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Topics - Pyro

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101
Writeup Graveyard / Empyrea (vs. Brahms)
« on: October 24, 2009, 03:15:14 AM »
A beautiful goddess against an undead monstrosity. Such a confrontation can only end in the triumph of light and goodness. Sure, the beautiful goddess may be a giant bird and the undead monstrosity may actually be his world's premier freedom fighter, but the comparison stands. Empyrea's power is overwhelming enough to make even the lord of the undead tremble. The godbird herself is a creature that definitely lives up to her name. Empyrea brings powerful physical and magical attacks backed up by double-acting to the fight. Her outstanding speed and defense will also prove invaluable, as Empyrea is set to sink her talons into Brahms and purify this lost soul with divine avian might. Very bright and colorful divine might, but the end result will still be a dead(er) vampire.

102
Writeup Graveyard / Jenna (vs. Timelord)
« on: July 25, 2009, 02:45:07 AM »
The Mystics. A race renowned for their power, culture, refinement, and very... strange tastes in relationships. But even a mystic would be uncomfortable with Jenna Angel's confusing status. Timelord, a Mystic Lord of great power, is bound to be confused by Jenna's dual nature. While Jenna prevent the confusion, the greatest of the flesh eating demons can certainly wash it away with massive amounts of pain. While Timelord's Overdrive skill is to be feared, the end result will merely be that Jenna switches from one form to the next and introduces the foolish man to the wicked power of Bhairava. A pretty straightforward conclusion offered by one who is anything but straightforward.

103
Writeup Graveyard / Rubicant (vs. Jade)
« on: July 11, 2009, 01:50:48 AM »
Two masters of the elements fight it out, throwing deadly fire and thunder at each other in a race to see who can force the other to succumb first in a duel as honorable and fearsome as any ever conceived. Nothing stirs the blazing heart of Rubicant the Fire Fiend more than such a duel, and the opportunity to unleash his Scorch on an honorable and powerful foe is an opportunity he will savor. And certainly the durable and gratuitously damaging fiend of fire will emerge victorious. After all, bugs are fried nicely by flame, and whatever Jade is, it most certainly resembles a bug. So there you have it.

104
Writeup Graveyard / Zophar (vs. Deamoned)
« on: June 13, 2009, 02:43:53 AM »
The Destroyer is hard to argue with. When you can blow up a planet, disagreements tend to go your way. Disagreements like "How entitled are you to your spleen" (not at all) and "Do I have the right to turn you into a fine powder on a complete whim?" (hell yes). The Regent Deamoned is a pretty hard guy to argue with too, with his Absolute Defense reducing damage. Unfortunately for him, it doesn't reduce it by enough to survive Zophar's dreaded Fate Storm. Deamoned should be familiar with being horrendously overkilled, but even Wyrm has nothing on Zophar. Maybe if Deamoned's defense was a few dozen times more powerful he might have a chance. Maybe. As is the Destroyer is looking to crush this newly upgraded Heavy and give him a belated Traditional Godlike Welcome. Another championship is in reach for the villain with Godlike's sexiest voice, and one little former Heavy is about as much of an obstacle as a hamster to Zophar.

105
Unranked Games / Valkyria Chronicles
« on: June 06, 2009, 05:23:53 AM »
Valkyria Chronicles:

-VC's combat is phase-based like FE/Disgaea, but with a few quirks. For starters, you have a set number of Command Points. Command Points are basically the number of actions your collective squad can take. Selecting a unit expends one CP and puts the game into the perspective of a third person shooter centered on that character. That character is then free to move about and take an action. Movement is limited to a set amount, which isn't relevant here. What IS relevant is that if you end the round before expending all of your CP, all of that CP carries over to the next round (up to a maximum of 20). So if you start a mission with 5 CP, and only take one action before ending your turn, the next turn you'll have 4+5 = 9 CP. There are also 3 units that add a CP to the gauge whenever they are used and alive on the map. Alicia, Rosie, and Largo all add one CP/round to the overall meter. For the purposes of the DL, I am assuming that characters have 1 CP per 'turn', that they can store them up as in-game (so they can opt not to act to focus all their actions into one turn), and that the three units who grant +1 CP have that trait in the DL and so get 2 CP a turn instead of 1. This reflects the in-game advantage they bring to the team. While it IS possible to use that CP on another character, the fact that it comes from them is indisputable.

- Class Level taken at 450000 exp expended. Note that VC's system has you expend experience selectively to level an entire class up instead of individual units (so everyone in that class will level up) 450,000 exp is a rather large amount,  but it's the level several learn their last skills, and it is doable for 2-3 classes if you relatively focus on them. More exactly, the levels are  Scout (20), Shocktrooper (18), Lancer (19), Engineer (20), Sniper (19). Changing the levels around modifies very little, as damage is not dependent on it and HP modifications are of minimal consequence.

- Scouts, Shocktroopers, and Engineers counter attacks with their guns. They will not counter tanks (as it would be pointless, bullets can't hurt them), but will counter things that can be damaged, even if they hit an area (flamethrowers, notably)

- At the beginning of their turns, Personnel units regain 20% of their maximum HP.

- All PCs have 6-8 "Potentials" that activate randomly and give different boons in certain conditions. The activation rate on most of these is really quite bad, so I'm not worrying much about them now.

- In-game, when a character is taking an action they will come under "crossfire" from enemies they move by. Crossfire is basically a free attack against someone moving within your firing range. I've ignored this for DL purposes. Note that the PCs get this against enemies too.

- The game features an evade system where a character will hit the ground rapidly before an attack connects, nullifying it. The evade numbers listed in this topic are grabbed from numbers quoted from the VC Guide posted on GameFAQs. They seemed accurate, with some exceptions (Rosie in particular, some of the Scouts aren't as dodgie as you'd think although Alicia IS). In the case of attacks that hit even though the character drops to the ground, the incoming attack is taken at 30% attack power *before defense*. This nullifies everything except the high attack power Flamethrower/Explosive attacks, which are generally reduced to about quarter damage. How you take this is up to you. I take it for all attacks that are not explicitly ITE, with MT attacks triggering the damage reduction and tinking normally.

-Weapons are taken as best factory manufactured right before the final boss. The best pure damage weapons were taken. Note that this is best damage vs. Personnel. Also note that some equipment has a limited number of uses. All of these types of equipment regain 1 use per phase, so it doesn't really matter too much. I will list in parenthesis how many the class starts with. For reference:

Gallian-A20 Rifle: 42 attack, 7 shots (Scouts/Engineers)
B-Type Grenade M5: 400 attack (1 ammo Scouts/Shocktroopers, 3 ammo Engineers)
Mags M30 Machine Gun: 37 attack, 20 shots (Shocktroopers)
(optional Machine gun: MAJ-X M20: 30 attack, 20 bullets, inflicts Attack Down on enemies. Attack Down halves attack before defense is accounted for, so against Shocktroopers that means stuff will just go *tink*)
FF-8 Flamethrower: 450 attack.
Lancaar-SH M12 Mortar Lance: 450 attack. (3 ammo, Lancers)
Brondel M20 Sniper Rifle: 160 attack (Snipers)

- Damage taken as body shots against 12 enemy defense. Headshots do more damage, but they make the difference in damage between classes negligible in-game (i.e. anything that can be headshot is dead no matter who hits them). In situations where that is not the case (crouched enemies, stationary stuff, bosses), then the damages listed here are the most accurate for who is good at actually hurting things. Note that Shocktroopers were taken as getting 15 hits with their machine guns (excepting Rosie). Headshots would likely make Snipers/Scouts/Engineers better and Lancers/Shocktroopers worse.

- It should be noted that Lancers heavily resist "explosion typed" damage.

- I'll give the details on just Alicia/Rosie/Largo for now, but give stats for everyone. Next to defense I will list the durability modifier. This is calculated based on what their defense does compared to average defense against an attack of 7 shots that deals 40% damage (131).  Higher = better. Durability is just HP divided by average HP times that modifier. Again higher = better.

- averages up top:
HP: 326
Defense: 14.6
Damage: 407 (1019 kill point)
Evade: 35

- SQUAD 7, MOVE OUT!




Alicia:
Scout

HP: 345
Defense: 10 ( .8 damage modifier)
Durability: 85%
Evade: 77% (O_o) (hard tested on 125 attacks)

Moveset:
Gallian-A20: 210 damage over 7 hits.
B-Type Grenade M5 (1): 360 damage to a small area. Does not trigger counters even in VC.
Ragnaid (S): 100 healing.

Best damage per turn: Grenade + Rifle for 570 damage.

Potentials:
Country Bred: Bare dirt leads to a single increase in accuracy rank X% of the time (DL useless)
Maternal: Being near someone she likes boosts her stats X% of the time. (DL useless)
Mysterious Body: After taking an action on her turn, she has an X% chance of restoring all HP.
******** : If Alicia is dropped below 50% HP via crossfire, all her stats are significnatly boosted. X% activation rate every time she is struck by crossfire below 50% HP.
Undodgeable Shot: Alicia's attacks have an X% chance of ignoring the target's evade.
First Aid Boost: Alicia has an X% chance of restoring 200 HP instead of 100 when using Ragnaid.
Resist Crossfire: X% chance that when Alicia comes under Crossfire she will receive a significant defense boost against it.
Double Movement: X% chance that Alicia will be able to move her full range again after moving as much as she normally could in a round.

Comments: Alicia makes high-end FE'rs want that evade. Low Heavy. She has troubles storing up actions for huge damage thanks to only getting one grenade per turn and she's kinda frail, but the evade is awesome and she can heal on up if she's unlucky enough to get whacked (while still countering). Low 2HKO helps too, as do counters.




Rosie
Shocktrooper

HP: 384
Defense: 20 (1.4 modifier)
Durability: 165%
Evade: 50% ***** (The guide apparently says 32%, but this number was acquired over a large number of trials, and the guide was also wrong about Rosie's accuracy)

Moveset:
Mags M30: 500 damage over 20 shots *Rosie's aiming recticle is much smaller than the other Shocktroopers, so she can reliably get in 20 hits instead of the usual 15*
(Optional: MAJ-X M20: 360 damage over 20 shots. Inflicts Attack Down.)
FF8 Flamethrower: 438 damage to an area in front of Rosie.
B-Type Grenade M5 (1): 360 explosion damage to an area.
Ragnaid (S): 100 healing.

Best damage in one turn: Mags M30*2 for 1000 damage.

Potentials:
Desert Allergy: X% chance that when in a desert she will gradually lose HP.
Strong-Willed: X% chance of resisting crossfire upon encountering it.
Big Sister: X% chance of stat ups when near shocktroopers (defense, Damage)
***********
Undercover Fire: X% chance of attack power being boosted when crouching.
Undodgeable Shot: X% chance of an attack ignoring the target's evade.
Dud Mine: X% chance of a mine not going off after she trips it.
Double Attack: X% chance of following up an attack with another one immediately thereafter (before an enemy would counter if they can).

Comments: Rosie is a badass slugger. Really badass. And then she inflicts Attack Down and you are screwed. Heavy.




Largo:
Lancer

HP: 477
Defense: 19 (1.31 modifier)
Durability: 191%
Evade: 22.6%

Moveset:
Lancaar-SH M12 Mortar Lance (3): 438 explosion damage to an area.
Ragnaid (S): 100 healing.

Best damage in one turn: Two Mortars for 872 damage.

Potentials:
Child of Nature: Standing on a paved road has an X% chance of lowering defense.
Loyal Teammate: beng near allies has an X% chance of boosting stats.
Big Hearted: X% chance of reviving after being reduced to 0 HP (never saw it)
Veggie-Maniac: X% chance of all stats up when he stands on normal ground.
First Aid Boost: X% chance of Ragnaid healing 200 HP instead of 100.
Tank Slayer: When near two or more tanks, X% chance of boosting attack parameters.
Dbl. Tank Damage: X% chance of an attack dealing damage to both a tank's body and treads.

Comments: Largo is an enormous physical tank, and god help you if you rely on explosion damage against him. That said, because he expends two lance shots a round and only regains one, he can only fire one per turn starting on his third turn. Of course he can store up a lance on round 1 to unleash 3 the next turn in hopes of OHKOing healers, and he can use Ragnaid after he starts relying on 1 lance/round. Heavy.


Other Scouts/Shocktroopers/Lancers are similar to the above three, but with only one action a turn. I'll list the Class movesets here:

Scout:
Gallian-A20: 210 damage over 7 hits.
B-Type Grenade M5 (1): 360 damage to a small area. Does not trigger counters even in VC.
Ragnaid (S): 100 healing.

... they rely on evade to get them by if at all.

Shocktrooper:
Mags M30: 375 damage over 20 shots
(Optional: MAJ-X M20: 300 damage over 20 shots. Inflicts Attack Down.)
FF8 Flamethrower: 438 damage to an area in front of the Shocktrooper.
B-Type Grenade M5 (1): 360 explosion damage to an area.
Ragnaid (S): 100 healing.

... Good sluggers with that attack down.

Lancer:
Lancaar-SH M12 Mortar Lance (3): 438 explosion damage to an area.
Ragnaid (S): 100 healing.

... Good durability on these guys.

Engineer:
Gallian-A10: 210 damage over 7 shots.
Type Grenade M5 (3): 360 explosion damage to an area.
Ragnaid (L): 250 healing.
Engineer's Tool: Heals tanks for 1000.

... That healing is full for Engineers.

Sniper:
Brondel M20: 148 damage. Very long range.
Ragnaid (S): 100 healing.

... EPIC FAIL.


SCOUTS:
Hermes:
HP: 294
Def: 10 (.8 modifier)
Durability: .72
Evade: 55.2%

Melville:
HP: 336
Def: 10 (.8 modifier)
Durability: .82
Evade: 54.2%

Ted:
HP: 296
Def: 10 (.8 modifier)
Durability: .72
Evade: 59%

Wavy:
HP: 294
Def: 10 (.8 modifier)
Durability: .72
Evade: 71.5%

Montley:
HP: 296
Def: 10 (.8 modifier)
Durability: .72
Evade: 69.5%

Noce:
HP: 315
Def: 10 (.8 modifier)
Durability: .77
Evade: 54.2%

Nancy:
HP: 300
Def: 10 (.8 modifier)
Durability: .73
Evade: 54.2%

Ramona:
HP: 302
Def: 10 (.8 modifier)
Durability: .74
Evade: 54.2%

Susie:    <--- "I'M A PACIFIST!" *puts lead in enemy's brain*
HP: 302
Def: 10 (.8 modifier)
Durability: .74
Evade: 59%

Freesia:   <--- Hot.
HP: 281
Def: 10 (.8 modifier)
Durability: .69
Evade: 69.5%

Juno:
HP: 279
Def: 10 (.8 modifier)
Durability: .68
Evade: 60%

Cherry:
HP: 279
Def: 10 (.8 modifier)
Durability: .68
Evade: 55.2%

Aika:      <--- SoA Aika, yes.
HP: 329
Def: 10 (.8 modifier)
Durability: .8
Evade: 57.2%


SHOCKTROOPERS:

Alex:
HP: 360
Def: 20 (1.4 modifier)
Durability: 1.54
Evade: 32.4
Note: Ultimate Damage Potential raises Machine Gun damage to 615.

Kevin:
HP: 370
Def: 20 (1.4 modifier)
Durability: 1.58
Evade: 31.4

Coby:
HP: 381
Def: 20 (1.4 modifier)
Durability: 1.63
Evade: 33.4

Salinas:
HP: 362
Def: 20 (1.4 modifier)
Durability: 1.54
Evade: 34.3

Alex:
HP: 389
Def: 20 (1.4 modifier)
Durability: 1.66
Evade: 28.5
Note: Ultimate Damage Potential raises Machine Gun damage to 615.

Mica:
HP: 360
Def: 20 (1.4 modifier)
Durability: 1.54
Evade: 29.5

Vyse:    <-- Yes, THAT Vyse.
HP: 389
Def: 20 (1.4 modifier)
Durability: 1.66
Evade: 28.5

Lynn:
HP: 364
Def: 20 (1.4 modifier)
Durability: 1.57
Evade: 28.5

Wendy:
HP: 345
Def: 20 (1.4 modifier)
Durability: 1.48
Evade: 29.5

Edy:    <--- Tsundere
HP: 347
Def: 20 (1.4 modifier)
Durability: 1.48
Evade: 29.5

Aisha:    <--- 12 year old girl.
HP: 362
Def: 20 (1.4 modifier)
Durability: 1.55
Evade: 34.3
Note: Ultimate Damage Potential raises Machine Gun damage to 615.

Jane:
HP: 364
Def: 20 (1.4 modifier)
Durability: 1.56
Evade: 29.5

Dorothy:
HP: 366
Def: 20 (1.4 modifier)
Durability: 1.57
Evade: 31.4

Nina:
HP: 387
Def: 20 (1.4 modifier)
Durability: 1.66
Evade: 28.5


LANCERS

Jann:    <---- HAAARD GAY
HP: 474
Def: 19 (1.31 modifier)
Durability: 1.89
Evade: 8.8

Nils:
HP: 454
Def: 19 (1.31 modifier)
Durability: 1.81
Evade: 10.7

Theold:
HP: 436
Def: 19 (1.31 modifier)
Durability: 1.74
Evade: 12.6

Walter:
HP: 436
Def: 19 (1.31 modifier)
Durability: 1.74
Evade: 15.5

Hector:
HP: 434
Def: 19 (1.31 modifier)
Durability: 1.73
Evade: 8.8

Audrey:
HP: 424
Def: 19 (1.31 modifier)
Durability: 1.7
Evade: 13.6

Rosina:
HP: 459
Def: 19 (1.31 modifier)
Durability: 1.83
Evade: 8.8

Yoko:     <-- borderline UOW
HP: 439
Def: 19 (1.31 modifier)
Durability: 1.75
Evade: 10.7

Elysse:
HP: 439
Def: 19 (1.31 modifier)
Durability: 1.75
Evade: 13.6


(warning, durabilities drop here)
ENGINEERS

Knute:
HP: 243
Def: 10 (.8 modifier)
Durability: .6
Evade: 39.5


Herbert:
HP: 213
Def: 10 (.8 modifier)
Durability: .52
Evade: 44.3

Karl:
HP: 229
Def: 10 (.8 modifier)
Durability: .56
Evade: 38.5

Homer:   <-- Bishounen masochist
HP: 213
Def: 10 (.8 modifier)
Durability: .52
Evade: 42.8

Dallas:    <-- Lesbian, Alicia fangirl
HP: 212
Def: 10 (.8 modifier)
Durability: .52
Evade: 38.5

Ramsey:
HP: 196
Def: 10 (.8 modifier)
Durability: .48
Evade: 39.5

Nadine:
HP: 212
Def: 10 (.8 modifier)
Durability: .52
Evade: 42.4

Claudia:
HP: 233
Def: 10 (.8 modifier)
Durability: .57
Evade: 41.5


(warning: below there be punies)
SNIPERS

:Emile:
HP: 193
Def: 10 (.8 modifier)
Durability: .47
Evade: 8.8

:Oscar:
HP: 193
Def: 10 (.8 modifier)
Durability: .47
Evade: 13.6

:Cezary:
HP: 215
Def: 10 (.8 modifier)
Durability: .53
Evade: 8.8

:Marina:   <-- Sniper Tear
HP: 180
Def: 10 (.8 modifier)
Durability: .44
Evade: 8.8

:Catherine:   <-- sexy Irish accent
HP: 196
Def: 10 (.8 modifier)
Durability: .48
Evade: 13.6

106
Writeup Graveyard / Kosanji (vs. Frank)
« on: May 30, 2009, 03:56:25 AM »
CRY HAVOC AND LET LOOSE THE DOGS OF WAR! While the cute and cuddly Kosanji may not come to mind when one thinks of a "dog of war", this member of the Budehec Canine unit is not to be underestimated. In this epic match he will be inflicting mortal wounds in the form of puppy-bites on Frank, the Brazillian Ninja. While Frank may be a decent fighter in his own right, his arthritic extremities shall prove to be his undoing at the jaws of Kosanji. This little dog with a big fighting spirit has to uphold the honor of the Budehec Dogs. Go forth, Kosanji, and bite the ankles of all who dare to stand in your way!

107
Unranked Games / Legend of Heroes 3
« on: May 16, 2009, 05:48:42 AM »
Legend of Heroes 3:

Notes:

- This game was Legend of Heroes V in the original JPN release.

- The 12 PCs are all roughly endgame, though only 6 are in the final battle, all of these PCs are swapped around in the final two dungeons in one fashion or another.

- Level taken as 39. Equips are best storebought or unique.

- The cast has several optional armors, including armors that quarter Fire, Earth, Water, or Wind elements (equippable by all but Jan). There is also a storebought armor "Leap Armor" that grants perfect evade for the first ~6 turns of a fight.

- Sleep and poison blocking accessories are storebought.

- Critical hits are double damage. Most crit rates are ~20% or so. Some vary and I haven't documented them all yet.

- Combat is a standard turn based affair.

- Special Attacks: Everyone in the game has a special attack that can be unleashed when their special gauge is full (100). The special gauge starts out at 0 and increases by 14 for every attack made (magic/physical) and 6+ for every attack taken. It does not reset upon death and carries over between battles, so you may assume it starts at some non-zero value in the DL at your discretion. When the gauge is full, a character can, on anyone's turn (friend or foe) cancel the acting PC/enemy action and instead perform their special attack. If the character launching the special attack has not already taken their normal turn for that round, they do not execute it that round. If a character has gotten their turn and executes their special move, they can act normally next round (no penalties). This turn canceling works on everything up to and including the final boss.



Forte:
HP: 369
MP: 152

ATT: 293
DEF: 224
MAT: 125
MDE: 187
HIT: 147
AVO: 29
SPD: 56
Crit rate: 24%

Physical: 190 damage. (334 after Rhytmical)
(Special) Loud Rush: 385 (484 after Rhythmical)

Skills:
Attention: Forces enemy to attack Forte over other targets.
Encouragement: Raises Forte's attack for two turns. Pointless.
Wholehearted: Raises Forte's Magic for two turns. Pointless.
Endurance: Heals Forte for 145 HP.
Rhythmical: Physical Defense and damage up for 4 turns. Takes 65% less damage from physicals or so after this.

Comments: Very fast, Rhythmical is very good at what it does. Endurance...  can be spammed if he'll last long enough to fill up his Special gauge. Durability is solid in both departments  Middle of a decent flavor. Physical slugfests with him are basically suicide.



Una:
HP: 293
MP: 187

ATT: 248
DEF: 190
MAT: 174
MDE: 220
HIT: 195
AVO: 20
SPD: 41
Crit Rate: 40%

Physical: 152
(Special) Spread Arrow: 242

Skills:
Aim Well: Raises Una's critical hit rate for the next two turns. Worthless.
Care: Cures 50 HP and any status effects Una may be under.
Aim Far: Physical attack with absolutely ridiculous range.
Wholehearted: Raises magic attack power for two turns.
Shadow Stitch: 108 physical damage. Perfect paralysis for 3 turns. Paralysis duration can not be refreshed. Serious speed penalty on the turn it is used. Does not Crit. Does not miss.

Comments: Well she's frail and not too great at damage. Shadow Stitch is what defines the poor girl, and all that does is give her two free physicals. Light.



McBain:
HP: 377
MP: 175

ATT: 289
DEF: 239
MAT: 141
MDE: 195
HIT: 98
AVO: 39
SPD: 42

Physical: 186 (328 after Encourage)
(Special) Gaia Crush: 260 (420 after Encourage)

Skills:
Encouragement: Raises Attack for 4 turns.
Harden: Raises defense for 4 turns. Reduces damage by about ~65% or so. Rarely, rarely matters.
Wholehearted: Raises magic for 4 turns.
Stimulation: Revives ally standing next to Mcbain at 50% HP (he must be next to them at the beginning of the turn)
Sixth Sense: Perfect physical evasion for 3 turns. Refreshable duration.

Comments: Rar perfect evade. Also rar durability. High Middle. UOM POWAR!



Jan (& Rick):
HP: 311
MP: 141

ATT: 201
DEF: 173
MAT: 170
MDE: 160
HIT: 146
AVO: 49
SPD: 63

Physical: 107
(Special) Charge Dog: 175

Skills:
Wild Hunt: Steals an item from an enemy.
Roar: 50% chance of three turn paralysis on nearby enemies.
Wild Intuition: Perfect physical evade for three turns. Refreshable duration.

Spells:
Pero Cure (4 MP): Heals 50 HP.
Peropero Cure (8 MP): Heals 120 HP.
Perorin Cure (16 MP): Heals 999 HP.

Comments: Faster than a speeding bullet, perfect evasion if he needs it, full healing. Pity about the damage and durability not being up to par at all. Middle.



Thomas:
HP: 369
MP: 152

ATT: 293
DEF: 245
MAT: 153
MDE: 187
HIT: 147
AVO: 29
SPD: 43

Physical: 190
(Special) Jump Rush: 203

Skills:
Large Wave: Physical attack to one enemy with more than normal knockback.
Tsunami: 219 physical damage.
Swirl: Physical attack over an area surrounding Thomas.

Magic:
Stone Blast (8 MP): 101 earth elemental magic damage.
Aquarip (8 MP): 107 water elemental magic damage.
Fireball (8 MP): 164 fire elemental magic damage.
Aerial Labrys (8 MP): 101 wind elemental damage to enemies surrounding Thomas.
Shine Bullet (8 MP): 101 Light elemental damage to an area.

Comments: Durable. Damaging. Middle.



Aida:
HP: 315
MP: 118

ATT: 264
DEF: 217
MAT: 141
MDE: 169
HIT: 98
AVO: 29
SPD: 36

Physical: 162 (236 after Command)
(Special) Pebble Rambu: 253 (350 after Command)

Skills:
Command: Raises physical attack of nearby allies for 4 turns.
Puppeteer: Raises Special Gauge by 80.

Comments: Command would be so much better on someone faster. Slow, not damaging. Bad dueler. Light.



Aria:
HP: 258
MP: 191

ATT: 219
DEF: 164
MAT: 178
MDE: 241
HIT: 49
AVO: 29
SPD: 38
Crit Rate: 10%

Attack:  125
(Special) Soul Voice:  201 MT damage.

Skills:
Charity: Raises potency of healing spell used next turn by 1.5x.

Resonance Spell:
Revive (8 MP): 121 healing to one.
All Revive (20 MP): 130 healing to all.
Full Revive (16 MP): Full healing to one.
Contelect (2 MP): Cures poison on one.
Recovery (5 MP): Cures status ailments of one.
Awakening (8 MP): Revives one with 50% HP.
Miracle (32 MP): Revives one with full HP.

Comments: Sucky frail singing healer girl? Check. LIGHT.



Duorl:
HP: 350
MP: 120

ATT: 278
DEF: 241
MAT: 145
MDE: 193
HIT: 195
AVO: 28
SPD: 35

Physical: 171 ( 292 after SoK)
(Special) Jump Rush: 190 (325 after SoK)

Skills:
Seal of King: Raises Atk/Def for 5 turns.

Comments: Physical slugger with Seal of King to back him up. Wishes he had Forte's speed. Low Middle.



Palman:
HP: 329
MP: 168

ATT: 300
DEF: 257
MAT: 145
MDE: 197
HIT: 146
AVO: 30
SPD: 41

Physical: 195 (300 after Combat Command)
(Special) Valkyrie: 300 (400 after Combat Command)

Skills:
Combat Command: Raises Atk/Def of Palman and surrounding allies for 4 turns.
Dance: Raises Special Gauge of Palman and surrounding allies by 60.

Comments: Another physical slugger with a boost to atk/def. And again he wishes for Forte's speed. It's so wrong that Dance is worse than the ST +80 special gauge moves in this setting, but there you go. Middle.



Avin:
HP: 339
MP: 168

ATT: 300
DEF: 257
MAT: 145
MDE: 197
HIT: 146
AVO: 30
SPD: 41

Physical: 195 (478 under Might Up)
(Special) Strike Sword: 300 damage to enemy and surroundings (650 under Might Up)

Skills:
Taunt: Force enemy to attack Avin over other targets.
Might Up: Physical damage massively up next turn only.
Heat Up: +80 to Special Gauge.
Double Attack: 224 damage, Significant speed penalty (550 damage under Might Up)
Brave Up: Heals Avin for 100 HP and removes any status conditions

Black Magic:
Aquarip (8 MP): 99 water elemental magic damage.
Aerial Labrys (8 MP): 93 wind elemental magic damage to surrounding enemies.
Shine Bullet (8 MP): 93 Light elemental magic damage to an area.
Oxide Ring (8 MP): 93 Dark elemental damage.
Dash (8 MP): Speed up for 4 turns. I hardly noticed any improvement as far as turn order went.

Comments: Can buff to obscene levels of damage. But... he needs to buff, and he isn't terribly fast. Heat Up is kind of nasty on those slower than him however as it lets him abuse the fact that he can cancel their turn without losing his own when he fills up his special gauge. Being below average speed means he doesn't pull this off nearly often enough. Middle.



Mile:
HP: 333
MP: 181

ATT: 273
DEF: 224
MAT: 175
MDE: 215
HIT: 195
AVO: 19
SPD: 38

Physical: 168
(Special) Flame Throw: 252

Skills:
Steal Throw: Steals an item from an enemy.
Freeze Throw: Physical attack with ~95% chance (very very good but unlike Una's it *can* fail) to paralyze enemy for 4 turns. Significant speed penalty. Paralysis can not be reapplied.

White Magic:
Reah (8 MP): 100 healing to one.
Preah (16 MP): Full healing to one.
Lapreah (12 MP): 160 healing to all.
Cure Poison (4 MP): Exactly what it says to one.
Cure Paralyze (8 MP): Exactly what it says to one.
Restore (16 MP): Cures any status condition for one target.
Confusion (8 MP): 50% chance to confuse enemy or so. Confused enemies will physically attack random targets (i.e. Mile in a duel)
Bind (8 MP): 50% chance to paralyze one enemy for 4 turns.

Comments: Full healing, accurate and damning status. Not much more to say. Could pull High Middle/Low Heavy?



Mitchell:
HP: 288
MP: 184

ATT: 224
DEF: 165
MAT: 194
MDE: 260
HIT: 49
AVO: 49
SPD: 38

Physical: 128
(Special) B. Ascension: 280 light magic damage to a large area.

Skills:
Collect Magic: Buffs Magic attack to ~2.3x damage for the next turn.
Transfer: Transfers 60 of Mitchell's MP to another party member.

White Magic:
Lapreah (12 MP): Heals 150 HP to all.
Cure Paralyze (8 MP): Does what it says it does.
Bind (8 MP): 50% chance of paralysis for 4 turns.

Stone Blast (8 MP): 142 earth elemental magic damage. (326 under CM)
Fireball (8 MP): 206 fire elemental magic damage. (473 under CM)
Shine Bullet (8 MP): 142 Light elemental damage to an area. (326 under CM)
Oxide Ring (8 MP): 142 Dark elemental magic damage. (326 under CM)


Comments:
Healing! Status! OHKO damage! It's amazing how Mitchell has all of these things and yet still sucks thanks to that atrocious physical durability/speed combo. Light.


Averages:

Damage: 173
219: Thomas' Tsunami
206: Mitchell's Fireball
195: Palman's physical
195: Avin's physical
190: Forte's physical
186: McBain's physical
171: Duorl's physical
168: Mile's physical
162: Aida's physical
152: Una's physical
125: Aria's physical
107: Jan's physical

HP: 327
377: McBain
369: Forte
369: Thomas
350: Duorl
339: Avin
333: Mile
329: Palman
315: Aida
311: Jan
293: Una
288: Mitchell
258: Aria

Defense: 214
257: Avin
245: Thomas
241: Duorl
239: McBain
239: Palman
224: Forte
224: Mile
217: Aida
190: Una
173: Jan
165: Mitchell
164: Aria

Magic Defense: 199
260: Mitchell
241: Aria
220: Una
215: Mile
197: Avin
195: McBain
193: Duorl
187: Forte
187: Thomas
169: Aida
162: Palman
160: Jan

Speed: 42.83 (stdev 8.34)
63: Jan (+2.42)
56: Forte (+1.58)
43: Palman (+.02)
43: Thomas (+.02)
42: McBain (-.1)
41: Una (-.22)
41: Avin (-.22)
38: Aria (-.58)
38: Mile (-.58)
38: Mitchell (-.58)
36: Aida (-.82)
35: Duorl (-.94)

108
Writeup Graveyard / Lady (vs. Isolde)
« on: May 09, 2009, 12:57:16 AM »
Lady and her opposition this week seem awfully similar. Beautiful antagonists that act on emotions from loves cut too short. The two of them are well known for putting brutal hurt on things with non-elemental magic. The two of them <i>are</i> pretty similar, but Lady has claim to both more speed and more damage. With that out of the way, this fight becomes pretty straightforward. Even if the outcome of the match is a foregone conclusion, a battle that pits Lady and her Umbral against Isolde and her gigantic Mana will be one to remember.

109
Writeup Graveyard / Arnaud (vs. Geddoe)
« on: May 02, 2009, 02:51:02 AM »
Two powerful mages fighting it out in a battle of magic. In a scenario such as this, the size of a man's muscles have no effect on the outcome. It's all about the mind, and Arnaud (as always) can boast of the advantage in that regard. Geddoe's lightning magic is ineed frighteningly powerful, but Arnaud's magical manipulations are more effective still. Arnaud can make time his tool with Slow Down to run circles around the one-eyed man, can cure any insomnia Geddoe may be having (and then kill him) with Sleep, and can even reflect one of Geddoes' mighty lightning magics right back into his face. Magical melees are won with things from the neck up, as Geddoe is about to learn the hard way.

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