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Author Topic: Arc the Lad 3 (PCs)  (Read 2704 times)

Talaysen

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Arc the Lad 3 (PCs)
« on: August 27, 2008, 10:59:13 PM »
From Gourry

Arc the Lad 3! Nobody from the game will get in anytime soon, but I figured a topic on it would be interesting, if nothing else.

Here's a warning: most of the equipment in this game is whorishly powerful. All of it is synthesized in the shops as well. Hero's Armor gives 100% status protection, which includes Instant Death. The Wiseman Robe reduces all elemental damage to 1. Theo's best Vests allow him to halve any element. Synthesized equipment is technically storebought, but nothing is unique. It just takes some outside materials to make most of them, and these are pretty plentiful. However, some will probably think this is illegal, so I included storeboughts as well (in bold).

These are taken at level 65. I fought some monsters in the Sky Castle that were relatively weak. 65 may be a little high, since it took a while for me to figure out which way was the right way in the Sky Castle.

Lemme detail the statuses here:
Sleep: Enemy can't act, but wakes up after getting hit.
Paralysis: Enemy can't act, FOREVER! Paralyzed enemies still have to be killed, but if the entire PC cast is Paralyzed, you fail the mission (game over). Take this how you will.
Silence: Anything that takes MP is locked.
Confusion: Confusion just seems to make enemies attack the nearest friend/enemy. Probably not too useful in a duel.
Gravity: Target takes double damage from physicals.

Lv65 Alec
HP: 625
MP: 415
ATK: 73 (118)
DEF: 69 (103) [88]
AGL: 69
MAG: 65 (85)
Weapon Options
1. Mystic Blade (default): +45 ATK, +20 MAG
2. Palo's Knife: +35 ATK, +30 AGL
3. Strongest Cane: +23 ATK, +30 MAG
4. Sacred Rod: +18 ATK, +20 MAG. Regenerates 20 MP a turn.
5. Tohroo Stick: +21 ATK, +12 MAG. MP Costs are halved.
6. Life Stealer: +60 ATK. Steals HP equal to damage dealt.
See Velhart's list for the rest.

Armor Options
1. Hero Armor (default): +34 DEF, Status and ID immunity.
2. Wiseman Robe: +22 DEF, +12 MAG. Sets all elemental magic to do 1 damage.
3. Fire/Ice/Earth/Wind/Light/Dark Vest: +26 DEF, +15 AGL, Halves respective element.

Platinum Armor : +19 DEF

Physical: 98. Counters.

Magic
---
Cure: Heals 296
12 MP

Force Ring: 110 (165) + Confusion (50%)
18 MP

Silent: Silences. WTF? This seems to work 100% of the time to those who aren't immune.
16 MP

Impulse Bomb: 177 (239) damage
18 MP

Divide: Steals 88 (97) HP from an enemy.
5 MP

Crystal Dust: 155 (210) ice damage.
16 MP

Brain Blast: 92 (122) damage + Paralysis (50%)
20 MP

One of the things about Alec is that he can equip any weapon or armor in the game. However, for the purposes of this topic, I had him stick with swords and heavy armor. Still, stuff like Velhart's Life Stealer and Wiseman Robes can be viable options if you allow them.

Numbers in parenthesis are with the Wiseman Robe, which increases magic damage.

Evaluation: Heavy. His damage is unspectacular, but he has some nice statuses to work with (namely Silence and Paralysis). Healing and parasitic healing (albeit weakish parasitic healing) help as well. Because he can equip anything in the game, he can probably take advantage of Velhart's Life Stealer or Lutz's speed boosting Palo Knife.

Lv65 Lutz
HP: 491
MP: 479
ATK: 61 (96)
DEF: 75 (101) [94]
AGL: 81 (126)
MAG: 61
Weapon
Palo's Knife: +35 ATK, +30 AGL

Armor Options
1. Fire/Ice/Earth/Wind/Light/Dark Vest (default): +26 DEF, +15 AGL, Halves respective element.
2. Hero's Armor: +34 DEF. Status and ID immunity.

Platinum Armor : +19 DEF

Physical: 74 (98) damage. Can't counter.

Magic
---
Refresh: Heals abnormal statuses.
8 MP

Fatal Dagger: Does damage equal to 90% of the target's max HP. I have yet to see this fail on non-bosses.
20 MP

Magic Shield: Halves magic damage.
16 MP

Excitement: Increases Lutz's ATK by 1.25x.
8 MP

Silent: Silences. Again, never seen this fail.
16 MP

Evaluation: Heavy. Great speed allows him to open up with Fatal Dagger. Magic Shield helps his iffy magic defense, and Silence allows him to shut mages down. He sucks against bosses, though. Also, his durability isn't that impressive.

Lv65 Theo
HP: 415
MP: 432
ATK: 44 (79)
DEF: 61 (87) [80]
AGL: 75 (110)
MAG: 89
Weapon
Muse Lance: +35 ATK, +20 AGL

Armor
Fire/Ice/Earth/Wind/Light/Dark Vest: +26 DEF, +15 AGL

Platinum Breastplate : +17 DEF

Physical: 57.

Magic
---
Card Field: Increases Theo's defense by 40%. 87 --> 121
8 MP

Rob Mind: Steals 67 MP from an enemy. This isn't that good, but it could steal most of the monster's MP reserves in 4 turns, since MP scores I've seen have ranged from 60 to 250.
1 MP

Cross Javelin: 91 damage
16 MP

Divide: Steals 84 HP from a target.
5 MP

Cards: Theo can have up to 5 cards at a time. He gets them by using Cardish on enemies, capturing them. He can have doubles of any card, other than the ones that have asterisks next to them, which are one of a kind (probably falls under the same category as Edge's Spoon). I've yet to see the non-ID/Paralysis statuses fail.
---
Mandrake: 50% chance of ID.
Phoenix: Causes Paralysis (12/20)
Armor Tortoise: Same as Card Field.
Dryad: Causes Silence (15/15)
Sleeping Gas: Sleep (12/12)
Wonderful Hemo-Ji- Turns enemies into Hemo-Jis (100%) Lasts 3 turns.
Fire Dragon: ~240 Fire damage
Earth Dragon: ~240 Earth damage
Water Dragon: ~240 Water damage
Copper Dragon: ~240 Wind damage
Silver Dragon: ~240 Holy damage
Gold Dragon: ~240 Dark damage
Master Golem: ~220
*Altima: ~270 omnielemental? damage
*Diekbeck: Causes Confusion (50%) and does ~280 damage.

Evaluation: Heavy or Light, depending on your stance on cards. The cards make him, basically. He has several accurate statuses, good damage, and a few stat boosters. Without cards, he's a bad fighter with poor parasitic healing and weak MP busting.

Lv65 Cheryl
HP: 569
MP: 316
ATK: 87 (129)
DEF: 76 (102) [92]
AGL: 69 (99)
MAG: 58
Lunar Blaster (default): +42 ATK, +15 AGL

Armor Options
1. Fire/Ice/Earth/Wind/Light/Dark Vest (default): +26 DEF, +15 AGL, Halves respective element.
2. Wiseman Robe: +22 DEF, +12 MAG. Sets all magic damage to one.

Platinum Robe : +16 DEF, +2 MAG

Physical: 107. Can't counter.

Magic
---
Napalm Edge: 137
12 MP

Cure: Heals 183 damage.
12 MP

Refresh: Cures abnormal statuses.
8 MP

Night Raid: 147 darkness damage.
20 MP

Dark Out: 1.5x AGL.
8 MP

Rob Mind: Steals 68 MP.
1 MP

Evaluation: Middle. She can get Lutz-level speed, but she's unimpressive other than that.

Lv65 Marsia
HP: 431
MP: 718
ATK: 50 (73)
DEF: 52 (74) [68]
AGL: 64
MAG: 86 (128)
Weapon Options
1. Strongest Cane (default): +23 ATK, +30 MAG
2. Sacred Rod: +18 ATK, +20 MAG. Regenerates 20 MP a turn.
3. Tohroo Stick: +21 ATK, +12 MAG. MP Costs are halved.
4. Mirage Rod: +15 ATK, +20 AGL, +8 MAG.

Armor
1. Wiseman Robe (default): +22 DEF, +12 MAG. Sets all magic damage to one.
2. Miracle Robe: +24 DEF, +18 MAG. Regenerates 10 MP a turn.

Platinum Robe : +16 DEF, +2 MAG

Physical: 51.

Magic
---
Heat Shell/Water Crumble/Land Ax/Air Blast: 235 fire/water/earth/wind damage.
16 MP

Light Arrow/Dark Extreme: 235 holy/darkness damage.
20 MP

Giga Plasma: 335 magic damage.
64 MP

Evaluation: Middle/Heavy. Giga Plasma is powerful, and she has several shots of it (11). However, her low durability and speed bring her down a bit.

Lv65 Velhart
HP: 728
MP: 381
ATK: 79 (139)
DEF: 68 (102) [87]
AGL: 76
MAG: 61
Weapon Options
---
1. Life Stealer: +60 ATK. Steals HP equal to the damage he does with his physical only (so no Omega BUSTERing for full healing).
2. Avenger: +55 ATK, +18 AGL
3. Light Saber: +60 ATK, +3 MAG. Heals 20 HP a turn. Light Element.
4. Blaze Guard. +55 ATK, +5 DEF. Halves Fire damage
5. Glacier Guard: +55 ATK, +5 DEF. Halves Water damage
6. Earth Keeper: +55 ATK, +5 DEF. Halves Earth damage
7. Storm Keeper: +55 ATK, +5 DEF. Halves Wind damage
8. Light Protector: +55 ATK, +5 DEF. Halves Holy damage.
9. Dark Protector: +55 ATK, +5 DEF. Halves Darkness damage.

Armor
1. Hero Armor (default): +34 DEF. Status and ID immunity.

Platinum Armor : +19 DEF.

Physical: 117. Counters.

Magic
---
Omega BUSTER: Does damage equal to something like Velhart's lost HP * (.6x, 1x, or 1.4x). This averages out to just the HP he has lost. Ineffective at full HP, obviously.

Musou III: Makes Velhart immune to all normal physicals for 7 turns. This means that physical attacks that use MP go through, but the normal attack option won't work.
15 MP

Evaluation: Heavy/Godlike. Velhart's a pretty nasty fighter. Musou helps him against pure physical fighters like Dekar, and the Life Stealer keeps him alive if he needs it. Omega BUSTER is like a limit, and it beats everyone else pretty badly even at half HP.

Lv65 Anrietta
HP: 430
MP: 512
ATK: 66 (101)
DEF: 62 (96) [81]
AGL: 88
MAG: 70
Gorgeous Ring: +35 ATK

1. Hero Armor (default): +34 DEF. Status and ID Immunity
2. Wiseman Robe: +22 DEF, +12 MAG. Sets all elemental magic to 1 damage

Platinum Armor : +19 DEF

Physical: 79

Magic
---
Ruby Laser: 60 damage + Paralysis (50%)
20 MP

Diamond Shower: 84 + Confusion (50%)
30 MP

Platinum Pressure: 97 + Gravity (50%)
40 MP

Jewelry Box: Heals 223 damage. Also, a random stat will increase by 25%.
50 MP

Magic Boost Ruby Laser: 82
Magic Boost Diamond Shower: 115
Magic Boost Platinum Pressure: 135

Evaluation: Middle. She's like a crappy Nash with worse damage.

Lv65 Elc
HP: 625
MP: 520
ATK: 68 (98)
DEF: 72 (102)
AGL: 72
MAG: 63
Flame Saber: +30 ATK. Fire Elemental
Light Robe: +30 DEF

Physical: 76 (100)

Magic
1. Fire Storm: 81 fire damage.
32 MP

2. Strike Power: Increases ATK by 25%.
16 MP.

3. Explosion: 86 fire damage.
32 MP

4. Magic Shield: Halves Magic damage for a few turns.
16 MP.

Elc's not really here for ranking purposes. He probably doesn't want this form, anyway. The permanent cast trumps him because of synthesis options.

AVERAGES!
HP
---
Velhart (728) > Alec (625) > Cheryl (569) > Lutz (491) > Marsia (431) > Anrietta (430) > Theo (415)
Average: 527

Defense
---
Alec (103) > Cheryl = Velhart (102) > Lutz (101) > Anrietta (96) > Theo (87) > Marsia (74)
Average: 95

This is a straight subtraction system. Marsia's defense isn't good, but it's not terrible. The differences between Anrietta and Alec aren't that pronounced, though. The average with storebought armor is 84.

Speed
---
Lutz (126) > Theo (110) > Velhart (99) > Anrietta (88) > Velhart (76) > Alec (69) > Marsia (64)
Average: 90

Take this average with a grain of salt, since Alec can opt for the same setup Lutz has for good speed. This average isn't really to be taken literally, since Lutz isn't twice as fast as Marsia, really. This average with storebought armor is 84.

Magic (magic defense)
---
Marsia (128) > Theo (89) > Alec (85) > Anrietta (70) > Lutz = Velhart (61) > Cheryl (58)
Average: 78

First Turn Damage
---
1. Marsia's Giga Plasma (335)
2. Theo's ___Dragon Card (240)
3. Alec's Impulse Bomb (177)
4. Cheryl's Night Raid (147)
5. Anrietta's Platinum Pressure (97)
6. Velhart's physical (117)
7. Lutz's physical (74)
Average: 170

Late Duel Damage
---
1. Velhart's Strong Omega BUSTER (510)
2. Average Omega BUSTER (364)
3. Marsia's Giga Plasma (335)
4. Theo's __ Dragon Card (240)
5. Weak Omega BUSTER (218)
6. Alec's Impulse Bomb (177)
7. Cheryl's Night Raid (147)
8. Anrietta's Boosted Platinum Pressure (135)
9. Lutz's boosted physical (98)
Average: 247

This assumes that Velhart is at half HP.