The RPG Duelling League
RPG Debate => RPG Stats Forum => Topic started by: DjinnAndTonic on May 17, 2010, 04:27:57 AM
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SaGa Frontier PCs have a very complex method of increasing in strength, and due to similarities between 'races' of characters, it is very difficult to determine the strengths and weaknesses of varying PCs within a single race, though it is rather easy to weigh the strengths of the races against each other.
To determine the strengths of individual PCs (rather than a whole race), the characters' innate growth rates, starting skills/equipment, and unique skills/equipment were emphasized. Taking these innate attributes, all the individual characters were scaled up to endgame strength assuming they were only using the abilities that their unique/starting skills indicated, and were only allowed access to storebought equipment, as it is readily available to a full team of 5 without grinding for item drops. Unique equipment (what little there is) was also allowed.
To define 'endgame strength', the number of battles was fixed to 200 in a single playthrough, assuming equal Battle Rank/Stat Growth throughout all 200 battles. This is an 'ideal' setup that is not exactly reflective of in-game, but it should represent an 'average' of serveral playthroughs. For example, most players will need to fight many more than 200 battles to achieve the highest possible stats, and will fight many battles that are not 'ideal' for their PCs to grow. Alternatively, the game is easily beaten by speed-runners who do not increase Battle Rank/Stat Growth as much. This topic seeks to be close to an 'average' of the extremes.
Data here is synthesized and collected from Zaraktheus' Mechanics Guide.
Average Human PC Growth in 'Ideal' Playthrough:
Human PCs all have a chance after battle to increase one or more their stats. This chance is effected by the rank of the Enemy being fought, the current value of a given stat, an innate growth factor unique to each PC/stat, the type of action taken in a given battle, and a barely-important factor that slowly increases every time a PC does -not- increase a stat to help ensure that the RNG doesn't screw over the PCs (this factor is called Inevitability by Zaraktheus). I am throwing out Inevitability due to its very minor influence until late in the grinding stages (and for sanity's sake,) but keep in mind it exists.
Enemy Stat-Up values and a PCs' current stats cannot exceed 99. Additionally, the highest easily-recurring Enemy Stat-Up value is 75, creating a 'soft' cap for Human Stat growth to run into. (But they have more-than-enough equipment stats to easily reach the true cap if they hit 75 naturally.)
This guide takes the randomness of these factors out of the equation by assuming that, in an 'ideal' playthrough, the player will always fight an enemy with the same Stat-Up value as their current Stats. Obviously, this will never happen in a true playthrough, but it should work out to be about average given that a player can fight enemies with much higher Stat-Up values than their current stats, but will often run into lower enemies that waste their time. Additionally, using (and not using) equipment can help manipulate Stat-Up values to be closer to this 'ideal'.
Innate PC Stat-Growth Factors:
These are simply a minor factor that each PC has in determining their affinity for raising different stats. The worth of these factors has been inflated in this topic due to the 'ideal' nature of averaging playthroughs.
PC Stat Growth Bonuses Chart
by Zaraktheus
Humans
Name |TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP | Name
Blue | 33 | 0 | 5 | 8 | 8 | 6 | 1 | 2 | 3 | Blue
Emelia | 33 | 3 | 5 | 0 | 7 | 1 | 6 | 7 | 4 | Emelia
Fuse | 33 | 6 | 2 | 2 | 6 | 2 | 5 | 3 | 7 | Fuse
Red | 33 | 4 | 3 | 3 | 6 | 2 | 5 | 3 | 7 | Red
Rouge | 33 | 0 | 5 | 8 | 8 | 6 | 1 | 2 | 3 | Rouge
Asellus | 30 | 0 | 2 | 1 | 6 | 9 | 0 | 9 | 3 | Asellus
Annie | 28 | 5 | 3 | 1 | 4 | 1 | 3 | 5 | 6 | Annie
Capt.Hamilton | 28 | 4 | 1 | 3 | 6 | 3 | 6 | 0 | 5 | Capt.Hamilton
Doll | 28 | 3 | 2 | 6 | 3 | 1 | 4 | 6 | 3 | Doll
Fei-on | 28 | 4 | 8 | 1 | 0 | 5 | 4 | 3 | 3 | Fei-on
Gen | 28 | 7 | 4 | 1 | 2 | 1 | 6 | 0 | 7 | Gen
Liza | 28 | 3 | 7 | 6 | 1 | 4 | 2 | 4 | 1 | Liza
Mei-ling | 28 | 1 | 5 | 6 | 6 | 2 | 2 | 3 | 3 | Mei-ling
Roufas | 28 | 2 | 4 | 6 | 2 | 3 | 2 | 3 | 6 | Roufas
Lute | 25 | 0 | 0 | 2 | 1 | 1 | 3 |12 | 6 | Lute
In-battle Actions' Growth Factors:
Every type of action taken in battle partly determines the chances for each Stat to increase after a battle. In this 'ideal' playthrough, PCs were determined to only use actions in battle based on their starting/unique abilities and equipment. For example, because Blue only starts with Magic skills in his repertoire (and is the only one who can learn a large number of unique spells), he is assumed to only be taking Magic actions, and the growth of his stats reflect this. This type of growth is most common for players to take as focusing on one type of action increases the chances for the relevant Stats to grow (INT,PSY,QUI in this case) AND for learning new skills of that type (Realm magic spells in this case).
For characters with multiple types of starting abilities, the character was assumed to be an average of all types of actions they could take. For example, Roufas starts with Mind Magic, a few basic Sword skills, and a few basic Gun skills. His stats reflect what would happen if a player trained Roufas in Magic for one-third of the game, Sword for the next third, and then Guns for another third. This does not represent the most likely case for a Roufas for any single true playthrough, but it -does- give an accurate average of how well-balanced he is and can be trained to be.
Due to the strong influence of Action Growth Factors, if you disagree with this method of trying to represent a character's average worth, then take this topic's numbers with a grain of salt, they are only based on a theoretical 'ideal' playthrough.
For reference, here are the numbers from the Mechanics Guide.
Action Growth Factors Chart
by Zaraktheus
Action Type |TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|WP |JP |HP |
Any Magic | 23 | 0 | 1 | 3 | 3 | 3 | 0 | 1 | 0 | 8 | 4 |
Gun | 22 | 0 | 4 | 2 | 3 | 1 | 2 | 1 | 4 | 0 | 5 |
Martial Arts | 22 | 4 | 2 | 0 | 1 | 0 | 3 | 0 | 5 | 0 | 7 |
Sword | 22 | 3 | 2 | 0 | 1 | 0 | 3 | 1 | 6 | 0 | 6 |
None of the above | 12 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 0 | 0 | 8 |
The actual formula, again thanks to Zaraktheus:
S = Current value of this Stat (Base value, modified by equipment, mystic
absorbs, and any buffs/debuffs from the current battle)
E = Enemy Stat-Up Value of ONLY the Main Enemy
B = Stat Growth Bonus for this Stat
I = Inevitability
D = adjusted Difficulty
C = base Chance
A = Total Action Growth Factor for this Stat of all Action Types chosen in this
battle
N = Number of different Action Types chosen in this battle
F = Final Chance
S - ((E + B) + (I / 8) - 10) = D
0 <= D <= 20
Convert D->C using Table 3*.
(C * A) / (N * 4) = F
If rand(0...99) < F, improve this Base Stat +1; max 99
*Table 3:
Difficulty->Chance Table 3 (Stat Growth):
00-01-02-03-04-05-06-07-08-09-10-11-12-13-14-15-16-17-18-19-20-Difficulty
50-39-39-37-36-34-31-29-26-23-20-16-13-10-08-05-03-02-01-01-01-Chance
'Ideal' Formula notes:
The 'ideal' playthrough assumes the player is awesome is always fighting an enemy with a stat-up value equal to their current stat. It also assumes that Inevitability=0.
Example for Fei-On (innate STR growth affinity=4), assuming current STR=25, against an Enemy with a Stat-Up value of 25.
25-((25+4)+0-10)
25-(19)
D=6
Note, that if we assumed Current STR=50,
50-((50+4)+0-10)
50-(44)
D=6
we get the same result. This simplifies the first half of the formula to:
10-(innate growth factor)=D
This inflates the worth of the innate growth factor immensely. (Which is good because this topic seeks to display the unique strengths between PCs.)
From here, all Difficulty values were converted to Chances (C). The 'ideal' playthrough assumes that a character only uses 1 type of action in any given battle (to maximize chances for getting associated abilities).
Using our Fei-On STR example (Fei-On only trains in Martial Arts, which has an Action Growth Factor of 4 to STR):
(31*4)/(1*4)=F
31=F
So the final chance for Fei-On to increase his STR in any given battle is 31%.
Since the 'ideal' playthrough assumes that Fei-On will fight exactly 200 battles (this is only possible in a vaccuum, since there's no way to get Fei-On without fighting -anything- beforehand, but this is a theoretical topic); he is most likely to gain 31% of 200 possible points of STR.
So his final STR will be a combination of his initial STR, his growth (+62), and his best storebought equipment's boosts. (Coincidentally, this example is the only one that hits the true cap of 99 for Humans.)
For character's training in multiple starting actions, the same calculations were performed for each type of action, then averaged together based on the number of different action types. This would simulate the aforementioned scenario with Roufas.
Human PC 'ideal' skillsets:
This part is even more theoretical, and based on the idea that a PCs' starting abilities and unique abilities are indicative of their unique usefulness, since they already have a headstart on those sets of skills than most of the other PCs.
Thus, humans with starting spells are assumed to get all spells of the given school. Humans with starting swordskills are assumed to be training with swords. Humans with starting martial arts skills are assumed to be training in martial arts. Humans with starting gunskills are assumed to be training with guns. Humans with starting martial arts skills and starting spells are assumed to be training in one, and then the other, for an example of a mixed build. Asellus is assumed to be learning Mystic abilities as well.
For sword skills and martial arts, each PC has an innate talent of learning one of the individual sword/fist skills, or not. If the PC does -not- have the talent for learning a certain skill, their chance of learning it can never be higher than 1/256. With the talent, this chance is much higher, and so it is assumed that PCs training in swords and martial arts are only learning the skills for which they have an innate talent, to further emphasize each PCs' uniqueness.
For swordskills, only characters who have claim to a Katana (Gen and Roufas) can use Katana-dependent skills.
For martial arts, there is one ability, called DSC (Dream Super Combo?), which is only available upon learning four other martial arts skills. No PC has the talent to learn all four of these skills, but if a martial arts-using PC had 3 or more of the required skills on their talent list, then DSC was considered for their skillset.
Each PC's talent list was found by Zaraktheus in his Mechanics Guide.
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Mystic PC 'ideal' notes:
Mystics can naturally grow certain stats in the same manner as Human PCs, namely HP, WP, JP, and CHA. These were calculated in the same manner.
Additionally, because Mystics cannot learn Sword, Gun, or Martial Arts skills, they were permitted to Train in Swords (to increase some much-needed WP) if their starting equipment included a sword. Otherwise, they all trained in Magic (they all start with the Mystic Magic Gift) and 'Other' (all Mystic Absorb skills fall under this).
Mystics were allowed to absorb their choice of the commonly-found random enemies at max Battle Rank. They were also allowed to equip their choice of common storebought equipment.
Most of Mystic's 'unique-ness' is seen in the form of their starting spells, some of which are even entirely unique to a given Mystic (Rei, Zozma, and TimeLord to a certain extent).
Mec PC 'ideal' notes:
Mecs do not increase their stats. Their stats rely entirely on their starting stats + their equipment, which boost Mecs considerably more than other races.
All Mecs have some fixed equipment to determine their base stats, and they were allowed any combination of storebought weapons to play to their strengths.
Mecs learn skills by absorbing enemy Mecs and 'downloading' programs (skills) from them. This method is entirely dependent on the enemy mec.
However, Mecs also learn skills innately, through 'Self-Development'. Everytime they download an enemy Mec and do -not- learn a skill, they have a chance of learning one of their innate skills. Only these skills were considered for the purposes of uniqueness, and Mec equipment choices are based on maximizing their potential with those skills.
Note that to use the program 'ShootAll', which deals a great deal of damage, a 'Memory-Board'-type piece of equipment must be worn by a Mec. Because Memory Boards are not storebought, only Mecs who had Memory Boards as a piece of Starting Equipment can use this.
In her own scenario, T260G has the ability to transform into other Mec-types. Because Type1, Type7, and Type8 bodies are exclusive to T260G, she has her choice of these forms and their associated skills.
Monster PC 'ideal' notes:
Monster stats are based entirely on their ability to transform into other Monsters by absorbing abilities from them. They also gain 4 HP permanently every time they absorb a new skill. Since there are less than 200 of these skills in the game, it is reasonable to allow each monster to absorb all possible skills that they can get to exhibit their unique max 'Prime HP' stat.
Note that this does not imply that every monster is allowed to use every monster ability, this is simply a theoretical 'ideal' for displaying one of their few unique traits.
'Endgame' monster forms were determined by a Monster's starting skills. Monsters were allowed forms that shared required abilities with their individual starting skills, and were allowed to supplement their skills to get the desired form assuming they kept as many of their starting skills as possible.
For example, Riki is assumed to be using the Black Dragon form as he can keep all of his starting skills and still obtain this form, which requires one of his starting skills, TailHit (or Tail). He could also opt for, say, the Red Dragon form under the same criteria, but the Black Dragon generally has more utility and is his assumed default.
Monsters can only equip accessory-type items, so while these were generally excluded from other races' setups, Monsters have a strong claim to them and were allowed to equip the best storebought accessories.
Additionally, since they are only obtainable in Riki's scenario, Riki has a strong claim to the Ring accessories and was allowed to equip those.
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Humans:
Red
HP: 872
STR: 79
QUI: 51
INT: 11
WIL: 32
PSY: 9
VIT: 65
CHA: 17
Def: 60
WP: 150
JP: 0
LP: 9
ZeroSword: Atk+60
(RaySword: Atk+45, All Stats +??, HP Up, Uses 'RaySword' when attacking)
PoweredSuit: Def+50, Str +10, Quick +10, Stops Blind
Hyperwear: Def+10
ShellShield: May block physical attacks
Red starts the game with Sword and Martial Arts skills learned.
(Red has the talent to learn more than this, but these are the only ones with any utility that aren't outclassed by the better skills)
Active swordskills:
RosarioImpale - 8 WP - Holy Elemental
TripleThrust - 7 WP - Piercing
DeadEnd - 6 WP - May add ID
RisingNova - 7 WP - Heat Elemental
GaleSlash - 5 WP – Piercing, Anti-Aerial, Full MT
ThunderThrust - 2 WP - Lightning Damage
StunSlash - 0 WP - Adds Stun
Heaven/Hell - 3 WP - Adds Stun
DoubleSlash – 1 WP
Passive swordskills:
Kasumi - 4 WP - Defend and Counter
Active Martial Arts skills:
SkyTwister - 10 WP - Force elemental
TriangleKick - 7 WP – Piercing, Force Elemental
OgreRun - 5 WP - Adds Stun, Ground Elemental
LocomotionG - 5 WP - Adds Stun, Throw Elemental
AirThrow - 1 WP - Adds Stun, Throw elemental
DSC - 18 WP - Throw elemental, Only available if all 4 DSC Moves are equipped
Sliding - 2 WP - Adds Stun, Ground elemental, DSC Move 1
Suplex - 4 - Adds Stun, Throw elemental, DSC Move 2
BabelCrumble - 4 WP - Adds Stun, Throw elemental, DSC Move 3
(GiantSwing) - 6 WP – May add ID, Throw elemental, DSC Move 4
Passive Martial Arts skills:
SwayBack - 1 WP – May avoids Physical Attacks
DragonTurn - 3 WP– May Counters Kicks
Alkaiser Sword Skills:
- Only Red can learn these skills.
KaiserWing - 1 WP
KaiserSmash - 4 WP
Alkaiser Fist Skills:
BrightFist – 0 WP
ShiningKick – 1 WP
SparklingRoll – 2 WP
Al-Blaster - 2 WP - Magic Damage
FinalCrusade – 2 WP – User -1 LP, other allies to Full HP Recovery
FlashTurn – 4 WP
DeflectLance – 5 WP
Al-Phoenix - 7 WP - Fire Damage
Re-Al-Phoenix - 10 WP - Fire Damage
Blue
HP: 502
STR: 19
QUI: 46
INT: 88
WIL: 83
PSY: 80
VIT: 8
CHA: 27
Def: 60
WP: 0
JP: 230
LP: 7
PoweredSuit: Def+50, Str +10, Quick +10, Stops Blind
Hyperwear: Def+10
ShellShield: May block physical attacks
Blue starts the game with the Gift of Realm magic and several Realm magic skills learned. Blue will eventually have the Gift and know all the spells for nearly every Magic ability in the game.
Skillset Later
Emelia
HP: 624
STR: 23
QUI: 97
INT: 30
WIL: 77
PSY: 19
VIT: 55
CHA: 41
Def: 60
WP: 118
JP: 0
LP: 9
LethalGun: Atk+60
LethalGun: Atk+60
PoweredSuit: Def+50, Str +10, Quick +10, Stops Blind
Hyperwear: Def+10
ShellShield: May block physical attacks
Emelia starts the game with a Gun and several Gun skills learned when recruited in other scenarios. In her own scenario, Emelia is handed a gun as her first piece of equipment. In her own scenario, she has the unique ability to change costumes which change her talents at learning Sword and Martial arts skills. Between her 3 talent lists, she has the talent to learn all but for skills in the game. She is the only PC capable of getting the talent to learn all four DSC abilities as well and future incarnations of this topic may include a separate listing for costume-changing Emelia.
Active Gun Skills:
BoundShot - 5 WP
TotalShot - 4 WP – Full MT Enemy
CrossShot - 4 WP - Can't Miss
StunShot - 1 WP – Adds Stun, Ground Elemental, Full MT Enemy
ReactionShot - 3 WP - Interrupt and Counter
Passive Gun Skills:
QuickDraw – 0 WP - Attack first if using a Gun, always automatically used
TwoGun - 0 WP - Attack with 2 guns, always automatically used
Lute
HP: 782
STR: 47
QUI: 34
INT: 10
WIL: 14
PSY: 13
VIT: 48
CHA: 43
Def: 60
WP: 160
JP: 0
LP: 10
ZeroSword: Atk+60
PoweredSuit: Def+50, Str +10, Quick +10, Stops Blind
Hyperwear: Def+10
ShellShield: May block physical attacks
Lute is always recruited with a Knife equipped and some Swordskills learned. (Lute has the talent to learn more than this, but these are the only ones with any utility that aren't outclassed by the better skills)
Swordskills:
Active Swordskills:
LifeSprinkler - 10 WP - Piercing
RisingNova - 7 WP - Heat Elemental
GaleSlash - 5 WP – Piercing, Anti-Aerial, Full MT
StunSlash - 0 WP - Adds Stun
Heaven/Hell - 3 WP - Adds Stun
DoubleSlash – 1 WP
Passive Swordskills:
Deflect - 1 WP - Blocks Attacks
Asellus [Mystical Change]
HP: 726
STR: 47 [87]
QUI: 44 [99]
INT: 27 [85]
WIL: 43 [81]
PSY: 65 [99]
VIT: 29 [49]
CHA: 47
Def: 60
WP: 70
JP: 87
LP: 8
GoldenLion: Atk+75
PoweredSuit: Def+50, Str +10, Quick +10, Stops Blind
Hyperwear: Def+10
ShellShield: May block physical attacks
Asellus is recruited with a FiendRod and some swordskills in Emelia's scenario, and she's forcefully equipped with a sword by Ildon in her own scenario. She also always has the Gift of Mystic Magic, and has the unique ability to absorb Mystic skills despite her ability to grow stats like a Human. She was trained in Swords, Magic, and 'Other' for her Mystic Abilites. (Asellus has the talent to learn more sword abilities than this, but these are the only ones with any utility that aren't outclassed by the better skills.)
Swordskills:
Active Swordskills:
RosarioImpale - 8 WP - Holy Elemental
Haze-to-Wheel - 9 WP – Full MT Enemy
TripleThrust - 7 WP - Piercing
DeadEnd - 6 WP - May add ID
RisingNova - 7 WP - Heat Elemental
GaleSlash - 5 WP – Piercing, Anti-Aerial, Full MT Enemy
ThunderThrust - 2 WP - Lightning Damage
StunSlash - 0 WP - Adds Stun
DoubleSlash – 1 WP
Godless - 5 WP - Defend and Counter
Passive Swordskills
Kasumi - 4 WP - Defend and Counter
Item Casting:
FiendRod: FinalStrike - 10WP - Physical, Breaks FiendRod, Heat/Force Elemental
ShadowDagger: ShadowHold - 1 WP – Adds Paralysis, ST Enemy
RuneSword: VictoryRune - 1 JP - Increases Attack Power, ST Ally
Mystic Magic:
Fascination - 1 JP - Addss Charm, ST Enemy
PhantasmShot - 3 JP - Summons a random phantom beast, ST Enemy
GlassShield - 5 JP - Defend and Counter next hit with Broken Glass, Self Target
MirrorShade - 7 JP - Creates Illusions, Random Allies
Mystic Absorb Abilities:
For a full listing of Mystic Absorb abilities, see the Mystics section.
Mystic Sword – Activates Mystic Transformation, Absorbed Mystic Ability
Mystic Boot – Activates Mystic Transformation, Absorbed Mystic Ability
Mystic Glove – Activates Mystic Transformation, Absorbed Mystic Ability
Mystic Transformation – Asellus only: Grants Asellus the boosts from any absorbed monsters she has. The defaults assumed for stats are one Unicorn, one Dullahan, and one Suzaku.
Fuse
HP: 811
STR: 75
QUI: 7
INT: 40
WIL: 55
PSY: 43
VIT: 44
CHA: 20
Def: 60
WP: 88
JP: 110
LP: 9
HandBlaster: (initial equipment)
PoweredSuit: Def+50, Str +10, Quick +10, Stops Blind
Hyperwear: Def+10
ShellShield: May block physical attacks
Fuse is always recruited with some Martial arts skills learned and the Gift of Mind Magic. He also comes equipped with a Handblaster, which does not teach any skills, but allows the use of some abilities if it is equipped. (Fuse has the talent to learn more than this, but these are the only ones with any utility that aren't outclassed by the better skills.)
Martial arts skills:
Active Martial Arts Skills
SkyTwister - 10 WP - Force elemental
Lastshot - 9 WP - May add ID
TriangleKick - 7 WP – Piercing, Force Elemental
OgreRun - 5 WP - Adds Stun, Ground Elemental
LocomotionG - 5 WP - Adds Stun, Throw Elemental
Chop - 1 WP - Adds Blind
AirThrow - 1 WP - Adds Stun, Throw elemental
Mind Magic:
MindHeal - 2 JP - Restores Full HP, Self Target
Evaporate - 2 JP - Adds invisible, Self Target
Spellbound - 2 JP – Adds Paralysis, ST Enemy
Lifewave - 2 JP - Powerful Magic Attack, ST Enemy
Awakening - 2 JP - Raises Stats, All WP/JP costs doubled, Self Target
Handblaster skills:
Paralyzer - 0 WP – Adds Paralysis, Full MT Enemy
BlasterSword - 0 WP - Physical Attack, Force/Electric Elemental
Rouge
HP: 502
STR: 19
QUI: 46
INT: 88
WIL: 83
PSY: 80
VIT: 8
CHA: 27
Def: 60
WP: 0
JP: 230
LP: 7
PoweredSuit Def+50, Str +10, Quick +10, Stops Blind
Hyperwear Def+10
ShellShield May blocks physical attacks
Rouge is always recruited with the Gift of Realm Magic. In Blue's scenario, he can potentially learn nearly every spell in the game automatically, however, this topic assumes the recruitable Rouge from every other scenario.
Realm Magic:
Gate - 0 JP - Does absolutely nothing
EnergyChain - 1 JP - Magic Attack/Causes Paralysis, ST Enemy
PsychoArmor - 2 JP - Raises Vit and Psy, ST Ally
Implosion - 3 JP - Magic Attack, Instant Death, ST Enemy
PsychicPrison - 7 JP - Interrupt next target Spell w/damage to target, ST Enemy
VermilionSand - 8 JP - Magic Attack, Causes Blind, Full MT Enemy
Gen
HP: 902
STR: 94
QUI: 57
INT: 8
WIL: 23
PSY: 12
VIT: 72
CHA: 11
Def: 60
WP: 153
JP: 0
LP: 10
CometBlade Atk+55, Allows use of MillionDollers
PoweredSuit Def+50, Str +10, Quick +10, Stops Blind
Hyperwear Def+10
ShellShield May blocks physical attacks
Gen is always recruited with some Sword skills and some Martial arts skills learned. He also is required to get the Comet Blade, which allows the use of a unique ability and allows the learning of Katana abilities if it is equipped. (Gen has the talent to learn more than this, but these are the only ones with any utility that aren't outclassed by the better skills.)
Swordskills:
Active Swordskills:
LifeSprinkler - 10 WP - Piercing
Haze-to-Wheel - 9 WP – Full MT Enemy
2GaleSlash - 5 WP – Piercing, Anti-Aerial, Full MT enemy, requires 2 Swords
ThunderThrust - 2 WP - Lightning Damage
StunSlash - 0 WP - Adds Stun
Heaven/Hell - 3 WP - Adds Stun
DoubleSlash – 1 WP
Godless - 5 WP - Defend and Counter
Passive Swordskills
Kasumi - 4 WP - Defend and Counter (Automatically Used May)
Active Katana skills:
Tres Flores - 9 WP
Blizzard - 6 WP - Adds Paralysis, Cold Elemental
Item Casting:
CometBlade: MillionDollers - 7 WP - Piercing/Heat Elemental, Full MT enemy
ShadowDagger: ShadowHold - 1 WP – Adds Paralysis, ST Enemy
Martial arts skills:
Active Martial Arts Skills
SkyTwister - 10 WP - Force elemental
OgreRun - 5 WP - Adds Stun, Ground Elemental
Fist - 3 WP – Piercing, Force Elemental
Chop - 1 WP - Adds Blind
AirThrow - 1 WP - Adds Stun, Throw elemental
DSC - 18 WP - Throw elemental, Only available if all 4 DSC Moves are equipped
(Sliding) - 2 WP - Adds Stun, Ground elemental, DSC Move 1
Suplex - 4 WP - Adds Stun, Throw elemental, DSC Move 2
BabelCrumble - 4 WP - Adds Stun, Throw elemental, DSC Move 3
GiantSwing - 6 WP – Chance of ID, Throw elemental, DSC Move 4
Passive Martial Arts skills:
KO Throw - 2 WP – May Counters Punches
DragonTurn - 3 WP– May Counters Kicks
Roufas
HP: 735
STR: 46
QUI: 61
INT: 57
WIL: 54
PSY: 30
VIT: 48
CHA: 35
Def: 60
WP: 108
JP: 82
LP: 9
ZeroSword: Atk+60
LethalGun: Atk+60
(Katana: Atk+34)
PoweredSuit: Def+50, Str +10, Quick +10, Stops Blind
Hyperwear: Def+10
ShellShield: May block physical attacks
Roufas is always recruited with some Swordskills and Gun skills learned, along with the Gift of Mind Magic. (Roufas has the talent to learn more than this, but these are the only ones with any utility that aren't outclassed by the better skills.)
Active Swordskills
LifeSprinkler - 10 WP - Piercing
Haze-to-Wheel - 9 WP – Full MT Enemy
2GaleSlash - 5 WP – Piercing, Anti-Aerial, Full MT enemy, requires 2 Swords
ThunderThrust - 2 WP - Lightning Damage
StunSlash - 0 WP - Causes Stun
Heaven/Hell - 3 WP - Causes Stun
DoubleSlash – 1 WP
Godless - 5 WP - Defend and Counter
Passive Swordskills
Kasumi - 4 WP – May Defend and Counter
Katana skills:
Tres Flores - 9 WP
Blizzard - 6 WP - Adds Paralysis, Cold Elemental
Item Casting:
RuneSword: VictoryRune - 1 JP - Increases Attack Power
ShadowDagger: ShadowHold - 1 WP – Adds Paralysis, ST Enemy
Active Gun Skills:
BoundShot - 5 WP
TotalShot - 4 WP – Full MT Enemy
CrossShot - 4 WP - ITE
StunShot - 1 WP – Adds Stun, Ground Elemental, Full MT Enemy
ReactionShot - 3 WP - Interrupt and Counter
Passive Gun Skills:
QuickDraw - 0 WP - Attack first if using a Gun, always automatically used
TwoGun - 0 WP - Attack with 2 guns, always automatically used
Mind Magic:
The first number is JP cost.
MindHeal - 2 JP - Restores Full HP, Self Target
Evaporate - 2 JP - Adds invisible, Self Target
Spellbound - 2 JP – Adds Paralysis, ST Enemy
Lifewave - 2 JP - Powerful Magic Attack, ST Enemy
Awakening - 2 JP - Raises Stats, doubles target’s WP/JP costs, Self Target
Liza
HP: 623
STR: 87
QUI: 71
INT: 20
WIL: 25
PSY: 18
VIT: 51
CHA: 20
Def: 61
WP: 149
JP: 0
LP: 8
PoweredSuit: Def+50, Str +10, Quick +10, Stops Blind
Hyperwear: Def+10
ShellShield: May block physical attacks
FangAmulet: (initial equipment) Def+1, Str+5
Liza is always recruited with some Martial arts skills learned. (Liza has the talent to learn more than this, but these are the only ones with any utility that aren't outclassed by the better skills.)
Active Martial Arts skills:
SkyTwister - 10 WP - Force elemental
Lastshot - 9 WP - May add ID
OgreRun - 5 WP - Adds Stun, Ground Elemental
Fist - 3 WP - Piercing, Force Elemental
Chop - 1 WP - Adds Blind
AirThrow - 1 WP - Adds Stun, Throw elemental
DSC - 18 WP - Throw elemental, Only available if all 4 DSC Moves are equipped
(Sliding) - 2 WP - Adds Stun, Ground elemental, DSC Move 1
Suplex - 4 - Adds Stun, Throw elemental, DSC Move 2
BabelCrumble - 4 WP - Adds Stun, Throw elemental, DSC Move 3
GiantSwing - 6 WP – May add ID, Throw elemental, DSC Move 4
Passive Martial Arts skills:
SwayBack – 1 WP - May avoid Physical Attacks
KO Throw - 2 WP - May Counter Punches
DragonTurn - 3 WP – May Counters Kicks
Annie
HP: 832
STR: 76
QUI: 56
INT: 9
WIL: 34
PSY: 15
VIT: 57
CHA: 28
Def: 60
WP: 170
JP: 0
LP: 9
ZeroSword: Atk+60
PoweredSuit: Def+50, Str +10, Quick +10, Stops Blind
Hyperwear: Def+10
ShellShield: May block physical attacks
Annie is always recruited with a Laser Knife equipped and some Swordskills learned. (Annie has the talent to learn more than this, but these are the only ones with any utility that aren't outclassed by the better skills)
Active Swordskills:
RosarioImpale - 8 WP - Holy Elemental
BearCrush - 5 WP - Blunt Elemental
DeadEnd - 6 WP - May add Instant Death
RisingNova - 7 WP - Heat Elemental
StunSlash - 0 WP - Adds Stun
DoubleSlash – 1 WP
Item Casting:
ShadowDagger: ShadowHold - 1 WP – Add Paralysis, ST Enemy
Mei-Ling
HP: 494
STR: 13
QUI: 61
INT: 57
WIL: 61
PSY: 42
VIT: 20
CHA: 25
Def: 60
WP: 59
JP: 116
LP: 10
LethalGun: Atk+60
LethalGun: Atk+60
PoweredSuit: Def+50, Str +10, Quick +10, Stops Blind
Hyperwear: Def+10
ShellShield: May block physical attacks
Mei-Ling is always recruited with a Gun equipped and some Gunskills learned, along with some Light magic spells learned. In subsequent playthroughs she can start with more Light spells learned, so these are added to her skill list.
Active Gun skills:
BoundShot - 5 WP
TotalShot - 4 WP – Full MT Enemy
CrossShot - 4 WP - ITE
StunShot - 1 WP – Adds Stun, Ground Elemental, Full MT Enemy
ReactionShot - 3 WP - Interrupt and Counter
Passive Gun Skills
QuickDraw - 0 WP - Attack first if using a Gun, always active
TwoGun - 0 WP - Attack with 2 guns, always active
Light Magic:
Spells marked with an asterisk are not confirmed initial spells.
SunRay - 1 JP - Fire Damage/Anti-Undead, ST Enemy
StarlightHeal - 2 JP - Restores HP, ST Ally
FlashFire - 4 JP - Fire Damage/Adds Blind, Full MT Enemy
FlashFlood - 5 JP – ID, no battle reward, Full MT Enemy
LightSword* - 7 JP – Add Lightsword to equipped weapons for battle, Self Target
MegaWindblast* - 9 JP - Fire Damage, Full MT Enemy
Fei-On
HP: 820
STR: 99
QUI: 76
INT: 12
WIL: 31
PSY: 18
VIT: 72
CHA: 15
Def: 60
WP: 163
JP: 0
LP: 8
PoweredSuit: Def+50, Str +10, Quick +10, Stops Blind
Hyperwear: Def+10
ShellShield: May block physical attacks
Fei-On is always recruited with some Martial arts skills learned. (Fei-On has the talent to learn more than this, but these are the only ones with any utility that aren't outclassed by the better skills.)
Active Martial Arts skills:
Lastshot - 9 WP - May add Instant Death
Corkscrew – 9 WP
TriangleKick - 7 WP – Piercing, Force Elemental
GoldHand - 6 WP - Lowers Intelligence, Force Elemental
OgreRun - 5 WP - Adds Stun, Ground Elemental
LocomotionG - 5 WP - Adds Stun, Throw Elemental
Chop - 1 WP - Adds Blind
AirThrow - 1 WP - Causes Stun, Throw elemental
Passive Martial Arts skills:
SwayBack - 1 WP - May avoid Physical Attacks
KO Throw - 2 WP - May Counter Punches
DragonTurn - 3 WP – May Counter Kicks
Doll
HP: 544
STR: 26
QUI: 64
INT: 67
WIL: 61
PSY: 38
VIT: 36
CHA: 39
Def: 60
WP: 62
JP: 118
LP: 9
LethalGun: Atk+60
LethalGun: Atk+60
HandBlaster: (initial equipment)
PoweredSuit: Def+50, Str +10, Quick +10, Stops Blind
Hyperwear: Def+10
ShellShield: May block physical attacks
Doll is always recruited with some Gunskills learned and some Dark magic and Mystic magic spells. In subsequent playthroughs she can start with more Light spells learned, so these are added to her skill list. She also comes equipped with a Handblaster, which does not teach any skills, but allows the use of some abilities if it is equipped. Doll is trained in Guns and Magic.
Active Gun Skills:
BoundShot - 5 WP
TotalShot - 4 WP – Full MT Enemy
CrossShot - 4 WP - ITE
StunShot - 1 WP – Adds Stun, Ground Elemental, Full MT Enemy
ReactionShot - 3 WP - Interrupt and Counter
Passive Gun Skills:
QuickDraw - 0 WP - Attack first if using a Gun, always activates
TwoGun - 0 WP - Attack with 2 guns, always active
Handblaster skills:
Paralyzer - 0 WP – Adds Paralysis, Full MT Enemy
BlasterSword - 0 WP - Physical Attack, Force/Electric Elemental
Mystic Magic:
Spells marked with an asterisk are not confirmed initial spells.
Fascination - 1 JP - Adds Charm, ST Enemy
PhantasmShot - 3 JP - Summons a random phantom beast, ST Enemy
GlassShield - 5 JP - Defend and Counter next hit, Self Target
MirrorShade* - 7 JP - Creates Illusions, Random Allies
Dark Magic:
Spells marked with an asterisk are not confirmed initial spells.
Hidebehind - 1 JP - Distracts Enemy, ST Enemy
PowerGrab - 1 JP - Drain HP and lowers abilities, ST Enemy
ShadowNet - 3 JP – Adds Paralysis, Full MT Enemy
DarkSphere - 4 JP - ST Enemy
ShadowServant* - 9 JP - Creates a shadow mimic, Self Target
Captain Hamilton
HP: 858
STR: 53
QUI: 62
INT: 39
WIL: 54
PSY: 28
VIT: 70
CHA: 21
Def: 60
WP: 150
JP: 10
LP: 8
LethalGun: Atk+60
LethalGun: Atk+60
ZeroSword: Atk+60
PoweredSuit: Def+50, Str +10, Quick +10, Stops Blind
Hyperwear: Def+10
ShellShield: May block physical attacks
Hamilton is always recruited with several Swordskills and Gun skills learned. (Hamilton has the talent to learn more than this, but these are the only ones with any utility that aren't outclassed by the better skills.)
Active Swordskills:
LifeSprinkler - 10 WP - Piercing
DeadEnd - 6 WP - May cause ID
RosarioImpale - 8 WP - Holy Elemental
RisingNova - 7 WP - Heat Elemental
GaleSlash - 5 WP – Piercing, Anti-Aerial, Full MT
ThunderThrust - 2 WP - Lightning Damage
StunSlash - 0 WP - Causes Stun
Item Casting:
ShadowDagger: ShadowHold - 1 WP – Adds Paralysis, ST Enemy
RuneSword: VictoryRune - 1 JP - Increases Attack Power
Active Gunskills:
BoundShot - 5 WP
TotalShot - 4 WP – Full MT Enemy
CrossShot - 4 WP - ITE
StunShot - 1 WP – Adds stun, Ground Elemental, Full MT Enemy
ReactionShot - 3 WP - Interrupt and Counter
Passive Gunskills:
QuickDraw - 0 WP - Attack first if using a Gun, always activates
TwoGun - 0 WP - Attack with 2 guns, always active
-
Mystics
Mystics cannot increase their stats like a human PC. Instead they rely on equipment and 'Mystic Absorbs' to power up. They can defeat and absorb monsters into one of three pieces of natural equipment (their Mystic sword, boots, and gloves) to increase their stats and give them skills (often similar to the ones the monster used).
For pure utility, there's only a handful of Absorbs that every Mystic wants, and I've limited their selection only to easily-repeatable battles.
Additionally, here's a list of all the possibly-useful Mystic absorbs. Note that if Mystics want to use one of these, they'll have to sacrifice some stats to absorb the new associated monster:
Mystic Absorb Skills of potential use:
Healing
MagicHeal - 3 WP - Restores HP and Cures Status
Assist - 2 WP - Raises Stats, ST Ally
Spoil - 2 WP - Lowers Stats, ST Enemy
Da-dum - 0 WP - Raises STR and QUI, MT Party
Basic Physical options (Best damage vs. no-WP usage)
TigerRampage - 8 WP
Lance - 0 WP
Status Effects
Assasinate - 7 WP - Physical attack, ID
GriffithScratch - 7 WP - Physical Attack, Adds Paralysis
Crystalizer - 7 WP - Non-Elemental Attack, Adds petrify
MysteryTap - 3 WP - Adds Mess, MT Enemy
Flash - 2 WP - Adds Blind, MT enemy
PoisonusBlow - 2 WP - Physical attack, Adds poison
Psych-out - 1 WP - Adds Stun
BloodSucker - 1 WP - Steals HP
Hypnotism - 0 WP - Adds Sleep
Suffocation - 5 WP - ID
PsyNet - 4 WP - Adds paralysis, MT Enemy
BladeNet - 3 WP - Physical Attack, Adds paralysis
Sweep - 0 WP - Adds Stun
Elemental/Weakness-hitting
SpreadBlaster - 4 WP - Holy Attack
HeatSmash - 5 WP - Fire attack
Thunderbolt - 5 WP - Lightning Attack
IceSmash - 5 WP - Ice attack
WaterCannon - 1 WP - Water Attack
HellWing - 4 WP – Anti-Air attack
Tremor - 5 WP - Earth attack, MT Enemy
Spiders - 4 WP - Ground Attack (Like Sliding or OgreRun)
TitasWave - 7 WP - Sonic Attack
Oscillation - 4 WP - Sonic Attack, MT Enemy
GremlinEffect - 2 WP - Non-elemental attack, Extra Damage on mecs
DeadlyPowder - 1 WP - Spore attack
Princess WhiteRose
HP: 765
STR: 76
QUI: 83
INT: 85
WIL: 59
PSY: 90
VIT: 55
CHA: 53
Def: 41
WP: 16
JP: 140
LP: 8
ShellShield: Occasionally blocks physical attacks
MysticMail: Def+23, locked
Hyperwear: Def+10
JetBoots: Def+7, Qui+5, Stops Quake Attacks
FlowerAmulet: Def+1, Psy+5, Cha+5, initial equipment
Default Mystic Absorbs:
2x Suzaku: +20 to every stat, except Cha, no skills worth noting
1x Dullahan: +20 to Str, Qui, Psy, and Int, Griffith Scratch is on Sword, Assinate on Boot, Crystalizer on Glove
Note, most Mystics would prefer a Unicorn on Mystic Sword for MagicHeal, but WhiteRose comes with some decent healing already and probably prefers the stat-boost overall.
WhiteRose comes with some Light Magic spells already learned, as well as the innate Gift of Mystic Magic. She's also capable of using absorbing various monsters for their Mystic Abilities. Other monsters can be absorbed to get other abilities as well, but will decrease the listed stats if they replace the given defaults.
Mystic Magic:
Fascination - 1 JP - Adds Charm, ST Enemy
PhantasmShot - 3 JP - Summons a random phantom beast, ST Enemy
GlassShield - 5 JP - Defend and Counter next hit, Self Target
MirrorShade - 7 JP - Creates Illusions, Random Allies
Light Magic:
Spells marked with an asterisk are not confirmed initial spells.
SunRay - 1 JP - Fire Damage/Anti-Undead, ST Enemy
StarlightHeal - 2 JP - Restores HP, ST Ally
FlashFire - 4 JP - Fire Damage/Adds Blind, Full MT Enemy
FlashFlood - 5 JP – ID, no battle reward, Full MT Enemy
LightSword* - 7 JP – Add Lightsword to equipped weapons for battle, Self Target
MegaWindblast* - 9 JP - Fire Damage, Full MT Enemy
Mesarthim
HP: 902
STR: 87
QUI: 93
INT: 76
WIL: 52
PSY: 84
VIT: 51
CHA: 43
Def: 61
WP: 68
JP: 93
LP: 8
ZeroSword: Atk+60
ShellShield: Occasionally blocks physical attacks
PoweredSuit: Def+50, Str+10, Qui+10
Hyperwear: Def+10
MellowRing: Def+1, Blocks Water attacks, fixed
Default Mystic Absorbs:
2x Suzaku: +20 to every stat, except Cha, no skills worth noting
1x Dullahan: +20 to Str, Qui, Psy, and Int, Griffith Scratch is on Sword, Assinate on Boot, Crystalizer on Glove
Mesarthim comes with the innate Gifts of Mystic Magic and Rune Magic. Various monsters can be absorbed to get other abilities as well, but will decrease the listed stats if they replace the given defaults.
Mystic Magic:
Fascination - 1 JP - Adds Charm, ST Enemy
PhantasmShot - 3 JP - Summons a random phantom beast, ST Enemy
GlassShield - 5 JP - Defend and Counter next hit, Self Target
MirrorShade - 7 JP - Creates Illusions, Random Allies
Rune Magic:
VictoryRune - 1 JP - Increases Attack Power, ST Ally
VitalityRune - 2 JP - Adds Regen, ST Ally
HideRune - 2 JP - Adds Invisible, ST Ally
FreedomRune - 4 JP - Immune to Paralyze/Petrify/Sleep, ST Ally
WallRune - 7 JP - Immune to Projectiles, ST Ally
SoulRune - 7 JP - Vastly increases all Stats, Self Target
DwarfRune - 8 JP - Lowers Attack Power, ST Enemy
StasisRune - All JP - "Stops Time", ST Enemy/Self Target
Item Casting:
MellowRing: LifeRain - 4 WP - User -1 LP, other allies to Full HP Recovery
MellowRing: Maelstrom - 8 WP - Water attack, May add ID, MT Enemy, Requires 3 Mystic Weapons
ShadowDagger: ShadowHold - 1 WP – Adds Paralysis, ST Enemy
RuneSword: VictoryRune - 1 JP - Increases Attack Power, ST Ally
RuneSword: Cockatrice - 6 JP - Damage/Adds Petrify, ST Enemy, Requires StasisRune being equipped
Dr. Nusakan
HP: 882
STR: 92
QUI: 83
INT: 84
WIL: 56
PSY: 86
VIT: 55
CHA: 41
Def: 58
WP: 80
JP: 105
LP: 7
ZeroSword: Atk+60
(WaterCannon: Atk+20)
ShellShield: Occasionally blocks physical attacks
PoweredSuit: Def+50, STR+10, QUI+10, Stops Blind
Mysticwear: Def+8, fixed (Mystic MagicHeal)
Default Absorptions:
2x Suzaku: +20 to every stat, except Cha, no skills worth noting
1x Dullahan: +20 to Str, Qui, Psy, and Int, Griffith Scratch is on Sword, Assinate on Boot, Crystalizer on Glove
Dr. Nusukan comes with some Arcane spells, some Dark spells, and the gift of Mystic Magic. Various monsters can be absorbed to get other abilities as well, but will decrease the listed stats if they replace the given defaults.
Mystic Magic:
Fascination - 1 JP - Adds Charm, ST Enemy
PhantasmShot - 3 JP - Summons a random phantom beast, ST Enemy
GlassShield - 5 JP - Defend and Counter next hit, Self Target
MirrorShade - 7 JP - Creates Illusions, Random Allies
Dark Magic:
Spells marked with an asterisk are not confirmed initial spells.
Hidebehind - 1 JP - Distracts Enemy, ST Enemy
PowerGrab - 1 JP - Drain HP and lowers abilities, ST Enemy
ShadowNet - 3 JP – Adds Paralysis, Full MT Enemy
DarkSphere* - 4 JP - ST Enemy
ShadowServant* - 9 JP - Creates a shadow mimic, Self Target
Arcane Magic:
Spells marked with an asterisk are not confirmed initial spells.
Saber - 1 JP – Low Magic Damage, ST Enemy
Gold - 3 JP – Adds Distract, MT Enemy
Grail - 3 JP - Cures any status ailments, ST Ally
Shield - 3 JP - Raises Defense, initiative, MT Party
Death* - 4 JP - ID, Lose 1 LP if it fails, MT Enemy
Fool* - 6 JP - Lowers Stats, Field
Magician* - 7 JP – “Creates Illusions”, Self Target
Tower* - All JP - Massive Magic Damage, ST Enemy
Item Casting:
ShadowDagger: ShadowHold - 1 WP – Adds Paralysis, ST Enemy
RuneSword: VictoryRune - 1 JP - Increases Attack Power, ST Ally
MysticWear: MagicHeal – 5 WP – Restores HP and status
Ildon
HP: 883
STR: 68
QUI: 79
INT: 80
WIL: 64
PSY: 71
VIT: 33
CHA: 45
Def: 48
WP: 83
JP: 94
LP: 8
ZeroSword: Atk+60
(FiendRod: Atk+13, allows use of FinalStrike)
ShellShield: Occasionally blocks physical attacks
MysticMail: Def+23, locked
Hyperwear: Def+10
JetBoots: Def+7, Qui+5, Stops Quake Attacks
Mirror Glass: Def+8, Stops Blind
Default Mystic Absorbs:
Mystic Sword: Unicorn: +18 to Qui, Int, Will, and Psy, MagicHeal on Sword
1x Dullahan: +20 to Str, Qui, Psy, and Int, Griffith Scratch is on Sword, Assinate on Boot, Crystalizer on Glove
1x Suzaku: +20 to every stat, except Cha, no skills worth noting
Ildon comes with a sword (FiendRod) equipped, as well as the innate Gift of Mystic Magic. Various monsters can be absorbed to get other abilities as well, but will decrease the listed stats if they replace the given defaults.
Mystic Magic:
Fascination - 1 JP - Adds Charm, ST Enemy
PhantasmShot - 3 JP - Summons a random phantom beast, ST Enemy
GlassShield - 5 JP - Defend and Counter next hit, Self Target
MirrorShade - 7 JP - Creates Illusions, Random Allies
Item Casting:
FiendRod: FinalStrike - 10WP - Physical, Breaks FiendRod, Heat/Force Elemental
ShadowDagger: ShadowHold - 1 WP – Adds Paralysis, ST Enemy
RuneSword: VictoryRune - 1 JP - Increases Attack Power, ST Ally
Rei:
HP: 687
STR: 49
QUI: 81
INT: 90
WIL: 57
PSY: 66
VIT: 28
CHA: 58
Def: 48
WP: 56
JP: 133
LP: 6
ZeroSword: Atk+60
ShellShield: Occasionally blocks physical attacks
MysticMail: Def+23, locked
Hyperwear: Def+10
JetBoots: Def+7, Qui+5, Stops Quake Attacks
Mirror Glass: Def+8, Stops Blind
Default Mystic Absorbs:
Mystic Sword: Unicorn: +18 to Qui, Int, Will, and Psy, MagicHeal on Sword
1x Dullahan: +20 to Str, Qui, Psy, and Int, Griffith Scratch is on Sword, Assinate on Boot, Crystalizer on Glove
1x Suzaku: +20 to every stat, except Cha, no skills worth noting
Rei comes with the innate Gifts for Mystic Magic and Mirage Magic. Various monsters can be absorbed to get other abilities as well, but will decrease the listed stats if they replace the given defaults.
Mystic Magic:
Fascination - 1 JP - Adds Charm, ST Enemy
PhantasmShot - 3 JP - Summons a random phantom beast, ST Enemy
GlassShield - 5 JP - Defend and Counter next hit, Self Target
MirrorShade - 7 JP - Creates Illusions, Random Allies
Mirage Magic:
BlackCat - 1 JP - Damage/Adds Mess, ST Enemy
Nightmare - 2 JP - Damage/Adds Sleep, ST Enemy
Jackal - 4 JP - Damage/Adds Poison, ST Enemy
Cockatrice - 6 JP - Damage/Adds Petrify, ST Enemy
Reaper - 7 JP - Damage/ID, ST Enemy
Item Casting:
ShadowDagger: ShadowHold - 1 WP – Adds Paralysis, ST Enemy
RuneSword: VictoryRune - 1 JP - Increases Attack Power, ST Ally
Silence:
HP: 852
STR: 61
QUI: 82
INT: 74
WIL: 49
PSY: 62
VIT: 36
CHA: 41
Def: 48
WP: 25
JP: 120
LP: 8
Handblaster: (Default Equipment)
ShellShield: Occasionally blocks physical attacks
MysticMail: Def+23, locked
Hyperwear: Def+10
JetBoots: Def+7, Qui+5, Stops Quake Attacks
Mirror Glass: Def+8, Stops Blind
Default Absorptions:
Mystic Sword: Unicorn: +18 to Qui, Int, Will, and Psy, MagicHeal on Sword
1x Dullahan: +20 to Str, Qui, Psy, and Int, Griffith Scratch is on Sword, Assinate on Boot, Crystalizer on Glove
1x Suzaku: +20 to every stat, except Cha, no skills worth noting
Silence comes with the Gift of Mystic Magic. He also comes equipped with a Handblaster, which does not teach any skills, but allows the use of some abilities if it is equipped. Various monsters can be absorbed to get other abilities as well, but will decrease the listed stats if they replace the given defaults.
Mystic Magic:
Fascination - 1 JP - Adds Charm, ST Enemy
PhantasmShot - 3 JP - Summons a random phantom beast, ST Enemy
GlassShield - 5 JP - Defend and Counter next hit, Self Target
MirrorShade - 7 JP - Creates Illusions, Random Allies
Handblaster skills:
Paralyzer - 0 WP – Adds Paralysis, Full MT Enemy
BlasterSword - 0 WP - Physical Attack, Force/Electric Elemental
TimeLord:
HP: 750
STR: 55
QUI: 91
INT: 72
WIL: 62
PSY: 69
VIT: 37
CHA: 37
Def: 48
WP: 45
JP: 160
LP: 10
ShellShield: Occasionally blocks physical attacks
MysticMail: Def+23, locked
Hyperwear: Def+10
JetBoots: Def+7, Qui+5, Stops Quake Attacks
Mirror Glass: Def+8, Stops Blind
Default Absorptions:
Mystic Sword: Unicorn: +18 to Qui, Int, Will, and Psy, MagicHeal on Sword
1x Dullahan: +20 to Str, Qui, Psy, and Int, Griffith Scratch is on Sword, Assinate on Boot, Crystalizer on Glove
1x Suzaku: +20 to every stat, except Cha, no skills worth noting
TimeLord comes with the innate Gifts for Mystic Magic and Time Magic. Various monsters can be absorbed to get other abilities as well, but will decrease the listed stats if they replace the given defaults.
Mystic Magic:
Fascination - 1 JP - Adds Charm, ST Enemy
PhantasmShot - 3 JP - Summons a random phantom beast, ST Enemy
GlassShield - 5 JP - Defend and Counter next hit, Self Target
MirrorShade - 7 JP - Creates Illusions, Random Allies
Time Magic:
DelayOrder - 1 JP - Lowers Speed, ST Enemy
TimeLeap - 3 JP - End's Enemy's Turn, ST Enemy
TimeTwister - 5 JP - Gives ally an extra turn, ST Ally
TimeEclipse - 5 JP - Lowers Speed, Adds Petrify, ST Enemy
ChaosStream - 9 JP - Random Damage and Status Ailments, MT Enemies
OverDrive - 10 JP - Gives caster eight turns in a row*, Self Target
Zozma:
HP: 999
STR: 59
QUI: 87
INT: 84
WIL: 49
PSY: 70
VIT: 33
CHA: 50
Def: 48
WP: 90
JP: 97
LP: 9
ZeroSword: Atk+60
(FiendRod: Atk+13, allows use of FinalStrike)
ShellShield: Occasionally blocks physical attacks
MysticMail: Def+23, locked
Hyperwear: Def+10
JetBoots: Def+7, Qui+5, Stops Quake Attacks
Mirror Glass: Def+8, Stops Blind
Default Mystic Absorbs:
Mystic Sword: Unicorn: +18 to Qui, Int, Will, and Psy, MagicHeal on Sword
1x Dullahan: +20 to Str, Qui, Psy, and Int, Griffith Scratch is on Sword, Assinate on Boot, Crystalizer on Glove
1x Suzaku: +20 to every stat, except Cha, no skills worth noting
Zozma comes with a sword (FiendRod) equipped, as well as the innate Gift of Mystic Magic and several spells from the Evil Magic category (despite lacking the gift). Various monsters can be absorbed to get other abilities as well, but will decrease the listed stats if they replace the given defaults.
Mystic Magic:
Fascination - 1 JP - Adds Charm, ST Enemy
PhantasmShot - 3 JP - Summons a random phantom beast, ST Enemy
GlassShield - 5 JP - Defend and Counter next hit, Self Target
MirrorShade - 7 JP - Creates Illusions, Random Allies
Evil Magic:
RavaShot - 1 JP - Magic Attack, Adds Stun, ST Enemy
SharpPain - 1 JP – Adds Stun, MT Enemy
PainDoubler - 1 JP - Magic Attack, up to 666 Damage, MT Enemy
DeathCurse - 4 JP - ID, Lose 1 LP if it fails, ST Enemy
Item Casting:
FiendRod: FinalStrike - 10WP - Physical, Breaks FiendRod, Heat/Force Elemental
ShadowDagger: ShadowHold - 1 WP – Adds Paralysis, ST Enemy
RuneSword: VictoryRune - 1 JP - Increases Attack Power, ST Ally
-
Mecs
All Mecs can opt to change their storebought equipment for any other storebought equipment. They may wish to do this to get more weapon options. Note that Circuit Boards are not storebought, so they can only equip those if they had one initially equipped. A Circuit Board boosts INT and is required to use ShootAll, so several Mecs may opt for this.
Note: These boosts only apply to Mecs.
Swords
ZeroSword: HP +100, STR +15, QUI +15
RuneSword: HP +100, STR +20, PSY +20
Guns
BigMissile: HP +150, STR +20, WIL +20
HEAT Bazooka: HP +200, WIL +30
GrainCannon: HP +150, QUI +10, WIL +30, VIT +10
MachineVulcan: HP +150, QUI +18, WIL +18, VIT +18
HyperBlaster: HP +175, QUI +25, WIL +25
LethalGun: HP +150, QUI +20, WIL +20, PSY +20
Shields
WonderBangle: HP +100, QUI +20
ShellShield: HP +40, STR +8, VIT +8
Armor
WarLordArmor: HP +100, STR +20, VIT +20
PoweredSuit: HP +100, STR +20, QUI +20
Headgear
MirrorGlass: HP +75, INT +25, WIL +25
LaserScope: HP +100, INT +20, WIL +20
The Intelligence stat plays a role in how many skills a Mecs can equip. It appears to work under the following trend:
91+ INT - 8 skill slots
76-90 INT - 7
61-75 INT - 6
46-60 INT - 5
31-45 INT - 4
>30 INT - 3
I don't believe it goes below 3 skill slots.
Note that Mecs are immune to non-Mec-specific statuses.
T260G (Type 8) (Type 1) (Type 7)
HP 850 (950) (775)
STR 60 (60) (55)
QUI 99 (99) (99)
INT 67 (72) (57)
WIL 70 (95) (70)
PSY 20 (5) (5)
VIT 20 (5) (15)
CHA 20 (5) (5)
Def 99 (99) (60)
WP 50 (50) (50)
JP 0 (0) (0)
LP 15 (15) (15)
Default (Type 8 - OmegaBody)
*MegaBeamSword
*V-System
*FortBody
HyperBlaster: HP +175, QUI +25, WIL +25
HyperBlaster: HP +175, QUI +25, WIL +25
PoweredSuit: HP +100, STR +20, QUI +20
PoweredSuit: HP +100, STR +20, QUI +20
LaserScope: HP +100, INT +20, WIL +20
(Type 1 setup - initial form)
*MecBody
ZeroSword: HP +100, STR +15, QUI +15
HyperBlaster: HP +175, QUI +25, WIL +25
HyperBlaster: HP +175, QUI +25, WIL +25
PoweredSuit: HP +100, STR +20, QUI +20
PoweredSuit: HP +100, STR +20, QUI +20
LaserScope: HP +100, INT +20, WIL +20
LaserScope: HP +100, INT +20, WIL +20
(Type 7 setup - unique form)
*Hammer
*MicroMissile
*MecBody
ZeroSword: HP +100, STR +15, QUI +15
HyperBlaster: HP +175, QUI +25, WIL +25
HyperBlaster: HP +175, QUI +25, WIL +25
PoweredSuit: HP +100, STR +20, QUI +20
LaserScope: HP +100, INT +20, WIL +20
T260G is only Mech which can switch body types. It is also the only Mech with access to the Type 1, 7, and 8 bodies. For most purposes, its Type 8 form will be best, though the other forms have some uses. Due to its ability to change body types, T260G can learn any Self-Development skill, though some can only be used in certain body types. All Type 8 Mechs are always equipped with a MegaBeamSword, V-System, and Fort Body. Since T260G does not come with a CircuitBoard-type piece of equipment, it cannot use ShootAll. (Type 1 Mechs only have one locked equipment slot, the MecBody; so this form has the most equipment diversity. Type 7 Mechs are always equipped with a Hammer, MicroMissile, and MecBody. They have access to a unique Hammer ability.)
The rest of its equipment is storebought. Its skills are either innately equipped to its type or learned through Self-Development. It can equip up to 6 skills in any form, but may sacrifice some offense or durability to boost its INT higher for more skill slots.
OmegaBody (Type 8) specific skills (does not take up a skill slot):
MegaBeamSword-(2 WP) Single target attack. Damage increased by CombatMastery. Does Blunt, Heat, and Force-type damage.
V-MAX-(0 WP) Raises all stats. At end of 5th turn after use (including the turn used to activate V-Max), V-End activates, dropping all stats significantly, as well as costing you 1 LP. While active, StarlightShower and CosmicRave are enabled.
Cosmic Rave-(7 WP) Heavily damage one enemy. Must have V-Max active in order to use. Damage increased by CombatMastery. Does Blunt, Heat, Thunder, and Force-type damage.
Starlight Shower-(7 WP) Heavily damage all enemies. Must have V-Max active in order to use.Damage increased by CombatMastery. Does Blunt, Heat, Thunder, and Force-type damage.
Passive skills:
ShootingMastery-Attack power of guns and heavy weapons and the skills involving them are increased by 50%
CombatMastery-Attack power of physical attacks and skills are increased by 50%
SelfRepair-Restores HP at the end of each round of battle.(Amount of HP recovered is equal to VIT+7, except for EngineerCar (VIT+16) and Leonard (VIT+8).)
MaxwellProgram-Restores 1 WP at the end of each round of battle(Passive)
Active skills:
MecSonata-(4 WP) Attacks all enemies. May cause Stun in mec-type enemies. Damage not affected by CombatMastery. Does Force-type damage, and has Sonic-quality. Comes out first like MagicHeal or Shield.
InterceptSystem-Counterattack a strike with missiles. Missiles do not need to be equipped to use this skill. Neither Combat nor ShootingMastery boost the damage done. Heat and Blunt-type damage.
ShockSoldier-(8 WP) Attacks all enemies, but does not affect enemies that are floating. Damage increased by CombatMastery. Does Slashing, Blunt, and Piercing-type damage.
PopKnight-(10 WP) Attacks all enemies, even floating ones. Does a bit more damage to floating enemies. Damage increased by CombatMastery. Does Slashing, Blunt, and Piercing-type damage.
PluralSlash-(5 WP) Very powerful attack against one target. Must be equipped with a sword to use. Damage increased by CombatMastery. Does Slashing, Heat, and Force-type damage.
Magnify-(15 WP) Powerful ST attack for some of the heavy arms. Disables the weapon after use. Can cause status conditions in the Mec using it. Damage increased by ShootingMastery. Damage-type based on weapon used. Only works with HG-Cannon, GrainCannon, IonCannon, HyperBlaster, LaserCarbine, and Laser/LaserCannon.
Type 7 - specific skills:
HammerCrash-(4 WP) Powerful single target attack. Must have a Hammer equipped to use, meaning it can only be used with the Type 7 body on T260. Damage increased with CombatMastery. Does Blunt-type damage.
Rabbit (Type 2)
HP 775
STR 25
QUI 99
INT 50
WIL 85
PSY 30
VIT 10
CHA 20
DEF 60
WP 75
JP 0
LP 20
*LaserCannon
*BitSystem
*ECMSystem
LethalGun: ATK+60 HP +150, QUI +20, WIL +20, PSY +20
HyperBlaster: HP +175, QUI +25, WIL +25
HyperBlaster: HP +175, QUI +25, WIL +25
PoweredSuit: HP +100, STR +20, QUI +20
MemoryBoard: HP +100, QUI +20, INT +25 (initial equipment)
All Type 2 Mechs are always equipped with a LaserCannon, BitSystem, and ECMSystem. Rabbit comes equipped with a MemoryBoard, IonCannon, and MissilePod. Only the MemoryBoard is worth keeping for the INT boost that allows this mech to equip more skills. The rest of its equipment is storebought. Its skills are either innately equipped to its type or learned through Self-Development. It can equip up to 5 skills.
Equipment skills (does not take up a skill slot) :
BitSystem-Damages one random enemy at end of turn. Ends when user faints, or after a certain number of turns. Damage not increased with ShootingMastery. Does Thunder-type damage.
ECMSystem-(0 WP) Causes missiles attacks to miss.
LaserCannon-(7 WP) Powerful single target attack. Damage increased with ShootingMastery. Does Force-type damage.
(IonCannon)
(MissiplePod)
Attack skills:
SatelliteLinker-(7 WP) Powerful attack against one enemy. Must have activated BitSystem to use. Damage is not increased with a Mastery.
Magnify-(15 WP) Powerful ST attack for some of the heavy arms. Disables the weapon after use. Can cause status conditions in the Mec using it. Damage increased by ShootingMastery. Damage-type based on weapon used. Only works with HG-Cannon, GrainCannon, IonCannon, HyperBlaster, LaserCarbine, and Laser/LaserCannon (Type 2 & 4).
Jammer-(1 WP) Stuns all enemy mecs.
Passive skills:
ShootingMastery-Attack power of guns and heavy weapons and the skills involving them are increased by 50%
MaxwellProgram-Restores 1 WP at the end of each round of battle(Passive)
SelfRepair-Restores HP at the end of each round of battle.(Amount of HP recovered is equal to VIT+7, except for EngineerCar (VIT+16) and Leonard (VIT+8).)
CounterECM-Nulls the effects of ECM.~
ZEKE (Type 3)
HP 600
STR 70
QUI 99
INT 45
WIL 55
PSY 1
VIT 5
CHA 10
Def 60
WP 30
JP 0
LP 15
*RailCannon
*AT Missile
*Accelerator
ZeroSword: HP +100, STR +15, QUI +15
BigMissile: HP +150, STR +20, WIL +20
NakajimaBoard: HP +50, QUI +30, INT +10 (initial equipment)
PoweredSuit: HP +100, STR +20, QUI +20
LaserScope: HP +100, INT +20, WIL +20
(Aguni-SSP - initial equipment)
All Type 3 Mechs are always equipped with a RailCannon, AT Missile, and Accelerator. ZEKE comes equipped with a NakajimaBoard, Aguni-SSP, EasyRifle, and JetBoots. Only the NakajimaBoard is worth keeping for the INT boost that allows this mech to equip more skills. The rest of its equipment is storebought. Its skills are either innately equipped to its type or learned through Self-Development. It can equip up to 4 skills.
Equipment skills (does not take up a skill slot) :
ZeroSword - Basic Sword Attack
BigMissile - Basic Missile Attack
Accelerator-(0 WP) Raises QUI.
AT Missile-(1 WP) Single target attack. Damage increased by ShootingMastery. Does Blunt and Heat-type damage.
RailCannon-(1 WP) Single target attack. Damage increased by ShootingMastery. Does Blunt and Piercing-type damage.
(Aguni-SSP)
Active skills:
MecSonata-(4 WP) Attacks all enemies. May cause Stun in mec-type enemies. Damage not affected by CombatMastery. Does Force-type damage, and has Sonic-quality. Comes out first like MagicHeal or Shield.
KAMIKAZE-Crash-(4 WP) Powerful ST attack, but consumes 1 LP when used. When using the last LP, the attack power rises by about three times. Damage increased by CombatMastery. Does Blunt, Heat and Thunder-type damage.
InterceptSystem-Counterattack a strike with missiles. Missiles do not need to be equipped to use this skill. Neither Combat nor ShootingMastery boost the damage done. Heat and Blunt-type damage.
PluralSlash-(5 WP) Very powerful attack against one target. Must be equipped with a sword to use. Damage increased by CombatMastery. Does Slashing, Heat, and Force-type damage.
Shoot-All-(24 WP) Fires "all" equipped guns at one target. Must be equipped with a Secret, Memory, Nakajima2, Nakajima, or Octopus Board to use in battle. Damage increased by ShootingMastery. Only works with SuperMissile, BigMissile, MissilePod, DOBBY Bazooka, HyperionBazooka, HEAT Bazooka, LightBazooka, MachineVulcan, LightVulcan, JunkBazooka, RailCannon (Type 3 & 5), MicroMissile (Type 5 & 7), AT Missile (Type 3 & 5), and MachineVulcan (Type 6). Damage-types vary according to fired weapons.
Passive skills:
ShootingMastery-Attack power of guns and heavy weapons and the skills involving them are increased by 50%
CombatMastery-Attack power of physical attacks and skills are increased by 50%
BJ&K (Type 4)
HP 800
STR 25
QUI 95
INT 55
WIL 99
PSY 25
VIT 10
CHA 10
Def 60
WP 55
JP 0
LP 20
*LaserCannon
*MediPack
*MecBody
LethalGun: HP +150, QUI +20, WIL +20, PSY +20
HyperBlaster: HP +175, QUI +25, WIL +25
HyperBlaster: HP +175, QUI +25, WIL +25
PoweredSuit: HP +100, STR +20, QUI +20
LaserScope: HP +100, INT +20, WIL +20
(Buckler - initial equipment)
All Type 4 Mechs are always equipped with a LaserCannon, MediPack, and MecBody. BJ&K comes equipped with a Protector and Buckler. Only the Buckler might be worth keeping for the chance to deflect some attacks, but it's not set as default here. The rest of its equipment is storebought. Its skills are either innately equipped to its type or learned through Self-Development. It can equip up to 5 skills.
Equipment skills (does not take up a skill slot) :
LethalGun- Basic Gun attack
HyperBlaster- Basic blaster attack
Medipack-(0 WP) Restores 250 HP to one of your party members. Will miss if used on Mecs, including self.
LaserCannon-(7 WP) Powerful single target attack. Damage increased with ShootingMastery. Does Force-type damage.
Active skills:
MecSonata-(4 WP) Attacks all enemies. May cause Stun in mec-type enemies. Damage not affected by CombatMastery. Does Force-type damage, and has Sonic-quality. Comes out first like MagicHeal or Shield.
Magnify-(15 WP) Powerful ST attack for some of the heavy arms. Disables the weapon after use. Can cause status conditions in the Mec using it. Damage increased by ShootingMastery. Damage-type based on weapon used. Only works with HG-Cannon, GrainCannon, IonCannon, HyperBlaster, LaserCarbine, and Laser/LaserCannon (Type 2 & 4).
HypnoFlash-(2 WP) Puts all enemies to sleep.
Passive skills:
ShootingMastery-Attack power of guns and heavy weapons and the skills involving them are increased by 50%
MaxwellProgram-Restores 1 WP at the end of each round of battle(Passive)
SelfRepair-Restores HP at the end of each round of battle.(Amount of HP recovered is equal to VIT+7, except for EngineerCar (VIT+16) and Leonard (VIT+8).)
PzkwV (Type 5)
HP 800
STR 30
QUI 75
INT 25
WIL 99
PSY 1
VIT 30
CHA 10
Def 70
WP 75
JP 0
LP 25
*RailCannon
*AT Missile
*MicroMissile
*FortBody
HyperBlaster: HP +175, QUI +25, WIL +25
HyperBlaster: HP +175, QUI +25, WIL +25
PoweredSuit: HP +100, STR +20, QUI +20
LaserScope: HP +100, INT +20, WIL +20
All Type 5 Mechs are always equipped with a RailCannon, AT Missile, MicroMissile, and FortBody. PzkwV comes equipped with 2 additional Protectors, which aren't worth keeping. The rest of its equipment is storebought. Its skills are either innately equipped to its type or learned through Self-Development. It can equip up to 3 skills.
Equipment skills (does not take up an equipment slot) :
HyperBlaster- Basic Blaster attack
MicroMissile-(1 WP) All target attack. Damage increased by ShootingMastery. Does Blunt and Heat-type damage.
AT Missile-(1 WP) Single target attack. Damage increased by ShootingMastery. Does Blunt and Heat-type damage.
RailCannon-(1 WP) Single target attack. Damage increased by ShootingMastery. Does Blunt and Piercing-type damage.
Graviton-(8 WP) Does heavy damage to one target. Damage increased by ShootingMastery. Does Force-type damage. Attached to FortBody.
Active skills:
InterceptSystem-Counterattack a strike with missiles. Missiles do not need to be equipped to use this skill. Neither Combat nor ShootingMastery boost the damage done. Heat and Blunt-type damage.
Magnify-(15 WP) Powerful ST attack for some of the heavy arms. Disables the weapon after use. Can cause status conditions in the Mec using it. Damage increased by ShootingMastery. Damage-type based on weapon used. Only works with HG-Cannon, GrainCannon, IonCannon, HyperBlaster, LaserCarbine, and Laser/LaserCannon (Type 2 & 4).
(Shoot-All-(24 WP) Fires "all" equipped guns at one target. Must be equipped with a Secret, Memory, Nakajima2, Nakajima, or Octopus Board to use in battle. Damage increased by ShootingMastery. Only works with SuperMissile, BigMissile, MissilePod, DOBBY Bazooka, HyperionBazooka, HEAT Bazooka, LightBazooka, MachineVulcan, LightVulcan, JunkBazooka, RailCannon (Type 3 & 5), MicroMissile (Type 5 & 7), AT Missile (Type 3 & 5), and MachineVulcan (Type 6). Damage-types vary according to fired weapons.)
Passive skills:
ShootingMastery- Attack power of guns and heavy weapons and the skills involving them are increased by 50%
EngineerCar (Type 6)
HP 620
STR 70
QUI 70
INT 55
WIL 75
PSY 5
VIT 15
CHA 5
Def 60
WP 75
JP 0
LP 20
*MachineVulcan
*RepairPack
*MiniPlant
ZeroSword: HP +100, STR +15, QUI +15
BigMissile: HP +150, STR +20, WIL +20
NakajimaBoard: HP +50, QUI +30, INT +10 (initial equipment)
PoweredSuit: HP +100, STR +20, QUI +20
LaserScope: HP +100, INT +20, WIL +20
Most Type 6 Mechs are always equipped with a MachineVulcan, RepairPack, and MiniPlant. EngineerCar comes equipped with a NakajimaBoard, which is worth keeping for the INT boost that allows this mech to equip more skills. The rest of its equipment is storebought. Its skills are either innately equipped to its type or learned through Self-Development. It can equip up to 5 skills.
Equipment skills (does not take up a skill slot) :
ZeroSword- Basic Sword attack
BigMissile- Basic Missile attack
CrossHair-(3 WP) Critical hit against one enemy, but uses MachineVulcan. Damage increased with ShootingMastery. Does Piercing-type damage.
RangeFire-(3 WP) Attacks multiple enemies in a ranged cone, but with MachineVulcan.Damage increased by ShootingMastery. Does Piercing-type damage.
RepairPack-(0 WP) Restores 400 HP to one of your mecs. Will miss if used on a non-Mec.
MachineVulcan-(0 WP) Does low damage to one target. Damage increased by ShootingMastery. Does Piercing-type damage.
Active skills:
InterceptSystem-Counterattack a strike with missiles. Missiles do not need to be equipped to use this skill. Neither Combat nor ShootingMastery boost the damage done. Heat and Blunt-type damage.
PluralSlash-(5 WP) Very powerful attack against one target. Must be equipped with a sword to use. Damage increased by CombatMastery. Does Slashing, Heat, and Force-type damage.
EnergySupply-Restores 50 WP to a Mec ally. Comes out first like MagicHeal or Shield.
ShockSoldier-(8 WP) Attacks all enemies, but does not affect enemies that are floating. Damage increased by CombatMastery. Does Slashing, Blunt, and Piercing-type damage.
PopKnight-(10 WP) Attacks all enemies, even floating ones. Does a bit more damage to floating enemies. Damage increased by CombatMastery. Does Slashing, Blunt, and Piercing-type damage.
Shoot-All-(24 WP) Fires "all" equipped guns at one target. Must be equipped with a Secret, Memory, Nakajima2, Nakajima, or Octopus Board to use in battle. Damage increased by ShootingMastery. Only works with SuperMissile, BigMissile, MissilePod, DOBBY Bazooka, HyperionBazooka, HEAT Bazooka, LightBazooka, MachineVulcan, LightVulcan, JunkBazooka, RailCannon (Type 3 & 5), MicroMissile (Type 5 & 7), AT Missile (Type 3 & 5), and MachineVulcan (Type 6). Damage-types vary according to fired weapons.
Passive skills:
CombatMastery-Attack power of physical attacks and skills are increased by 50%
ShootingMastery-Attack power of guns and heavy weapons and the skills involving them are increased by 50%
Leonard (Type 6)
HP 725
STR 75
QUI 50
INT 90
WIL 65
PSY 5
VIT 10
CHA 10
Def 60
WP 80
JP 0
LP 20
*BeamSword
*RepairPack
*MiniPlant
BigMissile: HP +150, STR +20, WIL +20
BigMissile: HP +150, STR +20, WIL +20
MemoryBoard: HP +100, QUI +20, INT +25 (initial equipment)
PoweredSuit: HP +100, STR +20, QUI +20
LaserScope: HP +100, INT +20, WIL +20
Leonard is a special Type 6 Mech, who is always equipped with a BeamSword, RepairPack, and MiniPlant. Leonard comes initially equipped with a MemoryBoard, which is worth keeping for the INT boost that allows this mech to equip more skills. The rest of its equipment is storebought. Its skills are either innately equipped to its type or learned through Self-Development. It can equip up to 7 skills.
Equipment skills (does not take up a skill slot) :
BigMissile- Basic Missile attack
BeamSword-(2 WP) Single target attack. Damage increased by CombatMastery. Does Blunt, Heat, and Force-type damage.
RepairPack-(0 WP) Restores 401 HP to one of your mecs. Will miss if used on a non-Mec.
Active skills:
InterceptSystem-Counterattack a strike with missiles. Missiles do not need to be equipped to use this skill. Neither Combat nor ShootingMastery boost the damage done. Heat and Blunt-type damage.
PluralSlash-(5 WP) Very powerful attack against one target. Must be equipped with a sword to use. Damage increased by CombatMastery. Does Slashing, Heat, and Force-type damage.
EnergySupply-Restores 50 WP to a Mec ally. Comes out first like MagicHeal or Shield.
ShockSoldier-(8 WP) Attacks all enemies, but does not affect enemies that are floating. Damage increased by CombatMastery. Does Slashing, Blunt, and Piercing-type damage.
PopKnight-(10 WP) Attacks all enemies, even floating ones. Does a bit more damage to floating enemies. Damage increased by CombatMastery. Does Slashing, Blunt, and Piercing-type damage.
Shoot-All-(24 WP) Fires "all" equipped guns at one target. Must be equipped with a Secret, Memory, Nakajima2, Nakajima, or Octopus Board to use in battle. Damage increased by ShootingMastery. Only works with SuperMissile, BigMissile, MissilePod, DOBBY Bazooka, HyperionBazooka, HEAT Bazooka, LightBazooka, MachineVulcan, LightVulcan, JunkBazooka, RailCannon (Type 3 & 5), MicroMissile (Type 5 & 7), AT Missile (Type 3 & 5), and MachineVulcan (Type 6). Damage-types vary according to fired weapons.
HypnoFlash-(2 WP) Puts all enemies to sleep.
Passive skills:
CombatMastery-Attack power of physical attacks and skills are increased by 50%
ShootingMastery-Attack power of guns and heavy weapons and the skills involving them are increased by 50%
-
Monsters
Monsters don't have a lot of uniqueness among them, but this section is dedicated to showing what a typical monster can become by endgame by giving them high-level monster forms based on their starting abilities. Monsters can only equip accessories, so they are granted the use of four storebought or unique accessories in this section. In addition to their starting abilities and the additional abilities needed to attain higher-level forms, Monsters can utilize a wide range of abilities that other races don't have access to, giving them an interesting niche if you consider this.
Assist 2 Raises Stats
BattleSong 3 Raises Attack Power for everyone
Beak 0 Physical Attack, Causes Blind
BeetleJuice 4 Water Attack
BoltBarrier 0 Sets up BoltBarrier, Counter with Lit. when Attacked
BoltBlast 5 Lightning Attack
BrainCrush 3 Physical Attack, Lowers Int.
CharmGaze 3 Causes Charm
Coils 5 Physical Attack, Causes Paralysis
CounterFear 0 Counters with Red Mess status ailment when attacked
Da-dum 1 Raises Str. and Quick for the whole team
DeadlyMoss 6 Causes Anger and Poison
DeathGaze 4 Instant Death
Deathsynthesis 0 Restores HP every round, only works on Undead
DeathTouch 4 Instant Death
ElfShot 1 Non-Elemental Attack, Lowers Will
Fang 0
FireBarrier 0 Sets up FireBarrier, Counter with Fire when Attacked
FireKiss 4 Steals HP, Causes Charm, No effect on Mecs
Flash 0 Blinds all Enemies
GaleAttack 3 Wind Attack on All Enemies
GasFlame 4 Fire Attack
GhostTouch 2 Steals HP, Lowers PSY, No effect on Mecs
GliderSpike 5 Wind Attack
GremlinTouch 2 Physical Attack, Extra damage on Mecs
GriffithScratch 7 Physical Attack, Causes Paralysis
GroundHit 5 Earth Attack, Causes Stun
Headbutt 5 Physical Attack, Causes Stun
Heal 0 Restores HP and Status
HPDrain 4 Steals HP, No effect on Mecs
Hypnotism 0 Causes Sleep
IceBarrier 0 Sets up IceBarrier, Counter with Ice when attacked
IceSmash 3 Ice Attack
Ignis 7 Fire Attack on All Enemies
IllStorm 4 Poisons all Enemies
Ink 1 Water Attack, Causes Blind
Kick 0
Kusanagi 3 Non-Elemental Attack
Kylin'sSong 3 Raises Int. and Quick for the whole team
LifeRain 4 Uses LP to restore allies HP
LightBall 2 Non-Elemental Attack on all Enemies, Causes Blind
LightningWeb 6 Lightning Attack on All Enemies
Lullaby 2 Puts all enemies to Sleep
Maelstrom 8 Water Attack on All Enemies, May cause instant death
MagicHeal 5 Restores HP and Status
MagneticStorm 7 Physical Attack on All Enemies, Extra Damage on Mecs
MightyCyclone 6 Physical Attack, Causes Stun
MinionStrike 6 Physical Attack on All Enemies
Needles 0
Oscillation 8 Powerful Sonic attack on all enemies
PainPowder 2 Non-Elemental Attack, Causes Blind
Petrify 6 Physical Attack, Causes Petrify
Pheremone 4 Non-Elemental Attack, Causes Charm and Poison
Photosynthesis 0 Restores HP every round, only works in sunlight
PoisonMist 5 Causes Poison and Blind
PoisonNeedle 5 Physical Attack, Causes Poison
PsyReflector 0 Reflects basic magic back to the caster
Quake 6 Earth Attack on All Enemies
SacredSong 6 Holy Attack on All Enemies
SadSong 3 Lowers Strength, no effect on Mecs or Undead Monsters
Scream 4 Sonic Attack, Causes Blue Mess
Seduction 3 Causes Charm on All Enemies
Silf 5 Holy Attack
Siren 7 Sonic Attack on All Enemies, Lowers Will
SphinxRiddle 7 Causes Petrify
SpiderNet 1 Lowers Quick
Spoil 2 Lowers Stats
Stampede 4 Physical Attack on All Enemies
StoneGas 6 Non-Elemental Attack, Causes Petrify
TailHit 3 Physical Attack, Causes Stun
Thunderbolt 3 Lightning Attack
TigerRampage 8
TitasWave 6 Sonic attack, Causes Stun
Tornado 5 Wind Attack, Causes Stun
Tremor 5 Earth Attack on All Enemies, Causes Stun
TripGas 4 Causes Anger
Windblast 5 Wind Attack on All Enemies
Wing 1 Wind Attack
All Monsters' base forms are included for those who consider only a Monster's original form to be unique.
Riki (Black Dragon) (Lummox)
HP 810 (60)
STR 99 (18)
QUI 73 (18)
INT 49 (8)
WIL 64 (8)
PSY 79 (8)
VIT 102 (18)
CHA 79 (18)
Def 69 (10)
WP 182 (16)
JP 96 (12)
LP 8 (10)
RING/Thief (QUI+10, Hides Team)
RING/Merchant (CHA+10, MT Charm status)
RING/Fighter (STR+10, ATK buff)
RING/Healer (VIT+10, Restores HP MT)
Riki starts with the skills Tail, TailHit, and Heal available. The best endgame form that uses any of these skills is the BlackDragon, which also requires absorbing the skills Fang and StoneGas. Riki's chapter is the only one where the Ring accessories can be obtained, so Riki has claim to these.
Skills:
TailHit - 3 WP - Physical Attack, Causes Stun
Tail - 1 WP - Physical Attack, Causes Stun
Heal - 0 WP - Restores HP and Status
StoneGas - 6 WP - Non-Elemental Attack, Causes Petrify
Fang - 0 WP - Physical Attack
Rings:
RING/Guardian - Raises Defense for all allies
RING/Hermit - Cures all Status
RING/Merchant - Charms All Enemies
RING/Thief - Hides team
RING/Healer - Restores all allies' HP
RING/Hero - Locks Status
RING/Schemer - Causes random status ailments on enemies
RING/Fighter - Raises ATK Power
RING/Lord - Restores JP & WP
Thunder (OgreLord) (Ogre)
HP 888 (120)
STR 79 (36)
QUI 46 (16)
INT 48 (16)
WIL 37 (12)
PSY 44 (25)
VIT 78 (24)
CHA 29 (6)
Def 51 (20)
WP 122 (40)
JP 66 (28)
LP 10 (10)
BloodChalice(Def+1,Psy+5, blocks ID)
WingAmulet(Def+1,Qui+5)
FangAmulet(Def+1,Str+5)
FangAmulet(Def+1,Str+6)
Thunder starts with the skills Feint, GroundHit, Dash, and BoltBreath available. The best endgame form that uses any of these skills is the OgreLord, which also requires absorbing the skill Thunderbolt. Note that the RockScout is another possibly useful endgame form, but I went with OgreLord as the default due to its clear relation to Thunder's starting form.
Skills:
GroundHit 5 WP - Earth Attack, Causes Stun
Dash - 2 WP - Physical Attack
Feint - 1 WP - Causes Stun
BoltBreath - 2 WP - Lightning Attack
Thunderbolt - 3 WP - Lightning Attack
Cotton (Manticore) (Tidi)
HP 844 (180)
STR 74 (27)
QUI 46 (36)
INT 31 (12)
WIL 48 (22)
PSY 25 (18)
VIT 48 (16)
CHA 29 (21)
Def 38 (28)
WP 104 (46)
JP 54 (20)
LP 6 (7)
BloodChalice(Def+1,Psy+5, blocks ID)
WingAmulet(Def+1,Qui+5)
FangAmulet(Def+1,Str+5)
FangAmulet(Def+1,Str+6)
Cotton starts with the skills Assist, Heal, Needles, and SuperSonic available. The best endgame form that uses any of these skills is the Manticore, which requires absorbing no additional skills.
Skills:
Assist - 2 WP - Raises Stats
Needles - 0 WP - Physical attack
Heal - 0 WP - Restores HP and Status
SuperSonic - 2 WP - Sonic Attack
Slime (BigSlime) (Slime)
HP 684 (90)
STR 22 (19)
QUI 8 (11)
INT 9 (7)
WIL 23 (22)
PSY 29 (29)
VIT 30 (28)
CHA 4 (4)
Def 21 (20)
WP 26 (26)
JP 32 (28)
LP 8 (10)
BloodChalice(Def+1,Psy+5, blocks ID)
WingAmulet(Def+1,Qui+5)
FangAmulet(Def+1,Str+5)
FangAmulet(Def+1,Str+6)
Slime starts with the skills Solvent, HPDrain, and Spoil available. The best endgame form that uses any of these skills is the BigSlime, which requires absorbing no additional skills.
Skills:
HPDrain - 4 WP - Steals HP, No effect on Mecs
Solvent - 0 WP - Water Attack
Spoil - 2 WP - Lowers Stats
RedTurnip (Kraken) (Mandrake)
HP 999 (110)
STR 88 (28)
QUI 59 (20)
INT 62 (25)
WIL 53 (32)
PSY 38 (34)
VIT 97 (23)
CHA 56 (25)
Def 23 (24)
WP 166 (32)
JP 74 (10)
LP 8 (10)
BloodChalice(Def+1,Psy+5, blocks ID)
WingAmulet(Def+1,Qui+5)
FangAmulet(Def+1,Str+5)
FangAmulet(Def+1,Str+6)
RedTurnip starts with the skills Bloodsucker, BrainCrush, SleepGas, Fang, SeedVulcan, Scream, Ink, and ElfShot available. The best endgame form that uses any of these skills is the amazing Kraken, which also requires absorbing the additional skills Maelstrom and MightyCyclone.
Skills:
Bloodsucker - 1 WP - Steals HP - No effect on Mecs
BrainCrush - 3 WP - Physical Attack, Lowers Int.
ElfShot - 1 WP - Non-Elemental Attack, Lowers Will
Fang - 0 WP - Physical Attack
Ink - 1 WP - Water Attack, Causes Blind
Scream - 4 WP - Sonic Attack, Causes Blue Mess
SeedVulcan - 1 WP - Physical Attack
SleepGas - 2 WP - Puts all Enemies to Sleep
Maelstrom - 8 WP - Water Attack on All Enemies, May cause instant death
MightyCyclone - 6 WP - Physical Attack, Causes Stun
King Sei (Dullahan) (Death Knight)
HP 892 (240)
STR 99 (52)
QUI 87 (39)
INT 61 (34)
WIL 72 (40)
PSY 59 (39)
VIT 80 (44)
CHA 79 (40)
Def 58 (39)
WP 198 (99)
JP 98 (66)
LP 4 (4)
BloodChalice(Def+1,Psy+5, blocks ID)
WingAmulet(Def+1,Qui+5)
FangAmulet(Def+1,Str+5)
FangAmulet(Def+1,Str+6)
King Sei starts with the skills Kusanagi, MinionStrike, DeathSynthesis, HPDrain, and SacredSong available. The best endgame form that uses any of these skills is the awesome Dullahan, which also requires absorbing the additional skills Siren, Stampede, Thrust, and Trample.
Skills:
Deathsynthesis - 0 WP - Passive, Restores HP every round, only works on Undead
HPDrain - 4 WP - Steals HP, No effect on Mecs
Kusanagi - 3 WP - Non-Elemental Attack
MinionStrike - 6 WP - Physical Attack on All Enemies
SacredSong - 6 WP - Holy Attack on All Enemies
Siren - 7 WP - Sonic Attack on All Enemies, Lowers Will
Stampede - 4 WP - Physical Attack on All Enemies
Thrust - 0 WP - Physical Attack
Trample - 4 WP - Physical Attack
Suzaku (SuzakuJr.)
HP 943
STR 72
QUI 85
INT 56
WIL 71
PSY 73
VIT 64
CHA 80
Def 54
WP 108
JP 0
LP 8
BloodChalice(Def+1,Psy+5, blocks ID)
WingAmulet(Def+1,Qui+5)
FangAmulet(Def+1,Str+5)
FangAmulet(Def+1,Str+6)
Suzaku starts with the skills FireBreath, FireBarrier, Wing, and GliderSpike available. His initial form, the unique SuzakuJr., is already a decent endgame form, so it's a good representation of his usefulness. The GriffinJr. form is a slightly more powerful generic alternative, though.
Skills:
Wing - 1 WP - Anti-Air Attack
FireBarrier - 0 WP - Sets up FireBarrier status, Counter with Fire when Attacked
FireBreath - 3 WP - Fire Attack
GliderSpike - 5 WP - Anti-Air Attack
Kylin (KylinJr.)
HP 888
STR 62
QUI 76
INT 90
WIL 48
PSY 75
VIT 41
CHA 82
Def 53
WP 164
JP 108
LP 5
BloodChalice(Def+1,Psy+5, blocks ID)
WingAmulet(Def+1,Qui+5)
FangAmulet(Def+1,Str+5)
FangAmulet(Def+1,Str+6)
Kylin starts with the skills Kylin'sSong and Photosynthesis available, as well as the Gift of Space Magic. His initial form, the unique KylinJr., is already a decent endgame form, and the only way he has access to his Space Magic spells, so it's a good representation of his usefulness.
Skills:
Kylin'sSong - 3 WP - Raises Int. and Quick for the whole team
Photosynthesis - 0 WP - Passive, Restores HP every round, only works in sunlight
Space Magic:
LightShift - 1 JP - Weather effect, makes the field Daylight. (Regen for those with Photosynthesis)
DarkShift - 1 JP - Weather effect, makes the field Night time. (Regen for those with Deathsynthesis)
VaporBlast - 1 JP - Basic Magic Attack, ST
Vanish - 3 JP - Instant Death, ST
Vortex - 3 JP - Cancels all status effects, MT Ally/Enemy
ReverseGravity - 6 JP - Gravity Attack, Causes Stun, MT
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AVERAGES:
I'm listing all PCs for each metric. I personally allow Mecs and Monsters into the averages at their best, but I'm also including averages for Humans-only (basic class that matters most of the time), Humans+Mystics-only (These are the only Ranked PCs besides T260G), and Full-Cast-with-Base-form-Monsters (closest to Meeple's original topic).
HP
Full-Cast Average: 775.4
Full-cast Average (Base Form Monsters): 661.8
Human-only Average: 708.4
Human+Mystic-only Average: 754
999 Zozma
999 RedTurnip
943 Suzaku
902 Gen
902 Mesarthim
892 King Sei
888 Thunder
888 Kylin
883 Ildon
882 Dr. Nusakan
872 Red
858 Capt. Hamilton
852 Silence
850 T260-OmegaBody
844 Cotton
832 Annie
820 Fei-on
811 Fuse
810 Riki
800 BJ&K
800 PzkwV
782 Lute
775 Rabbit
765 White Rose
750 TimeLord
735 Roufas
726 Asellus
725 Leonard
687 Rei
684 Slime
624 Emelia
623 Liza
620 EngineerCar
600 ZEKE
544 Doll
502 Blue
502 Rouge
494 Mei-Ling
STR
Full-Cast Average: 60.5
Full-cast Average (Base Form Monsters): 53.1
Human-only Average: 53.6
Human+Mystic-only Average: 59
99 Fei-on
99 Riki
99 King Sei
94 Gen
92 Dr. Nusakan
88 RedTurnip
87 Liza
87 Mesarthim
79 Red
79 Thunder
76 Annie
76 White Rose
75 Fuse
75 Leonard
74 Cotton
72 Suzaku
70 ZEKE
70 EngineerCar
68 Ildon
62 Kylin
61 Silence
60 T260-OmegaBody
59 Zozma
55 TimeLord
53 Capt. Hamilton
49 Rei
47 Asellus
47 Lute
46 Roufas
30 PzkwV
26 Doll
25 Rabbit
25 BJ&K
23 Emelia
22 Slime
19 Blue
19 Rouge
13 Mei-Ling
QUI
Full Cast Average: 68.9
Full-cast Average (Base Form Monsters): 64.2
Human-only Average: 58.2
Human+Mystic-only Average: 67
99 T260-OmegaBody
99 Rabbit
99 ZEKE
97 Emelia
95 BJ&K
93 Mesarthim
91 TimeLord
87 Zozma
87 King Sei
85 Suzaku
83 Dr. Nusakan
83 White Rose
82 Silence
81 Rei
79 Ildon
76 Fei-on
76 Kylin
75 PzkwV
73 Riki
71 Liza
70 EngineerCar
64 Doll
62 Capt. Hamilton
61 Mei-Ling
61 Roufas
59 RedTurnip
57 Gen
56 Annie
51 Red
50 Leonard
47 Fuse
46 Blue
46 Rouge
46 Thunder
46 Cotton
44 Asellus
34 Lute
8 Slime
INT
Full Cast Average: 52.8
Full-cast Average (Base Form Monsters): 48.7
Human-only Average: 37.6
Human+Mystic-only Average: 53
90 Rei
90 Leonard
90 Kylin
88 Blue
88 Rouge
85 White Rose
84 Dr. Nusakan
84 Zozma
80 Ildon
79 TimeLord
76 Mesarthim
74 Silence
67 Doll
67 T260-OmegaBody
62 RedTurnip
61 King Sei
57 Mei-Ling
57 Roufas
56 Suzaku
55 BJ&K
55 EngineerCar
50 Rabbit
49 Riki
48 Thunder
45 ZEKE
40 Fuse
39 Capt. Hamilton
31 Cotton
30 Emelia
27 Asellus
25 PzkwV
20 Liza
12 Fei-on
11 Red
10 Lute
9 Annie
9 Slime
8 Gen
WIL
Full Cast Average: 56.3
Full-cast Average (Base Form Monsters): 52.1
Human-only Average: 48.7
Human+Mystic-only Average: 51
99 BJ&K
99 PzkwV
85 Rabbit
83 Blue
83 Rouge
77 Emelia
75 EngineerCar
72 King Sei
71 Suzaku
70 T260-OmegaBody
65 Leonard
64 Ildon
64 Riki
62 TimeLord
61 Doll
61 Mei-Ling
59 White Rose
57 Rei
56 Dr. Nusakan
55 Fuse
55 ZEKE
54 Capt. Hamilton
54 Roufas
53 RedTurnip
52 Mesarthim
49 Silence
49 Zozma
48 Cotton
48 Kylin
43 Asellus
37 Thunder
34 Annie
32 Red
31 Fei-on
25 Liza
23 Gen
23 Slime
14 Lute
PSY
Full Cast Average: 42.6
Full-cast Average (Base Form Monsters): 39.4
Human-only Average: 34.0
Human+Mystic-only Average: 48
90 White Rose
86 Dr. Nusakan
84 Mesarthim
80 Blue
80 Rouge
79 Riki
75 Kylin
73 Suzaku
71 Ildon
70 Zozma
69 TimeLord
66 Rei
65 Asellus
62 Silence
59 King Sei
44 Thunder
43 Fuse
42 Mei-Ling
38 Doll
38 RedTurnip
30 Roufas
30 Rabbit
29 Slime
28 Capt. Hamilton
25 BJ&K
25 Cotton
20 T260-OmegaBody
19 Emelia
18 Fei-on
18 Liza
15 Annie
13 Lute
12 Gen
9 Red
5 EngineerCar
5 Leonard
1 ZEKE
1 PzkwV
VIT
Full Cast Average: 43.4
Full-cast Average (Base Form Monsters): 36.0
Human-only Average: 45.7
Human+Mystic-only Average: 44
99 Riki
97 RedTurnip
80 King Sei
78 Thunder
72 Fei-on
72 Gen
70 Capt. Hamilton
65 Red
64 Suzaku
57 Annie
55 Emelia
55 Dr. Nusakan
55 White Rose
51 Liza
51 Mesarthim
48 Roufas
48 Lute
48 Cotton
44 Fuse
41 Kylin
37 TimeLord
36 Doll
36 Silence
33 Ildon
33 Zozma
30 PzkwV
30 Slime
29 Asellus
28 Rei
20 Mei-Ling
20 T260-OmegaBody
15 EngineerCar
10 Rabbit
10 BJ&K
10 Leonard
8 Blue
8 Rouge
5 ZEKE
CHA
Full Cast Average: 34.4
Full-cast Average (Base Form Monsters): 30.1
Human-only Average: 27.8
Human+Mystic-only Average: 34
82 Kylin
80 Suzaku
79 Riki
79 King Sei
58 Rei
56 RedTurnip
53 White Rose
50 Zozma
47 Asellus
45 Ildon
43 Lute
43 Mesarthim
41 Emelia
41 Dr. Nusakan
41 Silence
39 Doll
37 TimeLord
35 Roufas
29 Thunder
29 Cotton
28 Annie
27 Blue
27 Rouge
25 Mei-Ling
21 Capt. Hamilton
20 Fuse
20 Liza
20 T260-OmegaBody
20 Rabbit
17 Red
15 Fei-on
11 Gen
10 ZEKE
10 BJ&K
10 PzkwV
10 Leonard
5 EngineerCar
4 Slime
Damage
...Hah, just kidding. SaGa Frontier damage formulas aren't cracked yet. You'll have to wait.
AVERAGES
HP
Full-Cast Average: 775.4
Full-cast Average (Base Form Monsters): 661.8
Human-only Average: 708.4
Human+Mystic-only Average: 754
STR
Full-Cast Average: 60.5
Full-cast Average (Base Form Monsters): 53.1
Human-only Average: 53.6
Human+Mystic-only Average: 59
QUI
Full Cast Average: 68.9
Full-cast Average (Base Form Monsters): 64.2
Human-only Average: 58.2
Human+Mystic-only Average: 67
INT
Full Cast Average: 52.8
Full-cast Average (Base Form Monsters): 48.7
Human-only Average: 37.6
Human+Mystic-only Average: 53
WIL
Full Cast Average: 56.3
Full-cast Average (Base Form Monsters): 52.1
Human-only Average: 48.7
Human+Mystic-only Average: 51
PSY
Full Cast Average: 42.6
Full-cast Average (Base Form Monsters): 39.4
Human-only Average: 34.0
Human+Mystic-only Average: 48
VIT
Full Cast Average: 43.4
Full-cast Average (Base Form Monsters): 36.0
Human-only Average: 45.7
Human+Mystic-only Average: 44
CHA
Full Cast Average: 34.4
Full-cast Average (Base Form Monsters): 30.1
Human-only Average: 27.8
Human+Mystic-only Average: 34
Defense
Full Cast Average: 56.2
Full-cast Average (Base Form Monsters): 53.1
Human-only Average: 60.1
Human+Mystic-only Average: 57
WP (Physical skill MP)
Full Cast Average: 93.9
Full-cast Average (Base Form Monsters): 79.8
Human-only Average: 106.7
Human+Mystic-only Average: 90
JP (Magical skill MP)
Full Cast Average: 64.6
Full-cast Average (Base Form Monsters): 57.8
Human-only Average: 65.6
Human+Mystic-only Average: 84
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Reserved
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I've never see any human PC break 900 HP before. 850ish is the highest I've seen.
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Grind moar.
In other news - I love you and want to marry you, Djinn. Do you have a calculation procedure for doing hard-style damage numbers?
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Since the 'ideal' playthrough assumes that Fei-On will fight exactly 200 battles (this is only possible in a vaccuum, since there's no way to get Fei-On without fighting -anything- beforehand, but this is a theoretical topic); he is most likely to gain 31% of 200 possible points of STR.
This seems like arbitrarily boosting the stats of people who join later because they somehow fight the same number of battles. It's like saying a character who joins at L35 halfway through a game that has endgame L70 still gets 70 levels and ends up at L105 (well okay, maybe only 50 levels due to EXP-to-level scaling, but that doesn't change the point).
Also if there's an enemy stat up cap at 75, then once a character hits 76, they should still be considered hitting things with 75 stat up.
Also don't agree with giving monsters storebought accessories just because they can't equip anything else.
Don't remember how monster transformation worked in this game, so can't really comment there.
That all said, great job here. Been looking for a much more accurate SaGa Frontier stat topic for awhile and you've got a really good start here. Have fun with damages!
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Since the 'ideal' playthrough assumes that Fei-On will fight exactly 200 battles (this is only possible in a vaccuum, since there's no way to get Fei-On without fighting -anything- beforehand, but this is a theoretical topic); he is most likely to gain 31% of 200 possible points of STR.
This seems like arbitrarily boosting the stats of people who join later because they somehow fight the same number of battles. It's like saying a character who joins at L35 halfway through a game that has endgame L70 still gets 70 levels and ends up at L105 (well okay, maybe only 50 levels due to EXP-to-level scaling, but that doesn't change the point).
Also if there's an enemy stat up cap at 75, then once a character hits 76, they should still be considered hitting things with 75 stat up.
The problem as you probably know is that every character in the game has pre-determined statistics no matter "when" in relative terms you get them to join, so what exactly happens to those people?
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Assume approximately how many battles they would fight if they were recruited at earliest possible time. So if the first time you can recruit character X is a quarter of the way into the game, they fight 150 battles.
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But the game length is variable too...
How do you determine a quarter of "This game could take anywhere from 5 to 40 hours"?
It should be noted that this really only applies to Fei-On and Doll. They are the only humans who can't be recruited after an opening scene or starting the right quest.
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I don't understand what you mean.
If you fight around 50 battles before getting character X and about 200 more battles before the final boss, then character X is gotten around the 20% point. I wouldn't do it by hours since hours have nothing to do with how the characters level up: battles do.
Unless you mean because different paths have different lengths, then just use the one they can get recruited earliest in, compared to the path length.
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Unless you mean because different paths have different lengths, then just use the one they can get recruited earliest in, compared to the path length.
He's saying everyone other than Fei-on and Doll has a path in which they can be gotten right at the start, I think
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Then it only matters for Fei-On and Doll, but it DOES matter for them.
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Actually can't Fei On be recruited right away in Emelia's quest after she completes her "starting senario"? She has a rune already so she can access Fei=ons dungeon if she starts the rune quest, which requires no battles to start.
She might have to do the sewer "mission" first, but I think you can avoid battling there.
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Oh, that's right. I rarely use Fei-On, so I never bother getting him that early. Thanks for reminding me. Yeah, so it only applies to Doll, who is only in Red's story anyway, so that should make it easier to figure out how many battles you could have encountered before getting her.
With characters that are available in multiple paths, it's little weirder because different paths are different lengths, and you still have the question of whether or not to include the Magic quests... and how many. I went with 200 battles as a reasonable average of multiple playthroughs, but when you try to dissect it too closely to figure out how many battles is actually reasonable for a single path and a single PC... it's much more messy and the figure may not apply as accurately.
Take Fei-On, since we're talking about him. In Asellus, Riki, Red, and T260G's paths, you have to fight their opening battles before you can start the Rune Quest to get to Tanzer so you can get Fei-On. In Blue and Lute's paths, you can start the Rune Quest immediately, but you have to get at least one Rune before you can go to Tanzer to get Fei-On, which implies battling. In Emelia's path, you can go to Tanzer right after her opening sequence (which has some battles, and all but one is avoidable). Once you get him in one of the paths, though, then you have a question of how many -more- battles are there? Red and Riki have pretty long paths that follow (probably more than 200 battles worth). Asellus, T260G, and Emelia have more average-length paths (with roughly 200 battles total). Blue's path is variable in length due to being able to pick your favorite Magic Quests (and whether or not the credits rolling after the Rouge duel counts as 'over'). Lute's path is really really short, with far less the average 200 battles, unless you include the Magic Quests. And all of the paths have the option of including the Magic Quests or not, which are basically the main meat of the game itself, despite being optional.
Does this help explain why I would want to just use an average number of battles and ignore 'later-joining on average PCs should fight fewer-than-average battles'?
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Assume approximately how many battles they would fight if they were recruited at earliest possible time. So if the first time you can recruit character X is a quarter of the way into the game, they fight 150 battles.
There is one more problem is saying this. As the predetermined states is not scaled toward when they join. Rather, how many cycles you play the game.
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Yeah, there is that. But I just assumed 0 previous playthroughs (or finishing the previous playthrough at a low battle rank - same result) for base stats for all PCs.
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The best way to do it would be to get stats for every path. That's a lot of work, so it's why I'm not suggesting that in practice.
Here's what I'm saying.
Assume character X can be recruited after 50 battles in path A where there are 250 battles total, as well as after 45 battles in path B where there are 200 battles total. In path A, that's 20% in, while in path B that's 22.5% in. Despite path B being earlier in number of battles, character X is "earlier" in path A, so use that one.
Now you used an endgame of 200 battles. So character X is assumed to fight 80% of 200 battles: 160. Use that.
I'm not arguing against your "just use 200 battles path lengths be damned" part, just the fact that if a PC is forced to join later than "right away", then they should not get the benefit of fighting stuff when they weren't even around. Like my example earlier, it's like saying someone joins at L35 midway through the game gets the same 60 levels or whatever as the people who joined at L1 in the beginning. No, they're all taken at L60, because the rest of your party would be at around L35 there too! It's the same thing here, people are going to have more than their starting stats when they meet character X.
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Tala, the example you use doesn't work. As stated before, SF does not scale your character's state against hour game progress.
There is no character with lv.35 that joins in mid way in SF, it is impossible.
Because this is assuming that the character has a level scaled up to lv.35 because you already progress into the mid game.
In SF, the states are scaled against how many cycle of games you played and there is a threshold on how high their base states can be. And if using their first cycle states, they always have the minimum of the predetermined states. In other words, it is VP1 hard mode, assuming you use first cycle states, everyone starts with lv.1 regardless when they join, and the only way to have every character to get a fair share of states is to have them all fight identical amount of fights.
BTW, Djinn, does enemy rank affects state up rates?
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Tala, the example you use doesn't work. As stated before, SF does not scale your character's state against hour game progress.
There is no character with lv.35 that joins in mid way in SF, it is impossible.
Because this is assuming that the character has a level scaled up to lv.35 because you already progress into the mid game.
In SF, the states are scaled against how many cycle of games you played and there is a threshold on how high their base states can be. And if using their first cycle states, they always have the minimum of the predetermined states. In other words, it is VP1 hard mode, assuming you use first cycle states, everyone starts with lv.1 regardless when they join, and the only way to have every character to get a fair share of states is to have them all fight identical amount of fights.
BTW, Djinn, does enemy rank affects state up rates?
Most Human PCs start with relatively similar base stats. Lute's and Meilin's are notably worse than most. Captain Hamilton's and Fei-On's are notably a little higher.
Enemy rank affects stat growth more than anything else in the game actually. But because that's not unique to any PC, I just set these equal to whatever the PC's current stat was to essentially null out the bonus that Enemy rank grants. Instead these stats reflect a PC's innate growth rate at its maximum effectiveness.
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Also as a sidenote (though obvious at this point), Timelord far prefers GriffithScratch over MagicHeal, just for his typical "I Overdrive and explode you before you act" schtick.
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If it IS like VP1 Hard Mode, then I can see just using 200 battles for later joiners too.
Don't really agree with setting enemy rank stats equal to the PC's stats since that means PCs are fighting different enemies, which makes no sense. Sure it emphasizes their growths, but it's simply not how they grow in-game. It'd probably be best to have everyone fight the same enemies: say three 25-rank-all-stats enemies, three 26-rank-all-stats enemies, etc., but that's a royal pain in the neck so nevermind. Probably could write a program to calculate the averages for those stats but whatever. Don't think I care enough.
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It's more plausible than you think. Since chances to increase a stat are based on -current- stats at the end of a battle. Meaning that buffs and equipment can more easily help you manipulate your stats to exactly where you want it to be for any given battle.
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First of all, great work, Djinn.
You guys really should never have let me play this game. Now I'm going to mechanics nerd all over it. We WILL figure this game out in the DL! First, some comments on the discussion here so far...
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I don't think buffs/equipment to make stats optimised for growth should really be assumed in the DL at all, incidentally. Especially since you aren't optimising them for growth, but instead fixing them equal to enemies, which in some case is making things worse for the PC. Some of the stats posted definitely look a little off to me, and I think it's because of assuming that characters fight enemies with enemy stat modifiers equal to their stats? This will cause the characters to grow further apart in stats than the game allows, which... fits what I'm seeing, the stat spreads you have seem too large in general, except for things which can't grow like a mage's STR.
On the availability note and the decision to give everyone 200 fights, you mentioned that it barely affects humans, but this isn't true for mystics. Sure, this only affects a mystic's CHA (whatever), JP, WP, and HP, but it has a notable effect on those.
For instance, no way should Zozma have 999 HP. Magic users have poor HP growth and his own personal growth is unremarkable. The only reason he could possibly be this high is because you're giving him the same number of battles as anyone else, which... he doesn't join early enough for in either quest he's available in. Ildon and Rei have a similar problem. They're Asellus-only, and you can't get them until you defeat the first four hunters (five in Rei's case), and GreenSage/LionPrincess are certainly not going to be beaten with a party that has fought hardly any battles yet. TimeLord (although it doesn't matter to him really, it does for the averages!) is also affected here, since you always need to do at least 3-4 dungeons before getting him. Rei's HP should be especially atrocious, as 180 joining after Dark Labyrinth is TERRIBLE and she has awful growth. Rouge should be crushing her in HP, and I see where you have Rouge. <.<
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Anyway, to be more productive, here are some random mechanics stuff which as far as I know the DL doesn't really seem to know about the game, until now:
Deflect: Has a ~25% chance to kick in (assuming STR+QUI+VIT = 200, varies slightly if you see stats higher or lower). In order for Deflect to activate, the character must be using a sword attack that round (which is bad news for Roufas if you allow Deflect for him, since it means he can't dodge while healing). Deflect can also protect allies, but only ones that are "nearby" (mech guide doesn't detail how close) and only if they are unstatused, for some reason. Deflect, in general, can only block singletarget physical attacks, and there are a few attacks it doesn't work on, such as many grappling moves.
Kasumi: Same success rate as Deflect (~25%), but doesn't protect allies (obviously), and only works against melee physicals (again, fails against some anyway, like grappling moves). Again, requires a sword move to be used that turn.
Shields: There are three that are of interest. Note that in order to block an attack with a shield equipped, a character must be doing certain actions. In particular, a few martial arts moves (the important one is Giant Swing) and all magic make shield use impossible. This kinda screws over mages, and completes the triple screwing over of healers who want to evade in the DL - they can't!
a) Buckler: 32% evade against slashing and bludgeoning physicals.
b) Shell Shield: 25% evade against any physicals.
c) Wonderbangle: 98% against piercing physicals. It's very expensive for something so widely wanted (not to mention a little abusive in its spoiling), so probably isn't DL legal to me.
Now, do note that many attacks, in addition to the ones that are just flat-out ITE, have properties where they half or quarter the evade rate from shields (Deflect and Kasumi are NOT reduced in this manner). These attacks are certainly not a majority, but I could see respecting shield evade a bit less because of this, doubly so since they're pretty much a universal boon to all fist/sword/gun users, and possibly some mystics depending on interps.
Regardless, a sword user on the attack is going to evade a bit over half the melee physicals sent his or her way, which is quite impressive (Asellus and Gen are particularly happy).
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Mystic weapon / martial arts (Last Shot, Giant Swing) instant death:
The success rate of this instant death depends solely on the HP of the enemy. The formula is roughly [Target's lost HP / Target's remaining HP] * 90% + 10%, although do to a bug it's about 1% lower than this (who cares). This means that below half HP, success rate becomes 100%. However, at HP scores above that, the instant death rate falls off fairly dramatically. At 60% HP, it's only barely in turn 1 territory (~69%). At 70% HP, the hit rate is only 48, and against a max HP target it's just below 10%. Note that for all these moves, the instant death check is made BEFORE damage is dealt, so the success rate is based on the pre-damage HP of the enemy. The mystic weapons need to hit in order to make their instant death check, unshockingly. The martial arts moves here are both ITE in all meaningful ways.
It checks normal instant death immunity, for all that other forms of instant death in the game (such as DeadEnd, Implosion, etc.) use a different formula. I don't know what this is yet.
What this means is that mystic weapon and martial arts instant death is actually quite effective... but only against already damaged targets.
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EDIT: Okay, found the mechanics behind battle rank. Basically, it rises each time you fight a battle. It also initialises to be higher if you have existing game data, but we're assuming that we don't.
Minimum battles fought -> Battle rank
0 -> 1
16 -> 2
32 -> 3
48 -> 4
64 -> 5
96 -> 6
128 -> 7
176 -> 8
224 -> 9
It's not quite that simple. After battle rank 64, what actually happens isn't that the number of battles required for a level increases, but rather the chance that the battle counts towards the total decreases. So there will be some slight randomisation. Also, due to a bug, after about 39 battles at battle rank 9, the game goes back to battle rank 8 for 9 battles, then back to 9 and repeats.
A second complication is some battles randomise battle rank slightly, some areas modify the battle rank of the enemies fought (famous examples are Bio Lab and Yorkland Swamp, which are BR+2) or put a cap on max battle rank. In general, I'd assume these cancel out in the longterm, though - the majority of encounters will be of the expected battle rank.
200 battles might be a slightly low number for endgame since you don't actually reach BR 9, but of course Saga endgame varies hugely by how many optional dungeons you do, and how many encounters you choose to fight in a dungeon. I'd probably feel more comfortable with a BR 9 endgame because mystics are generally seen as having BR 9 monsters (Suzaku for stats, Dullahan for those who allow absorb skills, etc.). Granted, you can get those as early as BR 7 in Bio Lab (+2 BR) so this concern may not hold any weight.
EDIT: For my reference, mostly, since I might as well post these compiled numbers -somewhere-.
Battle rank -> Enemy stat-up value
1 -> 5.5 (16 battles)
2 -> 14.5
3 -> 23.4
4 -> 32.2
5 -> 40.8 (32 battles)
6 -> 49.4
7 -> 57.9 (48 battles)
8 -> 65.5
9 -> 74.0 (26 battles if we go for 250 total)
This progression is roughly approximated by Enemy stat-up value = 8.5 * BR - 2 (this underestimates reality slightly in the middle, but overrates it at the extremes, mostly balances out).
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EDIT: Ruminating on DSC.
There are five PCs who have talent in 3 of the 4 DSC moves (nobody has talent in all 4):
Annie
Emelia*
Gen
Liza
Red
Emelia's an odd case as she inherently only exhibits talent for 2 of the 4 DSC moves... but in her own quest, she can switch costumes to mimic both Liza and Annie, each of whom have 3, and between them have talent in all 4. (Interestingly, this makes Emelia in her own quest the best learner of DSC in the game, so she miiight have a claim to it, but I'm ignoring this for now since she has no DL claim to fist moves.)
Of the remaining PCs... Annie is a swordsman and is trained as such. Gen is also a swordsman, even though he has a claim to fists via starting with kick - the plot suggests he's one. Red has his Alkaiser abilities, obviously.
Basically, Liza is the only character with talent for 3/4 DSC moves who is a pure fist user, and thus the only one who realistically will spend so much time spamming fist moves as to have a good shot at learning the one DSC ability she lacks talent with. As such she's the only PC I consider with the ability in the DL.
Another, reasonably strong argument is that this is also the "conventional wisdom" of how DSC is treated in the DL. I can't recall serious arguments to take Red or Gen with it (note that Gen is ranked in Middle, in particular). Liza however has been argued to have it even before we knew about innate talent lists in Saga. Granted, this itself probably follows from the former arguments - Liza's sole weapon being fists combined with her 3/4 talent for them (unlike e.g. Fei-on) makes her the most likely to see the ability for many players who do use PCs somewhat similarly to a theoretical stat topic.
Honestly I'm somewhat inclined to extend this benefit to other PCs who lack talent in abilities IF they specialise solely in their weapon. However, they can only gain one such ability this way (any more would take too much time spamming moves to hope to get, and explains why Fei-on doesn't get DSC.) The relevant beneficiaries here are Annie and Asellus, who gain LifeSprinkler; Fei-on, who gains Skytwister (a plot-billed martial artist lacking talent in Skytwister AND the better two DSC fist moves? What the hell, Square); and Lute, who gains Kasumi. This means all the DL swordsmen and martial artists have their best (non-DSC) move, which is nice, and syncs up nicely with Meeple's original stat topic.
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EDIT: The mech guide provides ways to calculate magic damage. Most stuff in Meeple's topic is correct, but some things definitely need a look at. A big one is Timelord's TimeEclipse, which should hit quite a bit harder than an average PhantasmShot regardless of the stats involved (since the two use the same formula). Speaking of PhantasmShot, there's considerably more variation in the damage of the four moves. I'll have more on this... later.
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Monsters
I kinda like Djinn's interp of how to scale up monster forms. That said, I do think some of the monster forms may be a little too difficult to get. So, what follows is a listing of different monster forms available to the PC that use at least one move the monster starts with (i.e. forms that the monster has a head start on accessing) that might be interesting. For each monster PC, forms are listed in descending order of power but increasing order of ease to get. I encourage people to look at the list and decide what they think is legal.
I only listed skills that could be absorbed from standard enemies, with the highest rate of absorption from any such enemy noted. One exception is that a boss on Red's quest has an otherwise rare skill as a 100% absorb, which is a big help to Slime if you allow it. Unless otherwise noted, monsters need ALL the listed skills to obtain the listed form, not just one.
Djinn has Thunder as an OgreLord but RockScout is a clearly superior form AND easier to get, so unless you're really attached to the flavour of keeping Thunder an Ogre, there's no other justification for this. Similarly, any other forms that are both more difficult to get AND inferior to an existing option won't be listed.
All forms listed need monsters to get their HP up by absorbing skills, I certainly agree with letting them do this even though I don't see the individual skills as DL-legal. However, I don't agree with monsters getting ALL such skills. Many are extremely rare, and in 200 battles (or even a higher number) it isn't remotely reasonable to get all of them. I'd probably assume that monsters absorb a new skill in around 30% of the battles they participate in, but I should doublecheck my own in-game experiences. This will be hard on the HP of RedTurnip who joins really late, but I suspect there will be a lack of sympathy for him.
Anyway, the list:
RIKI
BlackDragon
Needs Fang (68%), StoneGas (6%)
RedDragon
Needs Fang (68%), HeatSmash (23%), Firebreath (68%)
Lunatic
Needs Psychout (68%), Wing (68%)
Lummox (base)
THUNDER
RockScout
Needs StoneGaze (23%)
Ogre (base)
COTTON
Manticore
Needs nothing
SLIME
Butch
Needs MadAttack (3%, or 100% on Red's quest) and to drop an initial skill
BigSlime
Needs nothing
REDTURNIP
Kraken
Needs Maelstrom (6%) or Mighty Cyclone (3% from same enemy = 9% total)
Shrieker
Needs nothing.
Mandrake (base)
For any other forms, Red Turnip must drop an initial skill.
RedTurnip also has similar claims as Riki to RedDragon and BlackDragon, but way less time to collect the skills. Granted, RedDragon is still easier than Kraken...
KING SEI
Dullahan
Needs one of CharmGaze/Hypnotism/StunGaze (all 68%), Blade (68%)
(Note: Djinn listed a FAR MORE DIFFICULT method of getting Dullahan. I don't consider it legal, it requires 4 skills and one is a 3% absorb.)
DeathLord (base)
For any other forms, Sei must drop an initial skill.
SUZAKU
SuzakuJr:
Needs nothing.
KYLIN
KylinJr:
Needs nothing.
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You guys really should never have let me play this game. Now I'm going to mechanics nerd all over it. We WILL figure this game out in the DL! First, some comments on the discussion here so far...
Are you kidding? That was -the- reason to get you to play the game. <_<
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Especially since you aren't optimising them for growth, but instead fixing them equal to enemies, which in some case is making things worse for the PC. Some of the stats posted definitely look a little off to me, and I think it's because of assuming that characters fight enemies with enemy stat modifiers equal to their stats? This will cause the characters to grow further apart in stats than the game allows, which... fits what I'm seeing, the stat spreads you have seem too large in general, except for things which can't grow like a mage's STR.
I was pretty clear in my opening that I built my assumptions around making the PCs' unique innate growths matter more since it was one of the few things that set them apart. You're welcome to recalculate them. Do you want my spreadsheet?
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Actually I've made my own (used it for the mage stats I assumed for magic damage, for instance). <_< I appreciate the offer, though.
Anyway, I think your heart is in the right place for making uniqueness matter more, but in this case, it's just not how things actually work. It'd be like, say, noting that Dorcas has 10% more Str growth than Bartre, and saying they should have a 10-point difference in Str in the DL. That's just not how things actually work, even if it emphasises the uniqueness of growths. Similarly, in practice, differences in Saga Frontier PC stat growths have an extremely small effect on final stats, so no reason the DL should change this.
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The other issue was that I didn't see much alternative that was 'fair'. What kind of enemy values are you going to assume if you're not assuming that it's always (if not equal, then) relative to a PC's current stats?
It's a pretty messy level-less system, which is why I simplified it in the first place. I just made the judgment call that simplifying in the direction which left PCs' unique stat growths as a somewhat major factor was better than making the call such that whatever random enemy value I chose or whatever in-battle action I deemed best would be a determining factor. It just seemed less biased.
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I posted exactly how the battle rank system works, so all you have to do is take the average enemy stat-up value for each battle rank and go-to (it increases roughly linearly from ~6 at BR1 to ~74 at BR9). I can show you the spreadsheet if you're curious; hit me up on IRC/AIM sometime.
It's less simple, but it's much more fair and true to in-game.
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I posted exactly how the battle rank system works, so all you have to do is take the average enemy stat-up value for each battle rank and go-to (it increases roughly linearly from ~6 at BR1 to ~74 at BR9). I can show you the spreadsheet if you're curious; hit me up on IRC/AIM sometime.
It's less simple, but it's much more fair and true to in-game.
That sounds right, but it still has to be relative to PCs' current stats... so what assumptions did you make there? That PC stats increased linearly? Even though it takes things like equipment into the equation?
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I assumed no equipment stat alterations. This is pretty easy to do in-game, and is even a pretty good idea once you realise stat boosters slow stat growth (you can always throw them on for bosses or whatever). You might use stat boosters in an odd boss battle, but the way stat growth works, one or two odd battles will get cancelled out in the long run (it's the same reason base stats have very, very little meaning by endgame).
PC stats don't increase linearly, their chance to increase is based on the current value, the enemy Battle Rank, the type of action used in-battle, and the PCs' innate growths. This chance can be calculated and added onto the stat, so that's pretty much what I did. Make a row of cells for each battle the PC fights and you can calculate their average stats after any number of battles.