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Topics - Jo'ou Ranbu

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January 5th and still no music listening topic, huh.

Pet Shop Boys - Discoteca

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Hello and welcome to Romancing SaGa 3’s unofficial stat topic! This work tries to give some baselines for interpreting the game’s cast in a DL environment. As usual with SaGa, the game carries things like growth randomness and entirely arbitrary lines of what could be considered endgame or not, alongside a few more pressing issues (like the obtuseness of actual growth rates and far more limited documentation on these specific mechanics). However, besides that, the game mechanics have more or less been cracked open, and I pretty much couldn’t even begin working on this if Djinn hadn’t scoured a bunch of Japanese RS3 mechanics sources and compiled them into documents in a gift wrap. Cheers for him on that account. So, here are the guidelines:

- Stats were taken against an 800 HP threshold to calculate base party levels. This figure was chosen because it’s a reasonable range for endgame parties. The effective party levels, which affect the cast’s base weapon/magic levels, WP, JP and even HP upon joining the party, were calculated from that inferred PLevel. These calculations also don’t factor in growth priorities, but doing so is essentially impossible without knowing how they work. The Party Level approximations give a good enough baseline, at least, since, unlike SaGa Frontier, RS3 PCs scale in power with your party even if they’re not participating in battles.

- For weapon levels, the formula was roughly (Joining Weapon Level at Character’s PLevel + Growth Bonus), and (Joining Weapon Level At Character’s PLevel + [Growth Bonus x2]) for characters who use only one weapon type, in order to emphasize their specialization. This is fairly arbitrary, but considering how Growth Bonuses take the current weapon level as if it was a certain number of levels lower than the enemy rank’s, it ended up working neatly enough. There are some discrepancies (take a look at Undine, Bai Mei Niang and Zhi Lin at some point), which even led me to impose a 42 hard cap for DL levels, but even for those PCs the level lead makes sense. It also rewards characters with high base levels, but this is also often a legitimate in-game boon.

- For weapon/magic specializations, the basic idea is: if a PC starts with skills and levels on a weapon type, s/he gets all the skills from that type on his/her/its talent list. In most cases, the overlap means that the PC ends up getting pretty much all skills from a certain type, or at least the really relevant ones. If the PC only has one weapon type and his/her/its learning list doesn’t cover all relevant skills to that weaponry, he gets exactly one relevant skill outside that talent list as long as the character’s own talent list covers the skills needed to learn it. This benefits pretty much only Poet, Tatyana and Elephant, as the other single-weapon PCs get all the techs they possibly want from their lists. This, once again, emphasizes their specialization.

- Still on weapon specializations: past weapon levels and weapon skills, things can get a little sketchy. Some PCs start with no weapon skills, but have clear weaponry levels and starting weapons to point out their bent. This affects primarily Leonid, Elephant and Fairy, who get Epees and Bows and Spears, respectively (all of them start with significant levels on both types, equipped weapons for those -and-, in Fairy’s case, high growth bonuses and learning trees heavily emphasizing both weapons. In Elephant’s case, Martial Arts (MA) is his highest level and presents the highest growths as well. His learning tree is Axe, but he doesn’t even start with Blunt levels, so no dice). There’s one further exception made for Ellen, who starts with an Axe and the Tomahawk skill. However, she starts with higher levels on Martial Arts than Axes, giving her a headstart on MA - and her learning type as a recruit is Martial Arts as well. Given that, even as a main, she has a very comprehensive MA learning list -and- still has higher levels on MA (having equally high growths on MA and Axe), I decided to allow her both weapon types, but taking her learning type as a main character.

- For magic, the guidelines are simple: if a character starts with magic of a certain school, the PC gets access to the entire school. There are no naturally learned spells in Romancing SaGa 3, which is a strike against this interp. However, storebought spells are very accessible (the highest-end spells for non-Moon/Sun schools are even free and infinitely distributable!). The fact that most spell schools are mutually exclusive also works in this interp’s favor in my mind (you can have two schools at most: one of Earth/Wind/Fire/Water and one of Sun/Moon). Also, the character builds in general seem to take into account how the stat spreads interact with the entire class skillsets as a rule of thumb (see all the Wind Magic users having 12 LP, making them good Dragon God Descent candidates, or the Sun Magic users all having high Will, which plays a lot into many relevant Sun Magic spells, the only Moon Magic user having high Charisma for better usage of Glare Light, etc.). As such, I don’t really feel bad for giving them all of their school spells instead of overemphasizing starting skills only, which would only de-emphasize magic as a viable DL strategy.

- As for Muse, as you will see, she has absolutely no claim for any weapon or magic, starting with no levels on anything, having the worst talent list in the game (pretty much no talent on ANYTHING), no starting equipment outside of a consumable scroll and no growth bonuses outside a +4 in Moon Magic. As such, I took her as having no skills and relying on a Greatsword physical at a scaled weapon level, which is the best she could have given her characteristics. You’ll see how it goes for her when we get to her entry.

- For equipment, all storebought weapons and armor – including via blacksmith, as long as they don’t require materials or the materials they require are reasonably storebought – are DL-legal from my standpoint. This slightly hurts Sword, Epee and Mace users for damage, but weapon power is quite a minor part in the damage formula – check out the offensive difference between Harid (who gets a unique, high-powered sword for himself) and Julian (who’s stuck with a weapon that gets obsoleted in the midgame). Mace users also benefit from this – and hugely so, since the weapon that grants them their DL-money skill comes from forgery. This also applies to most of the game’s Bow users, but they get by pretty well without their forgery Bow skill. >_> Unlike Elfboy, I didn’t set a hard money cap, although I –could–, but the storebought endgame equipment is pretty straightforward and money also comes by significantly easier in RS3 than SF, both with and without exploits. There’s also no storebought Wonder Bangle here! Also, all characters can equip the suits worn by Wood, Snowman and Elephant – however, look at the weight on them. The 15 speed penalty is something nobody ever wants, and only those three are low enough at base speed to make the penalty academic. Considering the fastest of them (Wood) basically rams the turn-based floor for standard deviations under the 25% per SD convention at his –base–, the tradeoff is actually worth it, which can’t be said of pretty much anyone else.

- For plot/uniqueness claims: Katarina gets the Masquerade Epee (for all the good it does her), Harid gets the Kamsheen. Katarina starts with the Masquerade, and retrieving that sword is basically her plot. The Kamsheen is a unique weapon for Harid, which he can only get in his own quest and is locked to his first weapon slot. Sharl gets the Silver Hand, an accessory that everyone else wants for allowing someone to simultaneously equip two weapons, but on Sharl it changes his base stats (Strength and Dexterity go from 5 and 3 to 21 and 19 respectively). This effect is unique effect to him, and is backed up by RS3 backstory - for whatever good it does. Other equips: Tatyana is forced to equip her Teddy Bear, Leonid has the Dusk Robe locked to his armor slots, Poet has his locked instrument, Boston is stuck with the Lobster Armor, Snowman must equip the Eternal Ice accessory to be usable outside Snow Village, Fairy has a forced Fairy Scarf (shirt equip) and Elephant must wear his Cotton Shirt. The effects of those equips will be listed in the character entries. Also, for relevant starting equips: Mikhail and Tiberius start with a Life Staff in their equipment (the weapon is quite rare in the game and not obtainable outside of a few chests and characters starting with it). I allow it to both Mikhail and Tiberius - however, only Mikhail gets weapon levels and skills to use the Life Staff in a relevant manner. Tiberius gets damned better free healing from Life Water as is.

That should cover just about everything for topic guidelines. Onwards to the more important stuff!

Stats And What They Do

HP: Your [insert faux-witty joke here]. If they’re depleted, [insert faux-witty whimsical possibility here]. You can only be so clever when trying to shake things up with a stat as ubiquitous as this. HP are restored after every battle.
WP: Your friendly resource for weapon-based skills. Also factors into the powers of very few specific skills, but those aren’t likely to be relevant here.
JP: Your neighborhood resource for magic-based skills. Also factors into the powers of very few specific skills, but those aren’t likely to be relevant here either.
LP: Basically your life points. Whenever your HP gets knocked down to zero, you lose one LP. If you’re hit when dead, you lose a point of LP as well. A character who loses all LP gets taken out of your party and will only reappear for recruitment after certain circumstances are fulfilled. If your main runs out of LP, it’s game over. This stat is also relevant for skills like Dragon God Descent and Reviver due to unique quirks relating to them.

Strength: This stat influences damage for Swords, Greatswords, Axes, Maces, Spears and Martial Arts. Also factors minorly into accuracy  for these weapon types (majorly in Martial Arts and Axes’ case).
Dexterity: This stat influences mainly accuracy, also influencing Bow and Epee damage in lieu of Strength.
Speed: This stat governs turn order and base evasion, also factoring in for accuracy and being another major factor in the damage dealt by Martial Arts skills. It bears mentioning that all magic damage spells bypass base evade - however, they still mostly ram into shield evade or magic shield evade (so, ITE hype for them is a wash).
Constitution: This stat factors into the physical and magical defense formulas, mainly. It’s less than half as potent as Defense and Magic Defense, though, and runs off a significantly more restrictive numeric spread as well.
Intelligence: This stat influences magical damage, all forms of healing and also factors into accuracy for some spells.
Willpower: This stat influences status resistance. One point of Will raises/lowers status accuracy by around less than 0.5% in practice.
Charisma: This stat governs the accuracy of charm-inflicting attacks and a character’s resistance to it. The resistance effect is roughly the same as Will’s, while the effect on accuracy is more or less irrelevant – I already laid down accuracy for all charm attacks available DL-legally, although it’s worth noting the stat has a very small effect (roughly 1% boost to accuracy per point above enemy Charisma. Bases and weapon levels are the big factors for the accuracy on those moves).
Defense: This stat affects all the physical element resistances: slash, blunt, pierce and shot. The number given is pretty much the same for all the resists across the board, unless otherwise noted. For physical attacks, this is pretty much the ur stat for defining a character’s durability, being quite potent. A single point of Defense raises or lowers your effective durability by about 2.7%, to give you an idea, with some variance accounted for Con differences as well.
Magic Defense: As it happens with Defense, this stat affects all magical element resistances: heat, cold, electricity and status. Status is a bit of a funny case in that it doesn’t encompass simply status accuracy: it’s pretty much the generic magic element whose scope doesn’t fall within any of the big three, much like SaGa Frontier force element. The number given is pretty much the same for all the resists across the board, unless otherwise noted. Also, as it happens with Defense, this is the big stat for defining magical durability. Each point of Magic Defense raises/lowers your mdur by about 2.1%, with some variance being allowed by Con differences, and each point of mdef also raises or lowers your status resistance by roughly 0.5%.
Weapon/Magic Levels: These rank among the big factors on the effectiveness of skillsets in general. They factor into damage (considerably more heavily than core stats, even!), accuracy, status accuracy, healing and even stat boosts and penalties given to buffs and debuffs. The general guideline is: the higher it is, the better your general proficiency with your weapon/magic skillset is.

Boundary Values (BV)

Because Romancing SaGa 3 doesn’t believe in simplicity, instead of running a straight accuracy formula, it actually runs a formula and then –runs its results through a table– in order to accrue attack accuracy. Basically, a table that runs numbers from 0 to 100, each number relating to a hit rate value, defines the final accuracy of any given attack. These numbers are called Boundary Values. Since the majority of attacks against average enemy evasion reach a boundary value over 100, I listed them as “>100% hit rate (X BV)” for the sake of simplicity. It’s likely possible to infer a kind of accuracy post 100% hit rate anyway, but the percentage for boundary values is erratic – the difference in accuracy between 90 and 100 BV is 7.3%, but the difference in accuracy between 0 and 10 BV is 11.3%, for instance. You could use the 90-100 BV as the base for above 100% hit rate due to the lower end accruing higher differences than the higher end (in which case, for values above 100 BV, you could say that 1 BV = 0.73% hit), which would be a fair extrapolation. For any value below 100 BV, I’m listing the straight percentages instead.

Counters

These get a section all for themselves because a lot of PCs get counter skills and they run off fairly unique mechanics. Essentially, when a character enters a counter stance, they commit their action to this – if they’re hit by an attack that -can- trigger the counter, they have a chance of deflecting the attack and using the counter attack, which cannot be evaded or negated in any way (all counters ignore target defense). The counter interrupts multi-hit attacks, but triggering a counter does not end the counter stance, nor does hitting without triggering it. So, someone with a multi-hit attack will have multiple chances to trigger a counter and doubleturns can incur multiple counters as well. Due to the odds of failing, counters can be rather chancy, but these characteristics also help their duelling worth out. Counter odds factor in character -and- enemy speed, so faster enemies can lower the odds a bit, but the effects are sorta subtle (1 BV per point of speed, in a spread that runs off low double-digits from highest to lowest. This is -not- a check of PC speed against enemy speed, either). A counter stance lasts for one turn. Also, it’s worth noting that the WP needed for a counter stance is only spent when the stance is triggered. However, the character must have the WP needed to use it before activating it.

Status Effects

Most status effects last anywhere from one to five turns - the exceptions being poison and silence, which last until the battle ends or until healed. On average, they last two-three turns, some statuses being skewed towards the lower end (paralysis, sleep) and others to the higher end (mental status).

- Poison: deals max HP-based damage at the end of the turn. The amount of damage dealt is proportional to target Constitution (higher = less damage), but, at endgame, clocks in at roughly 20% or so mHP/turn. More exact amounts will be given when skills that inflict poison show up in the character skillsets.
- Dark: Lowers accuracy on all physical attacks. I don’t have exact numbers for the reduction, but it’s very powerful (likely affecting base hit instead of things like Dex). Kneejerk is that it lowers effective accuracy to 25% of its usual value.
- Sleep: A sleeping target cannot act and has his/her/its evade reduced to 0. Being hit by any damage while asleep wakes the character up, and he/she/it loses his/her/its turn if awoken after its turn was up in the queue.
- Mixed: Lowest tier of mental status that can be inflicted. For reference, mental statuses all ram into the same immunity (mental status in-game). A mixed character has a low chance of targeting his allies or himself instead of the target he intended, but still has full choice of skills to use and targeting. Bears noting that all mental statuses that involve hitting your own allies –do– allow the character to hit him/her/itself, and hitting them with magic or physicals does -not- cure them out of the condition.
- Mess: Similar to Mixed status, difference being that the character cannot choose a target, only skills.
- Confusion: A confused character is entirely out of control, choosing both skills and targets at random.
- Berserk: A berserked character can only use basic physicals, targeting only enemies.
- Charm: This is the highest tier of mental status, and the nastiest as well. A charmed character will act choosing skills and targets at random, but always with the intent of either helping its opponent (via buffs and healing) or harming its allies (by damage, status, debuffs).  Lasts the longest of all statuses, usually not lasting less than three turns.
- Silence: A silenced character cannot use weapon skills nor magic, being limited to basic physicals.
- Paralysis: A paralyzed character cannot act and has evade reduced to 0. Damage does not break the status, and status skills that inflict paralysis will always hit if reapplied while it’s in effect (i.e. this applies to status-only stuff like Blunt Strike and Shadow Sew, but not skills like Meteor Thrust which cause damage and have paralysis as an added effect).
- Stun: A stunned character loses his/her turn and has evade reduced to 0. Stunning someone faster than you just causes the evade loss effect.
- Stone: Petrifies target. Against enemies, this is instant death. Rams against stone immunity.
- Instant Death: Exactly what it says on the tin. Rams against death immunity (so, stone and death have the same practical effect, but ram against distinct immunity flags).

Added Effects

Added effects on attacks run off an accuracy formula that uses all target stats -except Charisma-, ignoring character stats entirely. Sometimes, they also use status defense. All the attacks with added effects have their accuracy percentage listed against average enemy stats in their own entries. For reference, here are the relevant average enemy stats used for the calculations. They happen to run off pretty much the same spread as the PCs, outside of status defense. It's worth noting that each point up or down in any stat raises or lowers the accuracy on those added effects (both debuffs and status) by half a Boundary Value (so, ranging from 0.3% to 0.5% per stat point. Landing, say, a Beast God Stab would lower the enemy's stat total by 20, raising the accuracy of the next debuff check on it by 10 BVs or so - thus, a 7% to 11% increase depending on the current BV threshold). So, landing one stat debuff will gradually raise the accuracy of the next effect. This does not apply, however, to debuffs that affect defense directly (it would for magic defense in a few specific cases, but there are no mdef/status defense debuffs available in-game).

Strength: 18
Dexterity: 19
Speed: 19
Constitution: 18
Intelligence: 16
Willpower: 18
Charisma: 18 (Not really all that relevant, but why not)
Status Defense: 24

Buffs And Debuffs

Buffing spells in Romancing SaGa 3 also have a few peculiarities. Buffs to stats run off a degenerative formula and can be - theoretically - stacked ad infinitum. Basically, from the turn it’s cast, a buff loses its effectiveness slowly, at a rate of (Current Stat – Base Stat)/4 per turn, rounded up. So, if Ellen casts War Cry, she raises her Strength from 21 to 34 in that turn. On the very next turn, her Strength value will be lowered by (34-21)/4 = 3.25, rounded up = 4, thus making her Str at that turn 30. The next turn, if she doesn’t use War Cry again, the value it goes down by will be 2.25, rounded up to 3 – so, her Str will be 27, and progressively so until her Strength goes back to its base value. If she uses War Cry twice in a row, her Strength at the turn when she casts it for the second time will be 43 (30+13), but at the end of the turn, it’ll be lowered by (43-21)/4 = 5.5, rounded up to 6. So, the higher you buff a stat, the higher its deterioration will be, which makes using stat buffs a messy matter indeed.

Debuffs, on the other hand, do not degenerate and are permanent – they can be dispelled, but will not disappear on their own. Like stat buffs, they also stack indefinitely. Buff spells that grant special effects, like Water Pole, Dancing Leaves, Dragon God Descent, Reviver and Feather Seal, are also permanent unless dispelled.

Shields

Romancing SaGa 3 has two types of shields: bangles and proper shields. Any person can equip them, but they’re only functional if the character uses an attack or skill with a one-handed weapon – those being Swords, Maces, Axes and Epees. Magic, Greatswords, Martial Arts and Bows count as two-handed for shield usage purposes. Shields have two stats: defense and defense rating. The defense rating equals the odds of blocking an attack (different shields block different types of attacks). An attack blocked by a shield is taken against the character’s defense plus either the full defense stat of the shield or a lower amount (usually half). Bangles lack this stat, however, simply blocking the attack entirely (there are select few attacks that trigger bangle blocking, yet aren’t dodged, however, hitting the bangle user for full damage). For the purposes of this topic, all characters who can make actual use of shields equip bangles, due to the overall more potent effect. All listed attacks will note whether they can trigger shield blocking or evade.

Within this topic, there are also magical shield effects, which certain equips can give and various spells also can accrue. None of the equips with a magic shield effect are DL-legal, so this explanation will mainly focus on the spells. Magic shields basically give you a dodging chance that depends on the spell. The attacks that can be dodged also depend on the spell, and all attacks listed in the topic will note whether they can trigger magic shield evade as well. Water Pole and Dancing Leaves affect all physicals (i.e. slash, blunt, pierce and shot) that trigger magic shield evade, while Illusion Sun affects all elemental attacks, be they physical or magical, that can be magic shielded (so, slash, blunt, pierce, shot, heat, cold, electric and status).

Field Elements

Most spells in RS3 (and a select few physical skills) are capable of switching the elemental field in a given battle. The field always starts neutral, and using a spell that applies an element to the field immediately applies the effect. The changes are quite subtle – it basically allows a few buffs (particularly, Dancing Leaves and Water Pole) to function and grants 10% mHP regen per turn to a character whose armor possesses the elemental affinity (these cases will be noted in character entries). Spells can change the field back, but don’t always do so, and, once a field has been changed, the dynamics to swap it from the current element are kinda convoluted (involving multiple castings sometimes). For simplicity, I simply allow elemental spells to swap the field to whatever, also allowing spells from other games to make that change, as long as there is a precedent in-RS3 to allow them to do so. Worth noting that the spell Squall has unbeatable priority in changing the field element: cast it and the field will always become Water.

Things To Do

These are mostly for my reference, but feel free to bug me about these:

- More alternate equip options. There isn’t much of a wealth in equipment options in RS3 and tweaking them will mostly tweak averages a few ways, but alternate defense-twinking or magic defense/damage-twinking for a few specific characters besides Ellen and Yan Fan do exist. In fact, for instance, Elephant and Snowman can use the same setup as Yan Fan and Ellen, but those turn them into wonderlands who get 2HKOed and 3-2’d by average while not even 2HKOing themselves after factoring in accuracy, so I didn’t bother with a setup like that - even in Light, they end up getting 3-2’d and 3HKOed awfully often under those flags. But sake of completeness, etc.

And I believe that’s it for now. Now, for the meat of the topic – playable characters and numbers!

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General Chat / G'morning, 2013! - Post-Kopocalypse Sunshine Frolics
« on: December 31, 2012, 02:48:46 PM »
<Irotome> how i stopped worrying and learned to love the ko

G'morning for the next year, everybody!

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General Chat / G'Morning 2012 - Buddy Bear Kopocalypse Edition
« on: January 01, 2012, 04:08:29 PM »
G'morning at 2:10 PM! Have a New Year's livejournal topic.

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General Chat / What Are You Listening To 2011 - Grefter's Grotto Edition
« on: December 31, 2010, 06:45:33 PM »
It's like he's the only person who listens to music these days anyway.

Elvis Costello & Burt Bacharach - The Sweetest Punch

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General Chat / Playin' any games today, Flying Nun? (WGAYP - 2011 Edition)
« on: December 31, 2010, 04:38:49 PM »
See title, wait 'til 2011 to post I guess? I just like making up thread titles.

SaGa Frontier - Iunno. Asellus quest, lesbian harem edition with Asellus/WR/Emelia as my PCs as of now.

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Writeup Graveyard / Arnaud G. Vasquez vs. Hrist Valkyrie (both writeups)
« on: September 11, 2010, 04:34:43 AM »
Arnaud (vs. Hrist)

Well, Arnaud's gotten this far - after grabbing two Middle belts, the Heavy laurels are just within grasp of his razor sharp intellect! And, blessing of blessings, the Valkyrie Hrist is egregiously vulnerable to the formula user's magical tricks. He can constrict her movement with Shut Out, deteriorate the accuracy of the goddess' spearstrikes with Illusion and slow her down to the point of uselessness with... well, Slow Down. Once these cantrips are in place, Hrist will be entirely at the mercy of Arnaud's Blast - and she will know why he is so confident on everything he has from the neck up!

Hrist (vs. Arnaud)

Once again, Hrist Valkyrie reaches the Heavy finals, ready to reclaim her place in the hallowed echelons of Godlike. And if the only opposition to her stakes is a mere mortal - a borderline childish young rascal at that - then, there is no such thing as fool's luck to help him against the ruthless might of the Aesir. Arnaud's poor constitution will make her already devastating Nibelung Valesti even more fatal than it'd be against a normal foe, and her frighteningly accurate and skilled spearplay shall cut through this street magician's poor magical gimmicks in a hurry. Defeat shall be engraved upon his soul.

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Writeup Graveyard / Levin Brenton (vs. Chie Satonaka)
« on: August 28, 2010, 01:43:45 AM »
The noble House of Brenton's youngest heir has quite the challenge to overcome - after all, a chivalrous youth would shiver at the thought of harming a comely young lady (even if Chie is older than he is...). However, Levin's heart is undecided between a princess and a dandelion, not a dorky high-schooler with a penchant for quoting Jackie Chan movies! As long as Levin can connect a Cancel Strike to stop Chie from dropping God's Hand on the youngster, Levin will be fine! All the youngster has to do is press onward, regardless!

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Writeup Graveyard / Johnny Garland vs. Loki (both writeups)
« on: August 21, 2010, 02:34:26 AM »
This is really weird! I mean, why are those weird gods dawdling around trying to get a simple kid detective? Well, Johnny certainly could get a couple snazzy snapshots of Loki and sell them for a high price in the trade market, but that's not helping him live through this encounter, is it? But it's okay - with his Awaker form, this simple kid detective will harness the ultimate powers of Malice and put this Loki fellow down with a single casting of Ether Purge! And if that doesn't work... well, Johnny's always had quick feet for a run.

Bwahahahahaha! This is but a failed trick! What kind of fool would believe such chicanery? A run-off-the-mill New Yorker, even sporting those damned jackets, facing off against one of Asgard's greatest? This is even worth a chuckle! Johnny won't even know what brutalized his fragile build once Loki pulls out his dreaded Indiscriminate! And Ether Purge? Hah. That worthless technique won't even be enough to leave Loki keeling. Such an easy fight would be shameful, but Loki won't complain about getting away with murder freely!

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Writeup Graveyard / Aguro (vs. Mallow)
« on: August 07, 2010, 02:43:33 AM »
A seasoned, well-bred fighter, having to deal with a goddamned puffcloud? This is just insulting to the soldier class and everything it stands for. Aguro won't have any of it! He has a sharp blade, strong survival instincts and the will to fight even against the deadliest devils! What can this crybaby Mallow do against Aguro's trusty swordfighting? Weep and run for his mommy? Well, those thunderbolts could be problematic, but that's neither here nor there. Aguro won't let this mockery of his honorable background stand up any longer! His sword shall dance!

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Writeup Graveyard / Virginia Maxwell (vs. Myau Catswell)
« on: August 07, 2010, 02:37:59 AM »
This fight is going to be a bummer - after all, nobody should have to injure a pretty kitty who can spread wings, but Virginia's own soaring wings have to soar higher! With her trusty pistols and the natural quick wits she honed in her tough life as a Drifter, the young lady from Boot Hill won't let even the cutest mascot bring her down! Evading his claws and shooting the stars, Ginny's bound to decide this fight with a full Gatling just in time to achieve victory!

12
Writeup Graveyard / Sephiroth (vs. Seymour Guado)
« on: August 07, 2010, 02:33:15 AM »
The One-Winged Angel has no time to spare to inferior white-haired magicians with mommy issues - after all, he is the primordial mommy issue person from the Final Fantasy Series! How dares Seymour try to take his place? Well, this shall be settled in a duel to the death - and Sephiroth is quite equipped to deal with it. With his murderous Shadow Flare to bypass Seymour's better durability and superior sturdiness and offense, Sephiroth won't sweat against this poor one-trick pony.

13
Writeup Graveyard / Emily (vs. Lamingtonman)
« on: August 07, 2010, 02:03:09 AM »
A brazen fist, a tough attitude and outracing a dog pack is bound to get you places! And Emily's got all that in spades! What does this stupid angel Lamington have to speak for himself? Turning demons into -flowers-? Ha. Ha. Ha. That's really cute, but why do that when you can beat those things into a bloody pulp until their eyeballs go out? Emily's SMASHing powers know no bounds, let alone with her blazing speed! A good running stride to pummel the hell out of this dumb angel person should fix his ugly face before he can see the flurry of fists coming to his face! After all, the daughter of Ronnie Bell may not have a Hate Rune, but she leaves nothing to be desired in the sheer destruction department! Time for a good, violent brawl!

14
Writeup Graveyard / Hrist Valkyrie (vs. Lin)
« on: July 31, 2010, 04:14:03 AM »
The night-clad Valkyrie dons her trusty halberd and prepares once again to smite the wicked and unloyal. Even though the Woren gunslinger Lin doesn't really fit any of these credentials, however, she shall feel the divine punishment doled out by Hrist's brutal spear strikes. What's worse: having various tools to trivialize Lin's status skills, Hrist fears none of the chicanery the gunner can pull off while being quite capable of petrifying Lin herself with the swings of the Basilisk spear. Once her foe is petrified, a single Nibelung Valesti will spell victory for Odin's fiercest lady warrior!

15
Jowy Atreides vs Sir Leopold
Garai vs Kurando Inugami

Venusaur vs Rune Walsh
Bruiser Khang vs Takaya Sakaki

Blastoise vs Anise Tatlin
Diego vs Sheena Fujibayashi

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Writeup Graveyard / Leehalt Alceste (vs. Mia)
« on: July 03, 2010, 01:53:56 AM »
Seething hatred tore through that worthless assassin, and why should it be any different against this wide-eyed youngster? So, she thinks she can hold her own against the Rule of Vengeance. What a sweet, brutal mistake to commit. As soon as her blade touches Leehalt, she shall know the pain of her own attacks, screaming and squirming as she feels it. And with her poor endurance, she shouldn't last long against Leehalt's bitter powers. She should know better than to fight the darkest vices of mankind with a steel trinket, but if she still wants to try, Leehalt will be happy to oblige.

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Writeup Graveyard / Sophia Esteed (vs. Venusaur Leingod)
« on: June 26, 2010, 01:12:27 AM »
Sleep Powder? Pfft, like Sophia would suffer from sleep! Against this overgrown plant -thing-, the awesome Sophia Esteed, with her wonderful clothing and godly Deus Ex Machina powers, alongside a pretty sweet selection of magical spells to wreak havoc with, is going to do b-u-s-i-n-e-s-s. All the better if she wants to impress Fayt and get him to stop playing videogames so much (if the goddamned open jeans won't do it, maybe violence will!). So, if she mangles this ugly little pokémon, which she totally can do with since she has a ton of fire spells and stuff, Sophia's going to do really well! And even go to the semis!

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Writeup Graveyard / Odd Eye (vs. Lady)
« on: June 26, 2010, 12:59:06 AM »
If the chivalrous demon could defeat the vicious slimeball Killer, handling his damsel in distress must be possible. Even if Lady defies all stereotypes in the Knight and Damsel equation, being both more powerful and more resilient than her lover, Odd Eye's unerringly sharp blade won't miss its mark, cleaving the greater evil much like it tore through Killer's fragile skin. Even if Lady's Crimson Dirge devours through Odd Eye's very essence in the middle of this heated battle, the blind Great Demon shall not falter, for his blade and honor have a power that Lady's silent, hollow shell will never grasp!

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Writeup Graveyard / Rinoa Heartilly (vs. Doc)
« on: June 19, 2010, 05:00:15 AM »
Ultimate powers of love, activate! The brave, beautiful, kind and wonderful rebel Rinoa Heartilly is ready to show once again the determination and ability that got her to save the world from Time Kompression and won Squall's heart! With the aid of her faithful border collie Angelo and the near-unlimited powers that only a Sorceress can fathom, Rinoa will pummel this uncouth, hippie-like doctor and get past his bothersome knives! Her attacks shall pierce through his dimmed heart and light the flame of compassion in his soul! And, if all else fails? Why, she'll just look up to the sky and hope for a Wishing Star to make all her dreams come true!

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Writeup Graveyard / Gadget Z (vs. Galleon)
« on: June 19, 2010, 04:00:47 AM »
Whirring, cracking and awkwardly swinging, Gadget Z's heavily armed with all his limbs to face yet another Star of Destiny! With the sturdy frame given to him by Belle, Gadget is sure to handle this weird, molasses-like old man in no time flat! After all, what can old codgers do against technological marvels such as this living barrel robot, capable of even whirring and making bizarre sounds? A single barrel roll's gonna break Galleon's back just like a snap, and even his heavy armor won't save him! Spin, swing and dominate - this is just the way Gadget Z rolls - sometimes, literally.

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Writeup Graveyard / Leehalt Alceste (vs. Disney Villain)
« on: June 19, 2010, 03:43:17 AM »
Bitterness and resentment may not make a mentally sound individual, but Prophets have little need for psychological balance. Leehalt Alceste managed to refine his overwhelming jealousy over Werner Maxwell into an elegant, deadly force: his Rule of Vengeance ability is capable of returning all harm and suffering caused to the pale Prophet - in its exact measures, no more, no less. The assassin Jaffar, who knows only to slash and butcher, will find himself swarmed by the very gashes he delivers to Leehalt, blow for blow, without fail. As such, Leehalt shall trample this mongrel with his own - meager - powers, laughing at anyone who dares triggering the dreaded Rule of Vengeance.

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Writeup Graveyard / Aelia (vs. Bruiser Khang)
« on: June 19, 2010, 03:29:01 AM »
Crimson Edge in hand, burning soul ready, the brave Einherjar Aelia is about to deliver a sound thrashing to this monkeybrained musclehead! Bruiser's sheer lack of intelligence will be his downfall in a fight where brawns are closely matched like this! After all, his in-your-face, barehanded fighting style is bound to struggle badly against Aelia's handy polearm, able to keep the wrestler at bay with notable ease! Her whirlwind-like strikes and bewildering skill should leave this moron crying for mercy in no time! And, if he somehow manages to get through Aelia's barrage, a single Dreaded Dragon will put an end to this ballistic brawler!

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Writeup Graveyard / Limstella (vs. Barbarossa)
« on: June 19, 2010, 02:37:26 AM »
No head, no dignity, no farewells. King Barbarossa went through a series of meaningless ordeals for a foolish sense of pride and defiance - things that Limstella all but ignores, brutally aware of her disposable nature. Regardless of her soulless nature, though, the sorceress will fight with all her might. Limstella possesses the gelid magick of Fimbulvetr to counter the deceived king's roaring flames. Calamity Blast will become a gentle breeze when faced with the ice fortress created by this rare tome. Furthermore, Barbarossa's armor may keep him protected from swords and arrows, but it's highly vulnerable to magic. Limstella's victory is all but guaranteed.

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Writeup Graveyard / Ryu the Fourth (vs. Vandesdelca Musto Fende)
« on: June 19, 2010, 02:19:45 AM »
Van's skill as a manipulator may be hard to upstage (even though he seems to struggle in actually engineering such chicanery into a coherent magnum opus), but his technique as a fighter in the vicious halls of Godlike leave much to be desire. His highly trigger-reliant Mystic Artes, as well as his middling staying power - particularly for a Godlike slugger - certainly couldn't stand up to the raw might of a true god. And Ryu, as a hallowed Endless, will hardly need to break a sweat to put the revenge-seeking general in his place. As soon as Ryu accesses his mighty Kaiser form, the near-invincibility to Van's blade and relentless Kaiser Breaths will send the miserable trickster six foot under.

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Writeup Graveyard / Odd Eye (vs. Killer)
« on: June 12, 2010, 04:51:55 AM »
A street rat, playing the game of shining knight? Hah, what would a flea-ridden murderer know about honor? Odd Eye, Great Devil he may be, but fighting dirty isn't his deal. And he has just the tools to handle this rodent: his trustworthy blade and the strength and nimbleness granted by his demonic powers. While Killer certainly packs unsettling offense to keep even Odd Eye on his toes, he lacks the staying power of a true devil, let alone the quickness of foot required to handle Odd Eye's lightning-fast slashes. The blind swordsman will rise victorious from this duel and move onwards, cleansing the League from filth such as Killer.

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