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Topics - Pyro

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51
Godlike / Xenobia (Lunar1) (Standard)
« on: December 31, 2010, 06:38:19 PM »
Life as the right hand woman/monster of a Magic Emperor isn't easy, which is why it is a good thing Xenobia, Ghaleon's closest vassal, is such a powerful woman. The Vile Tribe's smoking hot leader is equal parts beauty and terror, possessing a both an alluring human form and a monstrous one that can take immense amounts of pain while dishing it right back at whoever is stupid enough to challenge her. Between her ability to turn would-be-heroes into statues and her vast store of HP, Xenobia will be sure to do her master proud!

52
Godlike / Arc (AtL) (standard)
« on: December 31, 2010, 06:31:55 PM »
Arc, the legendary hero of the spirits, is not a man to be trifled with. Equal parts savior and terrorist, Arc calls upon the power of elemental spirits to ensure his victory over anyone he deems an enemy. Arc's powers allow him to heal himself, deal elemental damage to his enemies, reduce a foe's stats to pitiful levels with perfect accuracy, and even make himself completely Invincible. With skills like these and an accessory that grants him constant MP regeneration, Arc is versatile enough to slug it out even with the mightiest of Godlikes!

53
Unranked Games / Atelier Rorona
« on: December 27, 2010, 08:50:27 PM »
Atelier Rorona: The Alchemist of Arland

- Level taken at 45

- Stats:
HP: Lose these and you spend X days travelling back to Arland
Atk: Increases damage done by attacks/skills.
Def: Decreases damage done by enemy attacks. This doesn't seem to be too big, and buffing this is completely worthless as it doesn't work right.
Spd: Determines the turn order. Each action is decided at the actual turn, so only matters for iniaitive (or lapping someone if it is altered mid-battle)

- Skills in this game utilize no MP/SP pool, instead draining HP by a certain cost to use. These HP gains tend to be miniscule as long as the high level abilities aren't used (and they won't be in a DL setting), and I didn't have the good sense to note the costs when doing the topic, so I'm ignoring them for now.

- Skills come in several 'tiers'. Each PC has two 'base' skills that can always be used. Higher 'tiers' of those base skills require the 'field element' requirement to be met (after which they are perfectly spammable). When an elemental skill (or elemental item) is used, it adjusts the "Field Element" towards the type of the used skill. There are two separate gauges, Fire/Ice and Wind/Earth. These gauges have 5 'levels' in each direction. If a skill adds 1 Fire gauge, and the field is at 2 Ice, then it will be moved towards fire and become 1 Ice.  Field element ALWAYS starts at 0 Fire/Water and 0 Earth/Wind. Note that enemy skills can alter the field element. (it is worth noting that certain traits on weapons/armor can bypass the field element requirement, but it is rather difficult to figure this system out)

- When it comes to usable items, I made sure that the good 'traits' were on them. This is easy come endgame when the game throws thousands of awesome traits on many many types of items. (Boost Quality+3, etc...). All items are storebought after they've been made.

- For buff effects, only one of anything that is a 'special' effect (damage/status immunity, etc...) can be active at a time. Max HP alteration and stat buffs can be added on to this, and any alterations to these *overwrite* previous alterations (rather than stacking).

- I took the Rune Stone to be the default accessory for everyone. It states that it 'reduces status odds', but I'm pretty sure that it just grants immunity, based on what I've seen. Rorona/Lionela/Tantris/Iksel can get ID immunity by sacrificing 10 Speed and a few points of defense with an alternate armor. There are some elemental resistances but they tend to suck. I may include them in a later revision.


Averages up top:
HP: 362
Atk: 263
Def: 290
Spd: 231.14 (stdev 30.07)
Damage: 1382




Rorolina Frixell: "There is a hole in my heart that can only be filled with Pie!"
HP: 313 (86%)
Atk: 224
Def: 297
Spd: 223 (-0.27 Stdev)

Equipment:
Seven Star Staff (+51 Atk, +10 Def, +30 Spd, Unbroken Spirit)
Heroic Cape ( 87 Def, 10 Atk, 10 Spd)
Rune Stone: (Resist Status)

Passive Abilities:
Detect Danger: 20% evasion
Bad Luck: +25% to skill activation when in Critical. Won't ever matter.
Unbroken Spirit: Chance to avoid fatal damage. Isn't very good.

Attack/Specials: Who cares

Items: (100 item spots for these)
Tera Bomb: 43000 Fire damage.
Bomb Ice: 7500 Ice damage
Lightning Bomb: 5000 Wind damage.
Globe: 10000 Earth damage.
Meteor: 9600 Non-Elemental damage. 4 uses. (Damage directly proportional to CHP/MHP)
Mysterious Ankh: Adds 391 to Current and Max HP. +315 Speed. Permanent.
Shelper Horn (Version 1): Reduce All incoming damage to 1. Permanent.
Shelper Horn (Version 2): Negate incoming status attacks.
Elixer: 1400 healing. Resurrects and cures all status ailments. Automatically used when Rorona suffers any damage.

Comments: Rorona Frixell would break the damage curve horribly even if you considered her third or fourth best item. As is, she annihilates it with the force of a supernova. She also automatically heals from all damage that isn't outright fatal, even in the face of double-acting enemies and so on. And if she gets a turn but can't OHKO some pesky formchain boss or something, she can reduce all damage to 1 or more than double her max HP while guaranteeing that she subsequently laps the enemy. (funny note. She had what should have been a unique accessory that would have put her on the right side of both the speed AND HP curves, while reducing all incoming damage. But because of GUST PROGRAMMING she can't actually equip it. Feel free to laugh now). The Alchemist of Arland isn't too hard to stop in her rightful division, but she still is a decent Godlike.




Cordelia von Feurbach: "It's not like I was worried about you or anything..."
HP: 298 (82%)
Atk: 250
Def: 272
Spd: 251 (+0.66 stdev)

Equipment:
CSP
Heroic Cape ( 87 Def, 10 Atk, 10 Spd)
Rune Stone: (Resist Status)

Passive Abilities:
Bird Busting: 2x damage to birds
Striking Girl: 25% critical hit rate (2x damage)

Attack: 469 damage.
Call Servants: 994 damage.
0 Derringer: 695 Fire damage. (+2/3rds Fire Gauge)
(Poke me if you want more of Cory's skills which she will never get to use!)

Comments: Cory sucks. Really, I'm not sure what else I can say about her. Oh wait. She has a cool coat. I'm sure that will let her stand out down in Light.




Iksel Jahnn: "Want something to eat?"
HP: 392 (108%)
Atk: 253
Def: 313
Spd: 212 (-0.64 stdev)

Equipment:
Three Star Plate
Heroic Cape ( 87 Def, 10 Atk, 10 Spd)
Rune Stone: (Resist Status)

Passive Abilities:
Tasty Eats: Regenerate 20 HP/turn.
Puni Busting: 2x damage to Punis (slimes)

Attack: 509 damage
Slam: 1146 Earth damage (+2/3rds Earth gauge)
My Special: 52 healing
Special Dessert: (requires 2 Earth gauges) 181 healing.
Brain Shaker (Tier 1 Earth, +1 Earth gauge): 1146 Earth damage + low odds of sleep.

Comments: His damage isn't terribly good, and he tends to lose the first turn. Durability is okay but that's pretty much all Iksey has going for him. Decentish Light I suppose. If he gets to his fourth turn he has decent infinite healing!




Sterkenburg Cranach: "Being a knight isn't as cool as in storybooks" ;_;
HP: 451 (125%)
Atk: 279
Def: 319
Spd: 202 (-0.97 stdev)

Equipment:
Eternal Sword
Heroic Cape ( 87 Def, 10 Atk, 10 Spd)
Rune Stone: (Resist Status)

Passive Abilities:
Inner Flame: Increases damage to strong enemies (i.e. endgame). Already factored.
Demon Beast Busting: Pwns Griffons

Attack: 691 damage
Aedel Strike: 1750 Wind damage (+2/3rds Wind gauge)
Cross ride: 961 damage to a row.
(Sterk doesn't care about his other skills. See also: Aedel Strike)

Comments: Good deal of HP, and good damage. Tends to lose the first turn but he is a manly man and can take the subsequent hit. Middle.




Lionela Heinze: "People called me a witch... and other, rhyming words."
HP: 325 (90%)
Atk: 284
Def: 266
Spd: 201 (-1.0 stdev)

Equipment:
Gold Bracelet
Heroic Cape ( 87 Def, 10 Atk, 10 Spd)
Rune Stone: (Resist Status)

Passive Abilities:
Sixth Sense: 20% evasion
Great Nature: + elemental damage based on field element (this isn't clear)

Attack: 567 damage
Horoholo magic: 1438 Ice damage (+1 Ice Gauge)
Aranya Heal: 55 healing (+2/3rds Ice gauge)
Aranya Recovery (Requires 1 Ice gauge): 210 healing, Revives.
Horoholo Freeze (Requires 1 Ice Gauge): 1753 Ice damage (+1.2 Ice gauges)
Psionic Doll (Requires and Consumes 5 Ice gagues): 2850 damage, MT.

Comments: Liona has decent damage and on turn 2 can get access to infinite healing that doesn't suck. Problem is, she won't usually get to take advantage of that second turn. Light.




Tantris (Tristan Alcock): "Ah, such a beautiful flower."
HP: 350 (97%)
Atk: 253
Def: 278
Spd: 281 (+1.66 stdev)

Equipment: Risky Gauntlet
Heroic Cape ( 87 Def, 10 Atk, 10 Spd)
Rune Stone: (Resist Status)

Passive Abilities:
Manly Motivation: Becomes stronger when fighting with women.
Lizard Busting: Double damage to Lizards.

Attack: 610 damage
Gorgeous Slash: 1418 Earth damage (+2/3rds Earth Gauge)
Battle Song: +25 Atk, MT. (22% damage increase)
Healing Lullaby (Requires 1 Earth gauge): 17 healing. Adds 17 regen.

Comments: BEHOLD THE POWER OF ROCK! I mean that in the sense that he deals earth damage, as that and his ability to get the jump on most people defines him. He isn't too good but he makes a decent enough Light/Middle blitzer.




Gio: "This is a man's job."
HP: 405 (112%
Atk: 302
Def: 283
Spd: 248 (+0.56 stdev)

Equipment:
King's Staff
Heroic Cape ( 87 Def, 10 Atk, 10 Spd)
Rune Stone: (Resist Status)

Passive Abilities:
King's Blood: Damage up vs. Bosses
Abandon: 20% evasion.
Villain Busting: Double damage vs bandits (COULD be construed as humans in general)

Attack: 580 damage.
Strike: 1583 damage
Flashing wind: 985 Wind damage (+1 Wind Gauge)

Comments: Decent speed, durability, and damage. If you view "Villain Busting" as nailing all humans then I suppose you can move him up to Heavy, but as is I'd peg him as a Middle.



Averages:

HP: 362
Atk: 263
Def: 290
Spd: 231.14 (stdev 30.07)

Damage: 1382 (8318 with Rorona)
(Rorona: 43000)
Sterk: 1750
Gio: 1583
Liona: 1438
Iksel: 1146
Cory: 994

54
Godlike:
Souji Seta (P4) vs. Ryu (BoF3)

Heavy:
Wren (PS4) vs. Edna Capone (SH3)

Middle:
Rudy Roughknight (WA) vs. Meru (LoD)

Light:
Cyan (FF6) vs. Kahn (BoF4)

55
RPG Stats Forum / Lufia: Curse of the Sinistrals (L2 DS remake)
« on: October 31, 2010, 01:28:03 AM »
Lufia 2 DS: Erim's night out on the town (Alternatively, Curse of the Sinistrals)

Lufia:CotS is an action-RPG style system where you have 6 party members and can actively swap between them on the fly (with only one being present on the battlefield). Every PC has a variety of attacks that I will not be detailing too closely, instead just giving their optimum damage over a ~4 second combo window.

- Stats:
HP: Lose these, and out pops another party member.
IP: The game's MP/TP/SP/whatever. Use it to utilize skills. It always starts full and constantly regenerates, so this is of little consequence in the DL)
STR: Base stat that contributes to Atk and Def
INT: Base stat that contributes to Mag and Mdef
GUT: Base stat that improves IP regen rate, amongst other things.
CRT: Critical hit rate in %. Critical hits deal 1.5x damage. I already put this in PC's damages (since everyone does a lot of hits, this averages out pretty smoothly)
Atk: Physical offense stat. More = more physical damage.
Def: Reduces incoming physical damage, 1 pt = 1 less damage.
Mag: Magic offense stat. More = more magic damage
Mdef: Reduces incoming magic damage. 1 pt = 1 pt reduction.

- I will include a 'defense modifier' and relative durabilites for physical/magic damage. I took an enemy attack that would do 140 damage (highest you'll generally see endgame) to the PC's and calculated how much it was increased/decreased. Higher is better for the PC's in this case.

- Elements: Lufia CotS has 5 elements: Fire, Water, Thunder, Ice, and Holy. Characters can resist elements (Subtracts from incoming attack power) and they can have elements attached to their damage. Element defenses/offenses have 'ratings' in increments of 10. For defense a higher value means less damage is taken from that element. For offense it is a little strange. An element rating gives a bonus to attack power/damage for a PC, the higher the better. If a character has any rating in an element, that character's entire attack becomes subject to reduction (down to 0) from enemy elemental defense. So a '10' in fire attack gives a bonus to damage against all enemies, but if an enemy with a huge fire resit shows up, the enemy can make the entire attack tink (rather than just the extra damage). Attacks of multiple elements are subject to reduction from ANY of the elements, as well (so Fire/Thunder is walled by resisting either of those).

Titles: Every PC has several 'titles' that grant specific bonuses. All of these are always active at the same time. I will list any DL-relevant titles and thier bonuses. Bonuses to stats are already factored in.

Equipment: Everyone gets the best storebought armor/weapon they have access to. There are some (very slightly) better weapons around but Dekar can use any weapon so there aren't enough to go around (matters only for the best axe, and only a few Atk points at that).

Mystic Stone Board: The game has a twinking system that is a giant grid. Every PC has their own 'section' with squares that include abilities. The idea is that you place stat-upping tiles ('stones') on this board and the PC's get the stats from these 'stones' and any abilities in their section that is covered by a stone. Since these tend to come in unique cominations I've allowed the ones that aren't common to everyone. I also allowed the Atk/Mag+20% stuff, since the PC's have differing numbers of these skills in their sections and so it helps represent their relative damage better. I'll list what relevant skills/abilities the PC's get from this. These will already be included in damages and elemental defenses and so on.

-Averages up top:
HP: 621
IP: 116
Atk: 325
Def: 219
Mag: 285
Mdef: 204

Damage: 2888 (2.5x kill point of 7221)
Maxim: 4845
Dekar: 2751
Tia: 2720
Artea: 2523
Selen: 2326
Guy: 2165

Let's get this show on the road.



Maxim:
HP: 750 (121%)
IP: 200
Atk: 440
Def: 255 (126% defense modifier)
Mag: 433
Mdef: 228 (117% defense modifier)
STR: 170
INT: 153
GUT: 125
CRT: 15
Physical Durability: 152%
Magical Durability: 142%

Weapon: Dual Blade (260 Atk, 260 Mag, +100 HP, +10 Atk/Def/Mag/Mdef, +20 Str/Int, +10 Gut, +5 Crit, 30 Holy attack)
Armor: Zircon Plate Mail (75 Def, 65 Mdef, 10 Mag, +10 to all element defenses)

Elemental Attack: 25 Fire, 30 Holy
Elemental Defense: 30 Fire, 10 Ice/Thunder/Water, 20 Holy

Relevant Titles:
Proud Father: If Maxim is above 1 HP and otherwise fatal damage is taken, survive with 1 HP. Does not prevent multi-hit attacks from polishing him off.
Insensitive: Immunity to Paralysis

Mystic Stone skills: Fire Atk +10, Atk Dmg + 20% (2), Fire Res +10, Mag Dmg +20%

Attack Chain: 3-Hit Combo->C.Atk L2 -> Aerial extension combo: 4845 Fire/Holy physical damage.

TIME BREAK: Gaining the dual blade gives Maxim the ability to stop time (even if he is actively equipping a different weapon). Time is stopped for a set period before Maxim's IP starts to drain. Once it hits 0, Time starts again and whatever damage Maxim did when Time stood still is instantly applied to any targets in one lump sum. 9999 is the highest displayed value, but actual damage can exceed this. Once time starts flowing, Maxim can't stop time for another 20 seconds (~5 turns). Utilizing Time Break does not take any IP itself. While Time is stopped, all of Maxim's attacks auto-critical (at slightly stronger than normal critical power as well).
Time Break combo: (Attack String -> Cross Shot)x3, Attack String ->C.Atk L1 -> Attack String: 28006 Fire/Holy damage.

If Maxim wanted to drop the Holy element from his Time Break combo, he would instead do 14326 non-elemental physical damage with the Zircon Sword.

Comments: Oh hey look ma, OVERKILL. And to top it off if you want to stop him before he gets it off you have to be fast and have either status or VERY impressive multi-hit overkill. Yeah stopping time has always been good to duelers who can do it, and Maxim is no exception. With great defensive stats to back up his power and the ability to completely negate evade, Maxim isn't to be taken lightly. Unless you immune fire, in which case he is completely and utterly F*****. Too bad about that. Still, Godlike.




Tia:
HP: 496 (80%)
IP: 100
Atk: 271
Def: 177 (70%)
Mag: 243
Mdef: 188 (89%)
STR: 117
INT: 123
GUT: 120
CRT: 10
Physical Durability: 56%
Magical Durability: 71%

Weapon: Sabatour Glove (154 Atk, 120 Mag, 10 Water Atk, double damage to Machine type enemies)
Armor: Elven Cloak (60 Def, 65 Mdef, Halves status duration)

Element Attack: 30 Water
Element Defense: 20 Water

Relevant Titles:
Frugal Type: If Tia uses an item on herself, the item only has a 50% chance to actually be consumed. One could construe this to allow her some items, but I doubt most would consider it.
Machine Freak: Double damage to machiens. Stacks with her weapon skill.
Tasteless: Immunity to poison.

Mystic Stone Skills:  Water Atk+10 (2), Mag Dmg +20%, Water Res +10, Atk Dmg +20%

Attacks:
Fatal Shot -> C. Atk -> Fatal Shot: 2721 Water physical damage.

Comments: Tia is still kind of bad, what with the horrendous durability. Some things never change, no matter how dramatic your character design shift is. But hey, at least she beats Worker 8 now! And if you are kind enough to let her use items thanks to her unique ability to conserve them upon use, she probably even wants this over her L2 form (items in L2DS are a free action usable even when otherwise incapacitated i.e. sleeping). That'd make her an OHKO-or outheal type. Light or Middle, depending on the item allowance (that durability is still too horrid for anything above Middle even if she DID have 18 shots of free-action full healing).




Guy:
HP: 700 (113%)
IP: 100
Atk: 365
Def: 260 (129%)
Mag: 241
Mdef: 156 (66%)
STR: 185
INT: 91
GUT: 115
CRT: 8
Physical Durability: 146%
Magical Durability: 74%

Weapon: Zircon Axe (180 Atk, 140 Mag)
Armor: Zircon Plate Mail (75 Def, 65 Mdef, 10 Mag, +10 to all element defenses)

Element Attack: 10 Thunder
Element Defense: 10 Fire/Water/Ice/Holy, 20 Thunder

Relevant Titles:
Cornered: Attack improves as HP falls. I'll give a few reference points for what this does.
Commando: Reduce 'explosion' damage to 1.
Fearless: Immunity to Fear (silence/skill-sealing)

Mystic Stone Skills: Atk Dmg +20%, Mag Dmg +20%, Lightning Atk +10, Lightning Def +10, Ailment Res +20 (resists status a fair bit)

Attacks:
C.Atk L3 (SPIN DA HAMMER): 2165
(At 50% HP: 3548)
(At 20% HP: 4428) (Doesn't increase below 20% HP near as I can tell)

Comments: Well, he isn't slow anymore! Guy's damage is pretty unimpressive, at least until he gets below a certain HP threshold. Then he stops sucking. Status resistance is nice, although having to give up ~10% of his damage if he wants to drop the lightning element kinda blows. Magic durability is the only thing that really holds him back. Kinda a Low Middle otherwise? The physical durability and status resilience is certainly worthy of some respect at least.




Selan:
HP: 620 (100%)
IP: 100
Atk: 290
Def: 190 (79%)
Mag: 290
Mdef: 255 (137%)
STR: 130
INT: 185
GUT: 115
CRT: 5
Physical Durability: 79%
Magical Durability: 136%

Weapon: Wing Edge (160 Atk, 100 Mag, Damage up vs. flying targets)
Armor: Elven Cloak (60 Def, 65 Mdef, Halves status duration)

Elemental Atk: 20 Ice
Elemental Def: 20 Ice

Relevant Titles:
Proud Mother: If Selan is above 1 HP and otherwise fatal damage is taken, survive with 1 HP. Does not prevent multi-hit attacks from polishing her off.
Magical Wife: Increases disk skill time. (Not DL useful, but like hell I was gonna leave this out)
Unyielding: Immunity to critical hits.

Mystic Stone Skills: Ice Res +10, Ice Atk +10, Atk Dmg+20%, Mag Dmg +20%

Attacks:
C.Atk L2 -> 2 Hit Combo -> C.Atk L2: 2326 Ice damage. All but 250 of it magical.

Comments: Not sure what to say really. The ability to survive a shot of massive damage could be useful, but the pdef is a huge setback along with the 'meh' damage. Light.




Dekar:
HP: 620 (100%)
IP: 100
Atk: 300
Def: 221 (101%)
Mag: 249
Mdef: 184 (86%)
STR: 146
INT: 119
GUT: 120
CRT: 5
Physical Durability: 101%
Magical Durability: 86%

Weapon: Sabatour Glove (154 Atk, 120 Mag, 10 Water Atk, double damage to Machine type enemies)
Armor: Zircon Plate Mail (75 Def, 65 Mdef, 10 Mag, +10 to all element defenses)

Elemental Atk: 10 Water
Elemental Def: 10 all elements

Relevant Titles:
Copycat (enables Dekar to use any weapon but the Dual Blade)
Returning Hero: If Dekar is above 1 HP and otherwise fatal damage is taken, survive with 1 HP. Does not prevent multi-hit attacks from polishing him off.
Easygoing: Immunity to Fear (silence/skill-sealing)

Mystic Stone Skills: Mag Dmg +20%, Resist Disease +20%, Atk Dmg +20% (2)

Attacks:
4-Hit Physical -> C.Atk L2: 2752 water physical damage.

(If He doesn't want a water element)
( Master Blaster combo: 2136 non-elemental damage)

Comments: Dekar doesn't lose a footrace with Ghaleon now! He also lost his massive physical durability and stuff, which blows. Besides that he has damage and a variety of element options in unlisted weapons if he REALLY wanted them. Kind of a... Light/Middle all told. He's just very average. This is depressing for the STRONGEST MAN IN THE WORLD.




Artea:
HP: 543 (87%)
IP: 100
Atk: 286
Def: 211 (94%)
Mag: 256
Mdef: 211 (105%)
STR: 136
INT: 146
GUT: 115
CRT: 8
Physical Durability: 82%
Magical Durability: 92%

Weapon: Master Blaster (150 Atk, 100 Mag)
Armor: Zircon Plate Mail (75 Def, 65 Mdef, 10 Mag, +10 to all element defenses)

Elemental Atk: 30 Holy
Elemental Def: 10 Fire/Water/Ice/Thunder, 40 Holy

Relevant Titles:
Forest Defender: Immunity to the sleep status.

Mystic Stone Skills: Holy Res +10 (2), Holy Atk +10 (2), Atk Dmg +20%, Mag Dmg +20%

Attacks:
Attack String -> C.Atk L3: 2523 Holy physical damage.
(Artea can sacrifice about 800 damage for a water/Holy physical with a low chance of sleep attached)

Comments: Artea traded in his magic and bow for a gun. Bad trade dude, you need to pay more attention to RPG logic. Anyways his damage isn't too bad and he isn't horrible for durability. Still just a Light. Depressing but there it is.

56
Unranked Games / Kingdom Hearts: Birth by Sleep
« on: October 10, 2010, 12:38:37 AM »
Kingdom Hearts: Birth by Sleep

Stats:
HP: Lose these, and the universe breaks down because this is a prequel and we know that the game MUST have been won.
FP: Focus Points. This is just a 0-100 gauge that is used for Shotlock powers. This starts at 100 and is restored anytime you leave/re-enter a world (which you can do at any save point)
Def: Reduces damage. Everyone is equal so our three mains are all average. This serves as both physical and magical defense.
Atk: Used for physical offense. Physicals also have a tendency to critical a lot.
Mag: Used for magic offense. Magic does not crit.

Some discussion:
The three leads, Terra, Ventus, and Aqua all have selectable skillsets from a large pool of moves. They have 8 'slots' to fill up with moves, and moves take either 1 slot or 2 slots for powerful skills. For the purposes of a DL format, I've only allowed unique/starting skills, or skills which one person finds in a treasure chest but the other two would have to go through a complex synthesis process to get. I allow however many duplicates of a skill the character wants, because I don't want this to be more complex than it has to be.

Every move has a recharge timer associated with it where it requires X seconds to pass before (that instance of) the skill can be used again. I consider the Haste abilities default on everyone so that I can just consider it a non-factor (and with as many duplicates of a skill as they want, it is anyway). I also included the HP plus skills, because hey it's a percentage and doesn't do anything anyway.

Seperate from the movelists above is a special command called "Shotlock". This ability utilizes the Focus gauge and locks onto targets before executing a very powerful attack on one or more foes. Like normal moves, I am only allowing unique commands aquirable in the maingame for this. There are unique Shotlocks available at max level in the arena but it takes eternity and a day of grinding through arena matches to ever see those so screw em. It only would really help Terra anyway, who isn't relying on damage to win matches. Shotlocks take about ~40 Focus to get max lock-on (and thus trigger the extensions and thus do the amazing damage). FP is restored through attacking (2 per hit), so one fully unleahsed ulitmate 'normal' command is generally enough to refill your gauge for another Shotlock attack. All Shotlocks are physical, although they don't actuall have the 'physical' tag. Just for reference, I included in brackets [] the "ragnarok" Shotlock for Ventus/Terra, if you want to allow it for them. It is acquired via the Command Board.

BBS uses an elemental system. Physical, Fire/Ice/Wind/Dark, and Null. Physical is actually it's own element, and some attacks that are based on the Atk stat are classed as something other than Physical.

I took enemy defense to be 13. I can't *see* it to gauge very well, but this is probably weaker than bosses/stronger than randoms. Works.

Status: Unless stated otherwise, all status is 100% accurate and always works on everything that isn't explicitly immune. It is also group-target as opposed to applied to a specific target(BBS status is amazing)

Critical rates are frequent and attacks are multi-hit, so I'm just factoring them straight into damage. Reverse-engineer it if you want to figure out what damage is without them.

There are also Friend-links, which fully heal the user on activation and change skillset/grant some passive skills. These have a habit of being unavailable for arena fights and big important plot battles, and are common to all three so I'm ignoring them. In addition there are Command Style changes, which alter what kind of base physical you have, and Finishers, which have slightly higher mults than normal attacks. These are inferior to the best Commands so I'm ignoring them.

Averages up top:
HP: 136.5
Def: 21 (everyone has this)
Atk: 26
Mag: 21.67
Three turn damage average: 951 [1173 if Ragnarok is allowed for Terra/Ven]
2.5x Kill point: 2379 [2934 with Ragnarok]

WARNING: big pictures [/OK]




Master (except not really) Terra:
HP: 143
Def: 21
Atk: 21 (31)
Mag: 17 (15)
Keyblade: Chaos Ripper (+10 Atk, -2 Mag, 25% crit rate, 1.5x crits)

Commands:
Attack: 81 damage over 4 hits.

Zantetsuken: 93 damage. 75% chance of Instant Death. Has a bit of a charge time to it but not something I would consider a turn or anything.
Ars Solum: 604 damage.
Dark Haze: 67 damage. 60% chance of adding Doom (kills in about a turn).

Dark Firaga: 13.8 fire damage, adds Dark status 100% (makes enemies unable to attack in the right direction)
Meteor: 330 magic damage (this is with a magic-specific keyblade, if for some reason Terra ever needs to utliize magic damage...)

Shotlock:
Terra has no legal shotlock more powerful than Ars Solum in this format.
[Ragnarok: 1397 non-elemental damage.]


Comments: Open your heart to DARKNESS! ZANTETSUKEN! Yeah Terra is pretty straightforward. He just hopes the target doesn't immue Instant Death. Dark and Doom back him up though. A Middle/Heavy Terra may want his boss form from... oh name a Kingdom Hearts game




Ventus no-I-am-not-Sora-even-though-I-look-exactly-like-him:
HP: 123
Def: 21
Atk: 24
Mag: 24
Keyblade: Lost Memory (+6 Str, +5 Mag, 75% crit rate, 1.5x crits)

Commands:
Attack: 81 damage over 4 hits.

Ars Arcanum: 548 damage over a plethora of hits.
Salvation: 153 damage. Heals 90% of max HP. Bit of a windup but not enough to care. The attack hits an area. Non-elemental.
Tornado Strike: 208 damage. Wind elemental. 50% chance of stunning for ~1 turn. Area attack.

Mini: Makes enemies tiny and unable to deal damage. Can force a mini lock with this.
Faith: 107 non-elemental magic damage. Fully restores HP. This is instant and multi-target. Quite nasty.

Shotlock:
Pulse Bomb: 836 Lightning damage. (40 Force points used).
[Ragnarok: 1043 non-elemental damage]

Comments: He may not be his darker-haired counterpart, but Ventus is not bad at all. He isn't too durable or damaging, but who cares when you can Mini PCs to win and abuse that fullheal+damage against whatever that doesn't work on? Pretty nice package. Between a fairly uncommon winning status strategy and the eternal parasitic healing I'd peg him as a Heavy. I guess being a kid makes him have a lower HP score than Terra and Aqua, though you'd think a girl with Aqua's frame would be similar...




Master Aqua:
HP: 143
Def: 21
Atk: 23
Mag: 26
Keyblade: Brightcrest (+4 str, +7 mag, 75% crit rate, 1.5x crits)

Commands:
Attack: 55 damage over 4 hits

Time Splicer: 742 physical damage over a massive number of hits. At the beginning of the attack the enemy is inflicted with Stop and this lasts until the end of the attack. Once the attack ends, the enemy is stunned and thus can be locked with another Time Splicer ad infinitum, as long as they are vulnerable to Stop.

Seeker Mine: 187 non-elemental magic damage in 4 hits. Each hit has a 50% chance of stunning a target for 7 seconds, which is long enough to use this skill twice again. That means anything hit by the initial Stun (94% chance) is basically dead.

Raging Storm: 1072 fire magic damage over a whole lot of hits. (this move cloaks Aqua in flames/wind and allows her to move into enemies and hitstun/hurt them)


Shotlock:
Prism Rain: 1729 thunder damage over a plethora of kaleidoscope hits. (40 Force points used)

Comments: Kick ass while looking really really good. That is Aqua's MO and she pulls it off fantastically. Prism Rain is similarly beautiful and deadly. Besides that Aqua has Time Splicer for more kickass style/Stop-ownage, and Seeker Mine to destroy the Stun vulnerable. No healing so the girl is all about offense, but she does that pretty dang well. Heavy.

57
Unranked Games / Valkyria Chronicles 2
« on: September 25, 2010, 05:42:50 AM »
Valkyria Chronicles 2:

- Levels for classes are taken at 2M exp for each. This is high but it works, especially if you grind to promote the units you are using.

-VC2'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. Avan, the Squad Leader, adds a CP to the gauge whenever he is used and alive on the map. 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 Avan gets 2 CP a turn instead of 1 due to his special bonus. While it IS possible to use that CP on another character, the fact that it comes from Avan is indisputable.

- VC2 PCs regenerate 20% HP per round. I assume this carries over into the DL. They all have the option of using Ragnaid for 60 healing, with the exception of Engineers who get full healing out of it.

- I am assuming damage is against a target with 13 defense (most enemies from the side) without assuming that the attacker gets headshot crit bonus. Generally anything that can be headshot can be OHKO'd by every unit. When this isn't the case (crouched/Valkyried enemies), then the differences in offense between classes actually starts mattering, and that is what should be represented here. Heavy Gunners are assumed to get 1/3rd of hits in at point-blank range or so. This should be about right.

- VC2 uses a subtractive defense system with a very wide range of attack powers. I used the endgame V2 units attack power of 72 to calculate defensive durability. This is pretty much in the middle between high attack power/low mult stuff like flamethrowers and mortars, and low attack power/high mult bullets. Defense was considered as an attack against the side of the PC, and the defense listed accounts for that. And yes, Armored Techs really are that durable. Defense works on everything in the game, including energy/flame attacks, so I consider it applicable to magic in the DL as well.

- Higher durability = better.

- Every character has one of 5 base classes: Scout, Shocktrooper, Lancer, Engineer, and Armored Tech. You can promote these base classes into one of two tier 2 classes, and each tier 2 class can promote into one of 4 tier 3 classes (so there are 20 tier 3 classes in total). As far as the DL goes, everyone with the same base class pretty much wants the same tier 3 class for dueling.
*Scouts want Scout Elite (although they can take a durability hit to improve damage by going Sniper Elite)
*Shocktroopers want Heavy Gunner. That offense and durability combo stands out.
*Lancers want Heavy Mortarer. The durability and offense are better than their other options.
*Engineers want Engineer Elite, or if they get Max Aid Boost (Raymond/Magari) Anthem Elite.
*Armored Techs want Elite Fencer. No question whatsoever.

- Avan can pick his class. I assumed for average purposes that he would be a Fencer Elite for ludicrous durability, but in some cases where he just wants something dead ASAP he may want Heavy Gunner, which does the best damage.

- Evasion is exactly what it says it is. The character hits the dirt before an enemy attack and it misses. This generally negates or almost-negates any explosion/area attack that still hits them. The number listed is literal.

- Every character has 7-8 "Potentials" that activate randomly during their turns. I'll get to list these eventually, but outside of Max First Aid, which allows Magari and Raymond to have full healing in the Anthem Elite class, none of the ones they have here have a too significant activation rate (I'm not transferring Max Vs. Prsnl from one Tier 3 class to another)

- Averages up top.
HP: 317.36   
Def: 26.39   
Evade: 28.18            
Damage: 444.58    (2.5x kill point of 1111)

Plot units first, then the rest of the squad.


Avan Hardins:
Fencer Elite (Default)
HP:   489   
Def: 60 (3.8 durability modifier)
Evade:   33   
Durability:   5.86   
Attacks:
Damage: Percival-4 x2: 898 damage

Relvant Potentials:
Unprecedented: Chance to raise attack power when below 50% HP.
Left The Nest: Randomly raises all stats, including attack power.
Overrun: Chance to raise attack power.
Critical Attack: Chance to deal 3.5x damage.


(Opting to be a Heavy Gunner instead)
HP: 468   
Def: 20   (0.88 durability modifier)
Evade: 29   
Durability: 1.29
Attacks:      
Damage: Cyclone-3 x2: 2010 damage.

Relevant Potentials:
Unprecedented: Chance to raise attack power when below 50% HP.
Left The Nest: Randomly raises all stats, including attack power.
vs. Prsnnl Boost: Chance to raise attack power.
Full HP Recovery: Chance to fully recover HP after taking an action.
Critical Attack: Chance to inflict 3.5x damage with an attack.


Comments: Take your pick, an unkillable monster (with Regen) or an overkilling one. Either way Avan Hardins, idiot though he may be, is not to be trifled with. Godlike.




Zeri:
Heavy Gunner
HP: 397   
Def: 20   (0.88 durability modifier)
Evade: 27         
Durability: 1.1   
Attacks:
Cyclone-3: 1005 damage

Relevant Potential:
Clear Shot: Chance to raise attack power when no other enemies are around.

Comments: Zeri hurts things. Really, that's all there is to him. But good lord does that hurting thing work out for him. Middle/Heavy.




Cosette Coalhearth:
Engineer Elite
HP:   236   
Def: 16   (0.81 durability modifier)
Evade:   46   
Durability:   0.61
Movelist:      
Viper E-8: 120 damage
Ragnaid: Full healing

Relevant Potentials:
Beautiful World: Chance to allow for a second action in the same CP usage.
Major vs. Prsnnl: Chance to raise damage.
Double Attack: Chance to get a second action in an attack round. Can stack with Beautiful World for 3 actions in 1 CP use. (This occurs prior to any counter)
Uncounterable: Chance to negate the enemy's counterattack.

Comments: Take a hit, heal, repeat until evasion, attack/store CP. Repeat until enemy is dead. Middle. (Her Double Attack and Beautiful World Potentials make this work faster than you'd think)




Aliasse:
Scout Elite [Sniper Elite]
HP: 240   [140]
Def: 16 (0.81 durability modifier) [9 def/73% modifier]
Evade: 46 [27]
Durability: 0.62 [0.32]
Attacks:
B-Type Grenade 8: 247 (1/turn regardless of CP storage, backup must be Gallian-9)
Gallian-9: 75 (used for Counters)
[Brondel-4: 429 damage]

Relevant Potentials:
Mysterious Body: Chance to fully heal after taking an action.
Max Evasion: Raises evade significantly against counterattacks.


Comments: Terrible dueler. Light. She's the best of your Scouts, but they aren't exactly built as straight up slugging units. It's kind of ironic she's so bad, since she is easily the most plot-powerful character in the game. Possibly in the series. May be worth noting her stats as an Elite Sniper... though that durability is so horrible it is funny.


And now for the rest of the squad:

Scouts:
Attacks:
B-Type Grenade 8: 247 damage (1/turn regardless of CP storage, backup must be Gallian-9)
Gallian-9: 75 damage (used for Counters)
   
Nichol Martin the siscon:   
HP: 224   
Def: 16 (0.81 durability modifier)
Evade: 32   
Durability: 0.57   
      
Relevant Potentials:
Tender Emotions: Chance to raise attack power
Full HP Recovery: Chance to fully recover HP after taking an action.


Helmut Bourdais the Imp:      
HP: 252   
Def: 16 (0.81 durability modifier)
Evade: 31   
Durability: 0.65   

Relevant Potentials:
Lancer Killer: When facing a lancer, chance to raise attack power
Rear Guard: When expending the last CP in a round, attack power is raised.


Sigrid Eissel the Traitor:      
HP: 236   
Def: 16 (0.81 durability modifier)
Evade: 32   
Durability: 0.61   
      
Relevant Potentials:
Max Evasion: Raises evade significantly against counterattacks.
Critical Attack: Chance to inflict 3.5x damage with an attack.


Lotte Netzel the wannabe reporter:      
HP: 192   
Def: 16 (0.81 durability modifier)
Evade: 39   
Durability: 0.49   

Relevant Potentials:
Max Evasion: Raises evade significantly against counterattacks.
Full HP Recovery: Chance to fully recover HP after taking an action.


Melissa the yandere:      
HP: 210   
Def: 16 (0.81 durability modifier)
Evade: 37   
Durability: 0.54         

Relevant Potentials:
Critical Attack: Chance to inflict 3.5x damage with an attack.

      
Chloe Blixen the artsy chick:      
HP: 195   
Def: 16 (0.81 durability modifier)
Evade: 37   
Durability: 0.5         

Relevant Potentials:      
None.


Shocktroopers:[/u]      
Attack:      
Cyclone-3: 1005   damage   

Erik Campman the gruff guy:      
HP: 394   
Def: 20   (0.88 durability modifier)
Evade: 21   
Durability: 1.09   
   
Relevant Potentials:
Scout Killer: When facing a Scout, chance to increase attack power.

         
Pete Stang the fanboy:      
HP: 364   
Def: 20   (0.88 durability modifier)
Evade: 27   
Durability: 1.01         
      
Relvant Potentials:
Rebel Hater: Chance to raise attack power
Vs. Prsnnl Boost: Chance to raise attack power
Super vs. Prsnnl: Chance to raise attack power


Nahum Dryer the stuck-up Prince:      
HP: 379   
Def: 20   (0.88 durability modifier)
Evade: 24   
Durability: 1.05   

Relevant Potentials:
Ruler's Grace: Chance to raise attack power
Clear Shot: Chance to raise attack power when no other enemies are around
      

Franca Martin the tsundere:      
HP: 348   
Def: 20   (0.88 durability modifier)
Evade: 26   
Durability: 0.96   

Relevant Potentials:
Tough Love: Chance to raise attack power
Advanced Attack: Chance to raise attack power

      
Anisette Nelson the popular girl's sister:      
HP: 361   
Def: 20   (0.88 durability modifier)
Evade: 22   
Durability: 1         

Relevant Potentials:
Diligent: Chance to recover HP after taking an action.
Vs. Prsnnl Boost: Chance to raise attack power
Super vs. Prsnnl: Chance to raise attack power

      
Marion Siegbahn the gun nut:      
HP: 346   
Def: 20   (0.88 durability modifier)
Evade: 22   
Durability: 0.96         
      
Relevant Potentials:
Scout Killer: When facing a scout, chance to raise attack power
Weapons Freak: Chance to raise attack power around armed enemies
Clear Shot: Chance to raise attack power when not around other enemies
Full HP Recovery: Chance to fully recover HP upon taking an action.


Lancers:[/u]
Attack:   
Diehl-3: 295 damage
   
Reiner Tristan the archetypical lancer:      
HP: 393   
Def: 19 (0.86 durability modifier)
Evade: 15      
Durability: 1.07      

Relevant Potentials:
Ammo Refill: Chance to replenish all ammunition after an attack.


Vario the FAAAAAABBBBBUUUULOOOOUUUSSSSSSSS cyclops:      
HP: 392   
Def: 19 (0.86 durability modifier)
Evade: 15   
Durability: 1.06         

Relevant Potentials:
Power of Song: Chance to raise attack power
Full HP recovery: Chance to fully recover HP after an action.

         
Noel Willoch the wealthy heiress:      
HP: 399   
Def: 19 (0.86 durability modifier)
Evade: 16   
Durability: 1.08      

Relevant Potentials:
Ammo Refill: Chance to replenish a mortar shot after an action.
Explosives Ace: Chance to increase attack power
      

Coleen Celcius the girl every man wants (rightly so):      
HP: 354   
Def: 19 (0.86 durability modifier)
Evade: 20   
Durability: 0.96         

Relevant Potentials:
Mooch: Chance to regain 1 ammo after attacking.
Ammo Refill: Chance to replenish ammo after acting.

      
Rene Randall the girly tomboy:      
HP: 358   
Def: 19 (0.86 durability modifier)
Evade: 16   
Durability: 0.97         

Relevant Potentials:
Explosives Ace: Chance to increase attack power      
   
   
Engineers:   [/u]
Attack:      
Viper E-8: 120 damage
Ragnaid: Full healing   

Raymond Moen the walking hospital: (Anthem Elite)   
HP: 285   
Def: 12 (0.76 durability modifier)
Evade: 39   
Durability: 0.68         

Relevant Potentials:
Fruits of Labor: Chance to increase all abilities, including attack power
Max First Aid: Always do double healing with Ragnaid. This makes his healing full.
      

Randy Hamsun the two-faced scumbag:      
HP: 218   
Def: 16   (0.81 durability modifier)
Evade: 39   
Durability: 0.56   

Relevant Potentials:
None
   
   
Heinz Gliden the Combat Butler (minus Harem):      
HP: 229   
Def: 16 (0.81 durability modifier)
Evade: 43   
Durability: 0.59   

Relevant Potentials:
Double Attack: Chance to attack again after attacking (Prior to any enemy counter)      


Sofia Collins the vindictive beauty:      
HP: 178   
Def: 16   (0.81 durability modifier)
Evade: 45   
Durability: 0.46   

Relevant Potentials:
Sadist: Chance to raise attack power
Major vs. Prsnll: Chance to raise attack power
Double Attack: Chance to attack again after attacking (Prior to any enemy counter)

      
Magari the super-cute bookworm: (Anthem Elite)
HP: 221   
Def: 12 (0.76 durability modifier)
Evade: 39   
Durability: 0.53   

Relevant Potentials:
Max First Aid: Doubles healing, which makes her healing full.
Unevadable Shot: Chance to make her attack undodgeable
      

Vicky Baytear the annoying wild child:      
HP: 188   
Def: 16 (0.81 durability modifier)
Evade: 43   
Durability: 0.48         

Relevant Potentials:
Uncounterable: Chance to negate enemy counter.
   

   
Armored Techs:[/u]
Attack:   
Percival-4: 449      

Joachim Osen the cool bro:      
HP:   393   
Def: 60 (3.8 durability modifier)
Evade:   17   
Durability: 4.71         

Relevant Potentials:
Vs. Prsnnl boost: Chance to raise attack power
Med HP Recovery: Chance to recover some HP after an action
Overrun: Chance to raise attack power

      
Morris Lling the luckiest bastard at Lanseal:      
HP:   409   
Def: 60 (3.8 durability modifier)
Evade:   21   
Durability: 4.9   
      
Relevant Potentials:
Wholehearted: Chance to raise attack power
Phoenix: Chance to remain alive when killed


Jamill Caines the angsty middle-aged gambler:      
HP:   436   
Def: 60 (3.8 durability modifier)
Evade:   15   
Durability: 5.22   

Relevant Potentials:
Penetration: Chance to ignore enemy defense (doesn't do much for damage)
Overrun: Chance to raise attack power

      
Mischlitt the bespectacled genius girl:      
HP: 372   
Def: 60 (3.8 durability modifier)
Evade: 14   
Durability: 4.45   

Relevant Potentials:
Genius: Chance to raise all abilities, including attack power
Vs. Prsnnl Boost: Chance to raise attack power
Med HP recovery: Chance to restore some HP after taking an action
      

Alexis Hilden the reverse trap:      
HP: 391   
Def: 60 (3.8 durability modifier)
Evade: 14   
Durability: 4.68         

Relevant Potentials:
Vanguard: When expending the first CP of a turn, attack power is raised.
Mighty Heart: Chance to recover some HP after taking an action      


Inghild Noverre the cute prohpet:      
HP: 394   
Def: 60 (3.8 durability modifier)
Evade: 17   
Durability: 4.72   

Relevant Potentials:
Broken Reality: Chance to raise attack power
Good Omen: Chance to raise attack power
Prophecy: Chance to raise all stats, including attack power
Overrun: Chance to raise attack power

58
Writeup Graveyard / Emelious (vs. Loki)
« on: September 11, 2010, 02:42:46 AM »
It's time to put the Godkiller to work again. Emelious has crushed one Godlike after another on his path to the finals, and now at last he can let his blade feast on the flesh of a true god to round off the season. Loki boasts a powerful combination of magics, but his mightiest attack, Indiscriminate, will fail before Emelious' speed and evasion. With the dark magics available at his command, Loki won't be able keep up with Emelious as he claims yet another divine kill. It's time to take home a Godlike championship and show Loki that he isn't the biggest nihilistic psycho on the block anymore.

59
Unranked Games / Ys Seven
« on: September 01, 2010, 04:12:40 AM »
Ys 7:

- Ys Seven is an ARPG type game where you can switch between characters on the fly. Think Secret of Mana but fun like crack cocaine and you have the idea.

- Level taken at 60 for all 7 PCs.

- Best storebought armor/best synth'd shields are assumed. This is because getting the 300+ Soul Stones needed to get every ultimate is a pain in the arse, is clearly grinding, and only changes stats. Heck, I ended the game with just 50 and I didn't avoid any search points at all.

- I just consider a 'turn' a charge attack->Attack combo string-> special move. This is pretty arbitrary but it works so whatever. For Aisha/Mishera, they were assumed to have the number of attacks in their 'attack combo string' equal to what they can output in the ~1.8-2 seconds that it takes for everyone else to do an ordinary complete combo.

- Every PC has a passive bonus that they extend to the party when they are fighting together. For example Adol increases accuracy by 17%, and Mishera reduces incoming damage by 14%. For the purposes of this topic I assume that these bonuses are unique to the relevant PCs. This strikes me as perfectly fair and reasonable.

- Damages and durability factors are as calculated against the Cerberus-type enemies in the final dungeon. This is because they have the highest strength and they are the easiest to test on. It would feel unfair to count durabilities against weak-hitting enemies, and the final boss (about the only one with more strength) is both a nuisance to test on and unusually powerful.

- Every PC can equip accessories, but none are legal for the purposes of this topic. Storebought status blockers do exist however and they include several varieties: poison, curse (no-action), confusion, Petrification, 'Heavy' status (Slows movement), burning status, and freezing status.

- Evasion exists in the game but outside of Elk it doesn't happen enough to care much. He may approach 20% at best, but probably not even that much against the weaker enemies. It isn't that common.

- The game does not distinguish magic/physicals or elements. Mishera's attacks are all clearly wind magic, but the game only classifies things typewise into "piercing, slashing, or blunt". Aisha/Mishera are Piercing. Elk/Geis are slashing, and Dogi/Cruxie are blunt.

- The stats/gauges:
HP: Lose these and countless women everywhere in the world weep for Adol the Red.
Str: Strength. Determines offense. Since there is no physical/magic divide this is true for both.
Def: Defense. Reduces damage received. Again true for both magic and physical looking stuff. The modifier listed for this is durability. Divide incoming damage by that much to get effective damage taken. Higher=better.
Dex: Dexterity. Determines hit-rate. Most attacks land 100% of the time anyway.
Agl: Determines evade rate. Evade doesn't come up very often but this is why Elk is the best at it.
SP: Everyone shares a pool of 100 SP, but only the controlled character will use it up for skills. SP is generated with charge-type attacks and is depleted by using a skill.
EXTRA: A super-move gauge basically. Even if this started at half full (60), most people wouldn't see a super for a very very long time. Even Aisha, who generates 1.7x as much as others still wouldn't.

- Every attack a character makes does 'stun' damage. When an enemy 'stun' lifebar is depleted, that enemy is stunned for ~5 seconds or so. During this time more SP is generated from attacking that enemy and they can not take actions. Endgame enemy 'stun' range is about 2500-3000, which is conveniently enough about 2.5x the average if a character goes all out for stun damage. Basically this just allows for an additional 'turn' where the enemy can do nothing. Once a target exits stun status their stun 'lifebar' is filled back up and has to be depleted again to stun them once more.

- The game's skill system is based off of an SP gauge that varies from 0 to 100. The gauge is not filled up on resting at stone pillars but is generally always running between empty and full, so I consider 50 starting for everyone in a duel setting. About 16 is generated whenever a charge attack is used (these come off fast), and I considered a Charge as part of the combo that make up turns. For the sake of making MY life easier, skills are taken at low levels (typically 1-2), and I'm only listing the ones that they'd actually want to use in a duel due to having better damage/stun than anything else that costs the same amount.

- Pictures aren't the same size because I'm lazy and will use the site-provided icons for the first three and had to edit up the last 4.

-Averages up top
HP: 2054
Str: 775
Def: 675
Dex: 151
Agl: 131

Damage: 2816 (7042 kill point)
Stun damage: 1043 (2609 stun point)

5-turn Average (because the cast gets progressively worse over time due to the starting 50 SP running out really really fast):
Damage: 2547 (6367 kill point)


Adol the Red:
Tyrant Sword (Blunt Type)
Nonoire-Fran
Innocent Shield

HP: 2033 (99%)
Str: 801
Def: 741 (126%)
Dex: 150
Agl: 131

Passive bonus: Accuracy x 1.17
Effective durability: 125%

Attacks:
3-hit Combo string: 1068 (524 stun damage)
Charge attack: 408 (202 stun damage)

Skills:
Strength Blast (10SP): 410 (386 stun)
Photon Blade (10SP): 431 (112 stun)
Earth Shaker  (20 SP): 950 (588 stun)
Power Smash (20 SP): 1114 (266 stun)
Rapid Snipe (40 SP): 1937 (662 stun)
Pentagram: (80 SP): 5700 (745 stun)

Three turn combos:
Charge Combo -> Rapid Snipe: 3413 damage, 1388 stun
Charge Combo -> Rapid Snipe: 3413 damage, 1388 stun
Charge Combo -> Photon Blade: 1907 damage, 838 stun
Total: 8733 damage. 2911 per turn.

(ideal stun damage):
Charge Combo -> Rapid Snipe: 3413 (1388 stun)
Charge Combo -> Earth Shaker: 2426 (1314 stun)
Charge Combo -> Earth Shaker: 2426 (1314 stun)
Total: 4016 stun damage, 1388.67 per turn.

Comments: Adol is a very generic hero type, as you might expect. His ability to switch weapons to hit Pierce/Slash/Blunt weakness means nothing here. Anyways, Middle as all he does is deal damage and take hits but he is not bad at either. Stun makes him a bit better than your average generic fighter I suppose.




Dogi THE WALLCRUSHER:
Inoryi (blunt type)
Lien-Iris
Armored Genma

HP: 2599 (127%)
Str: 853
Def: 679 (99%)
Dex: 160
Agl: 70

Passive bonus: stun damage x 1.34
Effective durability: 126%

Attacks:
3-hit combo: 878 (462 stun)
Charge attack: 322 (184 stun)

Skills:
Bash (12 SP): 528 (604 stun)
Aura Impact (12 SP): 549 (246 stun)
Roundhouse Kick (25 SP): 1493 (893 stun)
Blaster Kick (50 SP): 2301 (1282 stun)
Wild Rage (50 SP): 2950 (677 stun)
Grand Slam (100 SP): 5497 (1732 stun)

Three turn combos:
Charge combo-> Wild Rage: 4150 damage, 1323 stun
Charge Combo -> Roundhouse Kick: 2693 damage, 1539 stun
Charge Combo -> Aura Impact: 1949 damage, 892 stun
Total: 8792 damage, 2930 per turn

(ideal stun combo):
Charge combo -> Blaster kick: 3501 (1928 stun)
Charge combo -> Roundhouse kick: 2693 (1539 stun)
Charge combo -> Bash: 1728 (1250 stun)
Total: 4717 stun, 1572 stun per turn.

Comments: Dogi has good durability, damage, and can stun stuff. He makes an okay Middle. The stun damage is pretty cool though.




Aisha the Rebellious Princess:
Echidna Bow (piercing type)
Lien-Clane
Armored Genma

HP:1566 (76%)
Str: 706
Def: 644 (91%)
Dex: 80
Agl: 246

Passive bonus: EXTRA generation x1.7
Effective durability: 70%

Attacks:
9-hit arrow barrage: 1079 (414 stun)
Charge attack: 162 (55 stun)

Skills:
Sommersault (9 SP): 394 (69 stun)
Heavy Blast: (9 SP): 360 (184 stun): Inflicts Heavy status for ~30 seconds.
Killer Hornet: (18 SP): 877 (132 stun)
Skywinder: (18 SP): 689 (231 stun)
Waspinator (35 SP): 1756 (141 stun)
Contract Blue (70 SP): 3745 (219 stun)

Three turn combos:
Charge Combo-> Waspinator: 2997 damage, 610 stun
Charge Combo-> Waspinator: 2997 damage, 610 stun
Charge Combo-> Killer Hornet: 2118 damage, 601 stun
Total: 8112 damage. 2704 damage per turn.

(ideal stun combo)
Charge combo->Skiwinder: 1930 (700) x3
Total: 2100 stun damage. 700 per turn.

Comments: Poor Aisha doesn't translate well in this format. She can inflict Heavy on melee types and dance around them while laughing, if you give respect to such a thing. But bad durability and averagish damage combine to make a Light otherwise.




Elk the Tagalong Kid:
Moondog (slashing type)
Lien-Clane
Armored Genma

HP: 1812 (88%)
Str: 688
Def: 603 (81%)
Dex: 233
Agl: 290

Passive bonus: Gold earned x 1.22
Effective durability: 72%

Attacks:
6-hit combo string: 697 (276 stun)
Charge attack: 137 (69 stun)

Skills:
Wheelspin (8 SP): 374 (96 stun)
Crestfall (8 SP): 273 (239 stun)
Rising Wheel (15 SP): 656 (253 stun)
Rumble Brawl (30 SP): 2011 (419 stun)
Terran Vortex (60 SP): 3885 (570 stun)

Three turn combos:
Charge combo -> Rumble Brawl: 2845 damage, 764 stun  x 3
Total: 8535 damage, 2845 damage per turn

(ideal stun combo): Same as above
Total: 2292 stun, 764 stun per turn.

Comments: Elk is probably the best character at avoiding attacks via player-input dodging, and he IS the best at actually dodging via the game's numeric evade system. This doesn't save him in this format from being a frail guy whose damage (while not bad thanks to low low SP costs) is not standout. A Light, but not an atrocious one or anything.




Cruxie the... bedridden... badass...:
Levoak (blunt type)
Nonoire-Fran
Armored Genma

HP: 2452 (119%)
Str: 854
Def: 798 (166%)
Dex: 193
Agl: 33

Passive bonus: Damage dealth x 1.34 (WINNER)
Effective durability: 199% (ALSO WINNER)

Attacks:
3-hit combo string: 1068 (438 stun)
Charge attack: 430 (184 stun)

Skills:
Igniz Blaze (11 SP): 686 (314 stun)
Full Swing (11 SP): 620 (460 stun)
Provoke (11 SP): Inflicts Provoke on nearby enemies, raising their damage dealt and taken. Not worth using due to raising damage dealt by a lot more than it raises the amount taken.
Encourage (11 SP): Cruxie inspires someone to feats of power by... whacking them with a hammer in the face. Raises ally attack power, does not affect Cruxie.
Revolver Swing (22 SP): 1365 (1159 stun)
Dash Geyser (22 SP): 1445 (515 stun)
Burst Swing (45 SP): 3113 (1104 stun)
Dragon Blaze (90 SP): 6161 (1311 stun)

Three turn combos:
Charge combo -> Burst Swing: 4611 damage, 1726 stun
Charge combo -> Dash Geyser: 2943 damage, 1137 stun
Charge combo -> Dash Geyser: 2943 damage, 1137 stun
Total: 10497 damage, 3499 damage per turn. (She can neglect using a skill on her second attack for another combo->Burst Swing on turn 3, but 2HKOing is better)

(ideal stun combo):
Charge Combo->Revolver swing: 2863 (1780 stun) x3
Total: 5340 stun damage, 1780 per turn

Comments: CRUXIE SMASH. She would never say such a thing, but this is what she does. Damage that is excellent, stun damage that manages to edge out the guy with the stun damage up skill, and durability that stands out as very impressive. She may make for a Low Heavy based solely on stats in this game. That is pretty impressive considering she has no real skillset.




Mishera the Blind Cutie:
Ark Rod (piercing type)
Lien-Clane
Armored Genma

HP: 1664 (81%)
Str: 727
Def: 556 (73%)
Dex: 114
Agl: 33

Passive bonus: Damage taken x0.86
Effective durability: 59% (69% with her skill though! Har.)

Attacks:
7 hit barrage: 924 (48 stun)
Charge attack: 155 (9 stun)

Skills:
Wind Cutter (12 SP): 510 (27 stun)
Ascension (12 SP): 441 (64 stun)
Rejection (25 SP): 1048 (121 stun)
Tornado (50 SP): 2450 (198 stun)
Aerial Orb (100 SP): 5680 (289 stun)

Three turn combos:
Charge combo -> Tornado: 3529 damage
Charge combo -> Rejection: 2127 damage
Charge combo -> Wind Cutter: 1589 damage
Total: 7245 damage, 2415 per turn

(ideal stun combo)
Charge combo -> Rejection: 2127 (178 stun) x3
Total: 534 stun damage. 178 per turn

Comments: While the cutest member of the cast, Mishera is also the worst in a duel. Bad durability and unimpressive damage confine her to Light.




Geis the Fariy Friend:
Soen Halix (slashing type)
Lien-Iris
Armored Genma

HP: 2255 (110%)
Str: 801
Def: 706 (111%)
Dex: 127
Agl: 117

Passive bonus: Experience gain x1.14
Effective durability: 122%

Attacks:
4 hit combo string: 834 (368 stun)
Charge attack: 269 (119 stun)

Skills:
Trapster (10 SP): 452 (105 stun)
Helm Splitter (10 SP): 354 (294 stun)
Flashlance (20 SP): 963 (248 stun)
Wolf Fang (20 SP): 898 (425 stun)
Dragon Fang (40 SP): 2004 (607 stun)
Cross Crusher (80 SP): 5492 (869 stun)

Three turn combos:
Charge combo-> Dragon Fang: 3107 damage, 1094 stun
Charge combo -> Flashlance: 2066 damage, 735 stun
Charge combo -> Flashlance: 2066 damage, 735 stun
Total: 7239 damage, 2413 per turn.

(ideal stun combo):
Charge combo -> Dragon Fang: 3107 (1094 stun)
Charge combo -> Wolf Fang: 2001 (912 stun) x2
Total: 2918 stun, 972.67 per turn.

Comments: Geis, much like Adol, is a pretty generic fighter. Stunning exists to make him slightly more versatile than your average joe, but other than that he is just a durable guy who hits things.

60
Writeup Graveyard / Cameela (vs. Songi)
« on: August 21, 2010, 02:49:11 AM »
What makes Cameela better than Songi? The awesome ball of spiky death? The speed? The double acting? The sexy? In the end, the answer is all of these things. Songi's physical is powerful, but Cameela's mighty attack is equally agonizing and she can use it twice for every one time Songi moves. With a firm edge in both damage and speed, this Greater Devil is looking at a slugfest where the answer is as foregone as a beauty contest would be. Songi may be immune to her womanly charms, but that isn't going to save the misguided martial artist from a giant ball of spikes, iron, and pain. Sadism never looked so good.

61
Writeup Graveyard / Clarissa (vs. Hawk)
« on: August 07, 2010, 02:05:02 AM »
Clarissa Arwin, the cute little liar and wielder of the Strahl Gewehr, may look like she's more suited to Encourage others onward to victory. Hawk may be hoping just that, but he is in for a world of hurt if he thinks that he'll be walking away from this (of course he's in for a world of hurt if he doesn't, too). Clarissa's Sacrifice skill is brutally powerful and can level most foes in a single casting. For those rare few for whom one casting isn't enough she has Rob Turn to make sure she can do it a second or even a third time. And with her incredible speed Clarissa is sure to do this before Hawk so much as breathes. The cute imposter princess from Elesius is set to win her first match in record time, and that's no lie.

62
Writeup Graveyard / Cameela (vs. Sgt. Joe)
« on: July 31, 2010, 03:23:52 AM »
It appears unlikely that Cameela's salacious seduction technique will prove effective on her fowl foe this week. Both because he is a married duck and because he is, well... a duck. Unfortunately for the quack warrior, the good old 'smash them in the face really really hard with a giant spiked ball" strategy will prove as reliable as ever. Cameela's physical attacks hurt like hell, and she can act twice in a single round. Healing may keep the duck alive but it will only prove to prolong his suffering. Between the desirable devil's devastating attacks and her powerful Blaze 3 spell, Cameela will have no need to make dinner plans... roast duck is on the menu.

63
Writeup Graveyard / Gilbert (vs. Johnny)
« on: July 31, 2010, 03:15:05 AM »
It isn't easy being ugly. The glares, the whispers behind your back, the people who actively laugh in your face, the mess to clean up after said people are brutally turned to bloody remains by evil magic... Yes Gilbert has a hard life, and it has made him bitter and angry. Considering his vindictive nature, today's match should come as a treat for the His Ugliness. Johnny Garland may have taken him down before, but now he lacks his friends' help to save him from an unsavory demise. Malice Dirge will be the last thing poor Mr. Garland sees before he is knocked down for good.

64
RPG Stats Forum / Breath of Death VII: The Beginning
« on: July 16, 2010, 06:16:10 AM »
- Yes I know it isn't exactly an ordinary game but it was fun so shut up.

- Level taken as 32.

- At every level-up you choose one of two options the game gives you for some bonuses in addition to ordinary stat-gains. I went for the ones that optimized the PCs for dueling. I'll list another option if it matters a lot. I built Dem as a straight-up fighter with HP and offense buffing (he can go for defense-buffing alternatively), Sara as a healer with tankishness (sacrificing Magic at times), Lita went for HP and Magic. She isn't breaking average Agi even if she wanted to, sadly. Erik is all about CHOPPING OFF HEADS FOR EATING TEH BRAINS.

- System: Supertypical turn-based RPG. No random variation for speed. As a PC attacks they build up a "combo counter" which keeps track of the # the PCs land over time. Moves with "Combo Boost" in them get a buff to their attack equal to # hits/10. So a 15 hit combo count would result in a Combo Boost move doing 250% damage. Combo Break moves reset the Combo counter to 0.

- Stats:

HP: Lose these and.... what happens when undead lose their HP? Where do they go? Who knows.
MP: Used for Techs and magic. There is no real difference between them.
Strength: MOAR PHYSICAL DAMAGE.
Magic: MOAR MAGIC DAMAGE.
Agility: Good old fashioned turn-based speed. No bells or whistles!
Vitality: Physical damage reduction. Works screwy. Doesn't mean too much really.
Will: Magic damage reduction. Works screwy. Doesn't mean too much really.

- Enemy damage reduction taken as 30.

- Status:
Sleep: Target can't act until they take damage. Once damaged, target can act on the turn they were damaged if slower than the one that damaged them. Target doesn't wake up for debuffs/other status attempts.
Blind: Reduces enemy hit-rate to 1/3rd.
Seal: Enemy can't use magic.
Poison: Repeat the damage done when the poison was inflicted, indefinitely.

- All buffs/debuffs are permanent and work on all bosses. The game has no status-blockers for the PCs. Note that buffs stack additively, including this combo boost one. You can't stack the exact same buff on top of itself, although you can stack two different buffs that happen to affect the same stat...


- Averages up top!:
HP: 439
Agility: 230 (62.7 stdev)
Vitality: 302
Will: 220

Damage: 1586 (2.5x kill point of 3965)



DEM BONES:
"... (Everyone around me is insane.)"

HP: 430
MP: 205
Strength: 420
Magic: 180
Agility: 240
Vitality: 370
Will: 200

Equipment:
Giant Sword
Aegis


Attack: 348 damage in one hit.

Techs:
Multi-Strike (5): 1049 damage over two hits.
Deathblow (15): 1079 damage in one hit. Combo Boost. Combo Break
Attack Stance (15): +75% Strength, -25% Vitality
Blade Dance (30): 1734 damage over 4 hits. Unfocuses (3280 w/Heroics) [4440 w/both]
Holy Strike (30): 1835 Holy physical damage in one hit. (3388 w/ Heroics) [4554 w/both]

Magic:
Fire Flurry (10): 50 fire magic damage over three hits.
Sandstorm (10): -50% agility for all enemies.
Heroics (20): +100% Strength and Magic, Regen 15 MP at the end of every round.

Passives:
Sword Aura: +20% Atk for Dem and any fighting with him. (already factored in)
Shield Aura: +10% Def for Dem and any fighting with him.

(Note:
If Dem goes for defense buffing, he sacrifices 10% off Sword Aura and can buff as follows...
120% initial -> 195% (Defense Stance)
or trade in Shield Aura for Rally...
100% initial -> 175% (Defense Stance) -> 225% (Rally)
End note)

Comments: HOLY UNDEAD SWORDSMAN. Anyways, Dem is a little above average at speed and generally has good stats, doesn't suck for offense but isn't special, can kill his opponent's speed, and can buff to OHKO given time. Middle works. The fire damage is so bad it isn't even worth mentioning.




Sara the Ghost
"I wanna be the very best, like no one ever was! To explore ruins is my real test, to learn stuff is my cause! I will travel across the land, searching far and wide. Teach DEM to understand, the love he feels inside!"
HP: 426 (476 w/ Health Ring)
MP: 436 (386 w/o Magic Ring)
Strength: 160
Magic: 420 (370 w/o Magic Ring)
Agility: 310 (360 w/ Speed Ring)
Vitality: 260 (250 w/ Speed Ring, 240 w/ Health Ring)
Will: 300

Equipment:
Caduceus
Magic Ring (Health Ring or Speed Ring as alternates)


Attack: 360 damage over 4 hits.

Techs:
Research (5): +50% Magic for the rest of the fight. Affects healing and damage basically directly.
Boo! (3): 100% Stun on one enemy. Stun only lasts for one turn so this is of little value.
Hailstorm (30): 1056 ice magic damage over 4 hits. Unfocuses.
Freeze Blast (12): 642 ice magic damage in one hit. -25% to target's Agility permanently.

Magic:
Heal (4): 420 healing. Removes all status ailments.
Escape (30): 100% Escape from a fight!!!
Holy Blast (30): 1650 holy magic damage in one hit.


Comments: Fast healer with durability that isn't bad and the ability to select a Ring for the appropriate situation. Speed Ring and Freeze Blast ensure that even other gamebest speedsters will end up slower than her, and Health Ring can give her the extra oomph to avoid an OHKO or something. Research turns her into a fast fullhealing 2HKOing monster. Middle/Heavy?




Lita the Vampire
HP: 342
MP: 382
Strength: 220
Magic: 400
Agility: 210
Vitality: 190
Will: 270

Equipment:
Laser Gun
IQ Glasses


Attack: 495 ITD physical damage over 3 hits.

Techs:
Sleep (10): 80% accurate sleep on one enemy. Sleep is permanent until the target takes damage.
Sniper Shot (10): 630 physical damage on one enemy.
Seal (5): 80% accurate seal on one enemy
Blind (8): 80% accurate Blind on one enemy

Magic:
Drain Life (16): 210 draining magic damage to all enemies. Heals Lita (and allies) for the damage done.
Bury Alive (12): 855 Earth magic damage.
Lightning (30): 290 Lightning magic damage to all. 30% chance of Stun.
Call Wolves (15): 146 damage to all at the end of every turn. Repeats indefinitely.
Death (30): 40% Instant Death, Multitarget.

Comments: Status whore. The stats aren't good but hey, status whore. Sleep -> Spam the 40% damageless ID move till it hits works pretty much like Turn 1 ID (that checks sleep immunity as well). Or the person wakes up a Silenced/Blinded target that Lita can drain down, if they immune ID. Instead of the 40% ID she could have taken a move with better damage, but that sure ain't winning her any matches.




Erik the Zombie
HP: 558
MP: 111
Strength: 550
Magic: 180
Agility: 160
Vitality: 390
Will : 110

Equipment:
CHAINSAW AXE
Platinum Suit


Attack: 383 damage in one hit.

Techs:
Smash! (20): 2005 damage in one hit.
Call Horde (25): 1428 damage in three its. Unfocuses.

Magic:
Puke! (10): One hit of 78 poison magic damage. Poison repeats the 78 damage indefinitely.
Regenerate (8): 72 regen for the rest of the battle.


Comments: Slow but durable and damaging. Limited resources sucks vs. Healers, but at least the likes of Mint run right into Regenerate. Middle.

65
Unranked Games / Magna Carta 2
« on: July 10, 2010, 04:20:15 AM »
- Chars taken at level 68, which is high! But I did all the quests and ended up there so whatever.

- PCs' have two types of attacks. A dedicated combo, which is a series of connected one-hit attacks, and skills that consume Kan to activate.

- Magna Carta 2 is an ARPG with a system that bears mentioning. Basically whenever someone does a basic combo or uses a skill, it expends Stamina. Stamina naturally regenerates at a certain rate when a PC isn't attacking or using a skill. When a PC goes 'negative' on stamina, that PC enters Overheat mode.

- In Overheat mode, damage is multiplied by 1.5x. A PC can complete a basic combo string and execute a skill in Overheat, but when they are finished they are set to -100% stamina and have to regen at least above 0% before taking another action. Normally there is party chain mechanic to get around this negative stamina but the DL is a solo fight so no dice.

- Kan is the game's version of MP, basically. Kan is generated when a character attacks with their basic combo attack, and expended when the character uses skills. Fighters can carry Kan over from fight to fight ala other games' limit bars. Mages, however, can not. If they leave the immediate area where the Kan they generated via combos is, they will lose access to it. To make up for it, mages have 'environment Kan' which is a minimum set on the amount of Kan they can have. This is almost always 1, and is taken as such in the DL. So if a mage started with 1 Kan and generated 1, they could use a skill that costs two and be left with 1 Kan. But if they start with the 1 environment and generate 2 Kan with a combo, and then use a skill that costs 2, they will have only 1 Kan left. For the sake of parity, I am assuming the fighters (Juto and Agro) start each fight with 1 Kan.

- The game's system makes for defining 'turns' to be a bit of a pain in the arse. There is clearly a difference in speeds between characters due to the system (as you will, uh, see). I went with doing this: I took a three turn setup for each PC where they basically did three attack chains (where they don't stop to regen stamina). The total time it takes/3 is the average turn length, while the total damage done/3 is the average damage. Simple.

- The game features two different skill trees for each character, one for each weapon. Upon fully mastering a skill tree, a char gets a special bonus. I picked one skill tree to master for each character, which in order to do by endgame means you have to mostly neglect the other tree. I'll note the skill tree mastery ability.

- Each character has access to a special ability in a weapon type that is triggerable at random after either attacking or being attacked.

- Weapons can be switched in combat, although obviously not in the middle of a combo or anything. Only Zephie might want to swap between healing and a physical immunity skill.

- The game provides status blocking for silence, paralysis, confusion, burn, freeze, and stun.

- The mages in the game have basic attacks that take their own element (Zephie = Wind, Celestine = Ice, Crocell = Fire, Rue = Thunder). Although I don't recall enemies resisting elements, there are clearly places where they were weak to them. Also the mages have a chance of inflicting their elementally-aligned status with their basic combos. Mages are also immune to their own element status.

- Status:
Paralysis: Thunder status. Reduces accuracy to crappy levels.
Frostbite: Ice status. Halves stamina regen.
Dizzy: Wind status. Reduces evade to nothing.
Burn: Fire status. Steadily drain a little bit of HP.
Sleep: Standard sleep. Doesn't last too long.
Silence: Stops skill usage, both magic and physicals.
Poison: Steadily drain a little bit of HP.

-Stats!

HP: Lose these and the people of the world don't have paradise ripped from them.
ATK: Physical attack stat. Higher = more physical damage. Also affects some mages...
Def: Physical defense stat. Higher = less physical damage taken. Didn't seem to be terribly effective, however.
SPI: Magic attack power. Higher = more magic damage. Also used for some mage physicals...
RES: Magic defense stat. Also not very potent near as I can tell.
AGI: Determines evasion and accuracy (most everything hits 100% of the time though). This is NOT speed.
STA: The raw amount of stamina a char has. More of this = more attacks until overheat.
STARCV: Stamina recovery. This determines the speed at which a character regenerates stamina. This, along with attack times, IS INDEED speed.

-Evasion in this game is for both magic and physicals. The high-end skills ignore evade. Kan is still generated even if a target dodges the attack. Evade is really only a big deal for Juto and Rue.

-Averages up top!
HP: 6247
DEF: 152
RES: 144.5
AGI: 83

Damage: 12931 (2.5x kill point of 32328)
Average 'turn' length: 20.92 seconds

Well let's get this started already and introduce our generic team.

Juto: "I am a lame amnesiac main a reformed manmade assasin"

HP: 7854
ATK: 328
DEF: 226
SPI: 17
RES: 116
AGI: 84
STA: 54
STARCV: 48

Effective evasion: 31% (50% under Steel Stance)

Equipment:
Fate (1-H Sword)  [Skill mastery is 2x Kan generation(!!!). 2-H mastery is +30 Sta Recovery]
Pauldron of Eternity

All of Juto's damage is physical.

Combo (7-hit): 3070 damage, 2.8 Kan generated. 6.6 seconds, 8.2s to recovery stamina.
Kan Build (5-hit, 5-hit): 5100 damage, 4 Kan generated, 7.5s to execute, 12s to recvoer stamina.

Skills:
Skyward Hammer (1): 855.6 damage
Vorpal Slash (4): 3468 damage
Steel Stance (1):  Increase Def/Res by 20%, and Agi by 10% for 30 seconds.
Iron Shadow (3): Take a defensive stance and counter physical attacks with 2500 damage once.
Phantom Charge (3): 2415.6 damage
Fatal Rush (6): 11800 damage.
Desperate March (6): 12000 damage. (already factored in Overheat)
Celestial Crusher (8): 22000 damage. (already factored in Overheat)

Special: Weapon Break: triggerable at a % chance upon being attacked by a weapon user. Breaks the foes' weapon.

'Three turn"
Kan Builder (5100 dmg, 7.5s)
Recharge (12s)
Kan Build -> Overheat Combo -> Celestial Crusher (31705 dmg, 14.1s)
Recharge (12s)
Overheat Combo -> Desperate March (6.6s)
Full recharge (24s)

Total: 53410 damage, 76.2 seconds.

Other options:
Kan Build -> Combo -> Desperate March: 21705 damage, 14.1s
Full recharge: 24s
Total: 21705 damage, 38.1 seconds.

Comments: Juto has good damage but it is kind of slow to put it out. Good HP. A decent Middle? Sure. Kinda boring.



Zephie: "There is no way I am a rip-off of Yuna! Impossible! Blashphemy!"

HP: 4815
ATK: 19
DEF: 110
SPI: 358 (318 with rod)
RES: 204
AGI: 74
STA: 65
STARCV: 63 (108 with rod)

Effective evade: ~7%

Equipment:
Full Blossom (fan) [Fan mastery: Wind damage taken ->1]
(alternate: Rod of Polar Wind [Mastery bonus Exp+30%])
Aurora Bracelet

All of Zephie's damage is wind magic.

Combo (5-hit): 2650 damage, 5.8s execution, 6.5s recovery
Kan Build (5-hit, 3-hit): 4108 damage, 10.5s execution, 10.6s execution

Skills:
Wind Cutter (2): 1128 wind damage.
Air Wave (3): 2046 wind damage.
Wind Edge (4): 4224 wind damage.
Mighty Storm (6): 3360 wind damage to an area.
Aero Veil (2): Grants physical reflection for 30 seconds. Reflection uses Zephie's attack stat and fails for damage. But this is still refreshable physical immunity!
Wind Blade (7): 18500 wind damage.

(Rod Skills)
Healing Wind (2): 3264 healing.
(Status healing spells for paralysis, confusion, vertigo, silence, poison, sleep, stun, fever, burn, frostbite)

"Three turn"
Kan Build: (4108 dmg, 10.5s)
Recharge: (10.6s)
Kan Build -> Overheat Combo -> Wind Blade: (26583 dmg, 16.3s)
Recharge: (10.6s)
Combo -> Wind Cutter: (5667 dmg, 9.2s)
Full Recharge:  (21.2s)

Total: 36348 dmg, 78.4 seconds.

Alternate options:
Fan combo (4 hit) -> Aero Veil: 2054 dmg, 9.5 seconds, 9.3 seconds recovery.
Rod Combo (5 hit) -> Healing Wind: 1390 damage, 3264 healing. 13 seconds, 4.5s recovery (6.3s for recovery if Overheating)

Comments: Damage and the time it takes her to output it could stand to be better, but physical immunity or full healing while doing damage if she wants it. Middle/Heavy due to those two rather nasty tricks. Being all Wind kinda sucks, though.



Crocell "I'm a fire mage. I have a fiery personality but also a warm side!"

HP: 5319
ATK: 304
DEF: 138
SPI: 166
RES: 121
AGI: 79
STA: 70
STARCV: 48

Effective evade: 21%

Equipment:
Fist of Fantasy [Fist weapon has a low chance of stunning enemy in addition to burning. Stun is 10s of no movement/action]
Solar Crystal

All of Crocell's damage is fire physical (he has a weapon that is fire magic, but does less and is slower)

Combo: 3767 damage, 1.8 Kan generation. 5.6s execution, 8.9s recovery
Kan Build: 6006 damage, 3.6 Kan generation, 9.5s execution, 14.5s recovery

Special: Burning body. Triggerable on damage at a low% chance. Sacrifice ~1500 HP (nonfatal) to increase damage output by ~50%.

Skills:
Hurricane Blow (1): 1450 fire damage
Fire Strike (2): 3420 fire damage
Explosive Chain (3): 2940 fire damage to an area.
Flaming Kick (4): 4920 fire damage.
Flaming Spiral (6): 11520 fire damage
Ignition Wing (7): 20500 fire damage.
Infernal Strike (9): 21000 fire damage.

"Three Turn"
Kan Build (6006 dmg, 9.5s)
Recharge (1.8s)
2-Hit Build -> Combo -> Ignition Wing (27320 dmg, 7.3s)
Recharge (14.5s)
Combo -> Fire Strike (10781 dmg, 7.2s)
Full Recharge: (29s)

Total: 44107 damage, 69.3 seconds.

Comments: If your're wondering why the mage who is punching things hurts so much, he combines his ATK and SPI ratings for damage. Well, all fire and bad durability combined with being a little slow prevent him from rising from low Middle? On a side note, his fireball weapon provides Fire/Wind immunity as it's mastery even though it is much weaker on damage output.



Argo: "I am the token cool-headed big guy/dragon-hawk... thing"

HP: 8807
ATK: 352
DEF: 190
SPI: 13
RES: 129
AGI: 69
STA: 67
STARCV: 48 (78 via Hammer mastery bonus)

Effective Evade: 0%

Equipment:
Supernova [Hammer Mastery: +30 Stamina Recovery]
Perfection

All of Argo's damage is physical.

Combo (6-hit): 3175 damage, 1.2 Kan generated. 7.3s execution time, 5.4s recharge time.
Kan Build (5-hit/4-Hit): 4575 damage, 1.8 Kan generated, 10.1s execution time, 8.6s recharge.

Special: Loud Roar. Low % chance of triggering on damage taken. Does ~1500 damage and stuns nearby enemies.

Skills:
Burst Knuckle (1): 1010 damage
Hammer Break (2): 2064 damage
Spiral Hammer (4): 3147 damage
Heaven's Hammer (5): 5374 damage.
Colossal Hammer (6): 14957 damage.
Huge Quake (8): 21050 damage.

"Three turn"
Kan Build (4575 dmg, 10.1s)
Recharge (8.6s)
Kan Build (10.1s)
Recharge (1s)
1-Hit -> Combo -> Colossal Hammer (20229 dmg, 8.6s)
Full Recharge (18s)

Total: 29379 damage, 56.4 seconds.


Comments: Well, Argo lacks damage due to not combining two stats for damage and not having good kan generation power. He DOES have HP, though. Lots and lots of HP. And his speed is decent thanks to the Hammer mastery bonus (without which he would be absolutely terrible)



Celestine: "Tee-hee! Can you guess my role!? Tee-hee! Tee-hee! Tee-hee! TEE-HEE"

HP: 5179
ATK: 52
DEF: 123
SPI: 351
RES: 135
AGI: 74
STA: 52
STARCV: 108

Effective evade: ~7%

Equipment:
Eucalyptus [Aroma Spray... +50% money bonus.]

All of Celestine's damage is ice physical.

Combo (5-hit): 1950 damage, 1.5 Kan generation, 4.4s execution, 3.4s recovery
Kan Build (5-hit/2-hit): 2634, 2.1 Kan generation, 6.6s execution, 5s recovery

Special: Absorbing Shield. Low % chance upon taking damage of putting up a shield that negates all damage for 10 seconds (making attacks restore ~160 HP).

Skills:
Frost Wave (2): 1685 ice damage.
Mild Restore (2): 3264 healing. In addition, target recieves 310 regen every 2s for 10s.
Aroma Fresh (2): Increase Def/Res by 20% for 30s.
Aroma Struggle (2): Increase Atk/SPI by 20% for 30s
Silence Wave (4): 1955 damage. ~50% chance of inflicting Silence for ~30s
Poison Wave (4): 1955 damage. ~50% chance of inflicting Poison for ~30s
Sleep Wave (4): 1955 damage. ~50% chance of inflicting Sleep for ~30s
Death Waltz (6): 10500 damage. Inflicts Poison for ~30s)
Eternal Rest (8): 19000 damage.

"Three turn"
Kan Build (2634 dmg, 6.6s)
Recharge (5s)
Kan Build (2634 dmg, 6.6s)
Recharge (5s)
Kan Build -> Overheat Combo -> Eternal Rest (24559 dmg, 11s)
Full Recharge: 10s

Total: 29827 damage, 44.2 seconds.

Notable:
4-Hit combo string -> Mild Restore: 1420 damage, 3264 healing, regen effect. 9.5s for execution+recharge
(Overheat): 4-Hit combo string -> Mild Restore: 2130 damage, full healing, 11s for execution+recharge.

Comments: Celestine is annoying. I mean that in the sense that she is constantly shouting things in a whiny voice in combat. She also happens to be annoying in a duel too, bringing to bear blistering speed with damage+full healing. There are enough FE'rs/Limit users around to keep her pretty tame in Middle/Heavy border. Worth mentioning that her other weapon (which recduces her speed considerably and has no healing) has ice/water immunity as the weapon mastery.



Rue: "Yes. I am a cold-hearted bitch. Is there a problem with this?"

HP: 5509
ATK: 314
DEF: 125
SPI: 141
RES: 162
AGI: 119 (see how she crushes everyone in this stat? Rue is very evasive)
STA: 52
STARCV: 78

Effective evasion: 75% (>100% under Ciel Focus. If she weapon-swaps and combines it with Terra Focus... Yeah... Just yeah.)

Equipment:
Demonic God of All [Katana mastery: Double Kan generation... lucky]
Variety Backpack

All of Rue's damage is lightning physical.

Combo (7-hit): 3715 damage, 2.8 Kan generation, 6.9s execution, 5.3s recharge
Kan Build (3-hit/3-hit/3-hit): 5192 damage, 3.6 Kan generation, 8.1s execution, 7s recharge

Special: Instant Death. Low% chance on her combo attacks to instantly kill the target.

Skills:
Slash Spin (2): 1248 damage
Ciel Focus (1): Raises Def and Res by 20%, AGI by 10% for 30 seconds.
Ninpo: Stealth (3): * Puts Rue under Stealth status, rendering her undetectable (even to the final boss). Rue only has access to her Katana “Ninpo” techs until she takes an action. Since enemies can't see her she can attack from behind and score crits
Ninpo: Venom Stab (*): 4140 damage. Inflicts poison
Ninpo: Shadow Stance (*): Grants a status that increases Instant Death odds. Still not very good.
Ninpo: Mystic Assault (*): 5280 damage.
Omni Slice (7): 10500 damage.
Immovable Position (9): 20000 damage.

*Shuriken tech
*Terra Focus: Raises ATK and SPI by 20%, raises AGI by 10%

"Three turn"
Kan Build (5192 dmg, 8.1s)
Recharge (2s)
3-Hit->Overheat combo->Immovable position: 27049 damage, 9.4s)
Recharge (7s)
Overheat Combo -> Slash Spin (11.5s)
Full Recharge (14s)

Total: 39686 damage, 52 seconds.

Notable 1-turn repeatable:
Kan Build -> Overheat Combo -> Omni-Slice: 21264 damage, 15 seconds.
Full Recharge: 14s
Total: 21264 damage, 29 seconds


Comments: Rue brings several things to the table: Speed, damage, batshit insane evade that works on both magic and physicals, Instant Death in long matches, and Stealth for peculiuar situations. Note that her moves that buff AGI stack to get her up to 142 agility, which... is very very VERY hard to hit. And the paralysis that she can inflict with every attack also nerfs accuracy... Despite the horrors of being thunder-oriented in the DL, Rue makes one terrifyingly good Heavy.

66
RPGDL Discussion / Season 60, Week 2: Emo Jesus goes boom
« on: June 19, 2010, 03:35:49 PM »
Godlike:

Ryu4 (BoF4) vs. Van (TotA)
Chelle (WA:XF) vs. Terra (FF6)
Rhapthorne (DQ8)* vs. Lenneth (VPs)
Kurando (SH2) vs. Kyogre (Poke)

Heavy

Justin (G1) vs. Ramsus (XG)
Takaya (P3) vs. Jowy (S2)
Barbarossa (VP) vs. Limstella (FE7)
Adachi (P4) vs. 2-Scias (BoF4)

Middle

Bruiser (ToD) vs. Aelia (VP)
Alexia (WA:XF) vs. Kyle (S5)
Leehalt (WA3) vs. Jaffar (FE7)
Sheena (ToS) vs. 2-Mia (FE9)

Light

Galleon (S5) vs. Gadget Z (S3)
Meg (Suikos) vs Estella (S3)
Doc (CC) vs Rinoa (FF8)
Lucia (SH2) vs. 2-Diego (VH)

67
Writeup Graveyard / Sheena (vs. Mia)
« on: June 19, 2010, 02:55:00 AM »
Sheena isn't the brightest Ninja in the world, sure. She may be clumbsy at love and prone to falling down pits at utterly random time. She may even be a little too topheavy for her own good. But the Ninja-girl from Tales of Symphonia is very good at what she does do: Hit things hard, fast, and without mercy. While cards may be a less conventional weapon than swords are, any who doubt Sheena's power do so at their own peril. Her devastating ninja arts and nigh unending string of combination attacks will prove to be the less well-endowed Mia's downfall, proving once again that the girl with the bigger chest always wins.

68
Writeup Graveyard / Takaya (vs. Jowy)
« on: June 19, 2010, 02:09:38 AM »
This is really quite simple. Jowy has a little rune in his hand that calls down swords. Takaya has a gun (along with nasty spells like Megidoloan, of course). As these two evil masterminds clash in a battle to move on, Takaya holds the undeniable advanatage of actually being a boss compared to Jowy's simple status as a wannabe hero. Between his superior durability and the serious damage he can inflict with his Persona and pistol, Takaya is sure to come out on top. And then he will be one step closer to bringing about The End...

69
Writeup Graveyard / Chelle (vs. Terra)
« on: June 19, 2010, 01:21:09 AM »
With two hot, animal-like girls fighting it out in the ring you know what match is going to get all the attention this week. In a way it's kind of a shame, since Chelle will end it rather anticlimactically with her brutal Predator Barrage multiplied by her Battle Cry doubleacting. Even should Terra manage to miraculously garner a single turn, she can do nothing to stop Chelle and won't be getting a second. While it may not be as satisfying for Chelle as beating the snot out of Ragnar, the guys in the crowd are certainly going to enjoy this brutal bout between babes.

70
Writeup Graveyard / Presea (vs. Harken)
« on: May 08, 2010, 02:10:21 AM »
Two Ladies of War going at each other with deadly intent in a battle arena. Sure, Presea is a pint-sized fighter, but boosted by the power of her Cruxis crystal, Presea is more than a match for this demoness. With strength that far surpasses what one would expect of a hulking ogre, Presea can bring on the pain in extra cute fashion. Harken's fast movements will mean little to Presea's similarly awesome HP score. Meanwhile, a few swings of Presea's axe (or a few good whacks with a giant pow hammer), will bring Harken down hard. A promising match awaits the Tales series' strongest (and cutest) little fighter.

71
Writeup Graveyard / Belcoot (vs. Freya)
« on: May 08, 2010, 02:04:17 AM »
Belcoot is not an immortal wielder of a True Rune, and he is most certainly not a god. So one might think that he would be at a disadvantage against Freya. One would be mistaken. Belcoot's swordwork can put even the power of his world's True Runes to shame, and divinity or not he is more than a match for Odin's little fangirl. To put it quite simply, the Falcon Rune hurts like hell, Freya can't take hits, and Belcoot has no problems in that department himself. And since Belcoot isn't about to lose another tournament due to feminine wiles, all Freya can look forward to is a brutal beatdown at the hands of Falenas' resident Falcon Rune wielder.

72
Writeup Graveyard / Jeff (vs. Freya)
« on: April 23, 2010, 02:34:27 AM »
A nerd in puberty going up against a goddess of sex. While normally such a goddes would simply charm the young man into submission, Freya apparently has no such talents. Which is quite unfortunate for her as she also happens to be rather frail and Jeff's Multi Bottle Rockets hurt a LOT (to put it qualitatively). While Ether Strike would probably end Jeff if Freya could use it, the fact that she is eating one of Jeff's improvised incendiary nightmares will make sure she dies first. It is really a waste of such a beauty, but science comes before pleasure for Earthbound's resident super-nerd.

73
Writeup Graveyard / Lady (vs. Patriarch)
« on: April 23, 2010, 02:29:18 AM »
The Patriarch has a problem. For all his religious followers and personal power, he is just a frail man. And this week his is a frail man facing down a very angry and monstrously powerful Lady. Lady's foe is best known for being physically frail, a fact that will prove quite painful before Lady's massive physical stock combos. Add in the fact that his dreaded status attacks are of no threat to the hauntingly beautiful manifestation of Malice, and you have a recipe for a very dead old man. Lady's newest godlike rampage starts right here and now.

74
Writeup Graveyard / Dark Force (vs. Yuri)
« on: April 23, 2010, 02:15:06 AM »
Feel the power of DARKNESS! Dark Force, the maleficient being who preyed on the galaxy for countless generations has returned to wreck havoc on the DL's godlike roster. And the first victim is none other than the strong-hearted Yuri Hyuuga. While the boy may prove dangerous to mortals with his harmonixer fusions, Dark Force is no mere mortal. With his brutal physical, magical, and status attacks the ancient entity will crush the young upstart in a flash... a flash of DARKNESS!

75
Writeup Graveyard / Zerase (vs. Belcoot)
« on: April 23, 2010, 02:01:21 AM »
Zerase never joined the the Prince's quest because she thought it was noble, and she never felt much kinship with the other peons she served with. This turns out to be a good thing in this matchup as she will have no compunctions about unleashing the power of the Star Rune and frying Belcoot on the spot. While Belcoot's Falcon attack may prove frightening, it only matters if he lives to bring it to bear against Zerase. Since Zerase is faster and Belcoot's magic defense is sorely lacking, that won't happen. Zerase will feel absolutely horrible about having to kill the boy though. No, really.

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