo Gauntlet: +7 DEF, +7 RES, +3 EVA
Plate Glove: +10 DEF, +3 RES
Glasses: +2 CRI, +10 ACC

Statusblocker accessories:
Sharp Glove: +5% Crit, Immune Bleed
Pure Band: +4 DEF, +4 RES, Immune Poison
Shining Band: +4 DEF, +4 RES, +3 SPD, Immune Blind
Clarity Band: +4 MND, +9 RES, Immune Berserk
Oath Band: +4 ATK, +9 DEF, Immune Charm
Vigil Band: +4 ATK, +3 DEF, +4 MND, +3 RES, Immune Sleep
Sapphire Earring: +3 DEF, +3 RES, Blocks Bleed, Blind, Root, and Slow

Characters are taken at Level 40, which I found to be properly endgame.

2
Before we begin, special thanks to Reiska and MagicFanatic for some help regarding some of the special abilities, alongside the Touhou Wiki for their incredibly thorough documentation of the game's formulas, without which this topic would not be possible.

Labyrinth of Touhou 2, available on Steam as Labyrinth of Touhou, is a dungeon crawler with several unique mechanics.  A massive cast size, a battle system with a focus on managing delays and your frontline of four with a backline of eight (and a total number of forty-six maingame characters to pick from).  Also this is the largest rankable cast of Touhou characters yet.

Yeah, this is going to be a huge one.

The battle system is an ATB one.  ATB starts at 5000 at the start of the fight and ticks up based on speed, with combatants acting at 10000 ATB.  They are then delayed by how long the action selected takes, and repeat the process.  For the sake of assumptions, an average turn's length is assumed to be 5000 ATB.

STATS, AND WHAT THEY DO:
HP: Run out of this to go PICHUUN and fail your attempt at 1CCing the run.
MP: Run out of this because you listened to BOMB MORE too much.
TP: Run out of this, and you leave the dungeon after the fight.
Attack/ATK: Used for Direct Attacks and Composite Attacks.
Defense/DEF: Used to defend against Direct Attacks of all varieties.
Magic/MAG: Used for Spell Attacks and Composite Attacks.
Mind/MND: Used to defend against Spell Attacks of all varieties.
Speed/SPD: The rate at which you generate ATB per clocktick.
Evasion/EVA: Your ability to dodge, graze, and otherwise not have your hitbox intersect with a bullet.
Accuracy/ACC: Your ability to make one or more bullets intersect with somebody else's hitbox.
HP Recovery: Affects the percentage of HP recovered per turn when in the backline.
MP Recovery: Affects the rate of MP recovered per turn while in the backline.  Concentrate recovers MP equal to twice this value.

Status Resistances: There are eight general statuses in LoT2, and every character has their own innate resistances to each one.  Resistance values go up to 200 in effect, with the following traits
- Resistances directly subtract from the infliction rate of a given status.
- Resistances (for PCs) subtract 5% from an inflicted status' duration for every 10 points.  This translates into 200 equating to perfect immunity, even for statuses that do not have durations.
- Resistances affect the rate at which non-Debuff statuses tick down by a 15% increase in speed per 10 points.

When applying a status to somebody with that status, the higher of the two durations is used.

For the overview of statuses below, some have different effects based on whether they are affecting PCs or enemies.  I will leave it to personal interpretations as to which to apply when.
Poison: At base rate, poison ticks down 1% of a character's maximum HP per 100 ATB, or ~50% per turn.  While LoT2 poison cannot kill, this will reduce somebody's HP to 1 in two full turns.  Against PCs, this is resisted by the rate at which poison clears faster from inherent resistances.  Against bosses, poison inflicts .06% mHP per 100 ATB.
Paralysis: Paralysis freezes the sufferer's ATB as long as it remains.
Heavy: Heavy, for PCs, prevents characters from swapping out.  For enemies, it reduces SPD by 12% and DEF by 50%.
Shock: Shock instantly halves the target's current ATB and does nothing else.  Analogous to FFX Delay, Grandia cancels, etc.
Terror: Terror reduces all of the target's stats by 8%.  In addition, for PCs, they lose (Duration/10000+1) MP per turn.
Silence: PCs with Silence cannot use Spellcards.  Enemies with Silence suffer -20% MAG and -50% MND.
Death: Instant Death.  Use your imagination.
Debuff: The character's stats are reduced by a specific amount.  Debuffs follow their own recovery, detached from normal status recovery rates.


Buffs and Debuffs: Buffs and Debuffs decay at a rate of 20% of their current magnitude, or more precisely ((Buff Magnitude/5)+1)%.  This decay effect triggers on the beginning of the character's turn, before any other automatic effects kick in.

Buffs cap at +100% for any given stat.  Debuffs cap at -50% for any given stat.  Unlike normal status, reapplications of buffs and debuffs can stack up to these caps.

Elemental Affinities: All characters have elemental affinities to the nine given elements.  Eight of these are standard and can be altered by equipment.  The ninth is fixed and cannot be altered (and doesn't come up much prior to postgame).

Elemental affinities factor into resistance or weakness as a multiplier of 100/X, where X is the affinity value in question.  Affinities go from 1 to 500.

Fire: Is fire.  Burning, so on.
Cold: Covers both ice and water effects.
Wind: Covers both wind and lightning effects
Nature: The affinity for earth, plant, and poison related effects.
Mystic: "Magic" energy.  The magical analogue to physical, the best parallel I can think of is PSIV's "Energy" element.
Spirit: Spiritual-based attacks.  Analogous to Holy in other games.
Dark: Darkness-based powers.  About what you'd expect.
Physical: About what you'd expect.
Void: Essentially a "non-elemental" element.  Resistances for this are fixed.


Characters are taken at 2767378 EXP.  This is enough for Rinnosuke and Reisen, who have base 1.00 leveling rates, to hit Level 100, the intended level for fighting the final boss.

Library Bonuses are taken at +80.  This is perhaps the most reasonable value for endgame I could use for PCs without overleveling.  It could be taken at (Level*1.2) but frankly, +80 is expensive enough, and enough for a vast majority of the game.

Equipment includes all storebought Main and Sub equipment, and the majority of craftable equipment.  Excluded from the set include the Getitup V, Lambda Driver, Star of the Just, Wash Basin Set, Meteor Drive, Olzhas Shamshir, and War Mask of the Butcher.  The former four for being too homogenizing as they are all-stat boosters, the latter three for being notably disproportionate to other crafted gear without having the other gear in their echelon readily available.

Main Equipment available:
-   Tracking Orbitars: ACC+25
-   Long Fall Boots: EVA+20
-   Tin Watering Can: TP+5
-   Source of Magic: MP+4
-   Recovery Armband: HP Recovery Rate+4

Sub Equipment generally available and/or seen in use:
-   Water Cutting Sword (HP/ATK/MAG +20%, CLD+60, PAR/SIL+20)
-   Demon Core (HP/MAG+24%, TRR/SIL/DTH/DBF+20)
-   Luster Candy (HP+32%, ATK/DEF+24%, ACC/EVA+16)
-   Pride (ATK+48%, MND+24%, FIR+48, SHK+24)
-   Damascus Dread Shield (DEF+32%, MND+30%, EVA+12, PHY+30)
-   Old Model Power Armor (DEF+30%, ATK/MAG/MND+16%, FIR/CLD/WND/PHY+24)
-   Tisiphone Edge (ATK+16%, MAG+40%, SPD+24%, WND/MYS+40)
-   Forbidden Tablet (MP+1, MAG+56%, MND+26%, MYS/SPI/DRK+40)

-   Poison Resistance Ring (PSN+50)
-   Nitroglycerin (PAR+50)
-   Talaria (HVY+50)
-   Steadfast Ring (SHK+50)
-   Two Face's Coin (TRR+50)
-   Yamabiko Necklace (SIL+50)
-   Courtesan's Sorrow (DTH+50)
-   Kazu's Amulet (DBF+50)
-   LOVE Machine 3322 (FIR+100)
-   Lv70 Lover Snapper's Scale (CLD+100)
-   Card[Ruler of the Heavens] (WND+100)
-   Green Dream (NTR+100)
-   Star World Bracelet (MYS+100)
-   Intama (SPR+100)
-   Dark Magic Grimoire (DRK+100)
-   Button of Aegis (PHY+100)


Lastly of note: You will often see "(+ PCHP adjustment)" next to defensive stats.  LoT2 features very notable subtractive defense and I see neither reason nor desire to try and convert its defense to the standard divisive system, something I see as a fool's errand.  This value denotes how much more or less damage a character would take from an average attack in terms of PCHP, with the assumption that average damage inflicts 0.4 PCHP.

3
Godlike:

T260G (SaGa) vs. Belial (WA4)


Heavy:

Emelia (SaGa) vs. Edgar Roni Figaro (FF6)


Middle:

Red XIII (FF7) vs. Byleth Eisner (FE3H)


Light:

Virginia Maxwell (WA3) vs. Heather (FE10)


This is a lightning round.  Voting will close at 11:00 PM CST, Tuesday, 10/17/23.  At this point, we will see who the champs are.

4
Godlike:

Fenrir (VP1) vs. Belial (WA4)


Heavy:

Levin Brenton (WAXF) vs. Edgar Roni Figaro (FF6)


Middle:

Tony (WA4) vs. Byleth Eisner (FE3H)


Light:

Heather (FE10) vs. Karn (BoF1)


This is a lightning round.  Voting will continue until 11:00 PM, CST, Friday, 10/13/23.  If I can stay on top of things for once in running this.

5
Godlike:

Winners:

T260G (SaGa) vs. Fenrir (VP1)

Losers:

Rika (PSIV) vs. Belial (WA4)


Heavy:

Winners:

Levin Brenton (WAXF) vs. Emelia (SaGa)

Losers:

Edgar (FF6) vs. Lilka (WA2)


Middle:

Winners:

Red XIII (FF7) vs. Tony (WA4)

Losers:

Byleth (FE3H) vs. Florina (FE7)


Light:

Winners:

Heather (FE10) vs. Virginia Maxwell (WA3)

Losers:

Karn (BoF1) vs. Fina (SoA)


Voting will close at 11:00 PM CST, Monday, 10/9/2023.  Apologies for the late update.

6
Godlike:

Arceus (PKMN) vs. Rika (PSIV)
Belial (WA4) vs. Killer (SH3)


Heavy:

Edgar (FF6) vs. Asellus (SaGa)
Ness (EB) vs. Lilka (WA2)


Middle:

Byleth (FE3H) vs. October (CSTW)
Florina (FE7) vs. Elena (G2)


Light:

Karn(BoF1) vs. Queen (S3)
Poshul(CC) vs. Fina (SoA)


Voting will be open until 11:00 PM CST, 10/1/2023.

7
Godlike:

Winners:

Killer (SH3) vs. T260G (SaGa)
Rika (PSIV) vs. Fenrir (VP1)

Losers:

Arceus (PKMN) vs. Sir Leopold (DQ8)
Belial (WA4) (No 4D Pocket) vs. Nailah (FE10)


Heavy:

Winners:

Levin Brenton (WAXF) vs. Lilka (WA2)
Emelia (SaGa) vs. Asellus (SaGa)

Losers:

Eirika (FE8) vs. Edgar (FF6)
Auron (FFX) vs. Ness (EB)


Middle:

Winners:

Red XIII (FF7) vs. Elena (G2)
October (CSTW) vs. Tony (WA4)

Losers:

Byleth (FE3H) vs. vs. Flay (MK)
Florina (FE7) vs. Nephenee (FE10)


Light:

Winners:

Fina (SoA) vs. Heather (FE10)
Queen (S3) vs. Virginia Maxwell (WA3)

Losers:

Karn(BoF1) vs. Linhardt(FE3H)
Poshul(CC) vs. Selphie(FF8)



Voting will close at 11:00 PM CST on 9/24/2023.

8
Godlike:

Arceus (PKMN) vs. Jenna Angel(DDS)
Sir Leopold (DQ8) vs. Jowy Atreides(S2)
Belial (WA4) (No 4D Pocket) vs. Chaz Ashley(PSIV)
Nailah (FE10) vs. Rayquaza(PKMN)


Heavy:

Alexia Lynn Elesius (WAXF) vs. Eirika (FE8)
Kanji (P4) vs. Edgar (FF6)
Clarissa Arwin (WAXF) vs. Auron (FFX)
Ness (EB) vs. Alicia (VP2)


Middle:

Byleth (FE3H) vs. Sylvain (FE3H)
Aht (RH) vs. Flay (MK)
Florina (FE7) vs. Blanca (SH2)
Nephenee (FE10) vs. Anastasia(SH2)


Light:

Edward (FF4) vs. Karn(BoF1)
Peppor (CC) vs. Linhardt(FE3H)
Jelanda (VP1) vs. Poshul(CC)
Boco (FFT) vs. Selphie(FF8)


Voting will close at 11:00 PM CST, Sunday, 9/17/2023.

9
Godlike

Rayquaza (PKMN) vs. Killer (SH3)
T260G (SaGa) vs. Chaz Ashley (PSIV)
Jowy Atreides (S2) vs. Rika (PSIV)
Fenrir (VP1) vs. Jenna Angel (DDS)


Heavy

Alicia (VP2) vs. Levin Brenton (WAXF)
Lilka (WA2) vs. Auron (FFX)
Edgar (FF6) vs. Emelia (SaGa)
Asellus (SaGa) vs. Eirika (FE8)


Middle

Red XIII (FF7) vs. Anastasia (SH2)
Blanca (SH2) vs. Elena (G2)
Flay (MK1) vs. October (CSTW)
Tony (WA4) vs. Sylvain (FE3H)


Light

Fina (SoA) vs. Selphie (FF8)
Heather (FE10) vs. Poshul (CC)
Linhardt (FE3H) vs. Queen (S3)
Virginia Maxwell (WA3) vs. Karn (BoF1)


Voting will end on 11:00 PM EST on Sunday, 9/10/2023.

10
Godlike:

Magus (CT) vs. Arceus (PKMN)
Sir Leopold (DQ8) vs. Chaos (FF1)
Belial (WA4) vs. Edelgard (FE3H)
Nailah (FE10) vs. Shania (SH3)


Heavy:

Maya Schrodinger (WA3) vs. Alexia Lynn Elesius (WAXF)
Haishao (XG) vs. Kanji (P4)
Guv(DQ8) (No Call Team) vs. Clarissa Arwin (WAXF)
Ness (EB) vs. Worker 8 (FFT)


Middle:

Juno (SN) vs. Byleth (FE3H)
Aht (RH) vs. Fafnir (WA3)
Florina (FE7) vs. Dalton (CT)
Nephenee (FE10) vs. Aika (SoA)


Light:

Edward (FF4) vs. Berserker (FF5)
Peppor (CC) vs. Lelei (S5)
Tony (WAXF) vs. Jelanda (VP1)
Boco (FFT) vs. Mogu (BoF1)


Winners move on to Losers' Pools 2, Losers are eliminated here.  Voting ends at 11:00 PM CST on Sunday, 9/3/2023

11
Godlike

Jowy Atreides (S2) vs. Belial (WA4) (No 4D Pocket)
Edelgard (FE3H) vs. Rika (PSIV)
Nailah (FE10) vs. Fenrir (VP1)
Shania (SH3) vs. Jenna Angel (DDS)


Heavy

Guv(DQ8) (No Call Team) vs. Edgar (FF6)
Emelia (SaGa) vs. Clarissa (WAXF)
Ness (EB) vs. Asellus (SaGa)
Worker 8 (FFT) vs. Eirika (FE8)


Middle

Florina (FE7) vs. Flay (MK1)
Dalton (CT) vs. October (CSTW)
Nephenee (FE10) vs. Tony (WA4)
Sylvain (FE3H) vs. Aika (SoA)


Light

Linhardt (FE3H) vs. Tony (WAXF)
Queen (S3) vs. Jelanda (VP1)
Boco (FFT) vs. Virginia Maxwell (WA3)
Karn (BoF1) vs. Mogu (BoF1)


Voting extends until 11:00 PM, Sunday, 8/27/2023

12
Godlike:

Rayquaza (PKMN) vs. Magus (CT)
Killer (SH3) vs. Arceus (PKMN)
Sir Leopold (DQ8) vs. T260G (SaGa)
Chaz Ashley (PSIV) vs. Chaos (FF1)


Heavy:

Maya Schrodinger (WA3) vs. Alicia (VP2)
Levin Brenton (WAXF) vs. Alexia Lynn Elesius (WAXF)
Haishao (XG) vs. Lilka (WA2)
Kanji (P4) vs. Auron (FFX)


Middle:

Red XIII (FF7) vs. Juno (SN)
Anastasia Romanov(SH2) vs. Byleth (FE3H)
Aht (RH) vs. Blanca (SH2)
Fafnir (WA3) vs. Elena (G2)


Light:

Edward (FF4) vs. Fina (SoA)
Selphie (FF8) vs. Berserker (FF5)
Peppor (CC) vs. Heather (FE10)
Poshul (CC) vs. Lelei (S5)


The round will end at 11:00 PM CST, Sunday 8/20/23.  Please have your votes locked in by then.

13
Tournaments / RPGVO 2023 Nomination Thread
« on: July 31, 2023, 12:58:08 AM »
It's that time again.  Another EVO, another RPGVO.  Your favorite full-bracket double elimination tournament is back - with some minor changes.

Once again, use the CKDL Ranked List.  Please try to nominate ranked duellers.


A couple of new rules, however:

Substitution Summons are banned.  You may opt to nominate a version of the character without them, but the summons (Aeons, BoF3 Dragons, Call Team) are not allowed in any capacity.

Eject effects are now banned.  By popular demand, ring-outs are no longer a consideration.  As with the summoning rule, characters with Eject are still allowed but they will not have access to that in their moveset.

The following Godlikes have been banned in the interest of keeping Godlike more interesting this season: Zophar(L:EBC), Lady(SH3), Myria(BoFs), Ghaleon(Lunars), Fou Lu(BoF4), Xorn(G3), Souji Seta(P4), Profound Darkness(PS4), Elc(AtLC), Indalecio(SO2) .  This list may be subject to future adjustments.

Shedinja(PKMN) is also banned for the reason that it is simply incompatible with the format.

Other than that, feel free to nominate four to six characters per division.  Have fun.

EDIT: Nominations will be extended to 08/11/23.

14
GODLIKE

Belial (WA4) (W) vs. Sephiroth (FF7) (L)


HEAVY

Reclaimer Dragon (WA4) (W) vs. X (MMX:CM) (L)


MIDDLE

Byleth (FE3H) (W) vs. Lich (FF1) (L)


LIGHT

Ryudo (G2) (W) vs. Natan (SH3) (L)


------------------
Since there is no upgrade/downgrade pool or ranking set for this, I suppose I'd post down here to instead ask; how did you feel about this tournament, its gimmick, and how it was run.  I don't think I'd do this big of an undertaking until what I'd set as RPGVO 2023, but I am open to suggestions.  And lastly, I would like to thank everybody for participating, be it through nominations or voting.

Voting officially ends on October 23, 2022

15
TOURNAMENT NOTICE: Due to the matches in this and next round amounting to one per division, the duration will only last a half-week each.  Voting will close on the night of Wednesday, October 19.


GODLIKE

Sephiroth (FF7) vs. Yuna (FFX)


HEAVY

X (MMX:CM) vs. Worker 8 (FFT)


MIDDLE

Lich (FF1) vs. Bartholomew Fatima (XG)


LIGHT

Natan (SH3) vs. Locke (FF6)

16
GODLIKE

Winners:
Belial (WA4) vs. Yuna (FFX)

Losers:
Ryu (BoF3) vs. Sephiroth (FF7)


HEAVY

Winners:
Worker 8 (FFT) vs. Reclaimer Dragon (WA4)

Losers:
Nel Zelpher (SO3) vs. X (MMX:CM)


MIDDLE

Winners:
Bartholomew Fatima (XG) vs. Byleth (FE3H)

Losers:
Lich (FF1) vs. CHAMELEON MAN (WA3)


LIGHT

Winners:
Locke (FF6) vs. Ryudo (G2)

Losers:
Natan (SH3) vs. Aika (SoA)

17
GODLIKE

Ryu (BoF3) vs. Fou Lu (BoF4)
Sephiroth (FF7) vs. Shania (SH3)


HEAVY

Millenia (G2) vs. Nel Zelpher (SO3)
X (MMX:CM) vs. Lyon (Suiko5)


MIDDLE

Lich (FF1) vs. Roy (FE6)
CHAMELEON MAN (WA3) vs. Kazan (Legaia 2)


LIGHT

Natan (SH3) vs. Guile (CC)
Aika (SoA) vs. Geela (TriStrat)

18
GODLIKE

Winners:
Belial (WA4) vs. Shania (SH3)
Yuna (FFX) vs Fou Lu (BoF4)

Losers:
Ryu (BoF3) vs. Lamington (Disgaea)
Simeon (Octopath) vs. Sephiroth (FF7)


HEAVY

Winners:
Worker 8 (FFT) vs. Lyon (Suiko5)
Reclaimer Dragon (WA4) vs. Nel Zelpher (SO3)

Losers:
Raze (MK2) vs. Millenia (G2)
X (MMX:CM) vs. Margulis (XS2)


MIDDLE

Winners:
Bartholomew Fatima (XG) vs. Kazan (Legaia 2)
Roy (FE6) vs. Byleth (FE3H)

Losers:
Lich (FF1) vs. Koromaru (P3)
Stocke (RH) vs. CHAMELEON MAN (WA3)


LIGHT

Winners:
Geela (TriStrat) vs. Locke (FF6)
Ryudo (G2) vs. Guile (CC)

Losers:
Sten (BoF2) vs. Natan (SH3)
Aika (SoA) vs. Zell Dincht (FF8)

19
GODLIKE

Ryu (BoF3) vs. Orlandu (FFT)
Lamington (Disgaea) vs. Riou (S2)
Mewtwo (PKMN) vs. Simeon (Octopath)
Sephiroth (FF7) vs. Rudo (Brig:LoR)


HEAVY

Naoto Shirogane (P4) vs Raze (MK2)
Ness (Earthbound) vs. Millenia (G2)
X (MMX:CM) vs. Harken (WA:ACF)
Margulis (XS2) vs. Golbez (FF4:TAY)


MIDDLE

Squall Leonhart (FF8) vs Lich (FF1)
Koromaru (P3) vs. Greninja (PKMN)
Stocke (RH) vs. Bowser (SMRPG)
CHAMELEON MAN (WA3) vs Empoleon (PKMN)


LIGHT

Paula (EB) vs. Sten (BoF2)
Natan (SH3) vs. Kain Highwind (FF4)
Genis Sage (ToS) vs. Aika (SoA)
Zell Dincht (FF8) vs. Palmer (FF7)

20
GODLIKE

Rudo (Brig:LoR) vs. Belial (WA4)
Simeon (Octopath) vs. Shania (SH3)
Yuna (FFX) vs. Riou (Suiko2)
Fou Lu (BoF4) vs. Orlandu (FFT)


HEAVY

Golbez (FF4:TAY) vs. Worker 8 (FFT)
Lady Harken (WA:ACF) vs. Lyon (Suiko5)
Reclaimer Dragon (WA4) vs. Millenia (G2)
Raze (MK2) vs. Nel Zelpher (SO3)


MIDDLE

Bartholomew Fatima (XG) vs. Empoleon (PKMN)
Bowser (SMRPG) vs. Kazan (Legaia 2)
Roy (FE6) vs. Greninja (PKMN)
Lich (FF1) vs. Byleth (FE3H)


LIGHT

Palmer (FF7) vs. Geela (TriStrat)
Aika (SoA) vs. Locke (FF6)
Ryudo (G2) vs. Kain Highwind (FF4)
Guile (CC) vs. Sten (BoF2)

21
Tournaments / RPGVO 2022 Round 3: Losers' Pools 1, Double Dragon Godlike
« on: September 05, 2022, 12:11:06 AM »
GODLIKE

Cloud of Darkness (FF3) vs. Ryu (BoF3)
Chaz Ashley (PSIV) vs. Lamington (Disgaea)
Mewtwo (PKMN) vs. Yuri Volte Hyuga (SHs)
Ryu (BoF2) vs. Sephiroth (FF7)


HEAVY

Naoto Shirogane (P4) vs. Edge (FF4)
Ness (Earthbound) vs. Ike (FEs)
Meliadoul Tingel (FFT) vs. X (MMX:CM)
Vayne (MK) vs. Margulis (XS2)


MIDDLE

Ashley Winchester (WA2) vs. Squall Leonhart (FF8)
Kent (FE7) vs. Koromaru (P3)
Crono (CT) vs. Stocke (RH)
Chrom (FE:A) vs. Chameleon Man (WA3)


LIGHT

Thief (FF5) vs. Paula (EB)
Natan (SH3) vs. Pikachu (PKMN)
Genis Sage (ToS) vs. Maria Balthasar (Xenogears)
Jogurt (ShF1) vs. Zell Dincht (FF8)

22
Tournaments / RPGVO 2022 Round 2: PLAN YOUR BACKSTABS CAREFULLY, RICHARD
« on: August 28, 2022, 10:07:03 PM »
GODLIKE

Mewtwo (PKMN) vs. Yuna (FFX)
Riou (Suiko2) vs. Yuri Volte Hyuga (SHs)
Fou Lu (BoF4) vs. Ryu (BoF2)
Orlandu (FFT) vs. Sephiroth (FF7)


HEAVY

Reclaimer Dragon (WA4) vs. Meliadoul Tingel (FFT)
X (MMX:CM) vs. Millenia (G2)
Raze (MK2) vs. Vayne (MK)
Nel Zelpher (SO3) vs. Margulis (XS2)


MIDDLE

Crono (CT) vs. Roy (FE6)
Stocke (RH) vs. Greninja (PKMN)
Lich (FF1) vs. Chrom (FE:A)
Chameleon Man (WA3) vs. Byleth (FE3H)


LIGHT

Genis Sage (ToS) vs. Ryudo (G2)
Kain Highwind (FF4) vs. Maria Balthasar (Xenogears)
Jogurt (ShF1) vs. Guile (CC)
Zell Dincht (FF8) vs. Sten (BoF2)

23
GODLIKE

Rudo (Brig:LoR) vs. Cloud of Darkness (FF3)
Belial (WA4) vs. Ryu (BoF3)
Chaz Ashley (PSIV) vs. Simeon (Octopath)
Shania (SH3) vs. Lamington (Disgaea)

HEAVY

Naoto Shirogane (P4) vs. Golbez (FF4:TAY)
Edge (FF4) vs. Worker 8 (FFT)
Ness (Earthbound) vs. Lady Harken (WA:ACF)
Ike (FEs) vs. Lyon (Suiko5)

MIDDLE

Ashley Winchester (WA2) vs. Bartholomew Fatima (XG)
Empoleon (PKMN) vs. Squall (FF8)
Bowser (SMRPG) vs. Kent (FE7)
Kazan (Legaia 2) vs. Koromaru (P3)

LIGHT

Thief (FF5) vs. Palmer (FF7)
Paula (EB) vs. Geela (TriStrat)
Natan (SH3) vs. Aika (SoA)
Pikachu (PKMN) vs. Locke (FF6)

24
Tournaments / RPGVO 2022 Nomination Thread
« on: August 07, 2022, 09:59:42 PM »
In the spirit of EVO 2022, I figure it's time for a tournament.  In this case, since nonstandard DL competitions have their own unique gimmicks, I'm going to present my spin on this one straight up.

It's double-elimination.

With that, standard nominations.  Up to six per division from the CKDL Ranked List.

Rolls will start on 8/14/2022, barring interference.

(warning: nominating may result in arbitrary totsugekis, hype, or other forms of tournament shenanigans)

25
Before we begin, special thanks to the stat charts in the EOV LP on rhematic.net, the EOV/N stat calculator, and the EOV FAQ by HououinMakise on GameFAQs, as well as PSIDefenseUp's EOV Skill Simulator.  Without the information from these, I would not have been able to do this nearly as easily and completely as I have.

Image credits to the Etrian Odyssey Wiki.

Etrian Odyssey V: Beyond the Myth, is, contrary to the numbering, the seventh entry in the EO series.  It is the other entry other than III to essentially throw the entirety of previously-known classes out the window and start entirely anew.

SO WHAT'S NEW?
EO5 introduces two new wrinkles to the formula, and a different mechanic from EON for "limit"-esque skills.  The first is races; after completing the initial trial (which is your standard Floor 1 quest), you may assign any race to any class via the reclass feature.  The important part of race selection is twofold: Racial Skills (which all have a flat cost of 1 SP, and scale with level), and statlines.

For the purposes of this stat topic, classes will be taken as their native races.  This means that Fencers, Dragoons, Pugilists, and Harbingers will be Earthlain, Warlocks and Necromancers wil be Lunarian, Rovers and Masurao will be Therian, and Shaman and Herbalists will be Brouni.

The second is that for this entry, the got rid of subclassing.  The main means of customization this game is via Titles...or to be more precise, promotion classes.  Each class has two unique ones that branch off of the base class, and they at times radically change how the class plays.  To that end, I will be taking each promotion as its own separate dueller.


With that out of the way, it's time to begin in earnest.

Endgame levels will be taken at 60, which is a more than fair assumption for endgame level.

Combat follows a standard round-based format.  You know the type.

STATS, AND WHAT THEY DO:
HP: Run out of these, and your name is added to the Deer Fatality Memorial.
TP::Ability resource.  Run out of these and you turn into a Runeless Suikoscrub.
Strength/STR: Affects physical attack damage and status infliction rates attached to abilities that inflict physical damage.
Vitality: Affects physical defense.
Intelligence: Affects magical attack damage and status infliction rates attached to abilities that inflict magical damage.
Wisdom: Affects healing and magical defense.
Agility: Affects turn speed, accuracy, and evasion.
Luck: Affects status infliction and defense rates.

Elements are straightforward: Cut, Bash, Stab, Fire, Ice, Volt, and Almighty.  I don't think this needs any extra elaboration.

Status comes in three varieties: Ailments, Binds, and Other.  A target may only have one Ailment on them at a time, whereas they can have any number of Binds.  Other status may apply at any time.

AILMENTS:
Petrify: The target is turned to stone.  Unlike most cases of petrification, this is not permanent or fatal.  They cannot act, but enjoy a bonus 50% reduction to cut/bash/stab attacks.  Disables evasion.
Curse: The target takes backlash damage equal to the damage they deal.  Killing blows do not inflict backlash damage.  This sucks in-game.
Sleep: The target cannot act.  While sleeping, the target takes 50% extra damage from cut/bash/stab attacks.  Ends when any damage is taken.  Disables evasion.
Panic: The target makes randomly-targeted basic attacks.  Disables evasion.
Paralysis: The target has a 50% chance to not act every turn.  Disables evasion if their action is disabled this turn.
Poison: The target takes damage every turn.
Blind: The target's accuracy is reduced to 33% of its previous value, and is hard-capped at 50% for abilities that do not have perfect accuracy.  Disables evasion.

- Ailments have a priority system, where "higher" ailments overwrite lower ones, and "lower" ailments cannot be inflicted while a "higher" ailment is present, displayed in the order listed above.

BINDS:
Head Bind: Disables the use of abilities that use the head, and halves the target's INT.  Roughly analogous to Silence, though also can affect bite/breath attacks among others.
Arm Bind: Disables the use of abilities that use the arms, and halves the target's STR.  ("Arm" abilities include most martial skills, and also include abilities that use forelegs or wings)
Leg Bind: Disables the use of abilities that use the legs, halves the target's AGI, and disables evasion.  ("Leg" abilities also include tail-based abilities.)

OTHER:
Stun: The target cannot act for the turn.
Death: Instant death, enough said.

- Accumulative resistance exists as it does in most EO games.  It's up to you whether you wish for it to be a property of EO's status or of EO duelists.  Numbers are not clear, but if it follows previous EOs, the initial reduction is a flat 30%.  However, this value degrades over the course of ten turns back to 0, wherein it can then be reapplied.  Accumulative Resistance kicks in after the status ends, not begins, and applies to the specific status, rather than all of them.


BUFFS AND DEBUFFS:
- EO's buff/debuff system is unique to the series.  Three buffs and three debuffs each can be placed onto a character, cycling out the oldest placed modifier should a fourth of either be applied.
- Buffs and debuffs each have a "type".  If a buff of the same type is cast on somebody with a debuff, or vice versa, the two effects negate, regardless of duration or strength.
- Buffs and debuffs have perfect accuracy.  If an ability that has a debuff hits, the debuff will land.  If an ability inflicts a debuff and does not inflict damage, the debuff will always take effect.  Debuffs tied to abilities that inflict damage will not, however, inflict the debuff if the attack misses.
- Accuracy and evasion buffs/debuffs are flat modifiers.  A +30% accuracy buff means that someone with 80% accuracy would now have 110% accuracy.

UNITY:
- Unity skills are closer in effect to EO3 or EO4 limit abilities.  Four generic ones are available to start, but others can be purchased as racial skills.  ...on the other hand, it is worth noting that aside from the initiator needing 100% Unity (which all characters leave town with), they need other party members with a nonzero level, so with one exception they will not come into play in a duel setting.
- For that exception (Blessing, an Earthlain-specific Unity skill), it is worth noting that all Unity skills have absolute priority and will activate as a free action at the start of the turn, not taking up the initator's action in any capacity.  The gauge will take roughly...eight turns or so to refill, way more than any fight is likely to last after its use.

SUMMONS:
- While technically three classes have summons, the two who have summons relevant to a duel are the Necromancer and Rover.  Both can, if desired, summon their pets out of combat and bring them in (and it is expected that they do so in-game).  To that end, one may or may not allow it, or allow it with the penalization of the costs of the summon skill in advance.
- Three summons may exist at any given time, using their own dedicated row.  Most of the time they will act as part of orders given by the summoner, (multiple times if you have more than one of a given class out at a point in time), but if they do not they typically act at the end of the turn.
- Summoned pets are immune to ailments and binds, and thus can be considered status immune for all relevant purposes.

EQUIPMENT:
-Characters may equip one weapon, and three non-duplicate armor pieces.  Armor can be taken from body armor, shields, helmets, boots, gloves, and accessories.  Subweapons may be equipped in one, and only one very readily apparent case. 
-Itemcasts require the weapon to be equipped to use.  For that reason, I consider them all legal.

WEAPONS:
Swords:
Aslat +5 (ATK+122, MATK+116, STR+10)
Bastard Sword +5 (ATK+120, MATK+109, HP+20)

Fists: (-5% ASPD)
Emeici +5 (ATK+142, MATK+97, AGI+10)

Staves: (-5% ASPD)
Rune Wand +5 (ATK+90, MATK+131, AGI+10)
Pudding Staff +5 (ATK+95, MATK+140, WIS+15)

Katanas: (-5% ASPD)
Ookanehira +5 (ATK+149, MATK+98, AGI+10)

Bows: (+10% ASPD)
Blue Moon Bow +5 (ATK+106, MATK+74, Itemcast: Slaughtershot)
Hunter's Bow +5 (ATK+107, MATK+104, AGI+10)
Demon's Arch +5 (ATK+115, MATK+124, Itemcast: Breather)

Scythes: (+5% ASPD)
Monochrome Sickle +5 (ATK+110, MATK+110, WIS+15)
Moon Sickle +5 (ATK+116, MATK+116, Itemcast:Vicious Slash)
Calamity Scythe +5 (ATK+122, MATK+122, LUC+15)

Cannons: (-15% ASPD)
Saker +5 (ATK+116, MATK+105, LUC+15)
Troll Howitzer +5 (ATK+123, MATK+90, Itemcast: Rapid Cannonfire)

Coffins: (+5% ASPD)
7-Star Coffin +5 (ATK+102, MATK+135, LUC+15)
Iron Maiden +5 (ATK+123, MATK+141, Itemcast: Clinch)

ARMOR:

Heavy Armor: (-10% ASPD)
Golden Core Armor (65 DEF, 43 MDF)

Light Armor:
Brigandine (54 DEF, 50 MDEF)
Demon Armor (47 DEF, 60 MDEF, +20 HP)

Cloth: (+5% ASPD)
Judgment Mantle (50 DEF, 60 MDEF, +30% Curse Resist)
Lumberjack (42 DEF, 64 MDEF)

Helmets:
Morion (+34 DEF, +25 MDEF)
Pickelhaube (+31 DEF, +30 MDEF, +5 STR)

Gloves: (+5% ASPD)
Flare Gloves (+27 DEF, +33 MDEF)
Rutile Gloves (+25 DEF, +31 MDEF, +6 INT)

Boots: (+10% ASPD)
Gunk Boots (+20 DEF, +40 MDEF, +15% Bash Resist)

Shields: (-5% ASPD)
Boeotia (+42 DEF, +16 MDEF)
Pavise (+37 DEF, +9 MDEF, +15% Stab Resist)

STATUSBLOCKER OPTIONS:

Fairy Ring (Blind Immune)
Dog's Earring (Poison Immune)
Red Cat Necklace (Paralyze Immune)
Goat Earring (Curse Immune)
Mushroom Ornament (Petrify Immune)
Head Guard (Head Bind Immune)
Arm Guard (Arm Bind Immune)
Leg Guard (Leg Bind Immune)

As usual, a dueler will have to trade off one of their pieces of equipment in order to use a statusblocker with corresponding durability penalty, and can only equip one.


AVERAGES UP TOP:

HP:275
Speed:88,4
5-turn Average Damage:817.27
2.5HKO Value: 2043.175
Luck: 91.4

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