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Messages - Pyro

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Unranked Games / Utawarerumono: Mask of Truth
« on: January 02, 2023, 08:48:15 PM »
Utawarerumono: Mask of Truth

- Level taken at 39.
- This SRPG's core mechanic is "Zeal" and "Action Chains". Action chains are a series of moves that can be stopped midway. Zeal is a resource that fluctuates between 0 and 100. Action Chains may generate or cost Zeal, and other conditions like counters or reaction defenses may increase or cost Zeal.
- When a character ends their turn with 100 Zeal, they enter 'Overzeal" and immediately get another turn. Then, at the end of every turn, they lose a certain amount of Zeal. If that places them at 0 Zeal they exit Overzeal. Executing a "Fatal Strike" attack that is only accessible in Overzeal will also end Overzeal immediately. While in Overzeal, any Zeal costs for actions or reactions is set to 0.
- Depending on a character's innate element, they get different bonuses for Overzeal. By far the most significant is Fire, which gets a +25% bonus to damage. (Wind = Slightly faster, Earth slightly less damage taken, and Water lengthens buff durations).
- Action Chains are effectively attacks/spells that have multiple components. A character has between 3-4 Action Chains and each action chain has between 2-4 parts. An action chain can be cut short at any time if the conditions demand it (for example, if the 4th action would decrease Zeal and prevent Overzeal, or if the 3rd action has a "no Counter" tag and the attacker wants to avoid a counter).
- Reaction skills trigger when the unit is attacked. The % chance of the reaction triggering is provided. If a "Damage reduced by 50%" skill triggers on 1 of 2 attacks in an enemy action chain, then the effect would be a 25% reduction on the damage. Some defensive skills have an "And Ends Action Chain" tag that may be worth more than the nominal rate. If a PC generates 100 Zeal on a counter/defensive skill, they go into Overzeal and get an immediate turn!
- Some PCs (Rulutieh, Atuy, Jachtwald, Munechika, Fumirul kinda) have a "Zone of Control" that prevents an enemy's movement. Exceptions are if the enemy is larger than a single space, has a action that moves them or their foe while attacking, or has a passive skill that negates the zone of control.. This means that, if at any time a unit starts it's turn or enters the space next to these characters, that enemy unit is trapped there, unable to move. So ranged-only characters are out of luck in such a situation. Munechika in particulare can abuse this to ensure she utilizes her "Act twice if not moving" skill...
- BP expenditure: BP are points that can be used to increase stats outside the normal level-up progression. I assumed a BP build that focused on Atk for the most part. This doesn't matter too much since I assumed everyone did the same thing. Perhaps the low durability folks are slightly more durable if you assume everyone spends BP on lots of HP (not a bad idea).
- I included a 'path' of damage to get the highest damage on turns 2-5. Note that these are different paths and don't 'flow' together (So turn 5 might use different moves on turns 1-4 then the best turn 4 damage path).

- Stats:
HP: Per standard. No permadeath but no in-battle revival outside of the main character's OPB auto-revive.
Atk: Attack power for everything including healing and magic.
Def: Stat that reduces Physical/Magical damage. Opposes Atk subtractively, with level a factor as well.
Spd: CTB speed. 200 double-turns 100 speed for example.
Defensive Durability: My accounting of how durable a PC is factoring in HP and defense.
- Criticals: The game utilizes a Timed Hit system. I assumed that players hit these since they aren't too hard, and yield +4 Zeal per action and +20% damage/healing if all are hit. The exception is the "Hidden Critical" system, which gives tiny hard-to-time options for minor increases in damage (4% per one hit) and Zeal gain (2 Zeal gain per hidden crit hit). I ignored this system because it is hard to time and can interfere with the regular crit timing. Ougi and Kiwiru, and Kuon are the ones who would clamor for it the most.

Enemy stats assumed to be Level 39, 65 Atk, 53 Def.

PC stat averages:
HP: 738
Atk: 70.4
Def: 48.9
Spd: 103.23
3-turn damage: 546 (1365 2.5x KO point)
5-turn damage: 526 (1315 2.5x KO point)


Main Character:
Element: None (-35 Zeal/turn Overzeal)
HP: 714 (97%)
Atk: 59
Def: 52
Spd: 102 (99%)
Defensive Durability: 104% (210% after debuffing enemy Def)

Passives:            
Reversal of Fate: OPB Auto-revive with full HP. Overkill damage does Not carry over.            
Tactical Command: Irrelevant ina  duel (negates mental status ailments for allies)            
Morale Boost 3: Irrelevant in a duel. (Allies get +15% stats)            
Law of the Lords: Reduces damage received from 'demihumans' by 20% (most things)            
Sever (Sword Only): Increases damage to demihumans by 20% (the game's humanoid enemies are 'demihumans')            
Quick Rebound 2: Advances Turn Order by 1/3rd of a turn when attacked.                  
Reactions:            
Rejuvenate 2: 25% to dodge an attack and cure self of status ailments. 9 Zeal gain. Usable 2PB      

Action Chains:
Sosei Oubu: 345 Healing. Cures status ailments/debuffs. Costs 10 Zeal but generates 35. Can't send him into Overzeal by itself. (Needs 10 Zeal at turn start)
Ougeki Kyozan: 259 damage. +42 Zeal. Chance to poison target (-20 Zeal/ - 10% HP per turn)
Touou Gekiha (1): 157 damage. +9 Zeal. -25% Atk 2 turns. No Counters.
Touou Gekiha (2): 188 damage. +13/-5 Zeal. -25% Atk 2 turns. No Counters.
Touou Gekiha (3): 197 damage. +17/-55 Zeal. -25% Atk 2 turns. Draws Sword and grants an instant turn. (Needs 50 Zeal at turn start)
Hakuen Ranbu (Sword Only): 305 damage. +12 Zeal. 1 turn Def Debuff (Factored into damage)
Fatal Strike: 554 damage chaining from Hakuen Ranbu's 1-turn Def Debuff.

Turn 2 Damage:  1269
Ougeki Kyogzan -> Ougeki Kyozan -> Touou Gekiha->  Fatal Strike:
Turn 3 Damage: 1771
OK->OK->TG->HR->TG->FS:
Turn 4 Damage: 2030
OK->OK->TG->HR-> TG->FS->OK
Turn 5 Damage: 2736
OKx2->TG->FS->OKx3->TG->FS

Comments: MC's stats are not very impressive but he does have a nice trick alternating healing and an attack that debuffs defense and builds his Zeal. His Touou Gekiha->Hakuen Ranbu is cool but just doesn't have the stats to back it up. He also has a OPB auto-revive and poison.



Kuon:
Element: Earth (default) (-50 Zeal/turn Overzeal)
HP: 732 (99%)
Atk: 68
Def: 52
Spd: 110 (106.6%)
Defensive Durability: 103% (118% after buffing)

Passives:
Permeating Vigor: +10 Zeal at the start of turn for Kuon and allies within 3 squares of her
Eye of Courage: Ignores Zones of Control
Resonance of Heaven and Earth: Immediately heals (i.e. negates) damage from elements of her type
Unyielding: After taking an attack, X% chance to raise Atk by 20%

Reactions:
Solidify: 20% chance to reduce physical damage by 60%, 14 Zeal gain
Inner Alchemy: 75% chance to reduce magic damage by 25% and heal self by 25%, 14 Zeal Gain. 3 Uses Per Battle.

Action Chains:
Kawasami (3): 292 damage, +32 Zeal, drains Zeal = 5% of damage dealt. No counters. Turns Kuon element = fire.
Kawasami (4): 324 damage. drains Zeal = 5% of damage dealt. +36/-10 Zeal

Jushimatsu (2): 267 damage. +23 Zeal. Decreases enemy Def by 20% for 2 turns (increases her damage by ~14.8%, including for this attack. Factored in)
Jushimatsu (3): 307 damage. +27/-5 Zeal. Decreases enemy Def by 20% for 2 turns (increases her damage by ~14.8%, including for this attack. Factored in)

Nuedori: Costs 20 Zeal. Buffs Atk/Def for 2 turns by 20%, sends Kuon into Overzeal. Reduces max HP by 45% for 1 turn. Turns her back to Earth element.

Fatal Strike: 771 damage chaining from Jushimatsu (with the Def down baked in). Inflicts Fear but that is not terribly useful except on Melee-only enemies (they have to run away, but can attack before doing so).

Turn 2 damage: 1373
Jushimatsu (2) -> Kawasami (3) -> Jushimatsu+FS
Turn 3 damage: 1830
J2->K4->K3->FS
Turn 4 damage: 2600
J2->K3->J+FS-> K4 ->N3 -> FS
Turn 5 damage: 3123
J2->K3->J+FS->K3->J3->K3->FS


Comments: Kuon wishes she could heal herself. Without that, she has okay damage (should manage a 2HKO with her def debuff in play). Magic hits her Inner Alchemy which is pretty good. Ocassionally she will buff her own attack after being hit but it isn't something she can count on (~25% of the time, ~25% damage boost?). Nuedori won't see much unless she wants to finish something off on turn 4. She has a limited game of elemental nulling via changing her innate element to match the element attacking her, but she can't access water unless she has something to heal.



Rulutieh:
Element: Wind (-50 Zeal/turn Overzeal)
HP: 925 (125%)
Atk: 61
Def: 48
Spd: 92 (89.1%)
Defensive Durability: 123.9%

Passives:
Apparitions's Birdsong 3: Reduces enemy speed by 10% if they are within 3 squares of Rulutieh
Frightful Aura: Enemies lose 10 Zeal at the beginning of their turn, if within 2 squares of Rulutieh
Breaker: +20% damage to objects
Law of Blood: +20% damage to beasts
Natural Healing: Recovers 20% HP at the start of her turn
Eye of the Fighter II: Enemies that come within 1 square of Rulutieh are trapped there.
Quick Rebound 2: Advances Turn Order by 1/3rd of a turn when attacked.

Reactions:
Pulsation of Life: 25% chance to reduce damage by 25%, and increase max HP by 30% for 2 turns, 14 Zeal Gain
Sixth Sense: 50% chance to dodge ranged attacks (ranged attacks can be at melee range!), 14 Zeal Gain, Increases movement range

Action Chains:
Otome Tsubaki (2): 233 Damage. +38 Zeal. Reduces target Def by 20% for 2 turns (increases damage by 16.5%, factored in)
Otome Tsubaki (3): 272 damage. +42/-5 Zeal. Also applies slight turn delay effect to target.

Yuri-Ne (2): 242 Damage. +41/-12 Zeal. No Counter, applies slight delay to target.
Yuri-Ne (3): 275 Damage. +60/-36 Zeal. No Counter. Knocks enemy away.

Fatal Strike: 583 damage (chaining from Otome Tsubaki)

Hanakagura: 213 Healing. +22 Zeal. Increases movement, and all skill activation rates up for 2 turns.

Turn 2 damage: 1088
Otome Tsubaki (3) ->OT2 ->FS:
Turn 3 damage: 1409
OT3->OT2->YN(3)->FS
Turn 4 damage: 1730
OT3->OT2->YN(3)->YN(3)->FS
Turn 5 damage: 2498
OT3->OT2->OT+FS->OT3->OT3->YN2->FS

Comments: She's very anti-archer, with a zone of control and the 50% evade. Otherwise she has skills/delay to make up for her poor speed (making it very hard to doubleturn her) and regeneration/healing to try and stay in a fight against something without too much damage. 20% regen on good durability is always a sweet bonus.



The Twins, Ururuu and Sarana:
Element: Dark (-60 Zeal/turn OZ, but moot by dark OZ doubling Zeal gains)
HP: 542 (73.4%)
Atk: 80 (88 while Mothmoth summoned)
Def: 31 (34 while Mothmoth summoned)
Spd: 90 (87.2%) (99 while Mothmoth summoned)
Defensive Durability: 60.3%

Passives:
Soul Crush: Deals +20% damage to divine beings
Law of the Origin: Takes 20% less damage from divine beings

Reactions:
Vestige of the Abyss: 75% chance to reduce an attack's damage by 85% and summon a Mothmoth. 14 Zeal Gain
[Mothmoth increases their damage by ~25%]
Foresight: 25% chance to dodge an attack and end the attacker's action chain. 14 Zeal Gain

Action Chains:
Soei Musou (4): 284 damage. +40 Zeal. No Counters. Next turn comes slighly faster (5%?)
Soei Musou (5): 312 damage. +44/-18 Zeal. Summons Mothmoth Next turn comes slighly faster (5%?)

Rekka Sohazan: 325 damage. +38 Zeal. Inflicts Curse (no Heal/Zeal gains). Heals twins for 25% of the damage done. No Counters.

Sobu Gekishoha (1): 380 damage. +28/-20 Zeal. Decreases target spd by 20%. No Counters/Dodge.
Sobu Gekishoha (2): 488 damage. +41/-60 Zeal. Decreases target speed by 20%, Inflicts Fear (only useful if enemy is melee and started next to Twins that turn). No Counters/Dodge/Block.

Fatal Strike: 542 damage. Reduces target Max HP by 10% (kinda meaningless).

Turn 2 damage: 1193
Rekka Sohazan->RS->RS->FS
Turn 3 damage: 1627
RS->RS->SG->SG
Turn 4 damage: 2115
RS->RS->SG->SG->SG
Turn 5 damage: 2712
RS->RS->FS->RS->RS->RS->FS

Comments: Terrible speed/durability. Their hope is to trigger Vestige of the Abyss or Foresight, and the Mothmoth to buff their damage enough (and not be KO'd by full MT damage) that it helps they themselves scratch out a KO before a foe gets a 3rd turn.



Nosuri:
Element: Fire (-65 Zeal/turn Overzeal)
HP: 651 (88.2%)
Atk: 70
Def: 41
Spd: 112 (108.5%)
Defensive Durability: 80.4%

Passives:
Dire Awakening: +30% damage when under 25% HP
Desperation: Instantly gain 100 Zeal when below 25% HP. Note that this gives her an instant turn.

Reactions:
Perfect Far Dodge: 75% chance to evade a ranged attack and end attacker's action chain. +14 Zeal. 3 uses per battle

Action Chains:

Harran Reppu (3): 279 damage, +34 Zeal

Shippu Dotou (2):  193 damage. +50 Zeal. Inflicts Confuse (Enemy randomly attacks allies/enemies)

Rakuyoko Kikon (1): 258 damage. +4 Zeal. No Counter/Dodge.
Rakuyoko Kikon (2): 258 damage. +8/-15 Zeal. No Counters. 246 Healing. Buffs attack by 20% for next 2 turns (+37% damage. Doesn't factor in this turn)
Rakuyoko Kikon (3): 456 damage. +12/-25 Zeal. 246 Healing. Buffs attack by 20% for next 2 turns (+37% damage. Does factor in this turn)

Final Strike: 564 damage, including the fire Overzeal damage bonus.

Turn 2 damage: 1042
HR3 -> SD2 -> RK3
Turn 3 damage: 1813
HR3-> SD2 -> RK3 -> Fatal Strike
Turn 4 damage: 2196
HR3-> SD2 -> RK3 -> Fatal Strike->HR3
Turn 5 damage:  2841
HR3->SD2->RK3->FS->SD2->SD2->RK3


Comments: Nosuri is above average speed, has a limit range, and some healing/attacking/status. But her inability to be consistent about her healing and the status not being good hurts what would otherwise be a solid package. She can use Shippu Dotou to trigger Overzeal every other turn, and then use two Rakuyo Kikon's while in Overzeal. This lets her use her healing 2 out of every 3 turns, which may help stave off KOs or save her against low damage dealers. Being fire elemental gives her the damage buff in Overzeal.



Ougi:
Element: Fire (-75 Zeal/turn Overzeal)
HP: 775 (105%)
Atk: 65
Def: 51
Spd: 122 (118.2%)
Defensive Durability: 107.7%

Passives:
Shadow Run: Can run through enemies and ignore ZoCs
Ambush: Attacking from behind target increases damage/status odds by 25%. Damage numbers assume this is the case.
Art of Revenge 2: 75% chance to counterattack

Reactions:
Enkan: 65% chance to negate enemy close-range attack and stop action chain. Costs 35 Zeal, 14 Zeal restored.

Action Chains:

Shiden Issen (4):  344 damage. +46 Zeal. No Dodge. Inflicts Slow (movement down). Inflicts Stupefy 1 turn (Only 1 action in an Action Chain).
Shiden Issen (5): 372 damage. +50/-10 Zeal. No Dodge, Inflicts Slow/Stupefy.

Unjoh Ryuhen (3): 307 Damage. +47/-15 Zeal. Inflicts Daze for 1 turn (No actions/move, no passives work, no counters/reactions). No Counter/Dodge/Blocking. 2/3rds Magic 1/3rd physical.

Fatal Strike (Chains from either): 581 damage (includes Fire Overzeal bonus). Drains half damage dealt as HP.

Counter:
Yakumozan (2): 121 damage. +12 Zeal. Inflicts Venom (-20 Zeal/-10% HP per turn)
Yakumozan (3): 149 damage. +18/-10 Zeal. Inflicts Venom.

Turn 2 damage:  1269
SI5->SI4->FS
Turn 3 damage:  1762
SI5->SI4->SI5->FS
Turn 5 damage: 2967
SI5->SI4->FS->SI5->SI5->SI4->FS


Comments: Fast deblitiating status. Counters. Enkan for blocking melee attacks. Fire Overzeal yields +25% damage so his HP draining isn't too bad. In point of fact it isn't hard to get two of his *7* hidden Criticals on Shiden Issen (4), so he could in theory get 50+ Zeal/turn and Overzeal every other turn, if one allows that.



Nekone:
Element: Water (-75 Zeal/turn Overzeal)
HP: 601 (81.4%)
Atk: 62
Def: 39
Spd: 102 (98.8%)
Defensive Durability: 72.7% (81.4% with Def Buff)

Passives:
Terrain Advantage: Negates terrain effects
Stance of Offense and Defense: Can take both an offensive action and a healing action on the same turn. Yes.
Shikigami Companion: At the beginning of the unit's turn, summons a Kiripon Type 1 (Which just takes a space and can draw enemy attacks/block enemy movement)

Reactions:
Shikigami Artifice: 75% chance to reduce damage by 85% and summon a Kiripon Type-II unit. 14 Zeal Gain, 1 use per battle (Kiripon 2 acts immediately, goes next to enemy, and traps them in a Zone of Control, but is easy to OHKO).

Action Chains:
Yuzutsu (2): 203 fire magic damage. +28/-4 Zeal No Blocking. Places a flame sigil on enemy (does ~100 damage at start of enemy's turn)
Waisei (2): 257 wind magic damge. +28/-8 Zeal. No Counters. Inflicts Hex (No healing/Zeal gains). Places a Windhole Sigil on enemy space (Enemy takes +15% damage, already included in this damage)

Seigetsu (2): 458 healing. +24/-6 Zeal. Removes Status. Places a defense tile on target (-20% damage)
Seigetsu (3): 480 healing. +28/-16 Zeal. Same as above.

Hakko (1): +25% Defense for 3 turns. +4 Zeal
Hakko (2): 174 healing. +25% defense for 3 turns. +8/-10 Zeal. Places a cross of Heal Sigils (recover 25% at start of turn if standing in one).
Hakko (3): 174 Healing/+25% Def/Heal Sigils. +12/-25 Zeal. Gain 20 Zeal. Increase max HP by 20% for 2 turns.

"Fatal" Strike: Chains off of one of the healing moves. Fullheal to an area and buffs speed by 15% for 6 turns.

Turn 2 damage: 771
Wasei x3
Turn 3 damage: 1028
Wasei x4
Turn 4 damage: 1542
Wasei x6
Turn 5 damage: 1799
Wasei x7


Comments: Nekone is slow and frail but can attack and heal every turn, and buffs herself in the process. In her Overzeal turns, she should start off with her Fatal Strike heal to end it and then immediately use the Attack part of her turn to start generating Zeal again, so she can enter Overzeal every other turn. Her Shikigami Artifice helps make sure she can get this wheel going.



Kiwiru:
Element: Earth (-50 Zeal/turn OZ)
HP: 682 (92.4%)
Atk: 61
Def: 46
Spd: 104 (100.7%)
Defensive Durability: 89.2% (99% after buffing Defense)

Passives:
Hunt: +20% damage to beasts
Serenity 1: -25% Zeal Costs. Have 25 Zeal after a Fatal Strike.
Stance of Immovable Attack Chain: If unit doesn't move, get 2 actions instead of 1...

Reactions:
First Aid 3: 50%  after a physical attack to heal self for 40% and gain 14 Zeal. 3 times per battle
Rejuvenate 3: 50% chance to dodge a physical attack, remove status on self, and gain 14 Zeal. 3 times per battle.

Action Chains:

Hachiku (3): 220 damage. +26/-3 Zeal. Reduces target speed by 15% for 2 turns.
Hachiku (4): 242 damage. +30/-12 Zeal. Reduces target speed by 15% for 2 turns. No Counter.

Fukuryubai (1): No Move ranged only. Does 183 fixed ITD Earth damage. +9 Zeal.
Fukuryubai (2): No Move ranged only. 230 damage. +13/-11 Zeal. Decreases target move. No Counter.
Fukuryubai (3): No Move Ranged Only. 275 damage. +17/-29 Zeal. No Counter/Dodge. Delays target's turn slightly.

Fatal Strike: 375 Earth magic damage.

Matsukasa (2): +8/-10 Zeal. Increases def by 20% for 2 turns. 127 Healing. Recovers status. (Can be used twice in a row).

Turn 2 damage: 484
Hachiku (4)x2
Turn 3 damage: 726
H4 x3
Turn 4 damage: 1596
H4x3->H3->F3+FS
Turn 5 damage: 1838
H4x3->H3->F3+FS ->H4


Comments: Kiwiru wants his enemy to stay put so he can get two turns consistently. Sadly this isn't likely to be the case, so Kiwiru is underwhelming. What's more, he really wants to get the single hidden crit on Hachiku (3) so that he can get +25 Zeal/turn. This would allow him to get to Overzeal faster. On an Overzeal turn, Kiwiru can act twice (since presumably he would have entered it from attack range). His healing is too weak to help him much.



Atuy:
Element: Water (-50 Zeal/turn OZ)
HP: 754 (102.1%)
Atk: 82
Def: 53
Spd: 107 (105.2%)
Defensive Durability: 107.4% (135% with Def Up, 189.5% after debuffing enemy Atk, tink tink tink if both are in effect).

Passives:
Enhanced Formation: 50% chance to get another turn after defeating an enemy. Or Object.
Eye of the Fighter I: Can trap 1 unit next to Atuy in a Zone of Control.
Art of Revenge 2: 75% chance to counterattack
Stance of Far Sprinting: Can use two move actions in a row if no attack action is used.

Reactions:
Energize: 40% chance to reduce physical damage by 60% and increase defense by 30% (the higher def applies to the attack). +14 Zeal
Vicissitudes: 25% chance to dodge a close attack and raise attack power by 25% (+44% damage) for 1 turn. +14 Zeal

Action Chains:

Isana (3): 391 Water physical damage. +43 Zeal.
Isana (4): 453 Water physical damage. +47/-8 Zeal.

Makajiki (3): 411 Water physical damage. +30/-12 Zeal. No Counter. Lowers target Atk by 20% for 2 turns. Reduces target Max HP by 15%, which applies before the damage does.

Fatal Strike (chains from either): 708 water physical damage. Applies a 20% speed debuff for 2 turns.

Counter:
Tokishirazu (1): 212 damage. +12 Zeal.
Tokishirazu (2): 283 damage. +16/-8 Zeal. Inflicts Daze (~50%?)

Turn 2 damage: 1552
I4->I3->FS
Turn 3 damage: 2005
I4->I3->FS->I4
Turn 4 damage: 2458
I4->I3->FS->I4->I4
Turn 5 damage:  3557
I4->I3->FS->I4->I4->I3->FS


Comments: Atuy has solid stats and can probably KO by turn 2. She can debuff Attack very effectively. She has good anti-physical reactions that buff her own stats and can ensure mages eat her counters via ZoC. Her counterattacks might inflict Daze, eating foes' turns. Considering her selling point (free turns when she KOs something) is pointless in a duel, she is a good fighter. Opening with her debuff skill can help complete a 3HKO by reducing the target's max HP by 15% before the damage is applied (so adds 15% of target max HP to the 1st turn damage).



Anju:
Element: Fire (-50 Zeal/turn OZ)
HP: 844 (114.3%)
Atk: 94 (...)
Def: 33
Spd: 111 (107.5%)
Defensive Durability: 95.9%

Passives:
Tiger's Providence: If killed while in Overzeal, survive with 1 HP and end Overzeal.
Resist All: 50% resistance to status effects
Dire Awakening 2: If health is less than 10%, damage increases by 50%
Art of Revenge 1: 50% chance to counterattack

Reactions:
Tiger's Bloodlust: 25% chance to increase a hit's damage by 40% but increase Zeal by 54

Action Chains:

Seiten Heikireki (3): 429 damage. +24 Zeal. No Blocking.

Gouten Daha (2): 875 damage. +40 Zeal. 49% HP in self damage (can be fatal)

Tenka Fubu (1): 268 damage. +22 Zeal. No Counter/Block. Knockback.
Tenka Fubu (2): 429 damage. +36 Zeal. 11% Self-damage. No Counter/Block.
Tenka Fubu (3): 501 damage. +46 Zeal. 20% (31% total) self-damage. No Counter/Block.

Fatal Strike (from Seiten Heikireki): 894 fire physical damage. Regains Health = Damage dealt.

Counter:
Kyokujitsu Shouten: 322 damage. +28 Zeal. No Counter/Dodge/Block.

Turn 2 damage: 858
SH3->SH3
Turn 3 damage: 2181 (11% self-damage)
SH3->SH3->TF2->FS
Turn 4 damage: 2610
SH3->SH3->SH3->SH3->FS
Turn 5 damage: 3147
SH3x5->FS

Comments: Anju has a game of "Figure out how to get to Overzeal to wreck something and fullheal. It's... kind of hard. She'll generally only reach it on turn 3, and can't reliably get to it without considerable self-damage or triggering counters after the first time. Tiger's Bloodlust is very dangerous. Her counters are unreliable. Going Tenka Fubu->Seitenx2 to get Overzeal turn 3 involves taking 11% self-damage... which isn't great, and Tenka Fubu3->TF2 means taking 42% self-damage... It is worth pointing out that if Anju is the last fighter on the field and DOES KO herself and the enemy at the same time, she wins in-game.



Jachtwald:
Element: Wind (-50 Zeal/turn OZ)
HP: 824 (111.6%)
Atk: 73
Def: 62
Spd: 94 (91.1%) (80, 77.5%, in Reppu Stance) ('80', but 131.7% speed in Shippu Stance)
Defensive Durability: 132.6% (172% in Reppu stance)

Passives:
Skill Tutor 3: Increase Skill/reaction activation for nearby allies by 10%
Eye of Courage: Ignores Zones of Control
Art of Revenge 2: 75% chance to counterattack
Eye of the Fighter 2, can lock down 2 enemies close to Jachtwald
(Stance Only): AoR3: 100% counterattack

Reactions:
Close Dodge: 25% chance to dodge a close attack. Zeal +9
Far Dodge: 25% chance to dodge a ranged attack. Zeal+9
(Stance Only, Replaces the above)
(Stance) Perfect Dodge: 50% chance to evade an attack, advance in turn order (gets a turn now) and end the foe's action chain. Zeal+9

Action Chains:

Kagematsuba (2): 290 Wind/Phys damage. +32 Zeal
Kagematsuba (3): 327 damage. +42 Zeal. Enters 'Reppu' Stance', setting speed to 80, Def to 77 and enabling stance counter/dodge.

Tsukuyozuru (2): 404 Wind/Phys damage. +8/-12 Zeal. No Counter/Dodge. Reduces target Def by 20% (+13% damage) for 2 turns (included in damage)
Tsukuyozuru (3): 430 Wind/Phys damage. +12/-12 Zeal. No Dodge. Enters Sheathed Stance 'Shippu', which enables Sheathed Dodge/Counter, it sets speed to '80' but reduces wait time to give a speed equivalent to 136 [131.7%].

Fatal Strike: 518 wind physical damage. Can be triggered from Kagematsuba or a counter if in Overzeal.

Counter: (Range 2)
Senranzakura (3): 260 damage. +24 Zeal. Reduces target Def by 20% (Included in damage). [If in a Stance, this instead does 317 damage]

Turn 2 damage: 1173
K3->K3->FS
Turn 3 damage: 1712
K3->T3->K3->FS
Turn 4 damage: 2186
T3->K3->T3->K3->FS
Turn 5 damage: 2673
K3->K3->FS->K3->K3->K3->FS

Comments: Jachtwald is solid on all fronts but speed. And that speed is complicated by one of his stances reducing it even futher. And that is complicated by one of the stances incresing his speed. And that is complicated by him getting a turn regardless of speed if he gets an evade off. It is all... complicated. It is generally a bad idea to let Jachtwald get going however.



Munechika:
Element: Earth (-60 Zeal/turn OZ)
HP: 870 (117.8%)
Atk: 72
Def: 80
Spd: 104 (100.7%)
Defensive Durability: 189% ...

Passives:
Ground Wall Barrier 2: Allies within 3 squares of Munechika reduce damage by 15% (Not Munechika herself)
Indomidatble Spirit: Prevents Knockback Effects
Eye of the Fighter 3: Can lock down 3 enemies close to Munechika
Code of Honor: When an ally is next to Munechika, they take 20% less damage.
Stance of Immovable Attack Chain: If unit doesn't move, get 2 actions instead of 1...
Quick Rebound 1: Advances Turn Order slightly when attacked.
Art of Revenge 2: 75% chance to counterattack

Reactions:
Earth God's Perfect Defense: 100% chance to negate Earth elemental damage for self and nearby allies. +14 Zeal
United Defense: 35% chance to reduce damage by 75% for self and nearby allies. +14 Zeal

Action Chains:

Saizuchi (3): 307 Earth physical damage. +30 Zeal. Removes target's buffs.

Taizan (2): 271 Earth damage. +28/-18 Zeal. No Counter/Dodge. Applies Taunt (Enemy must chase after and attack Munechika)

Kazan Tairei (1): 91 healing, +4/-10 Zeal. Places a defense tile (20% damage reduction)
Kazan Tairei (2): 342 healing, +8/-20 Zeal. Places defense tile. Increase max HP to 1348 (155%) for 3 turns.

Counter:
Shinken Sekisen (2): 216 fixed ITD earth damage. +32 Zeal. Drains 10 Zeal.

Fatal Strike: 620 damage.  Reduces enemy Move to 0.

IF ENEMY IS TRAPPED AFTER TURN 1:
Turn 2 damage: 1848
S3->S3+S3->FS+S3
Turn 3 damage: 2461
S3->S3+S3->FS+S3->S3+S3
Turn 4 damage: 3389
S3->S3+S3->FS+S3->S3+S3->S3+S3->FS+S3
Turn 5 damage:  4002
Same as turn 4 + S3+S3

IF ENEMY IS NOT TRAPPED AFTER TURN 1 (larger, various skills)
Turn 2 damage: 614
S3->S3
Turn 3 damage: 1848
S3->S3->S3->FS+S3
Turn 4 damage: 2154
S3->S3->S3->FS+S3 -> S3
Turn 5 damage: 2461
S3->S3->S3->FS+S3 -> S3 ->S3


Comments: The Wall herself. In most battles, Munechika will be attacking twice every turn, except for perhaps the first turn. Enemies trapped by her will have to take her counters 75% of their attacks. Her defensive skill increases her durability further... Munechika is probably the best dueler in the cast. She's tanky enough to just heal/attack her way through even big damage, with counters and the defensive skill and overzeal turns to help.



Fumirul:
Element: Light (-80 Zeal/turn OZ)
HP: 686 (92.9%)
Atk: 68
Def: 48
Spd: 92 (89.1%)
Defensive Durability: 91.9% (229% after debuffing enemy Atk...)

Passives:
Inescapable Charms: Puts nearby enemy male units in a taunted state
Wink of Destruction: Establishes a Zone of Control for enemy Male units.
Morale Surge 2: Male allies within 2 squares get +10% Atk/Def/Spd
Exorcize: +20% damage against undead enemies
Stance of Offense and Defense: Can take both an offensive action and a healing action on the same turn. Unfortunately useless for her in a duel
Grateful Heart 2: Echoes Healing on her by utilizing her own healing chain when healed... Useless in a duel...

Reactions:
Defensive Healing: 25% chance to reduce damage by 35% and heal for 102 HP.

Action Chains:

Mitsugetsu (3): 345 Wind/Light damage. +36/-8 Zeal. No Counter. Reduces Enemy Atk by 30% (massive effect)

Suika (2): 183 Magic Water damage. Applies Stupefy (only 1 action/Action chain), and reduces enemy Move by 2. Not usable after moving, ranged only.

Fatal Strike: 497 damage. (Chains from Mitsugetsu)

Turn 2 damage: 690
Mitsugetsux2
Turn 3 damage: 1531
Mitsugetsux3->FS
Turn 4 damage: 1876
Mitsugetsux3->FS->M
Turn 5 damage: 2221
Mitsugetsux3->FS->Mx2


Comments: Fumirul is probably the best character in the game, but in a duel she is badly underpowered. Her attack debuff is so effective that it might save her in a duel, but only just.

27
ODLIKE

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


HEAVY

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


MIDDLE

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


LIGHT

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

28
GODLIKE

Sephiroth (FF7) vs. Yuna (FFX): Paralysis, isn't it?


HEAVY

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


MIDDLE

Lich (FF1) vs. Bartholomew Fatima (XG):


LIGHT

Natan (SH3) vs. Locke (FF6): Initial thought is Locke's damage isn't enough.

29
GODLIKE

Ryu (BoF3) vs. Orlandu (FFT): Defense and MP means he gets the turn he needs to paste Cid?
Lamington (Disgaea) vs. Riou (S2):
Mewtwo (PKMN) vs. Simeon (Octopath)
Sephiroth (FF7) vs. Rudo (Brig:LoR)


HEAVY

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


MIDDLE

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


LIGHT

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

30
GODLIKE

Rudo (Brig:LoR) vs. Belial (WA4)
Simeon (Octopath) vs. Shania (SH3): Break/stock?
Yuna (FFX) vs. Riou (Suiko2)
Fou Lu (BoF4) vs. Orlandu (FFT): Wanted ITD for this.


HEAVY

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


MIDDLE

Bartholomew Fatima (XG) vs. Empoleon (PKMN): Elements!
Bowser (SMRPG) vs. Kazan (Legaia 2): Fear? Stun? Kazan I guess.
Roy (FE6) vs. Greninja (PKMN)
Lich (FF1) vs. Byleth (FE3H): SM Byleth should have enough evade to mince Lich?


LIGHT

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

31
Tournaments / Re: RPGVO 2022 Round 3: Losers' Pools 1, Double Dragon Godlike
« on: September 05, 2022, 03:43:40 PM »
GODLIKE

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


HEAVY

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


MIDDLE

Ashley Winchester (WA2) vs. Squall Leonhart (FF8): 2HKOs and is faster. Not much Ashley can do here.
Kent (FE7) vs. Koromaru (P3)
Crono (CT) vs. Stocke (RH)
Chrom (FE:A) vs. Chameleon Man (WA3)


LIGHT

Thief (FF5) vs. Paula (EB)
Natan (SH3) vs. Pikachu (PKMN)
Genis Sage (ToS) vs. Maria Balthasar (Xenogears): Prism Sword is good damage to her bad damage.
Jogurt (ShF1) vs. Zell Dincht (FF8)

32
Tournaments / Re: RPGVO 2022 Nomination Thread
« on: August 09, 2022, 02:00:37 AM »
Heroes with swords and damsels in distress.

Godlike:
Ryu3
Chaz (PS4)
Ryu4
Ryu2

Heavy:
Vayne (Mana Khemia 1)
Raze (Mana Khemia 2)
Lang (Legaia 2)
Hiro (Lunar2)

Middle:
Ashley Winchester (WA2)
Lloyd (ToS)
Crono (CT)
Stocke (RH)

Light:
Paula (EB)
Nina BoF3)
Colette (ToS)
Lufia (...Lufia)


33
Unranked Games / Rise of the Third Power
« on: July 17, 2022, 11:41:49 PM »
Rise of the Third Power:

Combat is turn-based but there are no double-turns and actions are chosen when the character's turn comes up. In practice, this just determines the initial turn order which repeats indefinitely after that.
Special System: There are 3 different special systems. MP, Rage, and Stamina. Each PC will have the note for that system.
Cooldowns: The number of turns of cooldown refer to how many turns after it is used that it can't be used. So a '2 turn cooldown' could be used every 3 turns. a 1 turn cooldown every other turn.
Crits do 1.5x damage (Opportunist Bangle turns that to 2.25x, if worthwhile)
Defense: Of the cast of 8, only 1 character has any significant physical defense and only 1 character significant magic defense. I'll note it.
The cast has a statusblocker but it only blocks Stun. Otherwise I assumed either a generic offensive stat boost accessory or the Opportunist Bangle for high crit rate PCs (Corrina and Natasha)

Averages:
HP: 678
Damage: 785 (3-turn with Natasha annihilating Assasinating the average)
Speed: (79.875, 26.8 stdev)



Rowan:      
HP: 1030 (152%)
Agility: 95 (+0.56 stdev)
Crit: 18%   
Dodge: 24%   
Strength: 174   

(Special System: Rage: Rowan starts with 10 Rage, has a max of 50. Generates 9 Rage whenever he takes damage from an enemy
(Alternate Equip: Blood Drinker: Deals 80% normal damage, but restores 30% as HP)

Slash: 208 damage, Inflicts a Bleed for 54 damage/turn for 4 turns. +10 Rage
Pistol: 614 damage to one, 2 turn cooldown
Taunt (5):Forces enemies to target Rowan if they use a singletarget attack
Kick (10): 30 damage, cancels a charge-move
Valor: 25% MHP healing, +20% damage. Stacks to +100%
Fury (30): 1305 damage to one target

Comments: Great HP with Healing/buffing, and a parasitic healing option on top of that. Fury gets to an OHKO with 2-3 uses of Valor. Rowan is just... solid.



Corrina:      
HP: 540 (79.7%)
Agility: 96 (+0.6 stdev)
Crit: 41%   
Dodge: 19%   
Strength: 201   
Passive: Survive a fatal hit with 1 HP once per battle

(Special System: Stamina. Starts with 100, regains 10 per round)
(Alternate Equip: Razor Blades. 80% normal damage, but Bleeding damage increases by 250%, so 2x what is listed)

Quick Slice: 300, Deals +50% to bleeding targets, 50% chance to Sunder Armor
Eviscerate (5): 100 damage, deals 160 damage/turn for 3 turns bleeding damage
Sleeping Powder (10): Puts a target to sleep for 2 turns. 3 turn cooldown
Sunder Armor (5): Removes defensive buff from target and increases damage by 20% for 2 turns
Death Blow (60): 1004 damage, restores 20 Energy if the target dies
Coup de Grace (25): 783 damage to to one target that has a status effect. (602 base, +30% damage/status)

Comments: She kills on turn 3 and has Speed, Sleeping Powder and her Survival passive to make sure she sees that turn.
She wants the Opportunist Bangle instead of a basic stat booster because her crit rate is so high.



Arielle:      
HP: 540 (79.7%)
Speed: 78 (-0.07 stdev)
Crit: 10%   
Dodge: 17%   
Strength: 187   
Alternate Equip: -20% Cannon damage, +20% Grapeshot/Explosive Shell)

(Special System: Energy. Starts with 100, regains 10 per round)      
Preparation: The next attack deals double damage   
Cannon (40): 655 30% chance to stun, 50% chance to Sunder Armor
Reload:   Restores full Energy   
Grapeshot (20): 281 MT damage
Explosive Shell (70): 468 MT damage

Comments: Abysmal. Bad on all fronts. The first lesson she'll teach her subjects is how to handle disappointment.



Reyna:      
HP: 540 (79.7%)
MP Regen: 32   
Speed: 51 (-1 stdev)
Critical: 14%   
Dodge: 13%   
Spell: 207   
Alternate Equip: Empyrean Edge. Lowers magic by 20%, but Retribution does 3x      

(Special System: MP. Starts full, regens per round based on Wisdom)   
Retribution: 248, restores 50% of MP
Heal (40): 1035 healing
Shield (30): 1035 shielding. 3-turn cooldown. It's like a buffer added to her HP. Overflow damage goes on to hurt her.
Dispel (20): Negative Status/debuff removal for the entire party
Blessing of Empyrea (20): +20% Healing/damage (And Shielding) for 4 turns
Blessing of Starlight (20): Increases Evade/speed/Crit for 4 turns. Not very potent
Celestial Flare (80): 1055 damage, 1 turn Cooldown

Comments: Infinite fullhealing, with Shield to help get out of heal-locks. Her damage isn't too bad considering Celestial Flare is so good.



Aden:      
HP: 540 (79.7%)
MP Regen: 10   
Speed: 33 (-1.75 stdev)
Crit: 27%   
Dodge: 9.00%   
Spell: 216   

(Special System: MP. Starts full, regens per round based on Wisdom)      
Drain: 648 Damage, with parasitic healing equal to that amount...
Plague (20): Adds 2 Stacks of Plague for 3 turns. Each does .7x at the start of target's turns. Each uses refreshes and stacks 9x
Detonate (10): Damages targets with Plague (per plague stack) and removes condition
Blind (30): Reduces target damage by 10% and speed by 80% for 4 turns
Summon Demon (50): Summons a demon that acts next turn. It's low damage but has 100% Instant Death. Aden spends a Soul to use this. He gets a Soul by killing an enemy, which he keeps until he uses this...

Comments: Infinite Full Parasitic healing. Not much going for him other than that but “That” is a lot!



Kashim:      
HP: 870 (128.4%)
MP Regen: 3   
Speed: 87 (+0.27 stdev)
Crit: 20.00   
Dodge: 5.00%   
Strength: 142   
Alternate Equip: Paladin's Fire. Damage is 90% normal, Except for Sunray which does 150% Normal       
Defense: Takes 75% physical damage compared to other PCs      

Sunray: 341 MT damage [511 with Paladin's Fire]
Lure: Stacks 3x Lures      
Counter Attack:   Counters with a 1x mult attack for 3 turns. Adds a Lure stack
Reactive Armor: Applies 166 Damage/Time to attackers for 3 turns. DoT Stacks.  Adds a lure stack.
Radiant Explosion: 852 Consumes 5 Lure stacks (the Max) to deal damage to all foes
Radiant Restoration (10): 284 healing immediately. 213 regen for the next 2 turns. Adds a Lure stack.
Cover: Takes damage for an ally (even MT damage) for the next 3 turns.

Comments: Good durability with some healing. He's not going to do much other than that but it's really good. He might want the Paladin's Fire, since even though it reduces his healing it significantly boosts his damage.



Natasha:      
HP: 550 (81.2%)
Speed: 118 (+1.42 stdev)
Crit: 103% (why not)   
Dodge: 40%   
Strength: 185   
Alternate Equip: Estoc. -10% damage, but ignores defensive effects/defense      
*Accessory: Opportunist Band. Crits are 2.25x instead of 1.5x. Because it's obviously better for her than a generic stat boost.
Passive: 10% chance to take 2 turns in a single round.

(Special System: Energy. Starts with 100, regains 10 per round)   
Rapier Strike: 500 damage to one, extends damage over time effects by 1 turn.
Silence (10 MP): Silences enemy for 2 turns. 2 turn cooldown
Mark (10 MP): Marks an enemy for 4 turns (+25% crit...). Enables Assassinate
First Aid (10 MP): 1665 healing and removes status effects/debuffs.
Poison Weapon (10MP): Applies poison to weapon for 3 turns. Attacks add a stack of 78 damage/turn when that weapon hits.
Asssassinate (30MP): 2081 damage to a Marked target.

Comments: Infinite Fullhealer with an OHKO when she Marks and 40% evade to secure her position as gamebest. Silence too, to Silence->Mark->Assassinate a target who might otherwise do something annoying. Also has the 10% double-turn trick and the Estoc for piercing defensive tricks. fantastic, only held back by her poor durability.



Gage:      
HP: 810 (120%)
Speed: 81 (+0.04 stdev)
Crit: 20%   
Dodge: 9%   
Strength: 154   
Spell: 183   
Magic Defense: Takes 1/3rd the magic damage other PCs do...      
Default Equip: Oath of the Templar, Increases lightning damage by 25%      
Alternate Equip: Noraskov Family Spear: Increases Spearhead by 25%      

(Special System: Rage: Gage starts with 10 Rage, has a max of 50. Generates 3 Rage whenever he takes damage from an enemy   
Spearhead: 231
Spark (5): 229 MT lightning damage
Taunt:   Generates 25 Rage. Forces enemies to target Gage if they use single-target attacks
Lightning Strike (15): 1144 lightning damage. 10% of that to all other enemies. Marks all enemies.
Thunderclap (15): Silences all enemies for 2 turns.
Storm Shield (50): 1601 MT lightning damage.

Comments: Durable and can put out “okay” Lightning damage. Having to Taunt round 1 is really too bad.



34
Tournaments / Re: Futurama type tournament- finals.
« on: June 04, 2022, 10:59:02 PM »
Yuna (FFX) vs Orlandu (FFT): Without the Bracer he can do 75% PCHP damage?

Heavy:
Lassic (PS4) vs Frejyadour (S5)

Middle:
Hendrik (DQ11) vs Setsuna (Setsuna)

Light:
Thief(male)(FFT) vs Dorothea (FETH): Her CHA wasn't that high. Sorrow.


For my own reference, what the upgrade and downgrade pools would be:

Pools are... a lot.

Edelgard, Genevieve, Esmeralda, Profound Darkness, Lassic, Frejyadour

Edelgard: I think she can kill Genevieve, Esmerelda is going to get Broken and rushed? Profound Darkness and Lassic munch her. Freyjadour can't OHKO and gets 2HKOd?
Genevieve: Contaminate Energy Annihilates Esmerelda. Profound Darkness takes a heavy hit and munches her, Lassic munches her, Freyjadour blitzes her.
Esmerelda: Profound Darkness munches her, Lassic hits her with his lance and breaks her, Freyjadour can't break her and gets annihilated
Profound Darkness: Munches Lassic and Freyjadour
Lassic destroys Freyjadour

Erik, Eliza, Felix, Alicia, Hendrik, Setsuna


Therion, Talia, Lysithea, Sylvando, Thief, Dorothea

35
Tournaments / Re: Futurama type tournament- other half of the field
« on: May 07, 2022, 03:53:57 PM »
Godlike:

Esmeralda (Octopath) vs Loki (VP1)
Rhea (FE3H) vs Myria (BoF3)
Elc (AtL2) vs Profound Darkness (PS4): Buffed Drain is going to be 52% here? I don't know if she should qualify as immune. A light elemental physical helps some, and her physical is her best damage and he'll counter.
Baramos (DQ3) vs Orlandu (FFT): Healing and doubles is enough maybe?

Heavy:
Felix (FE3H) vs Daos (Lufia 2): Felix is going to do gross overkill with triple damage fists but Thunder OHKOs
Finn (CSH) vs Freyjadour (S5): This is going to take a while.
Luminary (DQ11) vs Alicia (VP2): Sleep eventually takes it?
Stella (Brig:LoR) vs Serge (CC)

Middle:
Lysithea (FETH) vs Squall (FF8): He 2HKOs through her regen? Even with a Killer Soulblade she can't do much. Maybe as a mage with Nosferatu? I don't know.
Setsuna (Setsuna) vs Robo (CT)
Mario (Mario Rabbids) vs Lightning (FF13): Too much damage.
Sylvando (DQ11) vs Nergal (FE7): Any ITD would do the trick but he doesn't have it.

Light:

Flayn (FETH) vs Cecil (FF4): Crit kills eventually? She's doubled even with Fire and has sub-par Luck by a fair bit!
Shu (AtL2) vs Locke (FF6): Counters and Time Bomb.
Primrose (Octopath) vs Noel (SO2): Some good seduced NPC.
Dorothea (FETH) vs Jane (ACF)

36
Godlike:
Melfice (G2) vs Reicher Wallach (MK2)
Rudo Marco (Brig) vs Yuna (FFX)

Heavy:
Rabbid Luigi (Mario Rabbids) vs Red (SaGa)
Lassic (PS4) vs Hugo (S3)


Middle:

Crono (CT) vs Hendrik (DQ11): Buff/heal.
Hahn Mahlay (PS4) vs Guy (Lufia 2)

Light:
Ophilia Clement (Octopath) vs Setzer Gabianni (FF6)
Thief(male)(FFT) vs Kain Highwind (FF4)

37
Fire Emblem 3H:

Beat Claude's route, playing Edelgard's.

Hard mode isn't very hard thanks to Divine Pulse but I'm unwilling to try Maddening due to seeing things that gave me nightmares. The plot and characters are great and the class system is very good. Not sure it can keep my interest for 3 playthroughs but definitely glad I played it.

The endgame seemed to drag in Verdant Wind. Kind of ran out of actions to take with all the time that we were given. By contrast, I find the time pressure to recruit people in White Clouds very stressful.

I want to like everyone but the idea of having to kill the characters is so dang sad. I can see why people might want someone to blame the sadness of it on, but it's not that simple and I guess that's the entire point.

38
Tournaments / Re: Futurama type tournament- because why not?
« on: October 19, 2021, 01:05:27 AM »
Godlike:

Edelgard von Hresvelg (FE:TH) vs Melfice (G2): Go axe girl.
The Dark One (AtLs) vs Reicher Wallach (MK2): Offense vs defense. Hmm. Offense.
Genevieve (VP1) vs Rudo Marco (Brig)
Yuna (FFX) vs Oz (Wizard of Oz): Om nom nom Aeons. Not even buffing will help Oz? Sure he could be fast and get a good thwack in but he's not gonna beat the Aeons surely.

Heavy:


Id (XG) vs Rabbid Luigi (Mario Rabbids)
Erik (DQ11) vs Red (SaGa):
Claude von Riegan (FE:TH) vs Lassic (PS4): Yikes.
Eliza Uzala (Brig:LoR) vs Hugo (S3)



Middle:

Therion (Octopath) vs Crono (CT)
Hendrik (DQ11) vs Mario (SMRPG)
Hahn Mahlay (PS4) vs Lion (Wizard of Oz)
Talia (Brig:LoR) vs Guy (Lufia 2)

Light:

Ophilia Clement (Octopath) vs Lucca Ashtear (CT): Magic wall/status?
Setzer Gabianni (FF6) vs Gen (Child of Light)
Hanneman (FE:TH) vs Thief(male)(FFT)
Luigi (Mario Rabbids) vs Kain Highwind (FF4)

39
Bravely Default 2: Fin. I don't feel too much like taking on more trial bosses.

The game was good, with a few things holding it back from how great it could have been.

The game's selling point is the fun combat and it delivers. A CTB with the brave Default system is fun. Enemies use the system freely and it is a joy to unleash an offense blitz to head them off or a healing turn-around after they cry havoc. The flaw here is how opaque the turn system is. You can kind of see when things get turns soon but it is hard to figure what moves have recharges and so difficult to really develop a strategy around managing turns. Pity.

The job system is back and always fun to play around with. I always think the game should hold its cards a little closer to its cheat about class abilities you haven't unlocked to build excitement for discovering new things, but it is convenient for planning jobs. The game tempts you perhaps too much to increase JP gains with the Freelancer passives... There is already an incentive to sacrifice immediate power for the sake of more learning. Compounding that kind of removes a bit of the fun of actually combining those 5 passive slots. Its a player's choice but it is hard to resist... On a side note, Thief Godspeed strike is far too good. Enormous damage and it repeats!? Salve Maker is also still a king of healing and restoration. Too much better than any alternative really.

The equipment system was good and encouraged tradeoffs of weight, stats, and plentiful passive affects that were refreshingly consistent (hats resist status, shields elements, etc.) Figuring out how to best set up without violating the weight limit could be rewarding in its own way.

The game's plot was serviceable. Very standard save the world fare, with some mysteries thrown in. The game has that darker feeling than a lot of similar games. Wiswald... My god are the Red Mage/Ranger scenario some of the darkest/saddest stuff I've seen in an RPG. The Rimedahl section was also fairly tramatic too. The story wasn't as strong as 1 by virtue of not having that wonderful twist. They could have fleshed out some points relating to the crystals "normal" uses vs their seal use. It could have made for a more interesting plot than the generic world saving.

The characters were likable and fun to watch. Not deep, but the voice acting sold me on some of them. Gloria got her dutiful princess down with a good bit of flavorful character traits. Elvis is a lovable dweeb. Adelle is cool and has a great future when she marries Martha. Can't say I like Seth. Not sure what the point was with him as he just... Went along for the ride. He didn't seem to care about his circumstances.

The villain cast had personality certainly. I believe I enjoyed dealing with them all except for the three in chapter 4. That whole chapter felt off storywise... As if it didn't really belong. But the rest had motivations that made sense* and memorable scenes. The boss fights also had a good threat level and fun going on. And great music.

Music is fantastic and I especially enjoyed the exciting boss themes enormously. Including the one masquerading as the second halve's random battle music. The use of character themes in thr music feels like cheating to achieve the desired effect, but in a good way.

40
Well...

Ranking Characters:

You can do the 16 C7 squad members, or the full cast. The game forces Tita/Randy/Duvalie to use specific setups at the endgame, so you'd have to use that really. If doing the full cast, it kind of locks one into allowing more generous stuff for the 16 customizable PCs to make sure they are on even footing, and deciding what that is (Say, a choice of a Tier 3 Accessory and a Tier 4) can be difficult and depend on their setup.


Starting Values: CP

200 Makes things simpler but I'd understand going lower. The final dungeon/Salt Pales don't have a free CP restore.


Starting Value: BP

Enough to let the PCs use those Orders of theirs. So 5 or 6? This is going to *make* these folks as Duelers, with incredible things like "Take 1/5th damage for 12 turns" and so on. It's a pretty big feature for the characters to let em rip and behold the glorious insanity.
I guess you could 'dummy' in a BP restore for crits, but that's probably not too popular an interpretation.


PC Skillsets: Summon Bigger Laggys

The summons for New Class 7 are *not usable in fights against humans*. Like most boss fights. Too bad.

They are also just a single OPB attack rather than a summon that lasts for a number of turns. For Rean, Crow, and Alisa, it serves as a physical that costs EP and is comparable to a high tier Art for damage.


PC Skillsets: Sub-quartz

At least dummy the stats in since it matters for physical and magical balance. Assuming that the characters keep their 'default' Master Quartz, then certain selections are optimal for getting the most damage. It would be easy enough to ignore the spells granted and force everyone to pick one for damage purposes so as to get a good comparison. There are really ~3 selections for offense: Minotauros (2x damage, 1.5x recharge, perfect for S-Crafts), Pandora (2x Art damage, 1.5x EP cost), and for crit-happy folks Gungnir (Crits are 3x instead of 2x). This would also allow the 16 'regular' PCs to be directly compared to the ones with set Sub-MQs, although with fewer Arts.


PC Skillsets: Quartz schools
I'd want to kit the cast out in appropriate Quartz but I don't know what is right here. Generally want HP/Spd+, with Cast time and EP reduction. Work around the Set color as needed and allow the setting of casting Quartz into those slots?


Character Equips: Rean, the ladykiller

Can you only get 9/20 Animas/Cairns? (the number of Tickets available on Eventide). I don't know if you Also needed to see their Bonding Events or anything.

The Magic Evade (Celine/Altina/Emma) is super good in a DL setting. The HP+10000 and Auto-Life is good too. Status immunity is good. EP Cost/2 is good... It's going to be up to whoever plays to figure out what they allow.

41
Tournaments / Re: Proving grounds L/M- Sylvando slapfights ahoy!
« on: April 25, 2021, 04:56:48 PM »
Sylvando (DQ11) vs Golem (PKMN FRLG): Buffing/Healing.
Sylvando vs Red Mage (FF5): X Magic status?
Sylvando vs Alice (SH1): Healing/buffing/status
Sylvando vs Meru (LoD): Healing/buffing/status.
Sylvando vs Leo (Lunar:EBC)Healing/buffing/status
Sylvando vs Rasputin (SH2): Healing/buffing.
Sylvando vs Umaro (FF6): Not Umaro.
Sylvando vs Tim (WA2): Buffing into smashing.
Sylvando vs Logg (S5): Healing/buffing/status.
Sylvando vs Ruprecht (SO2)
Sylvando vs Oswin (FE7): Skillset. Magic/ranged/MT damage, healing...

Healing/buffing/Status is good.


Ramza can use the best accessory he can buy, which is the Bracer for him (and the other physicallers).
Ramza (FFT) vs Golem (PKMN FRLG): Ice.
Ramza vs Red Mage (FF5): Too many statuses.
Ramza vs Alice (SH1)
Ramza vs Meru (LoD)
Ramza vs Leo (Lunar:EBC)
Ramza vs Rasputin (SH2)
Ramza vs Umaro (FF6)
Ramza vs Tim (WA2): 2HKOs. Crit will finish the job eventually.
Ramza vs Logg (S5): Resists Frost Brand and heals?
Ramza vs Ruprecht (SO2)
Ramza vs Oswin (FE7): : Bracers as standard mean Ultima isn't going to do enough damage.

I should actually check the Bracer numbers at some point, and adjust other things accordingly...

42
Chu-Chu vs. Rennac (Fire Emblem 8)
Chu-Chu vs. Luna (Lunar SSSC)
Chu-Chu vs. Thomas (Suikoden 3)
Chu-Chu vs. Selphie (Final Fantasy 8)

Chu-Chu vs. Marivel (Wild Arms 2)
Chu-Chu vs. Dragoon (Final Fantasy 5)
Chu-Chu vs. Primrose (Octopath Traveler)
Chu-Chu vs. Nina (Breath of Fire 3)

Chu-Chu vs. Female Thief (Final Fantasy Tactics)
Chu-Chu vs. Rufus (Final Fantasy 7)
Chu-Chu vs. Jelanda (Valkyrie Profile)
Chu-Chu vs. Amy Sage (Phantasy Star 2)


Gilliam vs. Rennac (Fire Emblem 8)
Gilliam vs. Luna (Lunar SSSC)
Gilliam vs. Thomas (Suikoden 3)
Gilliam vs. Selphie (Final Fantasy 8)

Gilliam vs. Marivel (Wild Arms 2)
Gilliam vs. Dragoon (Final Fantasy 5)
Gilliam vs. Primrose (Octopath Traveler)
Gilliam vs. Nina (Breath of Fire 3)

Gilliam vs. Female Thief (Final Fantasy Tactics)
Gilliam vs. Rufus (Final Fantasy 7)
Gilliam vs. Jelanda (Valkyrie Profile)
Gilliam vs. Amy Sage (Phantasy Star 2)


Taria vs. Rennac (Fire Emblem 8)
Taria vs. Luna (Lunar SSSC)
Taria vs. Thomas (Suikoden 3)
Taria vs. Selphie (Final Fantasy 8)

Taria vs. Marivel (Wild Arms 2)
Taria vs. Dragoon (Final Fantasy 5)
Taria vs. Primrose (Octopath Traveler)
Taria vs. Nina (Breath of Fire 3)

Taria vs. Female Thief (Final Fantasy Tactics)
Taria vs. Rufus (Final Fantasy 7)
Taria vs. Jelanda (Valkyrie Profile)
Taria vs. Amy Sage (Phantasy Star 2)


Anjaya vs. Rennac (Fire Emblem 8)
Anjaya vs. Luna (Lunar SSSC)
Anjaya vs. Thomas (Suikoden 3)
Anjaya vs. Selphie (Final Fantasy 8)

Anjaya vs. Marivel (Wild Arms 2)
Anjaya vs. Dragoon (Final Fantasy 5)
Anjaya vs. Primrose (Octopath Traveler)
Anjaya vs. Nina (Breath of Fire 3)

Anjaya vs. Female Thief (Final Fantasy Tactics)
Anjaya vs. Rufus (Final Fantasy 7)
Anjaya vs. Jelanda (Valkyrie Profile)
Anjaya vs. Amy Sage (Phantasy Star 2)


Flayn vs. Rennac (Fire Emblem 8)
Flayn vs. Luna (Lunar SSSC)
Flayn vs. Thomas (Suikoden 3)
Flayn vs. Selphie (Final Fantasy 8)

Flayn vs. Marivel (Wild Arms 2)
Flayn vs. Dragoon (Final Fantasy 5)
Flayn vs. Primrose (Octopath Traveler)
Flayn vs. Nina (Breath of Fire 3)

Flayn vs. Female Thief (Final Fantasy Tactics)
Flayn vs. Rufus (Final Fantasy 7)
Flayn vs. Jelanda (Valkyrie Profile)
Flayn vs. Amy Sage (Phantasy Star 2)


Nio vs. Rennac (Fire Emblem 8)
Nio vs. Luna (Lunar SSSC)
Nio vs. Thomas (Suikoden 3)
Nio vs. Selphie (Final Fantasy 8)

Nio vs. Marivel (Wild Arms 2)
Nio vs. Dragoon (Final Fantasy 5)
Nio vs. Primrose (Octopath Traveler)
Nio vs. Nina (Breath of Fire 3)

Nio vs. Female Thief (Final Fantasy Tactics)
Nio vs. Rufus (Final Fantasy 7)
Nio vs. Jelanda (Valkyrie Profile)
Nio vs. Amy Sage (Phantasy Star 2)

43
Tournaments / Re: Futurama 2020 Season 2, Week 4
« on: December 01, 2020, 06:08:10 PM »
Godlike

Repede (Tales of Vesperia) vs Jowy Atreides (Suikoden II): Gale Dog is very fast (instant) and I'm not going to vote on Repede.
Nyarlathotep (Pesona 2) vs Yokai (Bravely Second: End Layer)

Heavy

Claude von Riegen (Fire Emblem: Three Houses) vs Hugo (Suikoden III)
Nel Zelpher (Star Ocean: Till the End of Time) vs Umi (Cthulhu Saves the World)

Middle

Messam Elmdore (Final Fantasy Tactics) vs Xander (Fire Emblem Fates)
Setsuna (I Am Setsuna) vs Hope Estheim (Final Fantasy XIII)

Light

Tin Man (The Wizard of Oz: Beyond the Yellow Brick Road) vs Adray Lasbard (Star Ocean Till the End of Time): Now Freeze.
Hubert von Vestra (Fire Emblem: Three Houses) vs Kamil (The 7 th Saga)

Data Mine

Romancing SaGa 3: Not played. Don't own.
Brigandine: The Legend of Runersia: Not played. Don't have a Switch.
Cthulhu Saves Christmas: Beaten.
The Legend of Heroes: Trails of Cold Steel III: Played. Beaten.
The Legend of Heroes: Trails of Cold Steel IV: Not played. Don't own yet.
Indivisible: Not played. Don't own yet.
Final Fantasy VII Remake: Not played. Don't have a PS4.

44
Celestian Tales 2 (Realms Beyond): Finished.

This isn't a good game. It has bugs, isn't too visually appealing, and the combat seems like a clunky continuation of the original's without much added. I still enjoyed playing it because I had really grown to like the cast and this game delivered more of them. With drama.

Lots of drama.

(Spoilers for the original game follow).

The game picks up where the last one left off, plus 9 years. The group has spent the intervening time effectively ruling Levant and the ~1/3rd of the realm that accompanies it. They've raised the young lady Levant in a happy home. The cast is scarred by the experiences they had (especially Lucienne and Camille) but they are pushing forward and fulfilling their dreams of making the Old North a better place. The cast dynamics really feel like they've become a family, with refreshing male/female friendships that don't force a layer of romance.

Then Very Bad Things Happen.

[The ruse behind little Alanna's birth is discovered by the subterfuge of Aria's nefarious family. Lady Sophia and Camille's brother Daniel are promptly executed by hanging, and everyone comes to view the main 6 heroes as villains responsible for the death of the realm's true hero Sevarin. They are stripped of their nobility and rendered commoners. They have to desperately struggle to find a place to go after losing the home they've had for a decade. Lucienne is furious at the now-dead Levants for making her betray her beloved uncle, and Camille is crushed by her brother's death and the realization the weight of 10 years of holding the secret. Aria is distraught over her (former) family's machinations, including the use of her beloved little sister as a seductress to get a crucial piece of evidence.

The group stays with Alanna and tries to find her a place to stay, but they can't make anything work and things get fraught as Lucienne starts demonstrating open hostility towards the girl, with nothing else to vent her anger at it. But Alanna has a spine of steel after having been raised by the band, and she keeps the band together through some timely words. The group eventually settles on a plan to take the long abandoned lands of Sophia's original family, using Alanna (who was held as innocent and allowed to retain her noble status). They start rebuilding, but there is a pretty big wound on the group, notably Lucienne is only around out of a sense of a sense of familiarity and a fear of walking away. The game's final arc involves defeating an ancient monster in the forest by getting together lords of the realm, effectively giving the chance for the group to do some real heroics even if they won't be as renowned for it. Ironically, this is the exact same heroics that Sevarin and Yliasse's father did before.


For all that I really enjoyed the story, the game's half-baked nature weigh it down painfully. The cast starts at level 40 and outside of one or two parts random enemies can be wiped out with a round of MT damage, Camille and Ylianna being ridiculously good at killing things (Camille got a massive bump up). The game had a good idea to split the cast a bunch (with good reasons specific to each PC given) but didn't capitalize on that with gameplay, as bosses and randoms get stomped into the ground. There are very few new locations (really those are just saner redesigns from Howl of the Ravager). The game gives you weapons and such by seeming random treasure pickups on the map. There is a half-baked crafting/cooking system that isn't easy to navigate, and the game has a VERY distracting glitch whenever scrolling the weapons menu using that crafting system. Menus are a little painful to navigate and even things like checking what different stats equipment gives you can be a pain. I'm not sure how that all went so wrong.

The game has a few points of challenging gameplay, notably the elven forest. And by 'challenging' I mean "Avoid randoms" as they are far harder than anywhere else and don't give great rewards. Not that the crafting system lets you use rewards that much anyways. There are a few bosses that are challenging, but 3 of them isn't enough. At least it has party-switching. Another bothersome thing is that the game doesn't last long or give you many new abilities to play with, and some of them are repeats of what the cast had from the last game.

The visuals aren't appealing, for all that the art style is unique like in the original. The music is sufficient but not impressive.

As a game it feels half-finished, and as a story it feels like a decent middle entry in a trilogy that will likely never be completed.

45
Tournaments / Re: Futurama 2020 Season 2, Week 3
« on: November 16, 2020, 11:52:32 PM »
Godlike

Repede (Tales of Vesperia) vs Chris Lightfellow (Suikoden III): No vote on the Good Dog.
Luca Blight (Suikoden II) vs Jowy Atreides (Suikoden II): I don't know. I suppose Joey gets 2 shots off and wins?
Nyarlathotep (Pesona 2) vs Kraken (Final Fantasy III): Tentacles.
Gadgeteer (Wild ARMs XF) vs Yokai (Bravely Second: End Layer): Physical instant death.

Heavy

Rolf Landale (Phantasy Star II) vs Claude von Riegen (Fire Emblem: Three Houses): Can't vote till I play 3H.
Hugo (Suikoden III) vs Elize Lutus (Tales of Xillia): Hugo's sleep isn't likely to be a signifant factor because of his limited shots, her status resistance, and her status immunity skill. His magic damage is pointless but his physical is the way to go. Elize is stuck with her dark magic and has to eat through his HP with it if ahe wants to keep up her arts? But with her various defensive games she can probably pull that off. I won't vote one way or another unless others do. Didn't realize Xillia playership was so low.
Adelbert Steiner (Final Fanasy IX) vs Nel Zelpher (Star Ocean: Till the End of Time)
Umi (Cthulhu Saves the World) vs Rabbid Luigi (Mario + Rabbids Kingdom Battle)

Middle

Messam Elmdore (Final Fantasy Tactics) vs Clarine (Fire Emblem: Sealed Sword)
Xander (Fire Emblem Fates) vs Rabbid Mario (Mario + Rabbids Kingdom Battle)
Edge Maverick (Star Ocean The Last Hope) vs Setsuna (I Am Setsuna)
Vivi Ornitier (Final Fantasy IX) vs Hope Estheim (Final Fantasy XIII): Hope can buff and heal his way past Vivi's MP?

Light

Tin Man (The Wizard of Oz: Beyond the Yellow Brick Road) vs Rebecca Streisand (Wild ARMs 5)
Adray Lasbard (Star Ocean Till the End of Time) vs Lucia (Shadow Hearts Covenant)
Hubert von Vestra (Fire Emblem: Three Houses) vs Rude (Final Fantasy VII)
Reyna (Eternal Poison) vs Kamil (The 7 th Saga)

46
Tournaments / Re: Futurama 2020 Season 2, Week 1
« on: November 12, 2020, 02:01:43 PM »
Kafuddle is between 75%-85% accuracy, based on documentation/tests. But only about 9/23 enemies are susceptible at endgame, per my notes (which is better than sleep/death, in fairness).

47
Tournaments / Re: Futurama 2020 Season 2, Week 1
« on: November 02, 2020, 01:28:38 PM »
PC and enemy confuse may be different? Kafuddle may give a better duration than just fuddle too, although I'm unsure on that point.

Flame Slash is a bit tricky because while the nominal multiplier is 1.0x, the fire elemental damage references a specialized table that features a 'no resistance' multiplier of 1.3x.


48
Tournaments / Re: Futurama 2020 Season 2, Week 2
« on: November 02, 2020, 04:18:36 AM »
Godlike

Nyarlathotep (Pesona 2) vs Pamela Ibis (Mana Khemia: Alchemists of Al-Revis)
Ash Lambert (Vandal Hearts) vs Kraken (Final Fantasy III)
Mattias (Octopath Traveler) vs Gadgeteer (Wild ARMs XF): Ice gem (s) break him, and then he eats what, 5x PCHP damage in Exploder gems while broken? Ugly.
Yokai (Bravely Second: End Layer) vs Mewtwo (Pokémon): Instant death via Consume Life.


Heavy

Tiki (Fire Emblem: Shadow Dragon) vs Adelbert Steiner (Final Fanasy IX)
Erik (Dragon Quest XI) vs Nel Zelpher (Star Ocean: Till the End of Time): I believe Dhyer when he says she OHKOs his MP?
Camilla (Fire Emblem Fates) vs Umi (Cthulhu Saves the World)
Rabbid Luigi (Mario + Rabbids Kingdom Battle) vs Chemist (Final Fantasy V)


Middle

Edge Maverick (Star Ocean The Last Hope) vs Lich (Final Fantasy): Edge blocks paralysis and has (fastish?) healing. There's some ice walling in there too I think.
Setsuna (I Am Setsuna) vs Sylveon (Pokémon)
Finn (Child of Light) vs Vivi Ornitier (Final Fantasy IX): element walling?
Lux (The 7 th Saga) vs Hope Estheim (Final Fantasy XIII)


Light

Hubert von Vestra (Fire Emblem: Three Houses) vs Chu-Chu (Xenogears)
Lauren (Cosmic Star Heroine) vs Rude (Final Fantasy VII)
Reyna (Eternal Poison) vs Thief M (Final Fantasy Tactics)
Kamil (The 7 th Saga) vs Kain Highwind (Final Fantasy IV)

49
Tournaments / Re: Futurama 2020 Season 2, Week 1
« on: November 01, 2020, 09:26:29 PM »
It seems to eat a minimum of 5 turns off the enemy (should be irrespective of speed).

It may be worth less respect if you count the chance an enemy might flee against Angelo, although the 'attack other enemies' feature is discarded in a duel too.

As far as SP goes, the DS version is way nicer to Angelo and he can afford 100 Charisma/staves (infinite healing!) And a few points in swords for Flame Slash.

The original should probably not bother with so many sword points? Flame Slash is his best combo with Oomph, being actually a 1.3x mult anyways (2.6x after oomph), and he might be able to swing pearly gates (for damage he can tense up) and kathwack? Not sure how that all falls out.

50
Tournaments / Re: Futurama 2020 Season 2, Week 1
« on: November 01, 2020, 01:51:00 PM »
DQ8 Confuse doesn't let the enemy attack you, they can attack other enemies, but not the PCs.

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