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Topics - Dhyerwolf

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26
Unranked Games / Atelier Iris: Eternal Mana
« on: May 25, 2013, 10:20:31 AM »
Finally have the revamped topic done. Lots of newish information updated from the previous topic (GUST mechanics exist, but logically I was able to tease out most of the secrets)

1. Levels and Skills: Taken at L55. I finished the game naturally at 52, and this is what Arlin rejoined at for easy comparison. Obviously Arlin should be taken at what he actually leaves at midgame, but this is should be similar (His damage at endgame is probably relatively worse but now he can realistically at least get more skill points). Skills are taken at max level.

2. Base Criticals and Accuracy: Almost all attacks have the same base accuracy and crit rate (This is approximately 97% and 2%). This is close enough to wash for average base damage (Crits are 50%).

3. Physicals vs Magic: AI has a few separate checks for this, but the main one seems to be whether it is reflectable. Game calls a few attacks magic that are not (Arlin's anti-Spirit physicals, Delsus' Dark attack) in that they both are not reflectable and run off Attack.

4. Enemies: Skills are averaged against all random enemies in Selk's Cry and the Final Dungeon. This includes damage, status, and if it matters, random skill activations (Note that I got a low rate rates on many skills than the first topic; this may explain the discrepency. I suspect there were some testing issue there. Courage and Dodge with only a 10% difference?)

5. Equipment: I did not include any accessories. There are some uniques, but a lot of them did not give notably better effects than any storeboughts (the exception being Klein and magic, but honestly more of this stat is not making him much better as he's still not going to really nab OHKOs regardless and his durability would look worse. Gets more status resistance, but being a bit flexible on equips covers that anyways). The only affect may be underrating status attacks if they run on specific stats (But maybe not since some of the boosters are crit rate or speed, etc...)

Norn's Zeldalia's Cane is purely aftergame, so that's out. Marietta's default has been changed, because Para Sword is obviously non-ideal.

6. Buff Duration- Does not include turn cast on I believe (I'm keeping this the same as in game descriptions for clarity)

7. Statuses
Paralysis- Damage Done is decreased by 40%
Sleep- Target sleeps until damage is taken or the status naturally wears off
Poison- Later
Charm- Basically makes affected target sit there. Will test duration stuff later
Curse (Enemy Only)- Anti-healing
Instant Death

Statuses done by PCs can wacky duration times depending on which status versus which enemy. They can be 0-1 turns, 4-5 turns or infinite. For balance sake, I would say 5 turns (matches some more set duration status/debuffs/buffs and a decent balance between 1 turn and infinity)

8. Status Blocking- While there are no legal status blockers technically, I let Klein and Lita block Paralysis, Sleep and Poison. This is a boon because they both have unique customizable accessories that you can add skills onto (Obviously there are much better skills in game, so it's a small boon). There are 3 non-unique accessories that you can get in game that can have skills added, but you can equip two accessories in game. Charm, Curse, and Instant Death do not appear to have blockers.

9. Innate Status Resistance- Combination of Magic and Dark Defense. Note that I don't have 100% combination of this beyond hyper testing. I'm sure of Dark Defense because Marietta's Brave can fully null about half the status in the final dungeon (and has an effect on the hit rates of the much of the rest).  Magic was just found via testing.

10. Averages up Top-
Damage: 457 (469 for Arlin)
2.5 Kill Point: 1143 (1173 for Arlin)
HP: 267 <279 for Arlin>

27
RPG Stats Forum / Fire Emblem 10: Equal EXP, AS Scaled
« on: December 03, 2012, 08:46:30 AM »
Like the FE 7, 8 and 9 topics before it, here's the topic to scale doubling against in game enemy speed to keep AS balanced. Getting this up a bit in pieces. Still a bit of a work in process, but mostly done.

1. Doubling Rates: Characters will be listed with percentage-based Double Rates. These will be based on endgame enemies based on approximately C4 and C5 scaled up. A few PCs will instead have a Doubled Rate (Which means they were doubled more often than they doubled enemies).

2. Enemy Averages for Other Stats: Based on C4 and C5 enemies scaled up. This is important as it makes C5 has some weird enemies thanks to one Dragon map and one Spirit map. This balances enemies better compared to how they look over the length of the game
Def: 25
Res: 22 (Res is notably lower over time)
Enemy HIT: 165 (A bit below endgame, but I lowered it a little as the PCs basically all have +15 to EVA thanks to Authority to balance)
Enemy EVA: 80
Crit Evade: 25

3. Authority- I did not factor these in for those who have claim as authority equally impacts all PCs even without it. It also does not make as much sense in a duel plot wise, most of the PCs (minus Ike) have their authority overriden by Ike before the end of the game. I did partially lower enemy HIT/AVD because authority was always active.

4. Halving of Occult/Crit/Damage Skill Rates- I halve these for a variety of reasons, but primarily because the way the game is structures, a lot of the time this level of overkill damage is a bit unnecessary (Because it would already kill, because doubles are so common and enemies are not durable, because they can be negatives on counters, and super importantly in FE 10 for occults, the few bosses that you really wanted them for null them).
-->These is one potential exception with Sol and Flare, which also heal the users. I would halve the damage boosts, but as the healing is actually far more noticable in game than the other occult secondary effects due to activating even when an enemy dies, I like giving the healing full credit.
-->This fits especially well with the secondary effects of some occults, as they are rarely seen in game.

5. Laguz- I allow them to start transformed with 15 of a bar left and ability to use Olivi Grass
-->At endgame, you have a variety of items that allow them to transform instantly as well as start far away enough from the enemies for these to be easy to use.
-->They are beyond horrible in duels otherwise
-->I used half-shift (or average of fullshift and no-shift) in averages. This is a decent reflection (Note that no-shift in averages, everyone else looks amazingly better). I would argue that a PC that can't attack for 2 or so turns due to a DL quirk, it makes more sense to ignore them for averages than to go for no-shift.

6. Recover Staves- Stave users can equip Recover staves and heal 25 HP a turn. These can counter (add significant hit, but only 1 Attack, so generally can not break defense against any 1 range enemies in range), but can be used against some to stall. Additionally, they can arguably use this to heal turn 1 against faster enemies and feels like some tangible boon to give to a very good equip type in game.

7. Weapon Triangle- +/- 10 Hit in FE 10. This is...relatively impotent all things considered, and I will only be listed in certain circumstances

8. Halving of Occult/Crit/Damage Skill Rates- I halve these for a variety of reasons, but primarily because the way the game is structures, a lot of the time this level of overkill damage is a bit unnecessary (Because it would already kill, because doubles are so common and enemies are not durable, because they can be negatives on counters, and super importantly in FE 10 for occults, the few bosses that you really wanted them for null them).
-->These is one potential exception with Sol and Flare, which also heal the users. I would halve the damage boosts, but as the healing is actually far more noticable in game than the other occult secondary effects due to activating even when an enemy dies, I like giving the healing full credit.
-->This fits especially well with the secondary effects of some occults, as they are rarely seen in game.

9. Laguz- I allow them to start transformed with 15 of a bar left and ability to use Olivi Grass
-->At endgame, you have a variety of items that allow them to transform instantly as well as start far away enough from the enemies for these to be easy to use.
-->They are beyond horrible in duels otherwise
-->I used half-shift (or average of fullshift and no-shift) in averages. This is a decent reflection (Note that no-shift in averages, everyone else looks amazingly better). I would argue that a PC that can't attack for 2 or so turns due to a DL quirk, it makes more sense to ignore them for averages than to go for no-shift.

10. Questionable Weapons/Skills- There are a variety of these that are gained through plot conversations. I am allowing all of these, but noting them with **. Often these are expressly given to someone in the conversation (It's...less clear when given to mains)

11. Stat Averages up Top
1. Damage Average: 42.5
-->2.5x Kill Point: 106

Micaiah
Lv20/20/12 Light Priestess (6 Move, light/staff)
40.6 HP, 17.35 Str, 40 Mgc, 29.4 Skl, 27.15 Spd, 40 Lck, 19.8 Def, 40 Res
DL Damage: 32.6 Damage, 18% Double Rate
DL Durability: 76.4% PCHP, Takes extra 5.8 (27%) from physicals, Cuts Magic by 16.5 (78%)
4% Relative Evasion, Cuts Magic Status by 43.25%, Cuts Crit 14%
Skills:
Corona (7.4% chance of ignoring enemy Res and halving enemy HIT for a turn)
-->Basically drops enemy effective hit to near 0%
**Renewal- 10% MHP Regen

Weapons:
Thani – 27.6 Damage (26 base), 118.8% Hit
-->16 base damage against mounted/heavily armored foes.
Nosferatu – 25.6 Draining Damage (24 base), 103.8% Hit]
Recover- -6.65 Damage only on counter, Can't attack, Restores 25 HP a turn

Edward
Lv20/20/5 Trueblade (7 Move, swords)
47.4 HP, 28.4 Str, 7.95 Mgc, 34.6 Skl, 34.4 Spd, 27.5(+8) Lck, 21.65 Def, 13.8 Res
DL Damage: 58.1 Damage, 90% Double Rate
DL Durability: 89.3% PCHP, Takes extra 3.95 (19%) from Physicals, Takes extra 9.7 (46%) from Magic
20% Relative Evasion (31% against Axes), Adds extra 14.25% to Magic Status, Cuts Crit 9.5%
Skills:
Wrath- Adds 25% to critical hit rate when below 30% mHP
--->Effectively boosts damage by 28%
Astra- 8.8% chance of performing five consecutive attacks at full damage

Weapons:
Caladbolg – 30.6 damage (18.4 Base, 109.7% Hit, 17.3% Crit); +8 Luck
Tempest Blade – 29.8 Damage (21.4 base, 84% Hit, 17.3% Crit); 1-2 Range
-->24.2 Damage at Range 2

Leonardo
Lv20/20/5 Marksman (7 Move, bows)
46.4 HP, 26.6 Str, 11.85 Mgc, 35 Skl, 26.65(+5) Spd, 30 Lck, 21.65 Def, 22.2 Res
DL Damage: 38.6 Damage; 70% Double Rate
DL Durability: 87.4% PCHP, Takes extra 3.95 (19%) from Physicals, Takes extra 1.3 (6%) to Magic, Cuts Crit 4%
3% Evasion, Adds extra 1.75% to Magic Status
Skills:
Cancel (26.6% [31.6% with Lughnasadh equipped) chance to stop the enemy from attacking during the current round)
Deadeye- 8.8% chance of dealing triple damage and inflicting sleep on the target

Weapons:
Lughnasadh – 22.7 damage (17.6 base, 120% Hit, 6.3% crit); +5 Spd

Nolan
Lv20/20/6 Reaver (7 Move, axes/crossbows)
56 HP, 30.75 Str, 10 Mgc, 31.5 Skl, 32 Spd, 28 Lck, 24.25(+4) Def, 19 Res
DL Damage: 50.1 Damage, 74% Double Rate
DL Durability: 105.5% PCHP, Cuts Physicals by 2.65 (13%), Takes extra 4.5 (21)% from Magic
0% Relative Evasion (16% against Lances w/ Axes), Adds 11.25% to Magic Status, Cuts Crit 2%
Skills:
Nihil- Prevents enemy battle skills (such as Astra) from occuring
Colossus- 7.9% chance of tripling Str

Weapons:
Tarvos – 28.8 Damage (23.75 base, 111% Hit, 0.5% crit, +4 Def when equipped
Tomahawk – 22.8 Damage (20.75 base,  88.4% Hit) 1-2 Range
--->18.3 damage range two

Laura
Lv20/20/5 Saint (6 Move, light/staves)
77% HP, 19.4 Str, 29.8 Mgc, 26.8 Skl, 27.8 Spd, 29 Lck, 18.4 Def, 27.7 Res
DL Damage: 21.6 Damage, 25% Double Rate
DL Durability: 0.74 PCHP, Adds extra 7.2 (34%) to Physicals, Cuts magic by 4.2 (20%)
-8% Relative Evasion, Cuts Magic Status by 6%
Skills:
Corona- 6.7% chance of ignoring enemy Res and halving enemy HIT for a turn
-->Basically drops enemy effective hit to near 0%

Weapons:
Forged Light – 17.3 Damage (15.8 base, 102.6% Hit)
**Sleep Staff- 90.8% Sleep at Range 1, -5% Hit each range
-->Sleep lasts 3 turns and does not seem to wear off with damage
Recover- -4.6 Damage only on counter, Can't attack, Restores 25 HP a turn

Sothe
Lv*/16/11 Whisper (7 Move, knives)
46.5 HP, 28 Str, 13 Mgc, 36 Skl, 33.25 Spd, 31.25 Lck, 21 Def, 20.5 Res
DL Damage: 27.6 Damage, 84% Double Rate
DL Durability: 87.6% PCHP, Takes extra 4.6 (22%) from physicals, takes extra 4 (19% from magic
9% Relative Evasion, Adds 5.5% to Magic Status, Cuts Crit 5.25%
Skills:
Bane- 9% chance of reducing enemy HP to 1; 1 Range Only

Weapons:
Silver Dagger - 15 damage (15 base), 108.25% Hit
Forged Silver Knife – 14.2 damage (15 base, 94.4% Hit); 1-2 Range
**Beast Killer- 13.2 damage, (12 base, 97.2% hit, 6.5% Crit), +24 against Beasts

Ilyana
Lv20/20/13 Thunder Archsage (6 Move, thunder/fire/wind/staves)
45 HP, 24 Str, 34 Mgc, 32.2(+3) Skl, 27.7 Spd, 21.6 Lck, 22.7 Def, 31.5 Res
DL Damage: 34.2 Damage; 24% Double Rate
DL Durability: 84.7% PCHP, Takes extra 2.9 (14%) from Physicals, Cuts Magic by 8 (38%)
-14% Relative Evasion, Cuts magic status by 13%, Adds 4.4% to Crit
Skills:
Flare (8.2%% [8.8% with Rexbolt equipped] chance of ignoring enemy Res and restoring HP equal to the amount of damage dealt)
-->Additional 8.2% (8.8% chance) of just restoring HP (to me. See notes up top)

Weapons:
**Rexbolt – 27.6 Damage (24 base, 107% Hit, 3.8% crit, +24 damage to Dragon, +3 Skl when equipped
Forged Fire- 22.8 Damage (21 base, 102% Hit); +20 to Beasts
Forged Wind- 21.9 Damage (20 base, 107% Hit); +18 to Flyers
Recover- 0 Damage only on counter, Can't attack, Restores 25 HP a turn

Aran
Lv20/20/5 Sentinel (7 Move, lances)
48 HP, 31 Str, 9.6 Mgc, 31 Skl, 25.6 Spd, 18.6 Lck, 29.8 Def, 17 Res
DL Damage: 27.6; 0% Double Rate
DL Durability: 90.4% PCHP, Cuts Physicals by 4.2 (20%), Takes extra 6.5 (31%) from magic
-19% Relative Evasion, Adds 25.75% to magic status, Adds 7.4% to Crit Rate
Skills:
Impale (7.8% chance of quadruple damage)

Weapons:
Forged Silver Lance – 27.6 Damage (24 base, 92.5% Hit, 0.3% crit)
Forged Javelin – 17 Damage (18 base, 76.4% Hit, 0.3% crit); 1-2 Range
--->13.8 at Range 2

Meg
Lv20/20/4 Sword Marshal (6 Move, armored, swords/lances/axes)
50.4 HP, 28.65 Str, 12.85 Mgc, 25.6 Skl, 25.95 Spd, 30 Lck, 28.65 Def, 27 Res
DL Damage: 23 Damage; 2% Double Rate
DL Durability: 94.9% PCHP, Cuts Physicals by 3.05 (14%) Cuts Magic by 3.5 (17%)
-10% Relative Evasion, Cuts Magic Status by 3.75%, Cuts Crit by 4%
Skills:
Fortune (immunity to critical hits)
Luna (6.4% chance of tripling strength and ignoring enemy defense)

Weapons:
Forged Silver Sword – 22.6 Damage (20.65 base, 92.9% Hit)
Forged Hand Axe – 17.8 Damage (17.65 base, 83.4% Hit); 1-2 Range
-->14.8 Damage Range 2

Volug
Lv31 Wolf (9* Move, beast laguz, strikes)
Untransformed: +6 TG/turn, +10 on being indirectly attacked
Transformed: -4 TG/turn, -3 on attacking or being attacked
64.2 HP, 15 -> 30 Str, 4.4 ->6.6 Mgc, 17.6 ->35.2 Skl, 18 ->36 Spd, 27.4 Lck, 11.4-> 22.8 Def, 6.6 ->13.2 Res
Halfshift Stats: 22.5 Str, 6.6 Mgc, 26.4* Skl, 27* Spd, 17.1* Def, 9.9* Res
Fullshift DL Damage: 57.7 Damage 97% Double Rate
Halfshift DL Damage: 22.2 Damage; 17% Double Rate
DL Durability: 120.9% PCHP, Adds 14.2- > 2.8 to Physicals (67% → 13%) (8.5 Halfshifted; 40%)
Adds 16.9 - > 10.3 (80% - > 49%) (13.6 Halfshifted; 64%) to Magic
-18% - > +13% Relative Evade (-10% Halfshifted), Adds 49% → 18% to Magic Status (37% Halfshifted)
Cuts Crit by 1.4%, Weak to Fire
Skills:
Wildheart- Immediate transformation, but only half of the stat gains
Howl (22.5% chance of paralyzing an enemy that attacks indirectly for one turn)
**Savage- 8.8% chance (6.6%) chance of tripling Str and halving enemy Skl for a turn.

Weapons:
Fullshift Fang- 29.3 Damage (24 Base, 116.6% Hit)
Halfshift Fang- 19 Damage (16.5 base, 98.1% Hit)

Tauroneo
Lv20/20/11 Lance Marshal (6 move, lances/swords/axes)
50.8 HP, 32.4 Str, 16.8 Mgc, 33.5 Skl, 30 Spd, 21.2 Lck, 30.2 Def, 27 Res
DL Damage: 45.6 Damage; 52% Double Rate (67.1 w/ 100% Double Rate under Resolve)
DL Durability: 95.7% PCHP, Cuts Physicals by 4.8 (22%), Adds 3.5 to Magic (17%)
-11% Relative Evasion (32% Evade under Resolve; 56% w/ Triangle Bonus), Adds 14.25% to Magic Status, Adds 5.2% to Crit
Skills:
Resolve (Increases Skl/Spd by 1.5x when below 50% mHP)
Luna (8.4% [12.6% under Resolve] chance of tripling Str and ignoring enemy Def)

Weapons:
Forged Silver Lance – 30 Damage (25.4 base, 97.2% Hit [121.7% under Resolve]
Forged Silver Sword- 28.8 Damage (24.4 base, 97.2% Hit [121.7% under Resolve]
Forged Silver Axe- 29 Damage (26.4 base, 90.5% Hit [111.7% under Resolve])
Forged Hand Axe – 23.5 Damage (21.4 base), 90.5% Hit [111.7% under Resolve]); 1-2 Range
-->19.4 Damage at Range 2

Jill
Lv20/20/6 Dragonlord (9 move, wyvern-riding, axes/lances)
45 HP, 29.5 Str, 9.75 Mgc, 28.5 Skl, 30.25 Spd, 32 Lck, 28.5 Def, 20.25 Res
DL Damage: 53.6 Damage; 55% Double Rate
Damage w/o Brave Lance: 30.2 Damage; 55% Double Rate
DL Durability: 84.7% PCHP, Cuts Physicals by 3.1 (15%), Adds 3.25 (15%) to Magic
1% Relative Evasion, Adds 7.6% to Magic Status
Cuts Crit by 6%, Weak to Thunder
Skills:
Stun (7.1% chance of dealing triple damage and paralyzing enemy for one turn)

Weapons:
**Brave Axe – 34.6 Damage (15.5 base, 97.6% Hit); Double Hit Property
Forged Silver Lance- 19.5 Damage (17.5 base, 97.6% Hit)
Forged Hand Axe – 19.3 Damage (18.5 base, 91.2%% Hit); 1-2 Range

28
RPG Stats Forum / Fire Emblem 7 (AS Scaled Against In Game Enemies)
« on: January 16, 2012, 03:33:22 AM »
Notes
1. AS Scaled against In-Game Enemies: Characters will be listed with percentage-based Double Rates. These will be based on endgame enemies, looking back a few chapters.

2. Effective Crit and Skill Rates: I'm throwing in a new potential argument! A lot of times crits are completely useless due to the horror that is the average FE enemies that you face (Worthless generally on the backend of a double, on a counter, on an enemy who has already taken a hit...etc). So as not to make Killer Weapons get a big boost that isn't reflected in game, I've halved effective Crit/Skill rates.

3. Enemy Stats:
Enemy Def: 13 (10 for Randoms, 20 for bosses)
Enemy Res: 10 (7 for Randoms, 20 for bosses)
Enemy Eva: ~30
Enemy Hit: ~95 (For Randoms). ~120 for Boss Factor
Luck: 5

4. Extra Inclusions: I tried to throw in relevant triangle evasion (and accuracies when semi relevant). Also, magical status can arguably resisted by Mdef (Does in game for the very few relevant times it comes up) and averaging in evasion (Which I now prefer since it adds in extra punishment for bad evade, which is rarely seen)

5. Averages up Top
HP: 44.7 (After Prorations for Doubled by Average)
Def: 14.7
Res: 13.9
Average: 41.4
Kill Point: 104 (106 w/ Harken's Brave Sword)

Athos (Lv 20 Archsage)
40 HP, 30 Mag, 24 Skl, 20 Spd, 20 Def, 28 Res, 25 Luck, 9 Con
DL Damage: 65.2, (41.5, 57% Double Rate)
DL Durability: 89.5% HP, 14% Evasion.............. (63% Evasion against Holy Magic)
Cuts Physicals by 5.3 (29.4%), Cuts Magic by 14.1 (78.3%)
70.5% Resistant to Magical Status, 42% Averaging Evasion
Cuts Crit Rate by 9%

Forblaze: 41.5 Fire Magic (34 Base, 11% Crit, 121% Hit)
Elfire: 35.1  Fire Magic (30 Base, 8.5% Crit, 121% Hit), 65% Double Rate, 21% Evasion
Thunder: 34.2 Thunder Magic (28 Base, 11% Crit, 116% Hit), 71% Double Rate, 28% Evasion
**(72% Evasion against Holy)
Flux: 31.6 Darkness Magic (27 Base, 8.5% Crit, 100% Hit, 116% Hit), 71% Double Rate, 28% Evasion
**(72% Evasion against Anima)
Nosferatu: 35.1 Darkness Magic, Heals=Damage Done (30 Base, 8.5% Crit, 106% Hit), 27% Double Rate, -9% Evasion
Luna: 41.4 ITD Darkness Magic (30 Base, 18.5% Crit, 131% Hit), 50% Double Rate, 7% Evasion
Shine: 32.7 Holy Magic (26 Base, 12.5% Crit, 126% Hit), 71% Double Rate, 28% Evasion
**(72% Evasion against Dark)
Aureola: 42.7 Holy Magic (35 Base, 11% Crit, 126% Hit), 14% Double Rate, -22% Evasion, +5 Res
***Cuts magic by 19.1 (Nulls Average)

Bartre (Lv 14 Warrior)
58.2 HP, 25.3 Str, 17.8 Skl, 15.4 Spd, 16.3 Def, 10.7 Res, 13.3 Luck, 15 Con
DL Damage: 42.2 (31.5, 34% Double Rate)
DL Durability: 130.2% HP, -51% Evasion
Cuts Physicals by 1.6 (8.9%), Takes extra 3.2 from magic (17.8%)
Adds 16% to Magical Status, Adds 33% averaging Evasion
Adds 2.7% to Crit Rate

Killer Axe: 31.5 Damage (23.3, 22% Crit, 94% Hit)
Silver Axe: 30.1 Damage (27.3, 7% Crit, 97% Hit)
Hand Axe: 18.6 Damage (19.3, 7% Crit, 85% Hit), 1-2 Range
Killer Bow: 28.6 Damage (21.3, 19.5% Crit, 97% Hit), 2 Range Only

Canas (Lv 14 Druid)
42.5 HP, 21.2 Mag, 19 Skl, 19.7 Spd, 13.2 Def, 21.2 Res, 13.2 Luck, 8 Con
DL Damage: 39 (28.7, 36% Double Rate)
DL Durability: 95.1% HP, -48% Evasion (12% against Anima)
Takes extra 1.5 from Physicals (8.3%), Cuts Magic by 7.3 (40.6%)
Resists magical status by 36.5%, Adds 6% averaging Evasion
Adds 2.8% to Crit Rates

Luna: 28.7 ITD Darkness Magic (21.2 Base, 17.3% Crit, 115% Hit)
Flux: 21 Darkness Magic (18.2 Base, 7.3% Crit, 100% Hit), 69% Double Rate, -19% Evasion
**33% evade against Anima
Nosferatu: 23.8 Darkness Magic, Heals=Damage Done (21.2 Base, 7.3% Crit, 98% Hit), 11% Double Rate, -63% Evasion

Dart (L14 Berserker)
55.5 HP, 28.4 Str, 14 Skl, 24 Spd, 13 Def, 6.7 Res, 11.7 Luck, 13 Con
DL Damage: 67.3 (35.25, 91% Double Rate)
DL Durability: 124.2% HP, 9% Evasion.............. (58% against Lances)
Takes extra 1.5 from Physicals (8.3%), Takes extra 7.2 from Magic (40%)
Adds 36% to Magical Status, Adds 13% averaging evasion
Adds 4.3% to Crit Rates

Killer Axe: 35.3 Damage (26.4 Base, 28.5% Crit, 86% Hit)
Silver Axe: 35.2 Damage (30.4 Base, 13.5% Crit, 91% Hit)
Hand Axe: 21 Damage (22.4 Base, 13.5% Crit, 74% Hit), 1-2 Range

Dorcas (Lv 16 Warrior)
58.3 HP, 27 Str, 21.8 Skl, 12.4 Spd, 14 Def, 7.8 Res, 17.4 Luck, 16 Con
DL Damage: 36 (36, -5% Doubled by Rate, HP Prorated)
DL Durability: 130.4% HP, -58% Evasion
Takes extra 0.7 from Physicals (3.9%), Takes extra 6.1 from Magic (33.9%)
Adds 30.5% to Magical Status, Adds 44% averaging Evasion
Cuts Crits by 1.4%

Killer Axe: 36.1 Damage (25 Base, 23% Crit, 99% Hit)
Silver Axe: 33.7 Damage (29 Base, 8% Crit, 100% Hit)
Hand Axe: 22.9 Damage (21 Base, 8% Crit, 94% Hit), 1-2 Range
Killer Bow: 32.4 Damage (23 Base, 20.5% Crit, 100% Hit), 2 Range Only

Eliwood (Lv 9 Knight Lord)
43.6 HP, 19.1 Str, 18.5 Skl, 18.8 Spd, 14.1 Def, 12.4 Res, 19.1 Luck, 9 Con
DL Damage: 35.7 (21.9, 63% Double Rate)
DL Durability: 97.5% HP, -1% Evasion.............. (51% Sword v Axe, Lance v Sword)
Takes extra 0.6 (3.33%) from Physicals, Takes extra 1.5 (8.3%) from Magic
Adds 7.5% to Magical Satus, Adds 4% averaging Evasion
Cuts Crit Rates 3.1%
 
Silver Sword:21.9 Damage (19.1 Base, 7.3% Crit, 102% Hit)
Killing Edge: 21.9 Damage (15.1 Base, 22.3% Crit, 100% Hit)
Durandal: 18.3 Damage (28.1 Base, 7.3% Crit, 112% Hit), 2.9% Double Rate, ~-60% Evasion
Rapier: 16.3 Damage (13.1 Base, 12.3% Crit, 117% Hit)
Killer Lance: 21.7 Damage (16.1 Base, 19.8% Crit, 96% Hit)
Javelin: 10.9 Damage, (12.1 Base, 4.8% Crit, 89% Hit), 67.6% Double Rate, ~-15% Evasion,  Range 1-2

Erk (Lv 15 Sage)
42.4 HP, 19.2 Mag, 19.2 Skl, 23.2 Spd, 11.6 Def, 20.1 Res, 12.9 Luck, 6 Con
DL Damage: 38.6 (20.4, 89% Double Rate)
DL Durability: 94.9% HP, 9% Evasion.............. (~56% against Holy)
Takes extra 3.1 (17.2%) from Physicals, Cuts Magic by 6.2 (34.4%)
Cuts magical status by 31%, Cuts by 15% averaging Evasion
Adds 3.1% to Crit Rates
 
Thunder: 20.4 Thunder Magic (17.2 Base, 9.3% Crit, 100% Hit)
Fire: 16.2 Fire Magic (14.2 Base, 6.8% Crit, 100% Hit)
Elfire: 20.1 Fire Magic (19.2 Base, 6.8% Crit, 105% Hit), 83.9% Double Rate, -23% Evasion

Fiora (Lv 14 Falcon Knight)
44.2 HP, 19 Str, 24.6 Skl, 24.4 (25.4) Spd, 13.2 Def, 21.9 Res, 13.8 Luck, 6 Con
DL Damage: 40.9 (21.4, 91% Double Rate)
DL Durability: 98.9% HP, 19% Evasion.............. (~70% Sword v Axe, 65% K. Lance v Sword)
Takes extra 1.5 (8.3%) from Physicals, Cuts magic by 8 (44.4%)
Cuts Magical Status by 40%, Cuts by 30% averaging evasion
Adds 2.2% to Crit Rates
Fiora  has a 2x wpn mght weakness to bows and wind magic (arguably)

Killing Edge: 21.4 Damage (15 Base, 21.2% Crit, 101% Hit)
Killer Lance: 23.6 Damage (16 Base, 23.7% Crit, 101% Hit), 86% Double Rate, 7% Evasion
Javelin: 13.9 Damage, (12 Base, 8.7% Crit, 98% Hit), 73% Double Rate, ~-10% Evasion, Range 1-2

Florina (Lv 15 Falcon Knight)
41.8 HP, 20 Str, 23 Skl, 24.2 (26.2 Spd), 10.9 Def, 17.5 Res, 23.5 Luck, 5 Con
DL Damage: 43.2 (22.6, 91% Double Rate)
DL Durability: 93.5% HP, 48% Evasion.............. (~80% Sword v Axe, 77% K Lance v Sword)
Takes extra 3.8 (21.1%) from Physicals, Cuts Magic by 3.6 (20%)
Cuts Magical Status by 18%, Cuts by 33% averaging evasion
Cuts Crits by 7.5%
Florina has a 2x wpn mght weakness to bows and wind magic (arguably)

Killing Edge: 22.6 Damage (16 Base, 20.8% Crit, 103% Hit)
Iron Sword: 13.4 Damage (12 Base, 5.8% Crit, 118% Hit), 93% Double Rate, 60% Evasion
Killer Lance: 24.9 Damage (17 Base, 23.3% Crit, 103% Hit), 86% Double Rate, 36% Evasion
Javelin: 15 Damage, (13 Base, 8.3% Crit, 99% Hit), 77% Double Rate, 23% Evasion, Range 1-2

Guy (Lv 14 Swordmaster)
48.5 HP, 17 Str, 25.4 Skl, 26.8 (28.8) Spd, 11.5 Def, 8.5 Res, 18.5 Luck, 6 Con
DL Damage: 41.9 (21.4, 96% Double Rate)
DL Durability: 108.5% HP, 56% Evasion.............. (~85% Sword v Axe, Average v Lance)
Takes extra 3.2 (17.8%), Takes extra 5.4 (30%) from Magic
Adds 27% to magical status, Cuts by 15% averaging evasion
Cuts Crit Rates by 2.5%
 
Killer Edge: 21.4 Damage (13 Base, 31.4% Crit, 110% Hit)
Silver Sword: 22.6 Damage (17 Base, 16.4% Crit, 115% Hit), 94% Double Rate, 51% Evasion

Hawkeye (Lv 18 Berserker)
57 HP, 23.6 Str, 18.2 Skl, 14.5 Spd, 16.8 Def, 14.9 Res, 18.6 Luck, 16 Con
DL Damage: 39.7 (33.1, 20% Double Rate)
DL Durability: 127.5% HP, -36% Evasion.............. (~20% v Lance)
Cuts Physicals by 3.3 (18.3%), Cuts Magic by 1.2 (6.7%)
Cuts Magical Status by 6%, Adds 21% averaging evasion
Cuts Crit Rates by 2.6%
 
Killer Axe: 33.1 Damage (21.6, 29.6% Crit, 96% Hit)
Silver Axe: 32.6 Damage (25.6, 14.6% Crit, 98% Hit)
Hand Axe: 19.7 Damage (17.6, 14.6% Crit, 88% Hit), 1-2 Range

Heath (Lv 11 Wyvern Lord)
50.4 HP, 22.4 Str, 21.4 Skl, 19.3 Spd, 16.9 Def, 7.6 Res, 11.6 Luck, 10 Con
DL Damage: 46.8 (28, 67% Double Rate)
DL Durability: 112.8% HP, -26% Evasion.............. (~30% Lance v Sword, Sword v Axe)
Cuts Physicals by 2.2 (12.2%), Takes extra 6.3 (35%) from Magic
Adds 31.5% to magical status, Adds 29% averaging evasion
Adds 5.4% to Crit Rates
Heath  has a 2x wpn mght weakness to bows and wind magic (arguably)

Killer Lance: 28 Damage (19.4 Base, 22.9% Crit, 99% Hit)
Silver Lance: 27.1 Damage (23.4 Base, 7.9% Crit, 100% Hit)
Javelin: 16.3 Damage, (15.4 Base, 7.9% Crit, 95% Hit), 77.8% Double Rate, ~-40% Evasion, Range 1-2
Killing Edge: 25.6 Damage (18.4 Base, 20.4% Crit, 99% Hit)

Hector (Lv 14 Great Lord)
50.8 HP, 25.9 Str, 20.3 Skl, 19.2 Spd, 24.8 Def, 13 Res, 12.6 Luck, 15 Con
DL Damage: 53.8 (32.4, 66% Double Rate)
DL Durability: 113.6% HP, -23% Evasion.............. (~35% Axe v Lance, Sword v Axe)
Cuts Physicals by 10.1 (56.1%), Takes extra 0.9 (5%) from Magic
Adds 4.5% to Magical Status, Adds 14% averaging evasion
Adds 4.4% to Crit Rates
 
Killer Axe: 32.4 Damage (22.9 Base, 22.6% Crit, 97% Hit)
Silver Axe: 30.6 Damage (26.9 Base, 7.6% Crit, 99% Hit)
Hand Axe: 19.4Damage (18.9 Base, 7.6% Crit, 89% Hit), 1-2 Range
Armads: 35.6 Damage (30.9 Base, 7.6% Crit, 107% Hit), 41% Double Rate, -60% Evasion, +5 Def
**Cuts Physicals by 15.1% (83.9%)
Wolf Beil: 27.5 Damage (22.9 Base, 10.1% Crit, 100% Hit), +10 Mt vs. heavy armour/horses
Killer Edge: 30.2 Damage (21.9, 20.1% Crit, 99% Hit)

Isadora (Lv 17 Paladin)
40 HP, 17.8 Str, 17.6 Skl, 22.6 (23.6) Spd, 11.1 Def, 10 Res, 17.2 Luck, 6 Con
DL Damage: 36.7 (19.6, 87% Double Rate)
DL Durability: 89.4% HP, 19% Evasion.............. (~65% Sword v Axe, 60% K Lance v Sword, 60% K Axe v Lance)
Takes extra 3.6 (20%) from Physicals, Takes extra 3.9 (21.7%) from Magic
Takes 19.5% to Magical Status, Average averaging Evasion
Cuts Crit Rates by 1.2%
 
Killing Edge: 19.6 Damage (13.8 Base, 21.9% Crit, 99% Hit)
Silver Sword:  20.2 Damage, (17.8 Base, 6.9% Crit, 100% Hit), 81% Double Rate, 11% Evade
Killer Lance: 19.5 Damage (14.8 Base, 19.4% Crit, 95% Hit), 76% Double Rate, 3% Evade
Javelin: 10.7 Damage, (10.8 Base, 4.4% Crit, 91% Hit), 60% Double Rate, -12% Evasion Range 1-2
Killer Axe: 19.9 Damage (15.8 Base, 19.4% Crit, 91% Hit), 60% Double Rate, -4% Evade

Jaffar (Lv 20 Assassin)
38.5 HP, 19.7 Str, 27.8 Skl, 26.4 Spd, 17.1 Def, 13.1 Res, 11.4 Luck, 8 Con
DL Damage: 45.6 (23.5, 94% Double Rate)
DL Durability: 86.1% HP, 26% Evasion.............. (~68% v Axe, -35% v Lance)
Cuts Physicals by 2.4 (13.3%), Takes extra 0.8 (4.5%) from Magic
Adds 4% to Magical Status, Cuts by 11% averaging evasion
Adds 4.6% to Crit Rates
 
Silver Sword: 23.5 Damage (19.7, 9.5% Crit, 116% Hit)
Killer Edge: 23.5 Damage (15.7, 24.5% Crit, 111% Hit)

Kent (Lv 15 Paladin)
50 HP, 20.1 Str, 23.2 Skl, 22.2 Spd, 15.2 Def, 10.2 Res, 8.6 Luck, 11 Con
DL Damage: 46.5 (25, 86% Double Rate)
DL Durability: 111.9% HP, -16% Evasion.............. (~38% Sword v Axe, Axe v Lance, Lance v Sword)
Cuts Physicals by 0.5 (2.8%), Takes extra 3.7 from Magic (20.5%)
Adds 18.5% to Magical Status, Adds 17% averaging Evasion
Adds 7.4% to Crit Rates
 
Killer Lance: 49.4 Damage (17.1 Base, 23.3% Crit, 96% Hit)
Silver Lance: 25 Damage (21.1 Base, 8.3% Crit, 98% Hit)
Javelin: 14.7 Damage, (13.1 Base, 8.3% Crit, 88% Hit), Range 1-2
Killing Edge: 22.8 Damage (16.1 Base, 20.8 Crit, 95% Hit)
Killer Axe: 24.6 Damage (18.1 Base, 20.8% Crit, 88% Hit)
Hand Axe: 13.9 Damage (14.1 Base, 5.8% Crit, 77% Hit), 80% Double Rate, ~-27% Evasion, 1-2 Range

Legault (Lv 14 Assassin)
41.6 HP, 14.2 Str, 20.4 Skl, 27.1 Spd, 15.2 Def, 10.2 Res, 22.6 Luck, 9 Con
DL Damage: 32 (16.4, 95% Double Rate)
DL Durability: 93.1% HP, 63% Evasion.............. (~90% v Axe, 20% v Lance)
Cuts Physicals by 0.5 (2.8%), Takes extra 3.7 from Magic (20.5%)
Adds 18.5% to Magical Status, Cuts by 22% averaging evasion
Cuts Crit Rates by 6.6%
 
Silver Sword: 16.4 Damage (14.2, 7.6% Crit, 107% Hit)
Killer Edge: 14.8 Damage (10.2, 22.6% Crit, 102% Hit)

Louise (Lv 17 Sniper)
35.8 HP, 17.2 Str, 19.2 Skl, 22.2 Spd, 11.6 Def, 15.9 Res, 19.9 Luck, 6 Con
DL Damage: 36.6 (19.7, 86% Double Rate)
DL Durability: 80.1% HP, 26% Evasion
Takes extra 3.1 (17.2%) from Physicals, Cuts Magic by 2 (11.1%)
Cuts Magical status by 10%, Cuts by 18% averaging evasion
Cuts Crit Rates by 3.9%
 
Silver Bow: 19.7 Damage (17.2 Base, 7.3% Crit, 100% Hit), 2 Range Only
Killer Bow: 19.1 Damage (13.2 Base, 22.3% Crit, 100% Hit), 80% Double Rate, 19% Evasion, 2 Range Only

Lowen (Lv 14 Paladin)
52.9 HP, 17.3 Str, 15.3 Skl, 17.3 Spd, 21.3 Def, 10.3 Res, 18.5 Luck, 12 Con
DL Damage: 30.5 (20.2, 51% Double Rate)
DL Durability: 118.3% HP, -16% Evasion.............. (~36% Sword v Axe, Axe v Lance, Lance v Sword)
Cuts Physicals by 6.6 (36.7%), Takes extra 4.6 (25.6%) from Magic
Adds 23% to Magical Status, Adds 20% averaging evasion
Cuts Crit Rates by 2.5%
 
Silver Lance: 20.2 Damage (18.3 Base, 6.3% Crit, 98% Hit)
Killer Lance: 19.5 Damage (14.3 Base, 21.3% Crit, 96% Hit)
Javelin: 10.1 Damage, (10.3 Base, 6.3% Crit, 88% Hit), Range 1-2
Killing Edge: 17.5 Damage (13.3 Base, 18.8 Crit, 95% Hit)
Killer Axe: 18.4 Damage (15.3 Base, 18.8% Crit, 88% Hit)
Hand Axe: 9.2 Damage (11.3 Base, 3.8% Crit, 77% Hit), 1-2 Range

Lucius (Lv 14 Bishop)
37.5 HP, 24.6 Mag, 21.9 Skl, 21.6 Spd, 7 Def, 25.9 Res, 8 Luck, 7 Con
DL Damage: 44.6 (25.5, 75% Double Rate)
DL Durability: 83.9% HP, -31% Evasion.............. (27% v Dark)
Takes extra 7.7 (42.8%) from Physicals, Cuts Magic by 12 (66.7%)
Cuts Magical Status by 60%, Cuts by 15% averaging evasion
Adds 8% to Crit Rates
 
Shine: 25.5 Holy Magic (20.6 Base, 12% Crit, 113% Hit)
Lightning: 22.5 Holy Magic (18.6 Base, 10.5% Crit, 118% Hit), 81% Double Rate, -23% Evasion

Lyn (Lv 15 Blade Lord)
42.1 HP, 19.1 Str, 27.8 Skl, 27.6 Spd, 11.6 Def, 14.9 Res, 23.1 Luck, 6 Con
DL Damage: 43.7 (22.5, 94% Double Rate)
DL Durability: 94.2% HP, 63% Evasion.............. (~90% v Axe)
Takes extra 3.1 (17.2%) from Physicals, Cuts Magic by 1.2 (6.7%)
Cuts Magical Status by 6%, Cuts by 35% averaging evasion
Cuts Crit Rates by 7.1%
 
Killing Edge: 22.5 Damage (15.1 Base, 24.5% Crit, 117% Hit)
Silver Sword: 22.7 Damage (19.1 Base, 9.5% Crit, 122% Hit), 93% Double Rate, ~56% Evasion
Sol Katti: 26 Damage (18.1 Base, 22% Crit, 137% Hit), 69% Double Rate, ~19% Evade, +5 Res
**Cuts magic by 6.2 (34.4%)
Mani Katti: 19.4 Damage (14.1 Base, 19.5% Crit, 122% Hit), 96% Double Rate, ~65% Evade, +8 Mt vs. heavy armour/horses
Killer Bow: 21.2 Damage (15.1 Base, 22% Crit, 112% Hit), 96% Double Rate

Marcus (Lv 18 Paladin)
42 HP, 20.1 Str, 23.4 Skl, 15.2 Spd, 12.5 Def, 13.9 Res, 13.1 Luck, 11 Con
DL Damage: 32.5 (25, 30% Double Rate)
DL Durability: 94% HP, -53% Evasion
Takes extra 2.2 (12.2%) from Physicals, Average to Magic
Average to Magical Status, Adds 27% averaging Evasion
Adds 3.9% to Crit Rates
 
Killer Lance: 25 Damage (17.1 Base, 23.4% Crit, 100% Hit)
Silver Lance: 24.7 Damage (21.1 Base, 8.4% Crit, 103% Hit)
Javelin: 14.8 Damage, (13.1 Base, 8.4% Crit, 97% Hit), Range 1-2
Killing Edge: 22.8 Damage (16.1 Base, 20.9% Crit, 100% Hit)
Killer Axe: 24.9 Damage (18.1 Base, 20.9% Crit, 97% Hit)

Matthew (Lv 14 Assassin)
44.2 HP, 14.3 Str, 16.4 Skl, 28.8 (27.8) Spd, 12.7 Def, 8.2 Res, 17.5 Luck, 7 Con
DL Damage: 29.1 (14.6, 99% Double Rate)
DL Durability: 98.9% HP, 58% Evasion.............. (~90% v Axe, 4% v Lance)
Takes extra 2 (11.1%) from Physicals, Takes extra 5.7 (31.7% ) from Magic
Adds 28% to Magical Status, Cuts by 15% averaging evasion
Cuts Crit Rates by 1.5%
 
Killer Edge: 14.6 Damage (10.3, 21.6% Crit, 99% Hit)
Silver Sword: 16.2 Damage (14.3, 6.6% Crit, 100% Hit), 97% Double Rate, ~53% Evasion

Nino (Lv 1 Sage)
30.3 HP, 15.5 Mag, 17.2 Skl, 19.3 Spd, 9.2 Def, 17.5 Res, 16.8 Luck, 4 Con
DL Damage: 23 (15.2, 51% Double Rate)
DL Durability: 67.8% HP, -28% Evasion.............. (~35% v Holy)
Takes extra 5.5 (30.6%) from Physicals, Cuts Magic by 3.6 (20%)
Cuts Magical Status by 18%, Adds 5% averaging evasion
Cuts Crit Rates by 0.8%
 
Thunder: 15.2 Thunder Magic (13.5 Base, 6.8% Crit, 103% Hit)
Fire: 11.4 Fire Magic (10.5 Base, 4.3% Crit, 113% Hit), 67% Double Rate, -6% Evasion

Oswin (Lv 16 General)
55.4 HP, 25.3 Str, 18.8 Skl, 15.8 Spd, 28.5 Def, 13.8 Res, 12.1 Luck, 16 Con
DL Damage: 42.3 (30.9, 37% Double Rate)
DL Durability: 123.9% HP, -51% Evasion
Cuts Physicals by 13.8 (76.7%), Takes extra 0.1 (0.6%) from Magic
Adds 0.5% to Magical Status, Adds 25% averaging evasion
Adds 3.9% to Crit Rates
 
Killer Lance: 30.9 Damage (22.3 Base, 22.2% Crit, 97% Hit)
Silver Lance: 29.8 Damage (26.3 Base, 7.2% Crit, 99% Hit)
Javelin: 19.1 Damage, (18.3 Base, 7.2% Crit, 91% Hit), Range 1-2
Killer Axe: 29.5 Damage (23.3 Base, 19.7% Crit, 91% Hit)
Hand Axe: 16.9 Damage (19.3 Base, 4.7% Crit, 80% Hit), 1-2 Range

Pent (Lv 17 Sage)
38.5 HP, 21.3 Mag, 23.2 Skl, 21.4 Spd, 14.3 Def, 19.8 Res, 18.4 Luck, 8 Con
DL Damage: 42.5 (23.5, 81% Double Rate)
DL Durability: 86.1% HP, 14% Evasion.............. (~55% v Holy, -50% v Dark)
Takes extra 0.4 (2.2%) from Physicals, Cuts Magic by 4.9 (27.2%)
Cuts Magical Status by 24.5, Cuts by 19% averaging evasion
Cuts Crit Rates by 2.4%
 
Thunder: 23.5 Thunder Magic (19.3 Base, 10.8% Crit, 111% Hit)
Fire: 19 Fire Magic (16.3 Base, 8.3% Crit, 121% Hit)
Elfire: 24.8 Fire Magic (21.3 Base, 8.3% Crit, 116% Hit), 68% Double Rate, -1% Evasion

Priscilla (Lv 13 Valkyrie)
32.1 HP, 19.6 Mag, 21.3 Skl, 19.6 (18.6) Spd, 9.3 Def, 23.5 Res, 25.8 Luck, 5 Con
DL Damage: 32.5 (20.3, 60% Double Rate)
DL Durability: 71.8% HP, 21% Evasion.............. (~65% v Holy, -27% v Dark)
Takes extra 5.4 (30%) from Physicals, Cuts Magic by 9.6 (53.3%)
Cuts Magical Status by 48%, Cuts by 35% averaging Evasion
Cuts Crit Rates by 9.8%
 
Thunder: 20.3 Thunder Magic (17.6 Base, 7.8% Crit, 106% Hit)
Fire: 16.2 Fire Magic (14.6 Base, 5.3% Crit, 116% Hit), 69% Double Rate, 28% Evasion

Rath (Lv 12 Nomad Trooper)
47.2 HP, 21.9 Str, 19.6 Skl, 23 Spd, 12.4 Def, 11 Res, 12.2 Luck, 8 Con
DL Damage: 48.7 (25.9, 88% Double Rate)
DL Durability: 105.6% HP, 4% Evasion.............. (~52% Sword v Axe)
Takes extra 2.3 (12.8%) from Physicals, Takes extra 2.9 (16.1%) from Magic
Adds 14.5% to Magical Status, Adds 5% averaging evasion
Adds 3.8% to Crit Rates
 
Killer Bow: 25.9 Damage (17.9 Base, 22.4% Crit, 100% Hit), 2 Range Only
Silver Bow: 25.2 Damage (21.9 Base, 7.4% Crit, 100% Hit), 2 Range Only
Killing Edge:  24.6 Damage (17.9 Base, 19.9% Crit, 98% Hit)

Raven (Lv 14 Hero)
52.8 HP, 23 Str, 24.1 Skl, 25.5 Spd, 14 Def, 7.2 Res, 11.8 Luck, 9 Con
DL Damage: 53.8 (28, 92% Double Rate)
DL Durability: 118.1% HP, 21% Evasion.............. (~65% Sword v Axe, 52% Axe v Lance)
Takes extra 0.7 (3.9%) from Physicals, Takes extra 6.7 (37.2%) from Magic
Adds 33.5% to Magical Status, Adds 6% averaging evasion
Adds 4.2% to Crit Rates
 
Killer Edge: 28 Damage (19, 23.5% Crit, 99% Hit)
Silver Sword: 26.8 Damage (23, 8.5% Crit, 100% Hit)
Killer Axe: 27.8 Damage (20, 21% Crit, 92% Hit), 90% Double Rate, 7% Evasion
Hand Axe: 16.2 Damage (16, 6% Crit, 82% Hit), 86% Double Rate, -3% Evasion, 1-2 Range

Rebecca (Lv 14 Sniper)
40.2 HP, 19.7 Str, 22 Skl, 26 Spd, 9.8 Def, 12.6 Res, 20 Luck, 6 Con
DL Damage: 44.2 (22.9, 93% Double Rate)
DL Durability: 89.9% HP, 51% Evasion
Takes extra 4.9 (27.2%) from Physicals, Takes extra 1.3 (7.2%) from Magic
Adds 6.5% to Magical Status, Cuts by 22% averaging Evasion
Cuts Crit Rates by 4%
 
Silver Bow: 22.9 Damage (19.7 Base, 8% Crit, 104% Hit), 2 Range Only
Killer Bow: 23 Damage (15.7 Base, 23% Crit, 104% Hit), 92% Double Rate, ~46% Evasion, 2 Range Only

Renault (Lv 18 Bishop)
44.2 HP, 12.8 Mag, 22.6 Skl, 20.7 Spd, 15.4 Def, 18.8 Res, 10.3 Luck, 9 Con
DL Damage: 18.5 (10.5, 76% Double Rate)
DL Durability: 98.9% HP, -21% Evasion.............. (37% v Dark)
Cuts Physicals by 0.7 (3.9%), Cuts Magic by 3.9 (21.7%)
Cuts Magical Status by 18.5%, Adds 1% averaging evasion
Adds 5.7% to Crit Rates
 
Shine: 10.5 Holy Magic (8.8 Base, 8.8% Crit, 106% Hit)

Sain (Lv 15 Paladin)
47.4 HP, 24.9 Str, 16.5 Skl, 20.1 Spd, 14.6 Def, 7.6 Res, 15.5 Luck, 11 Con
DL Damage: 51.9 (30.2, 72% Double Rate)
DL Durability: 106% HP, -6% Evasion.............. (~46% Sword v Axe, Axe v Lance, Lance v Sword)
Takes extra 0.1 (0.6%) from Physicals, Takes extra 6.3 (35%) from Magic
Adds 31.5% to Magical Status%, Adds 19% averaging status
Adds 0.5% to Crit Rates
 
Killer Lance: 30.2 Damage (21.9 Base, 21.6% Crit, 96% Hit)
Silver Lance: 28.9 Damage (25.9 Base, 6.6% Crit, 98% Hit)
Javelin: 17.9 Damage, (17.9 Base, 6.6% Crit, 88% Hit), Range 1-2
Killing Edge: 27.7 Damage (20.9 Base, 19.1 Crit, 95% Hit)
Killer Axe: 27.9 Damage (22.9 Base, 19.1% Crit, 88% Hit)
Hand Axe: 15.7 Damage (18.9 Base, 4.1% Crit, 77% Hit), 65% Double Rate, -19% Evasion, 1-2 Range

Serra (Lv 16 Bishop)
37 HP, 20 Mag, 17.2 Skl, 22.4 Spd, 9.1 Def, 25.6 Res, 26.3 Luck, 5 Con
DL Damage: 29.6 (15.9, 86% Double Rate)
DL Durability: 82.8% HP, 41% Evasion.............. (78% v Dark, -12% v Anima)
Takes extra 5.6 (31.1%) from Physicals, Cuts Magic by 11.7 (65%)
Cuts Magical Status by 58.5%, Cuts by 50% averaging evasion
Cuts Crit Rates by 10.3%
 
Lightning: 15.9 Holy Magic (14 Base, 6.8% Crit, 113% Hit)
Shine: 18.6 Holy Magic (16 Base, 8.3% Crit, 108% Hit), 83% Double Rate, 28% Evasion

Vaida (Lv 16 Wyvern Lord)
47.2 HP, 23.1 Str, 20.8 Skl, 15.8 Spd, 22.7 Def, 7 Res, 13.1 Luck, 12 Con
DL Damage: 39.5 (28.9, 57% Double Rate)
DL Durability: 105.6% HP, -48 Evasion
Cuts Physicals by 8 (44.4%), Takes extra 6.9 (38.3%) from Magic
Adds 34.% to Magical Status, Adds 41% averaging evasion
Adds 2.9% to Crit Rates
Vaida has a 2x wpn mght weakness to bows and wind magic (arguably)

Killer Lance: 28.9 Damage (20.1 Base, 22.7% Crit, 99% Hit)
Silver Lance: 27.8 Damage (24.1 Base, 7.7% Crit, 100% Hit)
Spear: 26.4 Damage (22.1 Base, 10.2% Crit, 99%), Range 1-2

Wil (Lv 15 Sniper)
47 HP, 22.6 Str, 23 Skl, 19.8 Spd, 13.4 Def, 11 Res, 18.8 Luck, 7 Con
DL Damage: 46.6 (27.4, 70% Double Rate)
DL Durability: 105.1% HP, 4% Evasion
Takes extra 1.3 (7.2%) from Physicals, Takes extra 2.9 (16.1%) from Magic
Adds 14.5% to Magical Status, Adds 5% averaging evasion
Cuts Crit Rates by 2.8%
 
Killer Bow: 27.4 Damage (18.6 Base, 22.6% Crit, 105% Hit), 2 Range Only
Silver Bow: 26.3 Damage (22.6 Base, 7.6% Crit, 105% Hit), 2 Range Only

29
Unranked Games / Brigandine
« on: November 20, 2011, 04:50:14 AM »
Never more relevant, it's equal EXP Brigandine

1. Experience: EXP is 14,000. Everyone jumps at least 1 class, and monsters get to their final evolution. 18,000 is the amount needed to get everyone to their L20 classes, which is honestly pretty high to me (The ways tend to be Halo, which is highly impractical, baiting the enemies to stay, and running fewer teams). There isn't a dramatic effect for 18,000 minus for Lectors, which gain a sizable damage chunk.

2. Elements: Thunder is encompassed by Fire, but the remake separates them. I could see going either way with saying that Red elemental gets Thunder resistance. Blue is Ice/Water and I'd probably call Green Poison/Life (Contains Archers, Fairies and Centaurs). When hitting a weakness, only the number of elements had by the attacker matter. When hitting a resistance, only the number of elements of the defender matter. As such, having more of the same element is always advantageous. I don't know why there Sorcerers/Cai have an opposing Red/Blue as from my testing these cancel each other out. Physicals take the element of the attacker.

3. Status Resistance: I believe status magic (including Venom I believe) hits both magic and status resistance, while physical status only hits evasion technically so I'm told (hit rates are too base at base to test practically). Normal status resistance very close to averages 5% (Using Gourry's tables and filling in a few gaps with guesses)

4. Laziness: I stole monster special moves with the JP Brig wiki, which is based on GE, which may have changed some things around. Worth noting for the sake...of completeness. Also I did my best to try to test out all the status as confirmation (it matched well enough with Gourry's numbers in his FaQ and as such I'm running with it; Monster status I stole from the wiki again), but Brig is not friendly for that.

5. Unlisted Spells: Spells Will Not be Listed Due to DL Uselessness
Accel- Move Up
Fog: Lowers AGI, Only Lasts 1 Turn
Protect- +30 Def, Only Lasts 2 Turns
Necro Rebirth- Revives any dead monster for duration of battle.
Weakness- Halves ATK & DEF, Only Lasts 1 Turn (Great in Game Though)

6. Characters Listed: I'm listing one of each generic type. This is strikes me as a relatively plot important one, the best, or a combo of the two.

7. Speed: Turn order goes by level. Arguably this could be a game where it has no effect after turn 1 ala SMRPG, but there are tangible numerical advantages to going earlier in the round (Buff duration is based on number of rounds, so using a buff earlier gives it better duration. The fastest PC casting Weakness will see the effect duration triple in comparison to the slowest PC). As such, I'd see some fraction of speed still mattering on later turns (1/4 to 1/2 seems reasonable).

8. Turn 1 Spellcasting: As there is no spellcasting after moving (beyond having someone cast React on you and using one turn to move), there is an effective speed penalty in game for any offensive spells. Buffs don't have this issue as much (Although for ones with bad duration (Halo and Protect)). There isn't really a set way to take this, but a speed penalty on turn 1 seems fairly reasonable. This could just be flat (70% of turn 1 speed; Really this number can be near anything) or it could be that could just be seen as giving the opponent initiative of some sort.

9. Averages up Top:
HP: 611 (599 w/ Rune Knights Only)
MP: 246 (267 w/ RKO)
ATK: 240 (234 w/ RKO)
DEF: 124 (Same)
INT: 73 (75 w/ RKO)
AGI: 82 (Same)
ACC: 100 (Same)
3 Turn Damage Average: 155.5
2.5 Kill Point: 389

CAI (L28)
1 Red, 1 Blue, 1 Green
HP: 516.....(84.5%)
MP: 575
ATK: 190
DEF: 113...(Takes extra 11 or 4.5%)
INT: 111....(Cuts by 38 or 14.5%)
AGI: 71.....(-11% Evade)
SPD: 28.....(+2.1 dev)
Status Resistance: 48%

Physical: 57 Bio/Life Physical (65 Base, 85 Hit)

Exa-Blast: 246 Fire Magic, 152 MP
Flame: 166 Fire Magic, 68 MP
Geno-Flame: 136 AoE Fire Magic, 166 MP
Thunder: 196 Thunder Magic, 91 MP
Geno-Thunder: 166 Thunder Magic,193 MP
Frost: 166 Ice Magic, 68 MP
Geno-Frost: 136 AoE Ice Magic, 166 MP
Flight: Cuts Melee Damage by 20%; 4 Turns; 90 MP
Heal: 261 Healing; 65 MP
Silent: 89% Silence, Lasts 4 Turns, Only Works on Magic (No “Special” Skills), 50 MP

CADOR (L30)
2 Black, 1 Red (33% Resistant to Dark, 24% Resistant to Fire, 33% Weak to Ice and Holy)
HP: 722......(118%)
MP: 201
ATK: 293
DEF: 132...(Cuts by 8 or 3.5%)
INT: 80......(Cuts by 7 or 3%)
AGI: 83......(1% Evade)
SPD: 30.....(+2.8 dev)
Status Resistance: 12%

Attack: 174 Darkness/Fire Physical (168 Base, 101% Hit)

Curse: 185 Darkness Magic, 108 MP
Geno-Flame: 105 AoE Fire Magic, 166 MP

DRYST
1 Black, 1 Red (24% Resistant to Fire and Dark, 33% Weak to Ice and Holy)
HP: 696......(114%)
MP: 232
ATK: 286
DEF: 144...(Cuts by 20 or 8%)
INT: 71......(Takes extra 2 or 1%)
AGI: 101....(19% Evade)
SPD: 27.....(+1.8 Dev)
Status Resistance: 3%

Physical: 167 Dark/Fire Elemental (161 Base, 121% Hit)

Curse: 176 Darkness Magic, 108 MP
Flame: 126 Fire Magic, 68 MP
Power: Next Physical does 315 (304 Base); 62 MP
Weakness: See Notes at Beginning, Not Much DL use

LANCE (L17)
1 Red (24% Resistant to Fire, 33% Weak to Ice)
HP: 670.....(109.5%)
MP: 241
ATK: 264
DEF: 130...(Cuts by 6 or 2.5%)
INT: 87......(Cuts by 14 or 5.5%)
AGI: 89......(7% Evade)
SPD: 17......(-1.3 Dev)
Status Resistance: 14%

Physical: 144 Fire Elemental (139 Base, 109% Hit)

Flame: 142 Fire Magic, 68 MP
Geno-Flame: 112 AoE Fire Magic, 166 MP
Heal: 237 Healing, 65 MP

LYONESSE (L18)
2 White (33% Resistant to Holy, 33% Weak to Dark)
HP: 448.....(73%)
MP: 467
ATK: 197
DEF: 117...(Takes extra 7 or 3%)
INT: 104....(Cuts by 31 or 12.5%)
AGI: 80......(-2% Evade)
SPD: 18......(-.9 Dev)
Status Resistance: 41%

Physical: 75 Holy Elemental (72 Base, 128% Hit)

Divine Ray: 219 Holy Magic, 112 MP.
Holy Word: 109 AoE Holy Magic, 183 MP
Heal: 254 Healing, 65 MP.
Area Heal: 174 AoE Healing, 147 MP
Cure: Heals statuses, 54 MP.
Charm: 82% Accuracy, Charms Enemy, 110 MP.

VAYNARD (L25)
1 Blue (24% Resistant to Ice, 33% Weak to Fire)
HP: 735.....(120%)
MP: 325
ATK: 204
DEF: 140...(Cuts by 16 or 6.5%)
INT: 93......(Cuts by 20 or 8%)
AGI: 90.....(8% Evade)
SPD: 25.....(+1.2 Dev)
Status Resistance: 15%

Attack: 175 Ice Elemental (169 Base, 110% Hit)

Frost: 148 Ice Magic, 68 MP
Geno-Frost: 118 AoE Ice Magic, 166 MP

ZEMECKIS (L30)
2 Red (33% Resistant to Fire, 33% Weak to Ice)
HP: 780.....(127.5%)
MP: 205
ATK: 292
DEF: 140...(Cuts by 16 or 6.5%)
INT: 77......(Cuts by 4 or 1.5%)
AGI: 84......(2% Evade)
SPD: 30.....(+2.8 dev)
Status Resistance: 4%

Physical: 173 Fire Elemental Ranged Physical (167 Base, 104% Hit)

Geno-Thunder: 132 AoE Thunder (Fire) Magic, 193 MP
Power: Next Physical does 325 Damage (313 Base), 62 MP

30
STARTING SP AMOUNTS
I'm personally assuming characters start with 100 SP, which is the amount restored by the item bought in the casino. There are several other permutations, but this has a few nice balances:
1. All moves can at least be used once, and all they felt like they had decent relevance in game.
2. Does put a realistic caps unlike full SP.

SP GAIN RATES: Characters gain SP via the following methods:
1. Naturally gain approximately 4 SP a round,
2. 1 SP for regular physical hit or critical (So 2 for attacking normally, 4 for Yuki/Ulf under Flash, 11 for Dahna's Crit Swarm, 1 for Normal Crit)
3. 3 SP on average for enemy attack (1 for each hit, in game hits average 3ish)

CANCEL EFFECTS:
Cancelling occurs with certain attacks if the enemy is within approximately 15% of their turn and bumps them back approximately 60%.

FLASH STATUS
Flash status is perfect evasion except when in the action part of the bar. It is also interruptable by a large number of very quick hits (In game this describes some evadable magic where someone under Flash status may dodge half the hits but eventually they do get hit).
--->Subnote: Ability to be hit while charging can be an issue occasionally when using basic physicals. I'll go into more depth with the specific moves

MISCELLANEOUS SPEED NOTES
Grandia uses a combo of natural speed (randomized turn 1), charge time and recharge times. As such, it takes a little work to fully put all the speed numbers together and a lot of this is estimation. I put the really relevant part for characters under Speed Notes at the bottom of their sections.

STATUS BLOCKERS
The game has blockers for Poison, Paralysis, Silence, Confuse, Disease and Sleep. While there technically isn't an ID blocker, you get enough to go around at endgame, so the argument is there.

EQUIP CHOICES
I don't allow the drops. Running through dungeons naturally, I got nothing. Hours more of testing, I got nothing. And there's about 5 drops (albeit only 3 DL relevant ones), most of which are the rarest of about 4 items that respective enemies drop. It's powerlevelling with a far more random result.

SKILL LEVELS
Only really of note for Ulf, but I took Dynamite Rush at L3 or L4. Felt balanced with not allowing powerlevelled weapons and the fact that it's late gained (3 dungeons after Dragon Slash in game approximately) and...really bad in game (Barely beating out a move that's 40% cost until L5). The same could be applied to Hect's Freeze. Also, at the moment only listed duelling pertinent skills to keep the info more managable.

BOOK SKILLS
I allowed everyone the generic +ATK/DEF and +MAG/RES skills at level 3. The skills are storebought and you can easily boost them to L3.

31
RPG Stats Forum / Soul Nomad (Streamlined Version)
« on: January 31, 2011, 07:51:49 AM »
NOTES
1. PURPOSE- Since SN can be complicated, I streamlined two things in this topic. Buffing effects and typing.
Buffing Effects- Now List the Effect on Turn 1. These degrade 20% a turn (based on the current effect, not max. Effectively the whole effect takes a long time to fully run out). Most of them for turn 1 only have an effect against slower enemies.
Typing- Narrowed into Healers, Magic, Ranged, Melee and Flying. Obviously there is going to be some variation, but characters generally follow patterns fairly heavily as this will show.

2. Original Topic with full effects found at  http://www.rpgdl.com/forums/index.php/topic,4872.0.html.

3. Counters: IMO, SN characters can counter the following things: ST Attacks, Small AoE Attacks, Magical Healing.
SN characters can not counter the following things: MT or large AoE attacks, Physical Healing, Status, Buffs and Debuffs.
Note that I only allow characters to counter if they have a range advantage or if their turn is spent using Field Tactics. This is important just beyond just the normal countering because countering uses additional Stamina, meaning that if you allow free (Aka: Melee counters melee) counters everyone will get their specials much earlier and specials have a much stronger case for inclusion in the averages.

4. Range: I directly noted any attack I considered ranged in the topic. There might be some errors in the generic portion. If I listed an attack as semi-ranged, then if can travel across multiple squares but can only hit row 1. I think I'd only consider this ranged counter-wise if the character buffed and didn't directly attacked that turn.

5. Damage Listing: The first number listed is the average damage. This is factoring in normal attacks, critical attacks, and hit rate (Hit further factors scrapes and misses). I list the normal, crit, and scrapes later in this manner:

Example Attack- 100 Physical Damage (80/150/10)
...where 80 is the base damage, 150 is the damage on critical hits, and 10 is the damage on scrapes.

6. Averages Up Top:
HP: 381................................................[487 approx w/o Generics]
ACT (Speed): 19.34
ATT: 272...............................................[355 approx w/o Generics]
DEF: 186...............................................[215 approx w/o Generics; Shift effective defense 10]
HIT: 216................................................[295 approx w/o Generics]
INT: 210
SPD: 231...............................................[295 approx w/o Generics; All Relative evasion tends to be heavily hit]
RES: 216...............................................[270 approx w/o Generics; Shift effective mdef 20]
DAMAGE: 121.5 (304 Kill Point).....<No factor for Counters speeding up special moves>...............(194/484 w/o Generics)
DAMAGE: 137 (343 Kill Point)........<Factor for Counters; Counter only w/ Range Supremacy>......(225/563 w/o Generics)
DAMAGE: 141.5 (354 Kill Point).....<Factor for Counters; "Free" Counters>...................................(243/608 w/o Generics)

32
Heavy / Zeikfried (Genearl)
« on: January 16, 2011, 12:47:27 AM »
Terror from the skies! The Metal Demons are invading the arena, and the crafty, duplicitous Zeikfried is leading the charge. While he may not revel destruction like Mother, Zeikfried certainly has a lust for power that will serve him well in the arena. Solid deefnse and durability paired with capable magical and physical damage makes this Demon a hard one to banish. Of course, denizens of not just one, but several Filgaeas have learned that lesson well. A variety of extra potentially less legal forms gives Zeikfried a potential extra shot of variety and power, allowing him to take down even tougher foes!

33
Godlike / Lulu (General)
« on: January 14, 2011, 05:28:11 AM »
Black Mages have been nuking their way through the landscapes of Final Fantasy for the past two decades, and none quite as effectively as Lulu. While the rough side of her tongue may be enough handle the majority of foes, her ability to Double-cast spells at minimal MP cost and no recharge makes her a true force to be reckoned with. She can unleash potent damage or mix it up with accurate instant death or healing via elemental absorption. And with extreme defense, magic defense and evasion, she has the durability of a Knight instead of the typical black mage!

34
Middle / White Rose (General)
« on: January 11, 2011, 09:15:35 AM »
There may be many a princess in the dueling league court, but there’s only one from the exalted and powerful race of Mystics. Hailing from Fascinaru, Mystics aren’t just the most fashionable and fantastic race to invade the arena, but with their ability to consume monsters for both stats and skills, they’re also one of the most powerful. As one might expect from their name, they are also skilled in the magical art. White Rose has both Mystic Magic and Light Magic, given her a wealth of status, an melee attack skill, healing, and with a gift of Light magic, excellent damage and a potent buff spell. Be very of careful of this Rose’s thorns.

35
Godlike / Tir (General)
« on: January 11, 2011, 09:12:00 AM »
 Many Tenkai stars may have stepped in the arena, but none of them can quite match the original. With the vicious Soul Eater fully under his command, Tir has mastery over what perhaps may be the deadliest of True Runes. Judgment and Deadly Fingerfips give Mr. McDohl two excellent avenues of offense, and his excellent stats- especially lightning fast-speed- make facing him all that much more terrifying. After all, it’s as if a very part of him consumed his own friends for power; if that how his friends ended up, imagine what will happen to his enemies!

36
Middle / Typhlosion (General)
« on: January 11, 2011, 08:49:19 AM »
Porcupines may already may dangerous enough with their bevy of spikes, but with his fiery spike variant, Typhlosion far deadlier than your average porcupine. Flamethrower can burn the deadliest of opponents into a crisp, and his special skill Blaze makes it all the deadlier for those who can’t avoid his limit. While he may have a few elemental weaknesses, his searing fast speed combined with Smokescreen can let him attempt to outlast his foes. Throw in a few physical options and Typhlosion is ready to show everyone who the deadliest Fire starter truly is.

37
Middle / Selma (General)
« on: January 11, 2011, 08:28:19 AM »
As one of the few DL representatives of a highly xenophobic race, Selma isn’t just fighting for herself, but for elves everywhere. Expectedly, as a member of a magically prominent race, Selma has a decent selection of healing and defensive magic to draw upon with the aid of her Water Rune. Unexpectedly, she’s also quite skilled with her giant broadsword, and can cut down many an unsuspecting foe with just a few short swings.  With both magical and physical powers at her command, Selma is sure to due to the Elven race proud.

38
Light / Zegai (General)
« on: January 11, 2011, 08:27:33 AM »
A slave in the Sol Falenan arena’s, Zegai knows little but the art of battle. Endless fighting has forged him into a vicious and deadly fighter. While he may not be the speediest man to step into the dueling league, he may be one of the hardiest. His excellent HP and defense are complemented by a wide selection of elemental resists, and his Wrath rune both heals him and boosts his already painful physical. After being forced into a dueling career in his home world, Zegai is perfect person to find success in the DL arena.

39
Light / Liz (General)
« on: January 11, 2011, 08:17:35 AM »
Come forth Lizardians, most intrepid of souls! The arena is filled with scientific delights, and Liz, kind-hearted child of science, is here to bask in their glory (and maybe also bask in the sun should time allow). While Liz may be bereft of his companion in the arena, fret not, for Liz has many a brilliant idea that must lead to much dueling success! Bombs! Bombs! Bombs! Surely this will lead Liz to winning, because to win to live another day, and isn’t being alive so unbelievably fabulous? Liz has faced too much adversity and now everything will be easy!

40
Heavy / Nash (General)
« on: January 11, 2011, 08:07:25 AM »
Breaking hearts and breaking bones, the DL’s premier superspy is back in the arena to wreak havoc once again. His main game may be espionage, but Nash is a man of many talents, and fighting is certainly of them.  With some of the best skill selection in Suikoden 3, Nash can access quick and painful physicals with plenty of criticals, plenty of rapid healing, solid evasion, and even a debilitating (if very slow) Silent Lake. Of course, he may normally be able to charm his way out of fights, but with his skills, he certainly doesn’t have to!

41
Middle / Mathias (General)
« on: January 11, 2011, 08:02:15 AM »
Over the centuries, the Maximillian Knights have been some of the hardiest fighters of the Suikoden world, and Mathias more than honors than tradition. While his Cyclone Rune may offer him many a magical option that the Knights generally lack, its plentiful reservoir of Healing Winds and a shot of Shining Wind perfectly complement his solid defense that is more typical of the Maximillian order. Of course, his excellent elemental and status resists and the death-inducing Funeral Wind give his dueling game even more depth, making him quite a deadly figure to cross.

42
Godlike / Nate (General)
« on: January 11, 2011, 07:56:41 AM »
He may be infamous in the DL for his endless piles of money and his willingness to abuse his TV minions, but Nate’s true power lies in his Persona.  With the power of Alfred at his beck and call, Nate is a one man army. Painful sword attacks, accurate sleep and charm, potent magical backup, plenty of full healing, solid speed, and most importantly, the ability to reflect the majority of magic and elemental physicals makes Nate both an offensive and defensive monster. If you thought he was a terror in Behind the Scenes, just wait until you see Mr. Nanjo in the arena.

43
Middle / Bart (General)
« on: January 11, 2011, 07:52:16 AM »
Bart has raged a brutal civil war and overthrown a dictator to win back his throne; after that, a few battles in the arena should be child’s play! And while Bart may not normally have the mind for high-level strategy, he has quite a few effective tricks in a mano-a-mano rumble. Wild Smile’s accuracy busting and White Cologne’s evasion boosting make for an extremely nasty combo against fighters, and his Black Snake whip can even halve enemy magic damage! Throw in solid durability, above average speed, and some potent deathblows, and Bart is sure to make waves inside the ring.

44
Light / Ernest (General)
« on: January 11, 2011, 07:51:59 AM »
Indiana Jones with a third eye, Ernest may be most at home while exploring ancient ruins and digging up lost artifacts, but he can more than hold his own in a fight. After all, fighting off vicious monsters goes hand in hand with exploring ruins in RPG worlds! With his trusty, lightning-fast whip, Ernest can unleash of barrage of Broken Hearts that are also excellent at breaking bones. On the defensive end, shields give him both excellent evasion and a wide variety of elemental resists so that can he wreak havoc against both fighters and mages.

45
Light / Joker (General)
« on: January 11, 2011, 07:51:43 AM »
With the power of fire at his beck and call, Joker is quite a force to be reckoned with. After all, his decades of experiences as a mercenary under his belt, Joker has defeated endless foes in his heyday. Explosion should spell a fiery doom for many of his competitors, especially with an extra boost from a Wizard’s Hat. Those who find themselves able to face the flames still have to overcome Joker’s solid evasion and has chance of counters! He may not be the youngest competitor to take the field, but this mercenary has only gotten more deadly with time.

46
RPG Stats Forum / Fire Emblem 8 (AS Scaled Against In Game Enemies)
« on: January 10, 2011, 06:26:27 AM »
Notes
1. AS Scaled against In-Game Enemies: Characters will be listed with percentage-based Double Rates. These will be based on endgame enemies, looking back a few chapters (To around Chapter 16)

2. Effective Crit and Skill Rates: I'm throwing in a new potential argument! A lot of times crits are completely useless due to the horror that is the average FE enemies that you face (Worthless generally on the backend of a double, on a counter, on an enemy who has already taken a hit...etc). So as not to make Killer Weapons get a big boost that isn't reflected in game, I've halved effective Crit/Skill rates.

3. Enemy Stats and PC Level: If you don't do any of the sidequests, you'll finish at 20/8 or 9! This where I ended up, and I could the exp differences from NEB, who ended up at the same level. In order to save time, I'm assuming 20/12, meaning PC stats are juiced a little. The PCs not at L12 are Seth (14), Duessel (16), Colm (17, Assassin level only), Joshua (16, Assasin level only), Rennac (16), Marisa (15, Assassin Level Only), L'Arachel (15/12) and Ewan (11).

Flip is that I juiced enemy stats a little, partially because I added a few levels, but more because I was mostly looking at human enemies, who are most of the enemies of the game, and also, tend to suck far less on average due to monsters having some horrible fodder. In terms of enemies, I mostly looked at enemies in the last few humans maps, and scaled them up a little. You're approximately 20/5 in the middle of the last human map.

Enemy Def: 13 (9 in C20, 8.3 Avg in Last Human Map; 7 in Average of that map and 5 before it. This again is juiced a little, but isn't so far off from how damage looks the last time you see human enemies).
Enemy Res: 10 (5 in C20, 4.4 Avg in Last Human Map; 4.2 Average of that map and 5 previous. Same as above, minus that Res definitely averages notably below Def on average.)
Enemy Eva: ~35 (23 Avg in Last Human Map. Better than FE 7!; I assumed that Luck rose 2, and Speed rose 3-4. This is weighted a little more to reflect that you'll have a few enemies that can actually evade. Assuming lower has an effect on the average damage, but it's pretty minimal).
Enemy Hit: ~105 (94 Avg in Last Human Map; Very little variation). Bosses are the 130 range.
Luck: 5 (Not juiced, but crit halving takes care of that!)

4. Extra Inclusions: I tried to throw in relevant triangle evasion (and accuracies when semi relevant). Also, there's an argument for averaging Resistance and Evade for magic status, which I included (I'm of two minds. Making evade, especially on the bad side, matter is good. Making Res matter less is good. But the Res hitting status in game is the stuff that you really don't want to be hit with, and the Evade status is a joke).

5. Averages up Top
HP: 43.2
Def: 14.6
Res: 14.5
Damage: 39.2
Kill Point: 98

I did throw in a few semi-controversial things, mainly for the sake of bringing them up, so feel free to comment on those parts.

Eirika: Great Lord
Hp: 41  Pow: 18  Skl: 27.2  Spd: 26.9  Def: 15  Res: 15  Lck: 23  Con: 7
DL Damage: 55.5 (27.8, 100% Double Rate)
DL Durability: 94.9% HP, 45% Evasion...............(81% against Axes, Average against Lances)
Cuts Phys by 0.4 (2.3%), Cuts Mag by 0.5 (2.9%)
2.5% Resistant to Magic Status; Cuts by 28% Averaging Evasion
Cuts Crit Rates by 6.5%

Sieglinde: 27.8 (26 dmg, 6.8% Crit, 126% Hit), +16 dmg vs. Monsters
(Killer Edge: 17.1 (14 dmg, 21.8% Crit, 111% Hit), 55% evade

Ephraim: Great Lord
HP: 48.6  Pow: 24.6  Skl: 25.3  Spd: 23.5  Def: 18.4  Res: 13.7  Lck: 21.5  Con: 10
DL Damage: 68.5 (35.7, 92% Double Rate)
DL Durability: 112.5% HP, 28% Evasion..............(68% against Swords, -25% against Axes)
Cuts Phys by 3.8 (21.9%), Takes extra 0.8 from Magic (4.6%)
Adds 4% to Magic Status; Cuts by 12% Averaging Evasion
Cuts Crit Rates by 5%

Siegmund: 35.7 Damage (33.6, 6.33%% Crit, 111% Hit), +17 dmg vs. Monsters
Killer Lance: 26.2 Damage, (21.6, 21.33% Crit, 101% Hit), 34% Evasion, 97% Double Rate
Javelin: 18.7 Damage (18.6 dmg, 6.33% Crit, 100% Hit), 22.5 AS, Range: 1-2
Reginlief: 24.1 Damage (21.6, 11.33% Crit, 111% Hit), 34% Evade, 97% Double Rate, +20 dmg vs. Calvary and Armored

Artur: Sage
HP: 38.9  Pow: 21.5  Skl: 20.5  Spd: 19.6  Def: 9.3  Res: 23.9  Lck: 9.3 Con: 7
DL Damage: 33.9 (19.5, 74% Double Rate)
DL Durability: 90% HP, -32% Evasion.............(17% w/ Holy v Dark or Anima v Holy)
Takes extra 5.3 from Phys (30.5%), Cuts Magic by 9.4 (54.2%)
Cuts Magic Status by 47%; Cuts by 8% averaging evasion
Adds 7.2% to Crits

Thunder: 19.5 Thunder Magic (18.5 dmg, 99% Hit, 5.1% Crit)...(86% Hit against Dark Mages)
Fire- 16.9 Fire Magic (16.5, 2.6%% Crit, 99% Hit).........................(83% Hit against Dark Mages)
Lightning- 16.7 Holy Magic (15.5, 7.6% Crit, 111% Hit)

Colm: Assasin
HP: 47.2  Pow: 18.5  Skl: 18  Spd: 29.4  Def: 13.7  Res: 10  Lck: 23.7  Con: 8
DL Damage: 38.3 (19.1, 100% Double Rate)
DL Durability: 109.3% HP, 68% Evasion...............(90% against Axes, 30% against Lances)
Takes extra 0.9 from Phys (5.2%), Takes extra 4.5 from Magic (25.9%)
Adds 18% to Magic Status; Cuts by 25% averaging evasion
Cuts Crit Rates by 7.2%

Silver Sword: 19.1 Damage (18.5, 4.5% Crit, 99% Hit)......(89% against Lances)
Killer Sword: 16.6 Damage (14.5, 19.5% Crit, 96% Hit)....(84% against Lances)
Note: On a critical hit, Colm has a 50% chance of scoring Instant Death on his foe.

Cormag: Wyvern Knight
HP: 51.7  Pow: 24.7  Skl: 19.8  Spd: 22.9  Def: 17.5  Res: 6.3  Lck: 11.7  Con: 11
DL Damage: 51.2 (26.4 w/ 94% Double Rate and 6% Pierce)
DL Durability: 119.1% HP, -2% Evasion..............(46% against Swords, -50% against Axes)
Cuts Phys by 2.9 (16.7%), Takes extra 8.2 from magic (47.2%)
Adds 41% to Magic Status, Adds 22% Averaging Evasion
Adds 4.8% to Crit Rates
Cormag  has a 3x wpn mght weakness to bows and wind magic (arguably)

Silver Lance: 26.4 Damage (25.7, 4.95% Crit, 98% Hit)......(93% against Axes)
Killer Lance- 25 Damage (21.7, 19.95% Crit, 96% Hit)....(88% against Axes)
Javelin- 17.1 Damage (17.7, 4.95% Hit, 2.9% 92% Hit).......(84% against Axes)
*On an attack, Cormag has a 6 (12 w/o prorating)% chance of ignoring his target's defense (+13 damage); This isn't factored into averages, but I through into the DL damage

Duessel: Great Knight
HP: 47.8  Pow: 21.4  Skl: 15.2  Spd: 14.4  Def: 20.6  Res: 11.4  Lck: 9.6  Con: 15
DL Damage: I'm still messing with him in regards to hit rate, and discovered it last, and don't feel like this trash delaying me. (29% Double Rate)
DL Durability: 110.6% HP, -62% Evasion
Cuts Phys by 6 (34.5%), Takes extra 3.1 from Magic (17.9%)
Adds 15.5% to Magic Status; Adds 39% averaging Evasion
Adds 6.9% to Crit Rates

See DL Damage notes. I'll get to him eventually.

Forde: Great Knight
HP: 48.2  Pow: 19  Skl: 21.5  Spd: 21  Def: 15  Res: 9.2  Lck: 15.7  Con: 13
DL Damage: 40 (21.5 Damage, 86% Double Rate)
DL Durability: 111.6% HP, 4% Evasion..............(49% w/ Sword v Axe, Axe v Lance or Lance v Axe)
Cuts Phys by 0.6 or (3.5%), Takes extra 5.3 from Magic (30.5%)
Adds 26.5% to Magic Status; Adds 11% Averaging Evasion
Cuts Crit Rates by 5.1%
Adds 0.8% to Crit Rates

Silver Lance: 21.5 Damage (20.4, 5.4% Crit, 100% Hit)
Killer Lance: 19.6 Damage (16.4, 20.4% Crit, 99% Hit)
Javelin: 12.6 Damage (12.4, 5.4% Crit, 96% Hit), 1-2 Range
Silver Sword: 20 Damage (19.4, 2.9% Crit, 100% Hit)
Killing Edge: 18 Damage (15.4, 17.9% Crit, 99% Hit)
Killer Axe: 19.1 Damage (17.4, 17.9% Crit, 93% Hit)
Hand Axe: 11.6 Damage (13.4, 2.9% Crit, 89% Hit), 1-2 Range

Franz: Great Knight
HP: 47  Pow: 21  Skl: 18  Spd: 22.9  Def: 15.5  Res: 8  Lck: 14  Con: 13
DL Damage: 43.3 (22.3, 94% Double Rate)
DL Durability: 108.3% HP, 6% Evasion..................(50% w/ Sword v Axe, Axe v Lance or Lance v Sword)
Cuts Phys by 0.9 (5.2%), Takes extra 6.5 from Magic (37.4%)
Adds 32.5% to Magic Status; Adds 13% Averaging Evasion
Adds 2.5% to Crit Rates

Silver Lance: 22.3 Damage (22, 4.5% Crit, 97% Hit)
Killer Lance: 20.2 Damage (18, 19.5% Crit, 94% Hit)
Javelin: 13.1 Damage (14, 4.5% Crit, 90% Hit), 1-2 Range
Silver Sword: 20.8 Damage (21, 2% Crit, 97% Hit)
Killing Edge: 18.8 Damage (17, 17% Crit, 94% Hit)
Killer Axe: 18.8 Damage (19, 17% Crit, 85% Hit)
Hand Axe: 12.5 Damage (15, 2% Crit, 82% Hit), 1-2 Range

Garcia: Warrior
HP: 52.6  Pow: 26.3  Skl: 19.8  Spd: 12.4  Def: 14.7  Res: 8  Lck: 13.8  Con: 16
DL Damage: 28.5 (28.5, 8% Doubled by Average, HP Prorated)
DL Durability: 121.8% HP (112% Prorated), -62% Evasion
Cuts Phys by 0.1 (Avg), Takes extra 6.6 from Magic (37.4%)
Adds 33% to Magic Status; Adds 47% Averaging Evasion
Adds 2.7% to Crit Rates

Silver Axe: 28.5 Damage (28.3, 4.95% Crit, 96% Hit)
Killer Axe: 27.2 Damage (24.3, 19.95% Crit, 93% Hit)
Hand Axe: 19 Damage (20.3, 4.95% Crit, 89% Hit), 1-2 Range
Killer Bow: 24.4 Damage (22.3, 17.45% Crit, 96% Hit)

Gerik: Hero
HP: 54.9  Pow: 23.8  Skil: 23.4  Spd: 21.3  Def: 19.3  Res: 11.2  Lck: 14  Con: 14
DL Damage: 46.4 (25.2 Damage, 84% Double Rate)
DL Durability: 127.1 HP, -4% Evasion..............(43% w/ Sword v Axe or Axe v Lance)
Cuts phys by 4.7 (27.1%); Takes extra 3.3 from magic (19%)
Adds 16.5% to Magic Status; Adds 10% Averaging Evasion
Adds 2.5% to Crit Rates

Silver Sword: 25.2 Damage (23.8, 5.85% Crit, 104% Hit)
Killing Edge: 23.9 Damage  (19.8, 20.85% Crit, 100% Hit)
Killer Axe: 24.3 Damage, (21.8, 18.35% Crit, 94% Hit)

Innes: Sniper
HP: 39.3  Pow: 18.4  Skl: 17.4 Spd: 20  Def: 12.2  Res: 11.8  Lck: 19  Con: 9
DL Damage: 33.1 (18.8, 76% Double Rate)
*Nidhogg Damage: 42.6 (24.2, 76% Double Rate)
DL Durability: 91% HP, 4% Evasion
Takes extra 2.4 from Phys (13.8%), Takes extra 2.7 from magic (15.6%)
Adds 13.5% to Magic Status, Adds 5% Averaged with Evasion (Minus 3% with Nidhogg)
Cuts Crit Rates by 2.5% (7.5% with Nidhogg)

Silver Bow: 18.8 Damage (18.4 Hit, 4.35% Crit, 98% Hit)
Killer Bow: 16.3 Damage  (14.4 Hit, 19.35% Crit, 95% Hit)
Nidhogg*: 24.2 Damage (23.4, 4.35% Crit, 99% Hit), 19% Evasion
Note: Lvl% (12%) chance of ignoring enemy evade with his Sure Shot skill
**Innes has a claim to the Nidhogg. Only two potential users, and needs Neimi to continue bows often after promotion to get the S rank. Of the plot/gameplay intersection of non-unique S level weapons, this is really the only one that exists.

Joshua: Assassin
HP: 51.8  Pow: 19.1  Skl: 28  Spd: 28  Def: 13.2  Res: 10.2  Lck: 16.3  Con: 9
DL Damage: 40.9 (20.4, 100% Double Rate)
*Audhulma Damage: 51.6 (25.8, 100% Double Rate)
DL Durability: 120% HP, 45% Evasion.................(81% against Axes, -2% against Lances)
Takes extra 1.4 from Phys (8.1%), Takes extra 4.3 from magic (24.8%)
Adds 21.5% to Magic Status, Cuts by 12% Averaged with Evasion
Adds 0.2% to Crit Rates

Audhulma*: 25.8 Damage, (24.1, 7% Crit, 120% Hit), +5 Resistance (Cuts by 0.7; Cuts Magic Status by 3.5% or 24% Averaging with Evade)
Silver Sword: 20.4 Damage, (19.1, 7% Crit, 115% Hit)
Killer Sword: 18.4 Damage (15.1, 22% Crit, 110% Hit)
*Joshua is directly given this in a plot conversation on Eirika's path
**Joshua has a 50% chance of inflicting Instant Death upon landing a critical

L'Arachel: Mage Knight
HP: 31.4  Pow: 19.5  Skl: 17.4  Spd: 20.4  Def: 10.5  Res: 22.5  Lck: 26.9  Con: 6
DL Damage: 37 (20.8, 78% Double Rate)
DL Durability: 72.7% HP, 30% Evasion...............(70% against Holy Magic, -17% against Dark Magic)
Takes extra 4.1 from phys (23.6%), Cuts magic by 8 (46.1%)
Cuts Magic Status by 40%; Cuts by 35% Averaged with Evasion
Cuts Crit Rates by 10.4%

Thunder: 20.8 Thunder Magic (19.8, 100% Hit, 4.9% Crit)
Fire:  17.2 Fire Magic (16.8, 109% Hit, 2.4% Crit)

Lute: Sage
HP: 33.5  Pow: 26.2  Skl: 16  Spd: 20.5  Def: 10.5  Res: 20  Lck: 21.5  Con: 4
DL Damage: 43.6 (22, 69% Double Rate)
DL Durability: 77.5% HP, 2% Evasion..............(45% w/ Lightning v Holy or Holy v Dark 57% w/ Fire v Holy)
Takes extra 4.1 from phys (23.6%), Cuts magic by 6.5 (37.4%)
Cuts Magic Status by 32.5%, Cuts by 15% Averaged with Evasion
Cuts Crit Rates by 5%

Thunder: 25.8 Thunder Magic (24.2, 6.5% Crit, 99% Hit)
Fire: 22 Fire Magic (21.2 dmg, 4% Crit, 103% Hit).....79% Double Rate, 15% Evasion
Lightning: 21 Holy Magic (20.1, 4% Crit, 103% Hit)

Marisa: Assassin
HP: 46.7  Pow: 16.7  Skl: 28  Spd: 28.6  Def: 10.3  Res: 11.2  Lck: 23.5  Con: 6
DL Damage: 35.7 (17.8, 100% Double Rate)
DL Durability: 108.1% HP, 55% Evasion.........................(89% against Axes, 15% against Lances)
Takes extra 4.3 from phys (24.8%), Takes extra 3.2 from magic (18.4%)
Adds 16% to magical status, Cuts by 20% averaging Evasion
Cuts Crit Rates by 7%

Silver Sword: 17.8 Damage (16.7, 119% Hit, 7% Crit)
Killing Edge: 15.5 Damage, (12.7, 114% Hit, 22% Crit)....(62% Evasion)
*50% of Inflicting Instant Death on a Critical Hit

Neimi: Ranger
HP: 35.5  Pow: 19.4  Skl: 22  Spd: 24.9  Def: 10.5  Res: 15.5  Lck: 19  Con: 8
DL Damage: 40.6 (20.5, 98% Double Rate)
DL Durability: 82.2% HP, 34% Evasion.............(72% against Axes w/ Sword, -15% against Lance)
Takes extra 4.1 from phys (23.6%), Cuts Magic by 1 (5.8%)
Cuts Magic Status by 5%, Cuts by 15% averaging Evasion
Cuts Crit Rates by 2.5%

Silver Bow: 20.5 Damage (19.4, 5.5% Crit 100% Hit)
Killer Bow: 18.3 Damage (15.4, 20.5% Crit, 99% Hit)
Killing Edge: 17.9 Damage (15.4, 18% Crit, 99% Hit)

Rennac: Rogue
HP: 38.4  Pow: 14  Skl: 23.2  Spd: 26.6  Def: 13  Res: 15.8  Lck: 9  Con: 7
DL Damage: 29.6 (14.8 Damage, 100% Double Rate)
DL Durability: 88.9% HP, 6% Evasion.............(50% against Axes, -64% against Lances)
Takes extra 1.6 from phys (9.2%), Cuts Magic by 1.8 (10.4%)
Cuts Magic Status by 9%, Cuts by 7% Averaging Evasion
Adds 7.5% to Crit Rates

Silver Sword: 14.8 Damage (14, 5.8% Crit, 100% Hit.....(93% hit against Lances)
Killing Edge: 12.1 Damage (10, 20.8% Crit, 98% Hit), 13% Evasion

Saleh: Sage
HP: 35  Pow: 19  Skl: 20.5  Spd: 18  Def: 11  Res: 16.5  Lck: 15  Con: 8
DL Damage: 30.4 (18.3, 66% Double Rate)
DL Durability: 81% HP, -21% Evasion...................(35% against Dark or 35% with Holy magic against Dark)
Takes extra 3.65 from Phys (20.7%), Cuts Magic by 1.7 (9.8%)
Cuts Magic Status by 8.5%; Adds 7% Averaging Evasion
Adds 1.5% to Crit Rates

Thunder: 19.1 Thunder Magic (17, 7.6% Crit, 109% Hit)
Fire: 14.7 Fire Magic (14, 5.1% Crit, 100% Hit)
Shine 16 Holy Magic (15, 6.6% Crit, 104% Hit)

Seth: Paladin
HP: 41.7  Pow: 20.5  Skl: 18.4  Spd: 17.8  Def: 16.2  Res: 11.9  Lck: 16.2  Con: 11
DL Damage: 36.5 (22.1, 65% Double Rate)
DL Durability: 96.5% HP, -21% Evasion.............(28% with Lances v. Swords or Swords v. Axes)
Cuts Phys by 1.6 (9.2%); Takes extra 2.5 from Magic (14.4%)
Adds 12.5% to Magic Status; Adds 17% Averaging Evasion
Adds 0.3% to Crit Rates

Silver Lance: 22.1 Damage (21.5, 4.6% Crit, 98% Hit)
Killer Lance 19.9 Damage (17.5, 19.6% Crit, 95% Hit)
Javelin: 12.8 Damage (13.5, 4% Crit, 4.6% Hit), 1-2 Range
Silver Sword: 20.5 Damage (20.5, 2.1% Crit, 98% Hit)
Killing Edge: 18.3 Damage (16.5, 17.1% Crit, 95% Hit)

Tana: Wyvern Knight
HP: 40.5  Pow: 21  Skl: 20.8  Spd: 28.4  Def: 12.4  Res: 14.7  Lck: 24.2  Con: 10
DL Damage: 46.3 (23.1, 100% Double Rate &  6% Pierce)
DL Durability: 93.8% HP, 66% Evasion..............(90% against Swords, 28% against Axes)
Takes extra 2.2 from Phys (12.7%), Cuts Magic by 0.2 (1.1%)
Cuts Magic Status by 1%; Cuts by 38% Averaging Evasion
Cuts Crit Rates by 7.7%
Tana has a 3x wpn mght weakness to bows and wind magic (arguably)

Silver Lance: 23.1 Damage (22, 5.2% Crit, 100% Hit)...........(94% against Axes)
Killer Lance: 21.6 Damage (18, 20.2% Crit, 99% Hit)...........(97% against Axes)
Javelin: 14.3 Damage (14, 5.2% Crit. 97% Hit), 1-2 Range....(91% against Axes)
Note 2: On an attack, Tana has a 6% (Prorated from 12%) chance of ignoring her target's defense (+13 damage)

47
Middle / Alma (FFT) (General)
« on: January 07, 2011, 09:17:18 AM »
A humble cleric from the not so humble Bevoulve family, Alma's temperment isn't exactly the best of fit for the arena. After all, she's inexperienced in battle, and normally chooses to run around with Healing Staves and defensive magic and little else! However, Ultima gives Alma a potent enough punch to knock out many foes, and Mbarrier gives her both the speed and  durability to ensure she gets ample unfortunately to spellsling. Of course, a Ribbon and innate Defense and Magic Defense Up don't hurt at all. With such a great learnable skillset and innate skills, it's no wonder that the foul Altima chose to inhabit Alma's body.

48
Heavy / Ershin (BoF4) (General)
« on: January 07, 2011, 09:16:49 AM »
Ershin may look like a caped garbage can, but Ershin says that Ershin can fight! After all, how many garbage cans have the soul of a goddess inside them? Ershin may not have Deis' typically high Wisdom or super accurate death spell, but her own magic damage and instant death are still no laughing matter. And with a wide selection of armors- including options for elemental resistance, speed boosting, or durability enhancement- Ershin has the tool to dull any foe's attacks! Throw in solid innate status resistance, and a defense ignoring attack in Primus, and even status slingers or tanks don't scare this robot.

49
Godlike / Xorn (G3) (General)
« on: January 07, 2011, 09:16:31 AM »
Most duellers fight for glory or honor, but Xorn fights solely for destruction! Until all the world knees before him and he has crushed all glimmers of love and hope from the bodies of wretched teenage heroes, Xorn will not rest! As expected from both an evil sealed gigantic force of darkness as well as a Godlike champion, Xorn isn't someone you'd want to take on in a duel. His blazing fast speed and potent limits like Dimension Gate make him adept at wearing down his foes in the blink of an eye . Throw in some backup magic and dispel, and he's well equipped to remake the world- or at least the arena- in his image.

50
Light / Kirkis (S1) (General)
« on: January 06, 2011, 09:45:37 AM »
Hailing from the Great Elven Tree of the Scarlet Moon Empire, Kirkis knows a thing or two about fighting. After all, while most elves are most content to hide in their arborial homes and avoid humans at all costs, Kirkis is on the front lines of battle. With his good magic defense, great speed and his near game best accuracy and evasion, Kirkis and his deadly bow excel at cutting through swathes of Lights of all fighting styles. And with elves sorely underrepresented in the arena, he's sure to give every battle his all! Until he claims a championship for the glory of the elves, this determined fighter will surely never quit.

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