Author Topic: Fell Seal:Arbiter's Mark. Provisional version, full version to come in time  (Read 662 times)

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Before I begin, I'd like to extend special thanks to Snowfire and the Fell Seal wiki.

Fell Seal:Arbiter's Mark is a Tactical RPG made in the style of Final Fantasy Tactics, developed by 6 Eyes Studio.  It is available on PC, PS4, XBOne, and Switch.  Like FFT, you have a large variety of classes that can be unlocked to learn active, reactive, and passive skills from, to ultimately mix, match, and create horrifying combos with.

As this is being released early to give a reference to Kyrie, who is currently in Futurama, they will not be covered individually yet, and we are sticking to non-Bzaro plot characters.

Also I am currently dosed up on theraflu in order to not feel like absolute hell from an upper respiratory tract infection so some mistakes may occur.

The battle system, akin to FFT, runs on a clocktick situation with the frequency of turns is dictated by the character's speed.  Higher the speed, more frequent the turns, the influence is well-worn on its sleeve.

STATS AND WHAT THEY DO:
HP: Run out of these and you...don't exactly fall down with a digitized death scream.
MP: MP here works closer to Tactics Advance rather than Tactics Vanilla; you start at 0 by default, and gain 10 every turn.  The listed MP stat for each character is the possible maximum they can hold.
ATK: Impacts the efficacy of your physical attacks, be they basic or technique, as well as composite effects.
DEF: Impacts the efficacy of physical attacks on you.
MND: Impacts the efficacy of magic attacks, composite attacks, and healing.
RES: Impacts the efficacy of magic attacks on you.
SPD: How quickly you get a new turn.  Speed is directly linear; a unit with 200 speed will act twice as often as a unit with 100 speed.
EVA: Unit's chance to evade.  This directly opposes accuracy.

Move: How far a unit can move.  Largely DL-irrelevant unless you want to make some arguments for kiting FE characters.
Jump: How high a unit can jump.  Even more DL-irrelevant because of the white room nature of DL fights.
Crit: Unit's chance to critical.  Unless otherwise noted, characters in Fell Seal can only critical on basic attacks.
Elemental Resistance: Percentage reduction taken from elemental attacks, taken per element.  All human characters innately have these as 0, barring bonuses from class masteries.  Equipment can modify these, however.

Attacks in this game have eight possible typings: Physical, Fire, Water (includes ice), Thunder, Earth, Holy, Dark, and Magical.  Resistances largely do not exist for Physical and Magical, but those to the other six named elements do.

Fell Seal also has a number of named statuses, positive and negative.  Notably, statuses in this game have a duration based on the status, not the originating ability.  As such, effects will have their duration listed alongside their description:

NEGATIVE STATUSES:
ATK Down: -20% ATK (3 turns)
MND Down: -20% MND (3 turns)
DEF Down: -25% DEF (3 turns)
RES Down: -25% RES (3 turns)
Slow: -34% SPD (3 turns)

Poison: Character loses 20% max HP per turn.  Cannot kill. (3 turns)
Bleed: Character loses 12.5% max HP per turn.  Cannot kill and stacks with Poison. (5 turns)
Blind: Character suffers -50% accuracy. (2 turns)
Root: Character cannot move. (2 turns)
Mute: Character cannot use Spells. (3 turns)
Cripple: Character cannot use Skills. (3 turns)
Sleep: Character will not evade or act.  Wears off upon taking damage. (3 turns)
Berserk: Character loses control and will only make basic attacks against the nearest target. (2 turns)
Charm: Character cannot be controlled and will act in the enemy's best interests.  Removed with damage. (2 turns)
Weaken: Character cannot receive direct healing. (3 turns)
Exhaust: Character cannot benefit from Quicken effects.  This is applied whenever a Quicken effect is and cannot be blocked. (2 turns)

POSITIVE STATUSES:
ATK Up: +20% ATK (3 turns)
MND Up: +20% MND (3 turns)
DEF Up: +25% DEF (3 turns)
RES Up: +25% RES (3 turns)
CRIT Up: Flat +25% Crit (3 turns)
Haste: +33% SPD (3 turns)

Thorns: Returns damage inflicted to the attacker, regardless of distance or source. (negligible quantity) (4 turns)
Renew: Character recovers 1/8 of their max HP at the end of their turn. (3 turns)
Rebirth: Upon death, character will revive immediately with 20% mHP.
Mirage: Character will automatically evade the next attack regardless of accuracy. (3 turns, Until expended)
Elemental Affinity(type): Character will inflict +35% damage with the specific element. (3 turns)
Fleet of Foot: Character gains +1 Move. (3 turns)
Focus: Character inflicts 2x damage on their next attack or ability. (functionally next turn)
Boon: Character's next non-item attack or ability will automatically crit.  Overrides the restriction on crits.  (functionally next turn)
Elemental Aegis(type): +75% resistance to the specified element.
Dark Barrier: +25% resistance to Fire/Water/Earth/Thunder/Dark.  Not relevant for PCs because it only really results from a boss ability, but I'm listing it here for completion's sake.

ATTACK DIRECTIONALITY
Attacks have their damage modified by what direction it comes from; 1x for frontal, 1.25x for side, and 1.5x for back.  As per DL standard, it will be assumed that damage will be calculated from a side attack, barring teleportation or flight (which will allow access to back attacks, barring being able to land Sleep.)  Counterattacks will always be calculated assuming frontal damage.

EQUIPMENT[/u]

Characters have six equipment slots.  Of those, they are allowed to equip the following: One weapon (unless dual-wielding), one shield, one headgear, one body armor, and however many accessories they want.  Since there is a lot of unique endgame equipment, that is admittedly not allowed.  Endgame gear is thus to be restricted to the following storebought equipment:

SCYTHES:
Energy Scythe:ATK+106, MND+28, +25% Crit Damage
Day's Harvest: ATK+134, +25% Crit Damage, 62% chance of Bleed on hit

MAULS:
Flattener: ATK+132, HP+55

SWORDS:
Icebrand: ATK+78, MND+8, Ice Elemental, +50% Ice Resist
Flamebrand: ATK+78, MND+8, Fire Elemental, +50% Fire Resist
Stonebrand: ATK+78, MND+8, Earth Elemental, +50% Earth Resist
Boltbrand: ATK+78, MND+8, Lightning Elemental, +50% Lightning Resist
Enhancer: ATK+84, MND+44
Ebony Sword: ATK+90, MND+8, Dark Elemental, +50% Dark Resist
Dendrite Sword: ATK+100, +100% Holy Resist
Excalibur*: ATK+112, MND+14, Holy Elemental, +150% Holy Resist, Auto-Renew.

*Kyrie has a middling plot claim to Excalibur due to it being obtained in an optional battle pertaining speifically to her, storywise.  It is not explicitly given to her but the connection is there.  She is the only character who has this claim, making it a unique one in her case.

DAGGERS:
Tongueslicer: ATK+56, SPD+7, EVA+2, CRI+2%, 62% chance to Silence on hit
Teorite Dagger: ATK+62, RES+4, SPD+7, EVA+2, CRI+2%, 62% chance to inflict Root on hit
Kunai: ATK+68, MND+4, SPD+7, EVA+2, CRI+2%, 62% chance to inflict Cripple on hit
Janbiya: ATK+74, SPD+10, EVA+3, CRI+3%
Flash Knife: ATK+64, SPD+20, EVA+2, CRI+2%
Worm Tooth: ATK+80, SPD+7, EVA+2, CRI+2%, 75% chance to Poison on hit

AXE:
Dark Reign: ATK+110, DEF-18, +150% Dark Resist

SPEARS (all Range 2):
Partisan: ATK+94, DEF+12
Heavy Lance: ATK+102, DEF+7, CRI+3%

MACES
Holy Mace: ATK+76, MND+18, MP+19, DEF+4, RES+4, CRI+8%, Holy Elemental, +100% Dark Resist
Pernach: ATK+92, MND+24, MP+27, DEF+6, RES+6, CRI+8%

RAPIERS
Joyeuse: ATK+86, MND+22, SPD+7, EVA+3, CRI+3%, Immune Slow
Monarch: ATK+96, MND+26, Immune Weaken

RODS
Water Rod: ATK+52, MND+34, Water Elemental, +25% Water Damage
Fire Rod: ATK+52, MND+34, Fire Elemental, +25% Fire Damage
Earth Rod: ATK+52, MND+34, Earth Elemental, +25% Earth Damage
Thunder Rod: ATK+52, MND+34, Thunder Elemental, +25% Thunder damage
Ebony Rod: ATK+64, MND+46, Dark Elemental, +100% Dark Resist, +25% Dark damage
Heavy Rod: ATK+92, MND+42
Glacier Rod: ATK+72, MND+54, Water Elemental, +100% Water Resist
Blazing Rod: ATK+72, MND+54, Fire Elemental, +100% Fire Resist
Quake Rod: ATK+72, MND+54, Earth Elemental, +100% Earth Resist
Surge Rod: ATK+72, MND+54, Thunder Elemental, +100% Thunder Resist

STAVES (All give Spell Range+1)
Black Staff: ATK+72, MND+30, RES+18, EVA+1, Dark Elemental
Gatekeeper: ATK+78, MND+34, RES+18, EVA+1

GUNS:
Hell Muzzle (Range 7): ATK+74, MND+10

BOWS:
Mach Bow (Range 5): ATK+86, SPD+10
True Flight (Range 7): ATK+80
Yoichi Bow (Range 5): ATK+100, CRI+5%

CROSSBOWS:
Thunder Crossbow (Range 5): ATK+76, MND+8, Accuracy +5%, Thunder Elemental
Quarreler (Range 5): ATK+80, MND+8, Accuracy +5%, Dark Elemental, +50% Dark Resist, 25% chance to Berserk on hit
Aerolus (Range 5): ATK+90, MND+20, Accuracy +5%

ROBES:
Flowing Robe: DEF+36, RES+61, +100% Water Resist
Molten Robe: DEF+36, RES+61, +100% Fire Resist
Sand Robe: DEF+36, RES+61, +100% Earth Resist
Spark Robe: DEF+36, RES+61, +100% Lightning Resist
Scholar Robe: DEF+48, MND+16, RES+79
Embroidered Robe: DEF+51, RES+85

LIGHT ARMOR:
Lorica Speculo: DEF+72, RES+33
Lorica Musculata: DEF+72, RES+18, ATK+12
Lorica Mentis: DEF+72, RES+18, MND+12

HEAVY ARMOR:
Old Armor*: DEF+75, RES+15, +50% Earth Resist
Royal Armor: DEF+84, RES+15

*Anadine has a strong plot claim to the Old Armor.  She only really wants it for Earth Resist though.

HATS
Miter: DEF+9, RES+28, Immune Silence
Black Hat: DEF+9, RES+30, MND+16
Royal Crown: DEF+13, RES+37, HP+35, SPD+3

LIGHT HELMETS:
Black Cowl: DEF+19, RES+24, MND+8
Ninja Cowl: DEF+21, RES+27, ATK+4, SPD+3, EVA+2, CRI+2%
Flash Cap: DEF+19, RES+25, SPD+10, EVA+4

HEAVY HELMETS:
Royal Helm: DEF+34, RES+18

SHIELDS:
Teorite Shield: DEF+16, RES+16, EVA+10
Water Shield: DEF+6, RES+12, EVA+7, +150% Water Resist
Fire Shield: DEF+6, RES+12, EVA+7, +150% Fire Resist
Earth Shield: DEF+6, RES+12, EVA+7, +150% Earth Resist
Thunder Shield: DEF+6, RES+12, EVA+7, +150% Lightning Resist
Aegis Shield: DEF+9, RES+9, EVA+2, Auto RES-UP
Magic Shield: DEF+9, RES+16, EVA+10, MND+16

ACCESSORIES:
Regular:
Gauntlet: +8 ATK, +4 DEF, +1 RES
Wizard Glove: +1 DEF, +8 MND, +4 RES
Exo Gauntlet: +7 DEF, +7 RES, +3 EVA
Plate Glove: +10 DEF, +3 RES
Glasses: +2 CRI, +10 ACC

Statusblocker accessories:
Sharp Glove: +5% Crit, Immune Bleed
Pure Band: +4 DEF, +4 RES, Immune Poison
Shining Band: +4 DEF, +4 RES, +3 SPD, Immune Blind
Clarity Band: +4 MND, +9 RES, Immune Berserk
Oath Band: +4 ATK, +9 DEF, Immune Charm
Vigil Band: +4 ATK, +3 DEF, +4 MND, +3 RES, Immune Sleep
Sapphire Earring: +3 DEF, +3 RES, Blocks Bleed, Blind, Root, and Slow

Characters are taken at Level 40, which I found to be properly endgame.
« Last Edit: January 03, 2024, 04:07:47 AM by 074 »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

074

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Fell Seal:Arbiter's Mark: Story Characters
« Reply #1 on: January 03, 2024, 04:04:15 AM »
Averages up top:
HP: 416
DEF: 277
RES: 242
SPD: 149.6
Damage (single action): 182.6 (Killpoint: 456.4)
Damage (3TA): 204.5 (Killpoint: 511)


KYRIE
Marked/Mercenary

(Leveling Note: Starting 10 levels in Mercenary, 30 in Marked.)

HP:483+35 (518) (124.5%)
Max MP:161

ATK:246+140 (386)
DEF:175+102 (277)
MND:227+30 (257)
RES:179+73 (252)
SPD:141+3 (144)
EVA:1%

MOV:4
JMP:5
CRT:2%

Holy Resist: 155% (55% Absorb)
Dark Resist: 5%

Equipment: Maul, Sword, Spear, Rod, Robe, Light Armor, Heavy Armor, Shield

-Excalibur: ATK+112, MND+14, Holy Elemental, +150% Holy Resist, Auto-Renew. (Auto-Renew will give her a regen value of 65 HP a turn)
-Magic Shield: DEF+9, RES+16, EVA+10, MND+16
-Lorica Musculata: DEF+72, RES+18, ATK+12
-Royal Crown: DEF+13, RES+37, HP+35, SPD+3
-Gauntlet: +8 ATK, +4 DEF, +1 RES
-Gauntlet: +8 ATK, +4 DEF, +1 RES

Options: Kyrie may opt for the Flattener if she needs to hit physical damage, or the Dendrite Sword if she wants to do so while still blocking Holy.  Ebony Rod is an option if she needs to block Darkness at a not insignificant damage hit.  Shields and Robes also exist for elemental spoiling as needed.

Attack:Range 1/v3.  158 Holy damage (assuming Penumbral Mastery to neutral)

ANCIENT POWER (Damage factors in Penumbral Mastery against a target with no Holy/Dark resist.)
Dark Bolt (8 MP): Range 1-3/v13, Ignores Facing.  inflicts 138 Dark damage vs. DEF.
Wrathful Blow (4 MP): Range 1/v3.  Inflicts 253 Dark damage vs. DEF.  Kyrie takes 25% cHP as backlash damage. [Prorated value: 189.72]
Wrathful Beam (12 MP): Range 1/v2, Line 4v2.  Ignores Facing  Inflicts 138 Dark damage vs. RES to all targets in the target line.
Holy Bolt (8 MP): Range 1-3/v13, Ignores Facing.  Inflicts 130 Holy damage vs. DEF.
Drain Health (14 MP): Range 1/v4, Ignores Facing.  Inflicts 57 Magical damage vs. RES and absorbs the damage inflicted as HP.
Drain Soul (2 MP): Range 1/v4, Ignores Facing.  Inflicts 23 Magical damage to target MP vs. RES and absorbs the damage inflicted as MP.
Wrathful Burst (16 MP): Range 0, area 5/v4 burst, Ignores Facing.  Inflicts 166 Dark damage vs. DEF to all targets in the burst area.  Kyrie takes 25% cHP as backlash damage. [Prorated value: 124.5]
Holy Beam (12 MP): Range 1/v2, Line 4v2.  Ignores Facing.  Inflicts 130 Holy damage vs. RES to all targets in the target line.
Holy Burst (16 MP): Range 0, area 5/v4 burst, Ignores Facing.  Inflicts 159 Holy damage vs. DEF to all targets in the burst area.

WAR CRAFT
Forceful Strike: Range 1/v2.  Inflicts 90 Physical damage vs. DEF and pushes the target back 1 space.
Field Aid: Range 0-1/v2. Heals 53 HP and cures Poison, Bleed, Mute, Cripple, and Sleep.
Power Strike: Range 1/v2.  Inflicts 84 Physical damage vs. DEF and inflicts ATK Down on the target.
Mind Strike: Range 1/v2.  Inflicts 84 Physical damage vs. DEF and inflicts MND Down on the target.
Precise Strike: Range 1/v2.  Inflicts 100 Physical damage vs. DEF, ITE.
Flash Strike: Range 1/v2.  Inflicts 95 Physical damage vs. DEF, bypasses all Reaction abilities.
Stunning Strike: Range 1/v2.  Inflicts 79 Physical damage vs. DEF and delays target by 60% of its current progress to their next turn.

Three-turn average: Wrathful Blow x3 for 189.72

RSM:
Counter: Slow: Counters any offensive action by inflicting Slow on the attacker at 100% rate.
Counterattack: Counter any adjacent attacker with a Regular Attack

Execute: Damage from offensive Abilities is increased by 0.45x when target's HP is below 50%
Avenger: Gain 0.2x bonus damage and 0.125x damage reduction per fallen ally.  Useless in a duel.
Penumbral Mastery: If the target's resistance is less than immunity, treats resistance as lowered for Holy or Dark damage.  (If target's resistance is between 0 and 99, reduces it by 50.  If it is less than 0, reduces it by 25.  This can reduce elemental resistance below 0, but cannot take it below -150).
Health Expert: Base maximum HP+25%
Sturdy Grip: Can equip a shield alongside a melee two-handed weapon, and allows Shield use regardless of class.

Commentary: Kyrie is practically carried by Penumbral Mastery being as good as it is, and by her plot sword giving her auto-regen.  Hitting neutral with Penumbral Mastery means you're actually hitting for +50%, and you don't often see someone who can block Holy and Dark.  Unfortunately, even with that, her damage is subpar.  She has a workable stall game, though; Slow counters plus Delay Strike can bog the opponent down by a significant degree, and compounding this with Power Strike, Mind Strike, and Excalibur's innate regen allow for her to snowball better than she'd appear to at first glance.  And by the time she does get the opponent down to half, Execute kicks in if there's a limit below that to chip around.



ANADINE
Demon Knight/Mercenary

(Leveling Note: Starting 10 levels in Mercenary, 30 in Demon Knight)

HP:420 (525) (126.2%)
Max MP:55

ATK:282+158 (440) (with ATK Up: 528)
DEF:180+130 (310)
MND:163 (with MND Up: 197)
RES:142+36 (178)
SPD:124
EVA:1%

MOV:4
JMP:4
CRT:4+2

Dark Resist: 10%

Equipment: Scythe, Axe, Heavy Armor

-Day's Harvest: ATK+134, +25% Crit Damage, 62% chance of Bleed on hit
-Royal Armor: DEF+84, RES+15
-Royal Helm: DEF+34, RES+18
-Gauntlet: +8 ATK, +4 DEF, +1 RES
-Gauntlet: +8 ATK, +4 DEF, +1 RES
-Gauntlet: +8 ATK, +4 DEF, +1 RES

Equip Notes: she can trade off Equlibrium for Sturdy Grip, allowing her to use a shield without swapping her current gear.  This lets her get the anti-element shields.

Attack: Range 1/v4.  128(143 R, 166 DM, 180 Bt) Physical damage.  62% chance of Bleed on hit.
Focused Rage: Range 1/v4.  Scales linearly from 128 to 305(143-340 R, 166-394 DM, 180-428 Bt) damage from 0 to 55 MP. (adds a 2.5% damage bonus per MP spent)
(max mod of 2.375x)

RAGE
Enraged Blow: Range 1/v4.  205(229 R, 265 DM, 289 Bt) Physical damage vs. DEF to target.  Anadine takes 25% cHP backlash damage. [Prorated values: 153.75 base, 171.75 R, 198.75 DM, 216.75 Bt]
Vicious Push: Range 1/v4.  109(122 R, 141 DM, 153 Bt) Physical damage vs. DEF to target and pushes them away one tile.
Rend: Range 1/v4.  122(136 R, 157 DM, 171 Bt) Physical damage to target vs. DEF and inflicts DEF Down.
Vicious Slash: Range 1/v4, hits a 3v2 line laterally.  128(143 R, 166 DM, 180 Bt) Physical damage vs. DEF to all targets in area.  Damages Anadine by 1/6 cHP. [Prorated value: 96 base, 107.25 R, 124.5 DM, 135 Bt]
Demonic Might: Self-targeting.  Gives ATK Up, MND Up, and Renew to Anadine.  Damages Anadine by 20% cHP.
Wrathful Burst (16 MP): Range 0, area 5/v4 burst, Ignores Facing.  Inflicts 102(115 R, 130 DM, 144 Bt) Dark damage vs. DEF to all targets in the burst area.  Anadine takes 25% cHP as backlash damage.
Corrupted Blade (24 MP): Range 1/v4.  385(429 R, 497 DM, 541 Bt) Dark damage vs. DEF to target.  Anadine takes 25% cHP as backlash damage. [Prorated values: 288.75 base, 321.75 R, 372.75 DM, 405.75 Bt]

WAR CRAFT
Forceful Strike: Range 1/v2.  Inflicts 109(122 R, 141 DM, 153 Bt) Physical damage vs. DEF and pushes the target back 1 space.
Field Aid: Range 0-1/v2. Heals 37(43) HP and cures Poison, Bleed, Mute, Cripple, and Sleep.
Power Strike: Range 1/v2.  Inflicts 103(114 R, 133 DM, 144 Bt) Physical damage vs. DEF and inflicts ATK Down on the target.
Mind Strike: Range 1/v2.  Inflicts 103(114 R, 133 DM, 144 Bt) Physical damage vs. DEF and inflicts MND Down on the target.
Precise Strike: Range 1/v2.  Inflicts 122(136 R, 157 DM, 171 Bt) Physical damage vs. DEF, ITE.
Flash Strike: Range 1/v2.  Inflicts 116(129 R, 149 DM, 162 Bt) Physical damage vs. DEF, bypasses all Reaction abilities.
Stunning Strike: Range 1/v2.  Inflicts 96(107 R, 124 DM, 135 Bt) Physical damage vs. DEF and delays target by 60% of its current progress to their next turn.

Three-Turn Average:
Rend->Enraged Blow->Corrupted Blade: 214.16

RSM:
Counter: Mute: Counters any offensive action by inflicting Mute on the attacker at 100% rate.
Counterattack: Counter any adjacent attacker with a Regular Attack

Focused Rage: Allows Anadine to consume all MP to use a boosted basic physical (+0.025x per MP)
Cleave: Anadine gets another turn after killing an enemy.  Once per natural turn, does not gain MP.  Does not trigger if the target has Rebirth.
Health Expert: Base maximum HP+25%
Equilibrium: Restores 12% of Anadine's Max HP (63) when most buffs or debuffs ends on her.  This is calculated per buff or debuff.
Sturdy Grip: Can equip a shield alongside a melee two-handed weapon, and allows Shield use regardless of class.

Commentary: Anadine is a study in extremes, and given time to set up can do horrific damage; Corrupted Blade under the full set of mods she can give it is OHKO-level.  Unfortunately, she suffers a lot from having the worst stat in something you can have a bad stat in in the DL; speed.  Her speed is flat-out terrible, and there's no way to remedy it, especially with Fell Seal continuing the time-honored trend of making heavy armor absolute crap.  Mute counters (or just plain counterattacks if she's up against a physical fighter) are still very good, mind, and the former can spoil mages trying to play anything on her.  But she's just too damn slow.



REINER
Spymaster/Scoundrel
(Leveling Note: Reiner gets 15 levels in Scoundrel, and 25 in Spymaster.  Spymaster is technically an optional class, but it is unique to him and more favorable than further Scoundrel levels)

HP:344+90 (434) (104.3%)
Max MP:125

ATK:272+168 (440)
DEF:182+97 (279)
MND:197
RES:181+58 (239)
SPD:157+3 (160)
EVA:6%

MOV:4(S, Teleport)
JMP:6
CRT:9%

Fire Resist: 5%
Water Resist: 5%
Earth Resist: 5%
Thunder Resist: 5%

Equip: Any (by class: Sword, Dagger, Staff, Crossbow, Shield, Light Armor)

-Flattener: ATK+132, HP+55
-Lorica Musculata: DEF+72, RES+18, ATK+12
-Royal Crown: DEF+13, RES+37, HP+35, SPD+3
-Gauntlet: +8 ATK, +4 DEF, +1 RES
-Gauntlet: +8 ATK, +4 DEF, +1 RES
-Gauntlet: +8 ATK, +4 DEF, +1 RES

Options: ...where even to start?  Reiner can basically gear up for encounters in just about any way necessary outside of dual-wielding.

Note: due to Reiner's ability to teleport, I allow him access to back attacks as opposed to side attacks, which gives him a 1.5 multiplier on many of his facing-relevant abilities, as opposed to a 1.25

Attack: Range 1/v4.  Inflicts 154 Physical damage to the target.

MANY MASKS
Pandora's Box:Range 1-4/v10.  Literally can use any attack.
Exemplar (14 MP): Self-target, area 3v2 cross.  Copies all non-permanent buffs to all targets in the area.
Mirror Trick (8 MP): Use the last non-boss ability that was used in the fight, using Reiner's stats.
Spry Step (8 MP): Self-target.  Gain Haste and Fleet of Foot.
Doppleganger (10 MP): Copies the primary moveset of any non-boss combatant.  If used on another character, will replace the old set.

TRICKERY
Steal GP: Range 1/v3. Inflicts 116 Physical damage vs. DEF to the target and attempts to steal GP from them at a 85% rate.
Dirty Hit: Range 1/v4.  Inflicts 123 Physical damage vs. DEF to the target and has a 62% chance to inflict Blind.  Counts as a Regular Attack.
Steal Item: Range 1/v3.  Inflicts 116 Physical damage vs. DEF to the target and attempts to steal a consumable from them at a 70% rate.
Fleet of Foot: Self-only.  Removes Root and grants Fleet of Foot.
Steal Buffs: Range 1/v3.  Inflicts 116 Physical damage vs. DEF to the target and attempts to steal all the buffs from a given target, at a 75% rate.
Arterial Cut: Range 1/v4.  Inflicts 131 Physical damage vs. DEF to the target and has a 62% chance to inflict Bleed.  Counts as a Regular Attack.
Steal Component: Range 1/v3.  Attempts to steal a Component from the target at a 50% rate.
Sneak Attack (6 MP): Range 1/v4.  Attacks the enemy with increased damage for facing.  Frontal attacks will hit for 62 damage, side attacks will hit for 154, and back attacks will hit for 216, all vs. DEF.

3-turn average: Sneak Attack(Rear) x3 for 216.

RSM:
Counter: Weaken: Counters any offensive action by inflicting Weaken on the attacker
Counter:Steal: Counters an offensive action from an adjacent unit by stealing a component from them

Shadowstep: Changes movement type to Teleportation.  On that assumption, it is fair to estimate that Reiner will be able to get Back Attacks instead of Side Attacks like most will.
Equip All: Reiner can use any equipment.
Attack Expert: Boosts the character's ATK by 24+Level (64)
Opportunist: +20% damage per debuff on targets.
Exploit Weakness: +50% Critical Hit damage.

Commentary: Reiner is hard to actually place his actual effectiveness, as he has the ability to steal any non-boss' moveset for himself.  Half the time he won't need to.  Shadowstep's teleportation gives him a reasonable argument for getting back attacks instead of side attacks (turns out taking two spaces rather than four to get to somebody's back is good), which gives him absolutely cracked uses of Sneak Attack.  With a maul.  Having access to any equipment he wants lets him run some horrid spoiling games if so desired.  Oh and he can haste himself.



YATES
Anatomist/Mender
(Leveling note: 10 levels of Mender, 30 of Anatomist.  He gets to start in Anatomist, to favorable stats)

HP:297+35 (332) {297} (79.8% {71.4%})
Max MP:203

ATK:179+64 (243)
DEF:174+64 (238) {+60 (234)}
MND:256+86 (342) {+102 (358)}
RES:210+128 (338) {+121 (331)}
SPD:139+3 (142){139}
EVA:1

MOV:3
JMP:4
CRT:6+2

Dark Resist: 5%

Equipment: Rod, Staff, Robe

-Ebony Rod: ATK+64, MND+46, Dark Elemental, +100% Dark Resist, +25% Dark damage
-Scholar Robe: DEF+48, MND+16, RES+79
-Royal Crown: DEF+13, RES+37, HP+35, SPD+3   {Black Hat: DEF+9, RES+30, MND+16}
-Wizard Glove: DEF+1, MND+8, RES+4
-Wizard Glove: DEF+1, MND+8, RES+4
-Wizard Glove: DEF+1, MND+8, RES+4

Attack: Range 1/v2, 84 Dark damage (factoring in Penumbral Mastery)

ANATOMY (All factor in Legendary Healer and Penumbral Mastery and assume 0% resist at base in the latter.)
Reanimate (18 MP): Resurrects a dead enemy as a Cadaver under AI control equal to the dead enemy's level.  This prevents resurrection.  Useless in a duel, but has some sadistic uses in team matches.
Heal I (6 MP): Range 0-4/v18. 163 {169} Healing.
Dark 1 (8 MP): Range 0-3/v10, Area 3v2 cross.  111 {119} Dark damage (167 {178} with Penumbral versus neutral)
Panacea II (8 MP): Removes all debuffs from the target.
Dark II (14 MP): Range 0-3/v14, Area 3v4 cross.  167 {178} Dark damage. (250 {267} with Penumbral versus neutral)
Heal II (12 MP): Range 0-5/v18. 285 {296} Healing.
Dark Locus (18 MP): Range 0-4/v18.  223 {237} Dark damage. (334 {356} with Penumbral versus neutral)

HOLY MAGIC (All factor in Legendary Healer)
Panacea II (8 MP): Removes all debuffs from the target.
Heal I (6 MP): Range 0-4/v18. 163 {169} Healing.
Mass Heal I (12 MP): Range 0-3/v16, Area 3v2 cross.  163 {169} Healing.
Revive I (14 MP): Range 1-3/v4.  Revives a fallen ally on the selected tile with 25% mHP.
Heal II (12 MP): Range 0-5/v18.  285 {296} Healing.
Revive II (22 MP): Range 1-3/v5.  Revives a fallen ally on the selected tile with full HP.
Rebirth (24 MP): Range 0-4/v5.  Gives the target Rebirth.

Three-Turn Average: Dark I->Dark Locus->Dark I for 222.6 {237.3}.

RSM:
Counter: Cripple: Counters any offensive action by inflicting Cripple on the attacker
Counter:Renew: Grants Renew after being subject to any damaging offensive action.

Legendary Healer: Healing is boosted by 0.45x
Pain Points: Damage from all attacks is increased by 0.45x against targets below 50% HP.
Penumbral Mastery: If the target's resistance is less than immunity, treats resistance as lowered for Holy or Dark damage.  (If target's resistance is between 0 and 99, reduces it by 50.  If it is less than 0, reduces it by 25.  This can reduce elemental resistance below 0, but cannot take it below -150).
Mana Font: When moving, recovers 1 MP for each step taken.
Blessed One: Receive half the healing given to others.  Useless in a duel.

Commentary: Yates' efficacy can be boiled down entirely to the fact that he stacks a 1.875x modifier on anything he does against Dark-neutral targets.  Also the fact that his healing is comparably cracked out courtesy of Legendary Healer.  He is, however, slow and frail, a frequent unfortunate condition that mages suffer from.  Counter Cripple can shut down more technically-inclined fighters at least, and he has Counter:Renew for anyone who won't be meaningfully affected by the former, albeit to...minor effect.



KATJA
Bounty Hunter/Assassin
(Leveling Note: Katja gets 5 levels of Assassin, owing to having a very high amount of starting AP in it.)

HP:315 (75.7%)
Max MP:85

ATK:226+134 (360)
DEF:172+115 (287)
MND:184
RES:161+47 (208)
SPD:171+3 (174)
EVA:6

MOV:4(S)
JMP:6
CRT:32+8%

Equip: Dagger, Spear, Gun, Shield, Light Armor

-Heavy Lance: ATK+102, DEF+7, CRI+3%
-Heavy Lance: ATK+102, DEF+7, CRI+3%
-Lorica Musculata: DEF+72, RES+18, ATK+12
-Ninja Cowl: DEF+21, RES+27, ATK+4, SPD+3, EVA+2, CRI+2%
-Gauntlet: +8 ATK, +4 DEF, +1 RES
-Gauntlet: +8 ATK, +4 DEF, +1 RES

Equip Notes: Katja can sacrifice dual-wielding to instead use a shield for elemental spoiling purposes.  She may also swap to daggers for status options or speed twinking.  (If she really needs it, she can swap to the Flash Cap and two Flash Knives for an extra +47 SPD among other things.)  If more range than 2 is needed, she can swap to guns, albeit at a significant damage penalty.

Attack: Range 1-2/v#. Two attacks for 94 Physical damage each, total 188.  40% chance per attack to crit for 142, overall average of 2x113, or 226.

HUNTING
Net: Range 1-4/v6.  Inflicts Root on the target.
Boomerang Bounce: Range 1-4/v4. Inflicts 66 (avg. 79) Physical damage and knocks the target back one tile.
Shakedown (10 MP): Range 1/v3. Inflicts 80 (avg. 96) Physical damage and steals a component from the target.
Collect Trophy: Range 1-2/v#.  Inflicts 71 (avg 85) Physical damage to a target.  If this would kill, the target gives a rare Component, cannot be raised, and Rebirth is bypassed.  Does not work on bosses.
Pick Off (12 MP): Range 1-2/v#.  Inflicts 151 (avg. 181) Physical damage to a target.  Greatly reduced for each adjacent ally the target has (94 for 1, 38 for 2, 0 for 3+)
Garrote (8 MP): Range 1-3/v7.  Inflicts 71 (avg 85) Physical damage to a target and has a 75% chance of inflicting Mute
Shadowstrike (16 MP): Range 1-2/v#.  Inflicts 94 Physical damage, 40% chance to crit for 142, overall average of 113.  Gives Mirage to Katja.

LETHALITY
Blind Powder (6 MP): Range 1-4/v5.  Inflicts 57 (avg. 68) Physical damage vs. DEF to the target, 75% chance of inflicting Blind.
Dispel Powder (6 MP): Range 1-3/v5.  Inflicts 57 (avg 68) Physical damage vs. DEF to the target and dispels all existing buffs.
Sabotage (4 MP): Range 1-4/v14.  Swaps position with target.  Ignores evasion and reactions.  Hilarious but duel-useless.
Sleep Powder (8 MP): Range 1-3/v4, Area: 3v1 horizontal line.  Inflicts 47 (avg 56) Physical damage vs. DEF to the targets, 50% chance of inflicting Sleep.
Collect Bounty:
Mirage (4 MP): Range Self.  Gives Mirage to Katja.
Assassinate (24 MP): Range 1-3/v8, Ignores Facing.  Inflicts 211 (average 253) Physical damage vs. DEF and has a 50% chance of inflicting Poison, Bleed, and Blind, checked separately.

Three-turn average: Attack x3 for 226

RSM:
Counter: Bleed: Counters any offensive action by inflicting Bleed on the attacker
Critical:Mirage: When in Critical HP after taking damage, gain Mirage.

Know Weakness II: +25% Critical Rate
Impetus: Gain +5% Speed per turn, to a maximum of +30%.
Dual Wield: Can equip two weapons or two shields.  When using skills, only the first weapon is considered.
Vicious Criticals: Criticals inflict Poison and Bleed.  Skills and Spells can inflict critical hits.
Cautious Step: Immune to Traps, Root, and Slow

Comments: Did you like Alert spam from SRW?  Did you want a character of it who has that alongside above-average speed at worst?  No?  Too bad, you get it anyway.  Fastest among the plot characters even before Impetus kicks in, Katja quickly dictates the tempo of the fight with Mirage, and she is all too happy to wait for a double to attack if that's necessary.  Shadowstrike letting her set up more Mirage while doing damage only makes things worse for the other guy, and Net and Garrote let her hard counter melee and casters as desired anyway.

Also Dual-Wield putting in as much work as you'd expect in a FFT-like, and she has a 64% chance to crit at least once per round.  Which means a 64% chance to stick the other guy with 32.5% mHP damage over time.



KAIRU
The Exiled
(Leveling note: He joins too late to do anything but straight-class Exiled, and only gets enough AP to reasonably max that out by the end of the game.  He'll probably have starting AP for some skill picks from the first half of Mender and Fellblade but I will leave that up to your own judgment as to whether or not he'll get either)

HP:338+35 (373) (89.7%)
Max MP:259

ATK:238+47+112 (397)
DEF:172+102 (272)
MND:236+47+60 (343)
RES:168+73 (241)
SPD:151+3 (154)
EVA:1+10 (11)

MOV:4(S)
JMP:5
CRT:2

Equip: Sword, Shield, Robe, Light Armor, Heavy Armor

-Enhancer: ATK+84, MND+44
-Magic Shield: DEF+9, RES+16, EVA+10, MND+16
-Royal Crown: DEF+13, RES+37, HP+35, SPD+3
-Lorica Musculata: DEF+72, RES+18, ATK+12
-Gauntlet: +8 ATK, +4 DEF, +1 RES
-Gauntlet: +8 ATK, +4 DEF, +1 RES

Equip notes: Kairu's locked to swords.  However, he does have access to Robes and Shields for elemental spoiling, and he can use a Dendrite Sword to block Holy if needed.

Attack: Range 1/v3.  Inflicts 110 (143) physical damage.  Has a 75% chance to inflict Slow to the target.

AVERIAN STYLE
Leap (8 MP): Range 1-3/v6, area 3/v2.  Leaps to the selected space and attacks all viable adjacent targets to the landing point for 91 (front:73) Physical damage.  Inflicts 8.3 (6.6) per extra space moved in the leap, as per Stampede.  Facing is determined from the original position of the attack, not the position of landing.
Water I (8 MP): Range 0-3/v10, area 3/v2.  Inflicts 81 (105) Water damage to all targets in the area.
Dash Strike: v2, travels in a line to the first target.  At point blank, inflicts 93 (front: 75) physical damage to the target.  Adds 9.3 for each space moved (front: 7.5) as per Stampede, up to a maximum of 148 (front: 120) for a total of six spaces having been moved.
Wrathful Beam (12 MP): Range 1/v2, area 4/v2 line, Ignores Facing.  Inflicts 110 (143) Dark damage within the area of effect.
Hailstorm (24 MP): Attacks all enemies.  Inflicts 65-98 (85-127) Water damage to targets based on proximity.
Averian Thrust (16 MP): Radial effect, area 5/v2 burst, Ignores Facing.  Inflicts 88 (114) Physical damage within the area of effect.
Holy Burst (14 MP): Radial effect, area 5/v4 burst, Ignores Facing.  Inflicts 128 (166) Holy damage within the area of effect.

Three-Turn Average: Attack->Holy Burst x2 for an average of 158.3

RSM:
Counter:Pounce: Counters any offensive action from a non-adjacent character by leaping next to them and attacking for 66+6.6 per space moved Physical damage.  Not applicable for characters who are underwater.

Hallowed Body: ATK increased by 20% of MND (47), MND increases by 20% of ATK (47)
Chilling Touch: Kairu's regular attacks have a 75% chance to inflict Slow on the target.
Stampede: Gain +10% damage inflicted for each step moved on a given turn.  Resets on new turns, naturally. (Maximum of +60%, numbers here in parentheses will assume +30% unless otherwise noted)

Commentary: Behold the cast scrub.  In-game he's basically FFT Cloud; a lategame-joining character with very little in the way of actual gained experience.  In the DL...he's basically a janky and much weaker version of Kyrie.  All isn't really lost on him; having Slow on his basic attack can lead to some bullshit, but he's decidedly worse than anyone else.
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

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Fell Seal:Arbiter's Mark: Story Character Averages
« Reply #2 on: January 03, 2024, 04:05:04 AM »
HP:
Anadine: 525
Kyrie: 518
Reiner: 434
[Average:416]
Kairu: 373
Yates: 332
Katja: 315

DEF:
Anadine: 310 (-6.5 damage)
Katja: 287 (-2.1 damage)
Reiner: 279 (-0.4 damage)
[Average: 277]
Kyrie: 277 (+/-0 damage)
Kairu: 272 (+1 damage)
Yates: 238 (+8.6 damage)

RES:
Yates: 338 (-16.1 damage)
Kyrie: 252 (-1.8 damage)
[Average: 242]
Kairu: 241 (+0.03 damage)
Reiner: 239 (+0.3 damage)
Katja: 208 (+5.6 damage)
Anadine: 178 (+11 damage)

SPD:
Katja: 174 (116.3%)
Reiner: 160 (106.9%)
Kairu: 154 (102.9%)
[Average: 149.6]
Kyrie: 144 (96.2%)
Yates: 142 (94.9%)
Anadine: 124 (82.9%)

Damage (Single-action):
Katja: 226
Reiner: 216
Kyrie: 189.72
[Average: 182.578] (2.5HKO killpoint: 456.445)
Yates 167
Anadine: 153.75
Kairu: 143

Damage (3TA):
Katja: 226
Yates: 222.6
Reiner: 216
Anadine: 214.16
[AVERAGE: 204.46] (2.5HKO killpoint: 511.15)
Kyrie: 189.72
Kairu: 158.3
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

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Fell Seal:Arbiter's Mark: Generic Characters Pt. I
« Reply #3 on: January 10, 2024, 04:12:07 AM »
Averages Up Top:
HP:356
DEF:282
RES:252
SPD:143.65
Damage(1-turn):108
Killpoint:271.4
Damage(3-turn):117
Killpoint:294.8



MERCENARY:

HP: 508+55 (563) (158.2%)
Max MP:69

ATK:219+164 (383)
DEF:202+117 (319)
MND:148
RES:171+63 (234)
SPD:129+3 (132)
EVA:1+12% (91.9%)

MOV:4/S
JMP:5
CRT:3+2%

PDUR:1.675 (ATK Down: 2.39)
MDUR:1.548 (MND Down: 2.03)

Equipment: Maul, Sword, Axe, Light Armor, Heavy Armor, Shields

- Flattener: ATK+132, HP+55
- Teorite Shield: DEF+16, RES+16, EVA+10
- Lorica Musculata: DEF+72, RES+18, ATK+12
- Ninja Cowl: DEF+21, RES+27, ATK+4, SPD+3, EVA+2, CRI+2%
- Gauntlet: +8 ATK, +4 DEF, +1 RES
- Gauntlet: +8 ATK, +4 DEF, +1 RES

Equipment options: Mercenary has some baseline elemental spoiling options.  Shields exist if they want to block Fire/Ice/Lightning/Earth, the Dendrite Sword is available to block Holy, and the Dark Reign can block Darkness.  The last two do come at a cost in both damage and durability, though.

Attack: Range 1/v4. 104 Physical damage.

WAR CRAFT
Forceful Strike: Range 1/v2. 88 Physical damage to a target and pushes them one space.
Field Aid: Range 0-1/v2. Restores 34 HP to the target and cures them of Poison, Bleed, Mute, Cripple, and Sleep.
Power Strike: Range 1/v4.  88 Physical damage to the target and inflicts ATK Down.
Mind Strike: Range 1/v4.  88 Physical damage to the target and inflicts MND Down.
Precise Strike: Range 1/v4.  99 Physical damage to the target.  Ignores target evasion.
Flash Strike: Range 1/v4.  93 Physical damage to the target.  Ignores all reaction abilities.
Stunning Strike:  Range 1/v4.  83 Physical damage to the target and delays target by 60% of its current progress to their next turn.

RSM:
Counterattack: Counters any adjacent attacker with a Regular Attack for 83 Physical damage.
Health Expert: Base maximum HP+25% (Factored in)
Sturdy Grip: Can equip a shield alongside a melee two-handed weapon, and allows Shield use regardless of class.

3TA: Mercenary: Attack x3 (104)

Comments: Mercenary is probably the most baseline you're getting here.  Which is hilarious because their over 1.5 PCHP puts them as anything but baseline on the durability front; something they only reinforce with Mind Strike and Power Strike.  They have low speed, but Counterattack lets them get way more damage in than you would suspect.  They don't have any fancy tricks, they just drag you down below their level and start outslugging you.  Flash Strike and Precise Strike let them deal with pesky counters and evasion in turn.



RANGER:

HP: 336 (94.4%)
Max MP: 94

ATK:203+140 (343)
DEF:161+105 (266)
MND:170
RES:182+48 (230)
SPD:152+3 (155) (107.9%)
EVA:18%+2% (20%)

MOV:4/S
JMP:5
CRT:28%+7% (35%)

PDUR:0.923
MDUR:0.919

Equipment: Axe, Bow, Crossbow, Light Armor

- Yoichi Bow (Range 5): ATK+100, CRI+5%
- Lorica Musculata: DEF+72, RES+18, ATK+12
- Ninja Cowl: DEF+21, RES+27, ATK+4, SPD+3, EVA+2, CRI+2%
- Gauntlet: +8 ATK, +4 DEF, +1 RES
- Gauntlet: +8 ATK, +4 DEF, +1 RES
- Gauntlet: +8 ATK, +4 DEF, +1 RES

Equipment Options: Ranger can swap out the Yoichi Bow for a Dark Reign.  This forces melee combat (disabling Countershot) and lowers defense, but gives +10 ATK and lets them spoil Darkness.  The Quarreler exists to spoil healers, and the Thunder Crossbow allows them to hit Lightning element if needed, albeit both at damage penalties.

Attack: Range 5/v20. 87 Physical damage with a 35% chance of inflicting 130 Physical damage (averages out to 102 Physical).  With Crit Up, the damage average changes to 112.
SURVIVAL
Rooting Shot: Range 5/v20. 74 Physical damage to a target with a 75% chance of inflicting Root for two turns.
Balm (6 MP): Range 0-1/v4.  Cures the target of Poison, Bleed, Blind, Root, Mute, Cripple, Sleep, and Weaken.
Scout (6 MP): Reveals all traps within 6 tiles of the user and grants Critical Up for 3 turns.
Collect Pelt: Range 5/v20.  69 Physical damage to the target.  If this results in a killing blow on a Monster target, Rebirth is ignored, the target cannot be revived, and the user gains a rare Component.
Rain of Arrows: Range 1/v7, Area 4/v10 Line. Inflicts 78 Physical damage to all in the AoE.
Multishot: Range 5/v7, Area 3/v2 Cross. Inflicts 74 Physical damage to all in the AoE.
Sniper Shot (36 MP): Range 5/v20.  Inflicts 331 Physical damage to the target and inflicts Root on the user for two turns.

RSM:
Countershot: Counters any non-adjacent attacker within weapon range for 70 Physical damage.
Know Weakness: +25% Critical Rate (Factored in)
Evasion Up: +13% Evade (Factored in)

3TA: Attack x3 (102)

Comments: The passive crit boosting is enough to get them to 3HKO damage, and just that.  Rooting Shot can give them melee immunity for a bit, though, and frankly if they live long enough to get Sniper Shot off, you deserve the OHKO you're facing down.  Pity they can't use shields with their axes, on that note.



SCOUNDREL:

HP:335 (94.2%)
Max MP:115

ATK:239+120 (359)
DEF:173+105 (278)
MND:175
RES:170+57 (227)
SPD:163+10 (173) (120.4%)
EVA:6%+2%+2% (10%)

MOV:4/S
JMP:6
CRT:5%+2%+2% (9%)

PDUR: 0.936
MDUR: 0.913

Equipment: Dagger, Crossbow, Light Armor

- Worm Tooth: ATK+80, SPD+7, EVA+2, CRI+2%, 75% chance to inflict Poison on hit.
- Lorica Musculata: DEF+72, RES+18, ATK+12
- Ninja Cowl: DEF+21, RES+27, ATK+4, SPD+3, EVA+2, CRI+2%
- Gauntlet: +8 ATK, +4 DEF, +1 RES
- Gauntlet: +8 ATK, +4 DEF, +1 RES
- Gauntlet: +8 ATK, +4 DEF, +1 RES

Equip Options: Quarreler exists for berserk, and the Aerolus is there to get around Melee FE Counters, whereas the Kunai and Tongueslicer exist to inflict (turn 2) Cripple and Mute.

Attack: Range 1/v2.  94 Physical damage, 75% Poison chance.

TRICKERY:
Steal GP: Range 1/v3.  Inflicts 70 Physical damage and steals money from the target at an 85% rate..
Dirty Hit: Range 1/v2.  75 Physical damage with a 62% chance to inflict Blind and a 75% chance to inflict Poison on hit.
Steal Item: Range 1/v3.  Inflicts 70 Physical damage and steals a consumable from the target at a 70% rate.
Fleet of Foot: Self.  Grants Fleet of Foot (Move +1) and removes Root.
Steal Buffs: Range 1/v3.  Inflicts 70 Physical damage and steals all buffs from the target at a 75% rate.
Arterial Cut: Range 1/v2.  80 Physical damage with a 62% chance to inflict Bleed and a 75% chance to inflict Poison on hit.
Steal Component: Range 1/v3.  Inflicts 70 Physical damage and steals a component from the target at a 50% rate.
Sneak Attack (6 MP): Range 1/v3.  Inflicts 45 damage from the front, 113 damage from the side, or 158 damage from the back.

RSM:
Counter:Steal: Counters an offensive action from an adjacent unit by stealing a component from them.  In a duel.
Attack Expert: Boosts the character's ATK by 24+Level (64)
Exploit Weakness: +50% Critical Hit damage.

3TA: Sneak Attack x3 (113)

Comments: Scoundrels are saved by Attack Expertise and Sneak Attack.  The rest of their damage is crap, and they'll be relying on Worm Tooth and Arterial Cut for damage otherwise.  And even Sneak Attack only amounts to a 3HKO unless you let them interp their way into a back attack for a comfy 2HKO.

...they won't get enough of those to really get out of 3HKO land anyway.



PEDDLER

HP: 353 (99.2%)
Max MP: 134

ATK:185+142 (327)
DEF:193+99 (292)
MND:173
RES:198+61 (259)
SPD:147+3 (150) (104.4%)
EVA:2%+12%

MOV:3/S
JMP:5
CRI:2%+2% (4%)

PDUR:1.007
MDUR:1.000

Dark Resist: 0+150%

Equipment: Dagger, Axe, Crossbow, Light Armor, Shield

- Dark Reign: ATK+110, DEF-18, Dark Resist +150%
- Teorite Shield: DEF+16, RES+16, EVA+10
- Lorica Musculata: DEF+72, RES+18, ATK+12
- Ninja Cowl: DEF+21, RES+27, ATK+4, SPD+3, EVA+2, CRI+2%
- Gauntlet: +8 ATK, +4 DEF, +1 RES
- Gauntlet: +8 ATK, +4 DEF, +1 RES

Equipment Options: Shield options exist for elemental spoiling, and there is a variety of knives for status options.  The Aerolus sacrifices the shield, but gives back more defense than any shield could give, and is an option for avoiding melee counters.

Attack: Range 1/v4, strikes an enemy for 80 Physical damage.

(A note on traps: traps have two effects in short.  The infliction effect I have seen dodged, but the automatic turn-ending effect is guaranteed.  Effective hitrate is something that warrants more discussion and one's own interpretations, as the mental math for that is something I do not wish to undertake in this thread.)
PEDDLE
Lacerating Trap (6 MP): Creates a trap that inflicts Bleed and ends the turn of anyone who steps on it.
Immobilizing Trap (8 MP): Creates a trap that inflicts Root and ends the turn of anyone who steps on it.
Painful Trap (10 MP): Creates a trap that halves the HP and ends the turn of anyone who steps on it.
Alluring Trap (12 MP): Creates a trap that inflicts Charm and ends the turn of anyone who steps on it.
Critical Expertise (6 MP): Range 0-2/v2.  Grants Critical Up to the target.
Sales Pitch (12 MP): Radial, area 3/v2.  Grants Haste to all in the AoE.
Patented Usage (14 MP): Range 0-3/v6, Area 3/v2.  Select an item, its use is applied over the given area.  This cannot be used with Phoenix Ashes or Mana Stones.  Items usable wtih this are as follows.
- Potion (3x): Heals 200 HP
- Heavy Potion (1x): Heals 600 HP
- Full Potion (1x): Heals 1998 HP
- Corrosive Bomb (3x): Inflicts DEF Down on the target(3 turns)
- Noxious Bomb (3x): Inflicts RES Down on the target(3 turns)
- Rock (2x): Inflicts 100 fixed damage, ignores evasion.
- Remedy (3x): Cures all status effects.

RSM:
Critical:Quicken: Grants the character an immediate turn when in Critical HP, plus Exhaustion for two turns.
Item Potency: Doubles the numerical effect of all items.  Already factored into the list on Patented Usage.
Quick Fingers: Situational commands are a free action.  Useless in a duel.

3TA: Attack->Patented Usage:Rock x2 (93.3)

Comments: Peddlers are...weird.  Traps are typically invisible to the enemy, but your interp of how they'd work would have to dependon how you let them play.  Traps aside, they have a few shots of really good healing, debuff, and ITE fixed damage.  It's not turn one, but it is something more than their 4HKO physical can give.



MENDER

HP:333+35 (368) (103.4%)
Max MP:180

ATK:159+114 (273)
DEF:172+97 (269)
MND:217+34 (251)
RES:197+76 (273)
SPD:135+3 (138) (96.1%)
EVA:1%

MOV:3
JMP:4
CRT:1%

PDUR:1.015
MDUR:1.06

Equipment: Staff, Robe, Light Armor

- Gatekeeper: ATK+78, MND+34, RES+18, EVA+1, Spell Range+1.
- Lorica Musculata: DEF+72, RES+18, ATK+12
- Royal Crown: DEF+13, RES+37, HP+35, SPD+3
- Gauntlet: +8 ATK, +4 DEF, +1 RES
- Gauntlet: +8 ATK, +4 DEF, +1 RES
- Gauntlet: +8 ATK, +4 DEF, +1 RES

Equipment Options: Robes, elemental spoiling, you've heard it here a few times already.  Also the Miter exists to block Silence if needed.

Attack: Range 1/v3, 57 Physical damage to one target.

HOLY MAGIC:
Panacea II (8 MP): Range 0-5/v18. Cures all statuses from the target.
Heal I (6 MP): Range 0-5/v18.  Heals 87 HP.
Mass Heal I (12 MP): Range 0-4/v16, area 3/v2.  Heals 87 HP in an area.
Revive I (14 MP): Range 1-4/v4.  Revives a fallen ally on the target tile at 25% mHP.
Heal II (12 MP): Range 0-6/v18.  Heals 152 HP.
Revive II (22 MP): Range 1-4/v5.  Revives a fallen ally on the target tile at full HP.
Rebirth (24 MP): Range 0-5/v5.  Gives Rebirth to the target (lasts until triggered).

RSM:
Counter:Renew: Grants Renew after being subject to any damaging offensive action.  (will regenerate 41 HP a turn)
Blessed One: Receive half the healing given to others.  Useless in a duel.
Mana Font: When moving, recovers 1 MP for each step taken.

3TA: Attack x3 (57)

Comments: Oh hey it's a healer who can only kill with 6HKO staffwhacks.  ...okay honestly 6HKO isn't even the worst but you know where this slapfighter's going.



PLAGUE DOCTOR

HP:370+35 (405) (113.8%)
Max MP:138

ATK:185+72 (257)
DEF:197+96 (293)
MND:208+98 (306)
RES:196+79 (275)
SPD:128 (89.1%)
EVA:1%

MOV:4
JMP:4
CRT:1%

PDUR:1.158
MDUR:1.169

Equipment: Mace, Rod, Staff, Robe, Light Armor, Heavy Armor, Shield

- Glacier Rod: ATK+72, MND+54, Water Elemental, +100% Water Resist
- Magic Shield: DEF+9, RES+16, EVA+10, MND+16
- Lorica Mentis: DEF+72, RES+18, MND+12
- Royal Crown: DEF+13, RES+37, HP+35, SPD+3
- Wizard Glove: +1 DEF, +8 MND, +4 RES
- Wizard Glove: +1 DEF, +8 MND, +4 RES

Equip Options: Oh boy, where do we start.  Owing to the fact that they can equip Rods, Robes, and Shields, Plague Doctors have almost unrivaled elemental spoiling ability, being able to block any combination of three of Fire, Water, Lightning, Earth, and Dark.  They can also swap out the Loraca Mentis for a Scholar Robe and Black Cowl for a Black Hat in order to juice up their magic defense, and swap out to a physical setup (Heavy Rod, Lorica Musculata, Ninja Hood, Gauntlet, Gauntlet) should they desire to win through staffwhacks instead of spells, albeit at the cost of healing potency.  Lastly, the Miter exists in the case Silence needs blocking.

Attack: Range 1/v2.  51 Water damage to a single target.

TREATMENT
Recovery (6 MP): Range 0-2/v10/Area 3/v2 Cross. Restores 51 HP and heals Poison, Bleed, Blind, Mute, Cripple, Sleep, and Weaken from all in the area of effect.
Poison (4 MP): Range 0-4/v10.  Inflicts 61 Magical damage and has a 75% chance to Poison the enemy.
Mass Slow (8 MP): Range 0-2/v10, Area 3/v2 Cross.  Has a 75% chance to inflict Slow in the AoE.
Mass Thorns (8 MP): Range 0-3/v10, Area 3/v2 Cross.  Grants Thorns to all in the AoE.
Mass Weaken (8 MP): Range 0-2/v10, Area 3/v2 Cross.  Inflicts Weaken in the AoE.
Poison Burst (10 MP): Radial ability, Area 3/v4 Square.  Inflicts 61 Magical damage to all in the AoE and has a 62% chance to inflict Poison.
Heal Burst (14 MP): Radial ability, Area 5/v4 cross.  Restores 112 HP to all in the AoE.

RSM:
Counter:Barrier: Gains Barrier after being targeted by any offensive action.  While Barrier is up, the next offensive status placed on them will be negated.
Fortitude: Immune to Injuries, Poison, Bleed, and Weaken
Permanence: +1 turn duration for applied buffs and debuffs

3TA: Poison x3 (61)

Comments: Elemental spoiling via equipment is the best thing Plague Doctors have, sadly.  Their healing is sad, their damage is sad, and they mostly just have Slow and Poison to work off of.  They're bulky for a mage, but if they don't land poison, they're punching at a 5HKO level no matter what they do.



WIZARD

HP:290+35 (325) (91.3%)
Max MP:201

ATK:148+52 (200)
DEF:151+88 (239)
MND:239+70 (309)
RES:242+67 (309)
SPD:123+3 (126) (87.7%)
EVA:1%

MOV:3
JMP:4
CRT:1%

PDUR:0.859
MDUR:0.979

Equipment: Rod, Robe, Light Armor

-Earth Rod: ATK+52, MND+34, Earth Elemental, +25% Earth Damage
-Lorica Mentis: DEF+72, RES+18, MND+12
-Royal Crown: DEF+13, RES+37, HP+35, SPD+3
-Wizard Glove: +1 DEF, +8 MND, +4 RES
-Wizard Glove: +1 DEF, +8 MND, +4 RES
-Wizard Glove: +1 DEF, +8 MND, +4 RES

Equip Options: Wizards can use rods and robes for elemental spoiling.  Rods of choice can also be used for boosting a different element if needed; they're not locked to the Earth Rod, it's just the least commonly resisted element of the four in the DL.  The Miter also exists as a Silence blocker.

Attack: Range 1/v2. 33 Earth damage.

ELEMENTALISM:
Fire I/Water I/Earth I/Thunder I (8 MP): Range 0-3/v10, Area 3/v2.  70 (boosted: 87) Fire/Water/Earth/Thunder damage vs. RES to all enemies in the AoE.
Fire II/Water II/Earth II/Thunder II (14 MP): Range 0-3/v14, Area 3/v4.  105 (boosted: 131) Fire/Water/Earth/Thunder damage vs. RES to all enemies in the AoE.
Fire Locus/Water Locus/Earth Locus/Thunder Locus (18 MP): Range 0-4/v18.  139 (boosted: 174) Fire/Water/Earth/Thunder damage vs. RES.

RSM:
Counter:Magic: Counters any offensive spell with a non-elemental return, off of the caster's stats.  No cost.
Smart Casting: Offensive abilities will not target allies, support abilities will not target enemies
Boon: Upon killing an enemy, the next action will guarantee a critical hit.  This can apply to abilities that normally do not critical.

3TA: Boosted Element I x2->Boosted Element II (101.6)

Comments: Wizard is, on its face, a fundamental spellcaster class, and definitely the first offensive mage class you get in the game.  Unfortunately, it's a class that gets phased out both in the game and here, as it's slow, frail, and only comes out to averageish damage.  Counter Magic lets them slug against other casters a bit better but the general rule here is that this is a game where you want to stack mods on top of high skill bases, and Wizards can't do enough of this to get out of mediocrity.
« Last Edit: February 14, 2024, 02:26:05 AM by 074 »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

074

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Fell Seal:Arbiter's Mark: Generic Characters Pt. II
« Reply #4 on: January 10, 2024, 04:14:47 AM »
Averages Up Top:
HP:356
DEF:282
RES:252
SPD:143.65
Damage(1-turn):108
Killpoint:271.4
Damage(3-turn):117
Killpoint:294.8



GAMBLER

HP:332 (93.3%)
Max MP:89

ATK:219+134 (353)
DEF:173+124 (297)
MND:175
RES:152+63 (215)
SPD:150+3 (153) (106.5%)
EVA:3%+17% (20%)

MOV:4/S
JMP:6
CRT:6%+10% (16%)

PDUR:0.955
MDUR:0.893

Equipment:Dagger, Spear, Light Armor, Shield

- Heavy Lance: ATK+102, DEF+7, CRI+3%
- Teorite Shield: DEF+16, RES+16, EVA+10
- Lorica Musculata: DEF+72, RES+18, ATK+12
- Ninja Cowl: DEF+21, RES+27, ATK+4, SPD+3, EVA+2, CRI+2%
- Gauntlet: +8 ATK, +4 DEF, +1 RES
- Gauntlet: +8 ATK, +4 DEF, +1 RES

Equip Notes: Are you tired of hearing that shields can block elemental damage?  Also the usual cases of knives for more directed status infliction.  Honestly viable here considering the degenerate bullshit they can pull.

Attack: Range 2/v7.  91 Physical damage to one target, 16% chance to crit for 137.  Averages to ~98 damage.

LADY LUCK:
Wild Card:Spade: Range 1-4/v6.  Has a 51% chance to inflict one debuff on a target, 27% chance to inflict two, 16% chance to inflict three, and a 6% chance to give a buff instead.  Ignores evasion but does not ignore immunity/resistance.
Wild Card:Diamond: Range 0-4/v6.  Has a 51% chance to give one buff to a target, 27% chance to give two, 16% chance to give three, and a 6% chance to debuff the target instead.  The debuff ignores evasion but not immunity/resistance.
Wild Card:Club: Range 1-4/v6.  Has a 6% chance to inflict 500 damage, 9% chance to inflict 200, 25% to inflict 100, 45% to inflict 50, and 15% to inflict 25 damage.  Average of all results in effect: 99.25.  This is unavoidable true damage, but cannot kill.
Wild Card:Heart: Range 0-4/v6.  Has a 6% chance to heal 500, 9% to heal 200, 25% to heal 100, 45% to heal 50, and 15% to heal 25.  Average of all results in effect: 99.25.
Pile On (8 MP): Range 0-3/v6, Area 3/v2.  Refreshes the duration of all debuffs on targets in the AoE.
Allure (10 MP): Range 1-3/v4.  Has a 75% chance of inflicting Charm on the target for 2 turns.
Quicken (14 MP): Range 0-3/v6.  Gives the target an immediate turn.

RSM:
Counter:Fleet of Foot: After any damaging offensive action, grants Fleet of Foot and removes Root (Move+1)
Initiative: Gains a free turn at the start of a fight.  If they are faster than the enemy, the Gambler will get two turns at the start, back to back.
Lucky: Positively influences the odds of better results on gambler abilities (this is unlisted and incredibly vague even within the internal system texts but I suspect it adds a 5% bonus to all positive outcomes and a 5% chance reduction to negative outcomes).  +5% to EVA, Crit, and Accuracy

3TA: Wild Card: Club x3 (99.25)

Comments: The combination of Initiative, Allure, Pile On, and the varied Wild Cards is one of the most evil things I can think of in a duel.  Block Charm or prepare to lose.  Absolutely vicious PC killer.



GADGETEER

HP:354+55 (409) (114.9%)
Max MP:120

ATK:197+172 (369)
DEF:193+105 (298)
MND:197
RES:195+48 (243)
SPD:137+3 (140) (97.5%)
EVA:2%+2% (4%)

MOV:3
JMP:4
CRT:3%+2% (5%)

PDUR:1.178
MDUR:1.136

Equipment: Maul, Mace, Light Armor, Shield

-Flattener: ATK+132, HP+55
-Lorica Musculata: DEF+72, RES+18, ATK+12
-Ninja Cowl: DEF+21, RES+27, ATK+4, SPD+3, EVA+2, CRI+2%
-Gauntlet: +8 ATK, +4 DEF, +1 RES
-Gauntlet: +8 ATK, +4 DEF, +1 RES
-Gauntlet: +8 ATK, +4 DEF, +1 RES

Equip Notes: Usual note about shields and elemental spoiling, though that requires a notable ATK drop to switch to a Pernach.  Holy Mace also exists to spoil mono-dark types.

Attack: Range 1/v4.  98 (113) Physical damage to the target.

ENGINEERING:
(Note: Gadgets are not counted as Spells or Techniques, and therefore are not subject to effects such as Silence and Cripple.  The Gadgeteer is never a target for his own Gadgets, even via AoEs.)
Springger (6 MP): Range 1/v2.  Inflicts 88 (102) Physical damage vs. DEF and pushes the target away by one space.
Impalotron (10 MP): Range 1/v2.  Inflicts 82 ITD physical damage.
Harmonizer (12 MP): Range 1/v4, Area 5/v2 Cross.  Has a 62% chance of inflicting Sleep in the AoE.
Shockerotron (24 MP): Range 1-2/v6.  Gives Rebirth to the target.
Speed Generator (18 MP): Range 1-2/v6, Area 3/v2 Cross.  Grants Haste to all targets in the AoE.
Demoralizer (8 MP): Range 1-3/v6.  Inflicts DEF Down and RES Down to the target at 100% rate.
Energizer (8 MP): Range 1-2/v4.  Restores the target's MP by 20.
Surpriser-Plus (10 MP): Range 1-3/v6.  Inflicts 91 (104) Magical damage vs. RES to the target and inflicts Weaken.
Molecular Infuser (8 MP): Range 1-3/v6.  Grants ATK Up and MND Up to the target.
Reflectotron (4 MP): Range 1-3/v6.  Grants Thorns to the target.  lol.
Absorber-Plus (4 MP): Range 1-3/v6.  Inflicts 50 (58) Magical damage vs. RES to the target's MP.
Electroconstrictor (8 MP): Range 1-3/v6.  Inflicts 88 (102) Magical damage vs. RES to the target and has a 50% chance of inflicting Root.
Demolecularizer (12 MP): Range 1-3/v6, Area 3/v2 Cross.  Inflicts 32 (43) Magical damage in the AoE.
Dispelotron (8 MP): Range 1-3/v6.  Removes all buffs from the target.
Healbot-3000 (10 MP): Range 1-3/v6.  Restores 61 HP to the target and grants Renew.

RSM:
Absorb Mana: When targeted by an offensive ability that inflicts damage, with a MP cost, gains the same amount of MP that was used in the process.
Perfect Focus: +0.32x additional damage/healing when at full HP
Mana Expert: Starts the battle with 15 MP instead of 0.

3TA: Surpriser-Plus x3 (91)

Comments: Look at that kit.  It has just about everything.  Damage, healing, buffing, status, all not subject to silence or cripple...just one problem.  Gadgeteers can never be the target of their own devices, so they lose out on over half of what they can leverage; ultimately they're just going to be mediocre in a duel.  Minorly bulky at least, for all that's worth, and the MP busting is legit.



KNIGHT

HP:378 (106.2%)
Max MP:72

ATK:196+94 (290)
DEF:242+166 (408)
MND:153
RES:201+55 (256)
SPD:122 (84.9%)
EVA:1%+10% (11%)

MOV:4
JMP:4
CRT:1%

PDUR:1.308 raw (1.634 with No Flank)
MDUR:1.067

Equipment: Sword, Spear, Robe, Heavy Armor, Shield

- Partisan: ATK+94, DEF+12
- Teorite Shield: DEF+16, RES+16, EVA+10
- Royal Armor: DEF+84, RES+15
- Royal Helm: DEF+34, RES+18
- Plate Glove: +10 DEF, +3 RES
- Plate Glove: +10 DEF, +3 RES

Equip Options: Elemental spoiling options as usual.  The Dendrite Sword can block Holy as well, and if wanting to leverage something other than Defensive Hit, the Heavy Lance gives better damage on basic attacks.

Attack: Range 2/v7.  65 Physical damage to one target.

CHIVALRY:
Defend: Self-target.  Take half damage from all attacks until next turn and recover 24 HP.
Protect: Range 1-4/v4.  User takes hits in place of the target ally as long as they are not also a target of the incoming ability.  Useless in a duel.
Defensive Hit: Range 1/v3.  Inflicts 109 Physical damage vs. DEF to one target, based on user's DEF.  Counts as a basic attack.
Taunt: Range 1-2/v4.  Inflicts Berserk on the target at 100% base rate.
Chivalrous Spirit (18 MP): Self-targeting.  Grants Rebirth.
Heavy Hit: Range 2/v7.  Hits the target for 1/3 current HP.
One for All (16 MP): Ends user's turn.  Every time an ally takes a single-target offensive action against a target within weapon range, make a basic attack upon the target.  (0.75x damage when used with ranged weapons).  Godlike in a duel.

RSM:
Thorns:Adds Thorns to the character after being targeted with any damaging offensive action.  Thorns...sucks.
No Flank: Treats all attacks as if from the front.  (In effect, against physical attacks this is a further 20% reduction of incoming damage)
Life Font: Recovers 4+Level/4 HP with each step taken (14/step, up to 56 per move action)

3TA: Defensive Hit x3 (109)

Comments: Knight is a dickish class.  They get a 3HKO with Defensive Hit, sure, but that's not what they're really bringing to the table.  Highest DEF aside, Knight runs this with No Flank to further give damage reduction for physically-inclined sorts, Life Font for some okayish regen, and Taunt to shut down anyone thinking of doing anything else.  Have fun with those staffwhacks, mages.



TEMPLAR

HP:353 (99.2%)
Max MP:96

ATK:219+158 (377) (452 under ATK Up)
DEF:175+92+130 (397)
MND:171
RES:216+36 (252)
SPD:127 (88.4%)
EVA:2%

MOV:4
JMP:4
CRT:3%

PDUR:1.198
MDUR:0.991

Holy Resist: 5%

Equipment: Scythe, Sword, Mace, Heavy Armor, Shield

- Day's Harvest: ATK+134, +25% Crit Damage, 62% chance of Bleed on hit
- Royal Armor: DEF+84, RES+15
- Royal Helm: DEF+34, RES+18
- Gauntlet: +8 ATK, +4 DEF, +1 RES
- Gauntlet: +8 ATK, +4 DEF, +1 RES
- Gauntlet: +8 ATK, +4 DEF, +1 RES

Equip Options: Shields, Swords, and Mace access mean that Templar can, if desired, block up to two elements if desired (one of the base four set and one of Light/Dark).  If more durability is desired, Day's Harvest can be traded for the Pernach and Magic Shield for almost no loss in efficacy on most abilities, or more likely the Aegis Shield for Auto RES-Up, considering that unlike Knight they don't have any real way to shut down mages.

Attack: Range 1/v4.  102 physical damage (EC:134)

HOLY JUSTICE:
Holy Chant (8 MP): Radial abliity, Area 3/v2.  Inflicts 58 (EC:69) Holy damage to all in the AoE.
Soothing Chant (8 MP): Radial ability, Area 3/v2 Cross.  Heals 70 HP to all in the AoE, user included.
Cleansing Blade (8 MP): Range 1/v4.  Inflicts 51 (EC:67) Magical damage to the target and dispels all buffs, inflicting ~36 extra damage per buff dispelled.
Siphon: Range 1-2/v4.  Inflicts 58 (EC: 69) Magical damage and absorbs 19 (EC:23) MP from the target.  Ignores facing.
Emboldening Chant: Radial ability, Area 3/v2.  Gives ATK Up to all in the AoE for three turns.
Rapturous Chant: Kills user to heal all allies and remove all debuffs from them.  Does not incur an Injury.
Righteous Blade (24 MP): Range 1/v4.  Inflicts 284 (EC:374) Holy damage to the target.

RSM:
Evade Attack: Perfect evasion versus Regular Attacks, and skills that are treated as Regular Attacks.
Resilience: All debuffs suffered by this character last 1 less turn
Defense Expert: Base DEF increased by 32+Level*1.5 (92)

3TA: Emboldening Chant->Attack->Righteous Blade (169.3)

Comments: 24 MP.  That is the point at which a near-OHKO grade nuke of a holy hand grenade starts to rear its head.  And they can get this online by turn two thanks to Siphon.  Even if they don't get oneshot by it at base, Emboldening Chant can crank it up to one regardless.  Bullying every runeless suikoscrub and pre-3H Fire Emblem dueller in existence with Evade Attack is just the icing on top of the cake.



DUELIST

HP:353 (99.2%)
Max MP:49

ATK:241+126 (367)
DEF:174+105 (279)
MND:150+22 (172)
RES:149+48 (197)
SPD:140+10 (150) (104.4%)
EVA:3%+5% (8%)

MOV:4/S
JMP:4
CRT:4%+5%

PDUR:0.988
MDUR:0.93

Equipment: Dagger, Rapier, Light Armor

- Joyeuse: ATK+86, MND+22, SPD+7, EVA+3, CRI+3%, Immune Slow
- Lorica Musculata: DEF+72, RES+18, ATK+12
- Ninja Cowl: DEF+21, RES+27, ATK+4, SPD+3, EVA+2, CRI+2%
- Gauntlet: +8 ATK, +4 DEF, +1 RES
- Gauntlet: +8 ATK, +4 DEF, +1 RES
- Gauntlet: +8 ATK, +4 DEF, +1 RES

Equip Notes: In order to get some extra status out of basic attacks, it is possible to use knives, but on average this will be a loss.

Attack: Range 1/v3. 97 Physical damage.  Heals user for 32.

FLOURISH
Falcon Flourish: Range 1-4/v10. 73 Physical damage.
Revival (14 MP): Range 1/v2.  Revives an ally on the given tile with 35% mHP.
Crippling Flourish: Range 1/v2.  Inflicts 88 Physical damage and has a 75% chance of inflicting Cripple.
Flowing Flourish: Range 1/v2.  Inflicts 151 Water damage to target, and has a 25% chance to inflict Slow.
Blazing Flourish: Range 1/v2.  Inflicts 151 Fire damage to target, and has a 25% chance to inflict Blind.
Earthen Flourish: Range 1/v2.  Inflicts 151 Earth damage to target, and has a 25% chance to inflict Root.
Thundering Flourish: Range 1/v2.  Inflicts 151 Thunder damage to target, and has a 25% chance to inflict Mute.

RSM:
Evade Skill: Perfect evasion versus Skills.
Leech Life: Basic attacks become pseudo-parasitic, healing the user for 1/3 of the damage inflicted, regardless of the target's HP.  This applies even when the damage is absorbed by Mystic Shield.
Blood Mark: Cumulative 20% damage bonus each time they attack the same target as last turn.

3TA: Elemental Flourish x3 (181.2)

Comments: Above average speed, and damage that starts at 2HKO before scaling up to massacre anyone who thought they could get away with heal-locking.  Not that it matters, as all of their offensive options are at-will and hit disgustingly hard.



REAVER

HP:402+55 (457) (128.4%)
Max MP:50

ATK:259+172 (431)
DEF:145+105 (250)
MND:126
RES:141+48 (189)
SPD:130+3 (133) (92.6%)
EVA:1%+2% (3%)

MOV:4/S
JMP:4
CRI:6%+2% (8%)

PDUR:1.226
MDUR:1.194

Equipment:Maul, Axe, Light Armor

- Flattener: ATK+132, HP+55
- Lorica Musculata: DEF+72, RES+18, ATK+12
- Ninja Cowl: DEF+21, RES+27, ATK+4, SPD+3, EVA+2, CRI+2%
- Gauntlet: +8 ATK, +4 DEF, +1 RES
- Gauntlet: +8 ATK, +4 DEF, +1 RES
- Gauntlet: +8 ATK, +4 DEF, +1 RES

Equipment Notes: Dark Reign can be used instead of Flattener if Reaver needs to counter a mono-Dark opponent.  That's about all of note, though.

Attack: Range 1/v4.  140 Physical damage to one target.

BLOODLUST:
Primal Cry: Range 1/v2, Area 3/v2 Lateral.  Inflicts 75 (ITF:84) Physical damage in the AoE and has a 50% chance of inflicting DEF Down.
Whirling Blow: Radial effect, Range 3/v2 Cross.  133 Physical damage to all targets in the AoE.
Spread Pain (10 MP): Range 1-2/v4.  Inflicts 7 Magical damage and transfers all the user's debuffs to the target at a 100% rate.
Primal Blow (6 MP): Range 1-4/v6.  Inflicts 112 (ITF:126)  Physical damage to the target.
Reckless Blow: Range 1/v3.  Inflicts 210 Physical damage to the target, but at the cost of 53 backlash damage.
Desperate Blow (16 MP): Range 1/v3.  Inflicts fixed damage equal to missing HP.
Primal Wave (8 MP): Range 1-3/v4, Area 3/v2 Cross.  Inflicts 100 (ITF:112) Physical damage within the AoE.

RSM:
Critical:Rebirth: Grants Rebirth when HP is critical after taking damage, automatically coming back to life after falling in combat.
Into the Fray: Increased damage and healing inflicted for every adjacent enemy.  +0.125x/+0.32x/+0.55x/+0.85x for 1/2/3/4 respectively.
Bloodlust: Damage inflicted increases the lower the character's current HP is.  Scales up to +80% at 32% HP.
(thanks to Snowfire for the numbers on these abilities)

3TA: Reckless Blow x3 (178.92) (Prorated)  (210 Raw)

Comments: Everyone talks a big game until someone hits you in the face really hard with a hammer.  Not much else that needs to be said, Reckless Blow is a high 2HKO before Bloodlust, and those with higher defenses are still going to worry about the threat of Desperate Blow, which at low HP will hit OHKO level with fixed damage.



GUNNER

HP:331 (93%)
Max MP:51

ATK:216+110 (326)
DEF:203+103 (306)
MND:154+10 (164)
RES:172+46 (218)
SPD:136+10 (146) (101.6%)
EVA:1%+4% (5%)

MOV:3/S
JMP:5
CRT:1%

PDUR:0.965
MDUR:0.834

Equipment: Guns, Light Armor

- Hell Muzzle (Range 7): ATK+74, MND+10
- Lorica Musculata: DEF+72, RES+18, ATK+12
- Flash Cap: DEF+19, RES+25, SPD+10, EVA+4
- Gauntlet: +8 ATK, +4 DEF, +1 RES
- Gauntlet: +8 ATK, +4 DEF, +1 RES
- Gauntlet: +8 ATK, +4 DEF, +1 RES

Attack: Range 7/v30, 82 Physical damage to one target.

BULLET INFUSION:
Focus (6 MP): Gives Focus status to the user.  The next non-Item attack or healing action will use Focus up and double the magnitude of any damage or healing effects.
Slowing Bullet (6 MP): Range 7/v30.  Inflicts 65 Physical damage to the target and has a 50% chance of inflicting Slow.
Crippling Bullet (6 MP): Range 7/v30.  Inflicts 69 Physical damage to the target and has a 75% chance of inflicting Cripple
Silencing Bullet: Range 7/v30.  Inflicts 69 Physical damage to the target and has a 75% chance of inflicting Mute.
Enraging Bullet: Range 7/v30.  Inflicts 61 Physical damage to the target and has a 50% chance of inflicting Berserk.
Opportunistic Bullet: Range 7/v30.  Inflicts 65 Physical damage to the target.  Damage increases by ~41 per debuff on the target
Magic Bullet: Range 7/v30.  Inflicts 82 Magical damage vs. RES to one target.  This is treated as a basic attack.

RSM:
Teleport Other: Teleports an adjacent attacker to a random safe location on the map.  Efficacy is random.
Concentration: Increases accuracy of non-Steal offensive actions by 20%
Height Advantage: +5% damage inflicted for each point of height over the target, up to a cap of +40%.  Use your own interpretations on this one, I'm not going to even start on this one given how often duels are white-room.

3TA: Attack/Magic Bullet x3 (82)

Comments: Gunner's focuses on range and positioning do not translate well to the DL.  Fortunately, they can run both Mute and Cripple off of good odds, denoting just what kind of fighter they are.  Their goal is simple: disable you, and then pick you off with impunity via Opportunistic Bullet.  That is, however, about all they're good at.
« Last Edit: February 14, 2024, 02:37:31 AM by 074 »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

074

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Fell Seal:Arbiter's Mark: Generic Characters Pt. III
« Reply #5 on: January 10, 2024, 04:17:03 AM »
Averages Up Top:
HP:356
DEF:282
RES:252
SPD:143.65
Damage(1-turn):108
Killpoint:271.4
Damage(3-turn):117
Killpoint:294.8



FELLBLADE

HP:355+35 (390) (109.6%)
Max MP:118

ATK:227+112 (339)
DEF:174+102 (276)
MND:217+60 (277)
RES:174+73 (247)
SPD:139+3 (142) (98.8%)
EVA:1%

MOV:4/S
JMP:5
CRT:6%

PDUR:1.087
MDUR:1.089

Equipment: Sword, Dagger, Rapier, Robe, Light Armor, Shield

- Enhancer: ATK+84, MND+44
- Magic Shield: DEF+9, RES+16, EVA+10, MND+16
- Lorica Musculata: DEF+72, RES+18, ATK+12
- Royal Crown: DEF+13, RES+37, HP+35, SPD+3
- Gauntlet: +8 ATK, +4 DEF, +1 RES
- Gauntlet: +8 ATK, +4 DEF, +1 RES

Equip Options: Hey, it's time to bring up the whole thing about elemental blocking again, especially with Robes+Shields+Swords.  More notable, however, is the fact that Malice's +10% infliction rate also applies to dagger status, which means the Kunai in particular can put in work disabling all the guys who Evade Magic doesn't shut down thanks to that weapon's Cripple rate being upgraded to 72%.  Also the Joyeuse is still there in case Fellblade needs Slow immunity or some extra speed.

Attack: Range 1/v3.  85 Physical damage.

DARK BLADE:
Poison Slice (8 MP): Range 1-2/v4.  Inflicts 97 Physical damage to the target and has an 85% chance to inflict Poison.  Counts as a basic attack.
Sleep Slice (12 MP): Range 1-2/v4.  Inflicts 91 Physical damage to the target and has a 72% chance of inflicting Sleep.  Counts as a basic attack.
Decay Slice (8 MP): Range 1-2/v4.  Inflicts 91 Physical damage to the target and has a 100% chance to inflict Weaken.  Counts as a basic attack.
Miasma (4 MP): Range 0-2/v7.  Inflicts 35 Magical damage vs. RES to the target and spreads all the center target's ailments to the other targets.
Health Siphon (16 MP): Range 1/v4.  Inflicts 55 Magical damage vs. RES to the target, parasitic healing.  Inflicts 34 more damage for each debuff the target is afflicted with.  Despite being a Spell, is subject to facing and is purely ATK-based.
Chaos Slice (8 MP): Range 1-2/v4.  Inflicts 102 Physical damage vs. DEF to the target, and has a 110% chance to inflict a random debuff to the target.  The debuff infliction is in fact smart insofar that it will not inflict a debuff that the enemy blocks.  Counts as a basic attack.
Black Blade (12 MP): Range 1/v3, Area 2/v2.  Inflicts 114 Physical damage vs. RES to targets in the area and has an 85% chance of inflicting Blind.

RSM:
Evade Magic: Perfect evasion versus magic.
Malice: +10% Debuff infliction rate (already factored in)
Versatile: Skills and Spells can inflict critical hits.  When inflicting a Critical Hit, recovers 5% of max MP (minimum 5, maximum 15)

3TA: Chaos Slice->Black Blade->Chaos Slice (106)

Comments: The other premier status slinger of the game, Fellblades don't have the disabling kit of Gunners, trading it for extremely accurate status options via Malice.  And they can technically emulate it by equipping one of the status daggers, using it better than anyone other than the next class on the list can.  Also don't even think of using magic on them.



ASSASSIN

HP:312 (87.7%)
Max MP:94

ATK:209+112 (321) (Listed value: 401)
DEF:152+101 (252)
MND:171
RES:163+47 (210)
SPD:164+17 (181) (126%)
EVA:5%+6% (11%)

MOV:4/S
JMP:6
CRT:3%+6% (9%)

PDUR:0.84
MDUR:0.834

Equipment: Dagger, Bow, Robe, Light Armor

- Worm Tooth: ATK+80, SPD+7, EVA+2, CRI+2%, 75% chance to Poison on hit
- Worm Tooth: ATK+80, SPD+7, EVA+2, CRI+2%, 75% chance to Poison on hit
- Lorica Musculata: DEF+72, RES+18, ATK+12
- Ninja Cowl: DEF+21, RES+27, ATK+4, SPD+3, EVA+2, CRI+2%
- Gauntlet: +8 ATK, +4 DEF, +1 RES
- Gauntlet: +8 ATK, +4 DEF, +1 RES

Equipment Options: Robe access means, of course, basic elemental blocking.  In addition, other status options for daggers are viable (and turn 1 due to having baseline turn 2 rates off of dual-wielding).  Bows aren't as notable but can be used if desiring to get more damage out of Assassinate or trying to avoid melee counters.

Attack: Range 1v2.  Two attacks of 78 damage for a total of 156.

LETHALITY:
Blind Powder (6 MP): Range 1-4/v5.  Inflicts 47 Physical damage and has a 75% chance to inflict Blind
Dispel Powder (6 MP): Range 1-3/v5.  Inflicts 47 Magical damage and removes all buffs from the target.
Sabotage (4 MP): Range 1-4/v14.  Swaps position with the target.  Ignores immunity, evasion, and reactions.
Sleep Powder (8 MP): Range 1-3/v4, Area 3/v1 Lateral.  Inflicts 39 Physical damage to the area and has a 50% chance to inflict Sleep.
Collect Bounty: Range 1/v2.  Inflicts 62 Physical damage to the target.  If the target is human and a killing blow is struck, ignores Rebirth, disables revival, and returns a rare component.
Mirage (4 MP): Gives the user Mirage status.
Assassinate (24 MP): Range 1-3/v8.  Inflicts 174 Physical damage to the target, and has a 50% chance of inflicting Poison, Bleed, and Blind.  Ignores facing.

RSM:
Critical:Mirage: When in Critical HP after taking damage, gain Mirage.
Cautious Step: Immune to Traps, Root, and Slow
Dual Wield: Can equip two weapons or two shields.  When using skills, only the first weapon is considered.

3TA: Attack x2->Assassinate (162)

Comments: Assassin combines the highest natural speed in the cast with a similarly high damage output, and sole access in the generic cast to Mirage, a buff that will negate the next incoming attack.  ITE, ITR, it doesn't god damned matter, it will not hit.  It's basically SRW Alert but it takes an action to cast.  ...which means that they're just going to wait for doubles to take attacks in most cases.



ALCHEMYSTIC

HP:312 (87.7%)
Max MP:158

ATK:172+126 (298)
DEF:161+103 (264)
MND:207+20 (227)
RES:222+92+46 (360)
SPD:156+10 (166) (115.6%) (Haste:~221)
EVA:1%+4% (5%)

MOV:3/S
JMP:4
CRT:1%

PDUR:0.854 (DEF Up: 0.945)
MDUR:1.006 (RES Up: 1.147)

Equipment: Staff, Crossbow, Robe, Light Armor

- Aerolus (Range 5): ATK+90, MND+20, Accuracy +5%
- Lorica Musculata: DEF+72, RES+18, ATK+12
- Flash Cap: DEF+19, RES+25, SPD+10, EVA+4
- Gauntlet: +8 ATK, +4 DEF, +1 RES
- Gauntlet: +8 ATK, +4 DEF, +1 RES
- Gauntlet: +8 ATK, +4 DEF, +1 RES

Attack: Range 5/v20.  68 Physical damage to one target.

SOUL MAGIC:
Mass Shield (8 MP): Range 0-3/v10, Area 3/v2.  Grants DEF up to all in the AoE for three turns.
Mass Aegis (8 MP): Range 0-3/v10, Area 3/v2.  Grants RES up to all in the AoE for three turns.
Mass Barrier (8 MP): Range 0-3/v10, Area 3/v2.  Grants Barrier to all in the AoE.
Mass Renew (12 MP): Range 0-3/v10, Area 3/v2.  Grants Renew to all in AoE for 3 turns. (Alchemystic will regen 39 HP a turn under Renew)
Haste (8 MP): Range 0-4/v10.  Grants Haste to the target for 3 turns. (Effective speed under Haste: 220)
Mass Insight (8 MP): Range 0-3/v10, Area 3/v2.  Grants MND Up to all in the AoE for three turns.
Refresh (8 MP): Range 0-3/v10, Area 3/v2.  Refreshes buff duration on all targets in the AoE.
Mass Haste (16 MP): Range 0-3/v10, Area 3/v2.  Grants Haste to all in the AoE.
Soul Tendrils (22 MP): Range 0-4/v10, Area 3/v2.  Inflicts 63 (MI:86) Magical damage to all enemies in the AoE.

RSM:
Mystic Shield: HP damage is instead inflicted to any existing MP first.  Will negate an attack's damage as long as there is at least 1 MP.
Side Effects: Buffs applied gain an additional 0.3x healing (24, MI:27).  Debuffs applied gain an extra 0.25x damage.
Resistance Expert: Increases base RES by 32+1.5xLevel (92).

3TA: Attack x3 (68)

Commentary: Alchemystics are, to say the least, extremely rude duellers.  They do not bring anything particularly damaging to a fight, but between having haste access and the war crime that is MP Switch in a system with per-turn MP regeneration means that you either have to outspeed them, somehow status them out (Barrier is an obstacle here), or run multihits.  And multihits are a decidedly uncommon enough thing that they can spoil some Godlikes with no problem.



SORCERER

HP:269+35 (304) (85.4%)
Max MP:246

ATK:156+64 (220)
DEF:169+64 (233)
MND:259+86 (345)
RES:208+114 (322)
SPD:120+3 (123) (85.6%)
EVA:1%

MOV:3
JMP:4
CRT:1%

PDUR:0.796
MDUR:0.931

Equipment: Rod, Robe

- Ebony Rod: ATK+64, MND+46, Dark Elemental, +100% Dark Resist, +25% Dark damage
- Scholar Robe: DEF+48, MND+16, RES+79
- Royal Crown: DEF+13, RES+37, HP+35, SPD+3
- Wizard Glove: +1 DEF, +8 MND, +4 RES
- Wizard Glove: +1 DEF, +8 MND, +4 RES
- Wizard Glove: +1 DEF, +8 MND, +4 RES

Equipment Options: literally *just* the elemental blocking options from Rods and Robes.  And, of course, the other element-boosting rods if the enemy can resist or block Darkness.

Attack: Range 1/v2.  44 Dark damage.

LAY WASTE:
Hailstorm (16 MP): Hits all enemies.  Inflicts 66-98 damage to all enemies, increasing with proximity.
Firestorm (16 MP): Hits all enemies.  Inflicts 66-98 damage to all enemies, increasing with proximity.
Meteorstorm (16 MP): Hits all enemies.  Inflicts 66-98 damage to all enemies, increasing with proximity.
Thunderstorm (16 MP): Hits all enemies.  Inflicts 66-98 damage to all enemies, increasing with proximity.
Darkstorm (18 MP): Hits all enemies.  Inflicts 87-133 damage to all enemies, increasing with proximity.
Holystorm (18 MP): Hits all enemies.  Inflicts 66-98 damage to all enemies, increasing with proximity.
Voidstorm (19 MP): Hits all enemies.  Inflicts 70-107 damage to all enemies, increasing with proximity.

RSM:
Counter: Root: Counters any offensive action by inflicting the offender with Root.
Eruptor: For each turn the character does not inflict damage, they gain a stacking 18% bonus (max 72%).  This resets upon dealing damage.
Economy: All MP costs are reduced to 2/3 (factored in)

3TA: Attack->Darkstorm->Attack (73.6)

Comments: Sorcerers just do not translate well to this format.  Full-field spells are nice in a SRPG but they have to wait two turns to throw out what is essentially high 3HKO damage in between 8HKO staffwhacks.  And that's with Economy.



DRUID

HP:312+35 (347) (97.5%)
Max MP:141

ATK:196+52 (248)
DEF:172+96 (268)
MND:218+54+78 (350)
RES:201+79 (280)
SPD:140+3 (143) (99.5%)
EVA:2%+10% (12%)

MOV:3/S
JMP:4
CRT:3%

PDUR:0.956 (DEF Up: 1.059)
MDUR:1.008 (RES Up: 1.103)

Fire Resist: 5%
Water Resist: 5%
Earth Resist: 5%
Thunder Resist: 5%

Equipment: Rapier, Rod, Staff, Robe, Light Armor, Shield

- Earth Rod: ATK+52, MND+34, Earth Elemental, +25% Earth Damage
- Magic Shield: DEF+9, RES+16, EVA+10, MND+16
- Lorica Mentis: DEF+72, RES+18, MND+12
- Royal Crown: DEF+13, RES+37, HP+35, SPD+3
- Wizard Glove: +1 DEF, +8 MND, +4 RES
- Wizard Glove: +1 DEF, +8 MND, +4 RES

Equipment Notes: Yep, another three-element spoiler here if nothing else.

Attack: Range 1/v2.  58 Earth damage.

DUALITY:
Heal I (6 MP): Range 0-4/v18.  Restores 115 HP to the target.
Bleed (6 MP): Range 0-4/v10.  Inflicts 75 Magic damage to the target and has a 75% chance of inflicting Bleed.
Earth I (8 MP): Range 0-3/v10, Area 3/v2.  Inflicts 105 Earth damage to all in the AoE.
Panacea I (4 MP): Range 0-4/v18.  Cures Poison/Bleed/Blind/Root/Mute/Cripple/Sleep/Berserk/Charm from the target.
Thunder I (8 MP): Range 0-3/v10, Area 3/v2.  Inflicts 83 Thunder damage to all in the AoE.
Water I (8 MP): Range 0-3/v10, Area 3/v2.  Inflicts 83 Water damage to all in the AoE.
Dispel (6 MP): Range 0-3/v18, Area 3/v2.  Removes all buffs in the AoE.
Fire I (8 MP): Range 0-3/v10, Area 3/v2.  Inflicts 83 Fire damage to all in the AoE.
Total Shield (6 MP): Range 0-4/v18.  Gives DEF Up and RES Up to the target.

RSM:
Adaptive Affinity: When dealt (or absorbing) elemental damage, gains a buff that increases their own damage output by 35% with that element.
Mind Expert: Increases MND by 14+Level (54)
Double Cast: Can cast two spells per turn, but at 75% power each.

3TA: Boosted Element I x3 (105)

Comments: Druid has an extremely varied skillset.  Unfortunately, it is nothing but level 1 spells, Dispel, and Total Shield, and the decent MND value is not enough to compensate for the low mods.  Doublecast isn't enough when the class is kneecapped by the MP generation mechanics.



WARMAGE

HP:312+35 (347) (97.5%)
Max MP:143

ATK:219+92 (311)
DEF:172+84 (256)
MND:230+78 (308)
RES:163+60 (223)
SPD:140+3 (99.5%)
EVA:2%

MOV:4/S
JMP:4
CRT:3%

PDUR: 0.939
MDUR: 0.942

Equipment: Scythes, Maces, Rods, Robes, Light Armor

- Heavy Rod: ATK+92, MND+42
- Lorica Mentis: DEF+72, RES+18, MND+12
- Royal Crown: DEF+13, RES+37, HP+35, SPD+3
- Wizard Glove: +1 DEF, +8 MND, +4 RES
- Wizard Glove: +1 DEF, +8 MND, +4 RES
- Wizard Glove: +1 DEF, +8 MND, +4 RES

Attack: Range 1/v2.  74 damage and generates 7 MP.

BATTLE MAGIC:
Infused Edge (4 MP): Range 1/v2.  Perform a regular attack upon the target, and then follow it up with a single-target version of any spell known.  This overrides the spell's original targeting.  The initial attack benefits from Leech Mana as well.
Water Bolt (6 MP): Range 0-2/v10.  Inflicts 83 (EM:125) Water damage to the target.
Fire Bolt (6 MP): Range 0-2/v10.  Inflicts 83 (EM:125) Fire damage to the target.
Earth Bolt (6 MP): Range 0-2/v10.  Inflicts 83 (EM:125) Earth damage to the target.
Thunder Bolt (6 MP): Range 0-2/v10.  Inflicts 83 (EM:125) Thunder damage to the target.
Water Burst (14 MP): Radial effect, Area 5/v4.  Inflicts 105 (EM:158) Water damage to all in the area.
Fire Burst (14 MP): Radial effect, Area 5/v4.  Inflicts 105 (EM:158) Fire damage to all in the area.
Earth Burst (14 MP): Radial effect, Area 5/v4.  Inflicts 105 (EM:158) Earth damage to all in the area.
Thunder Burst (14 MP): Radial effect, Area 5/v4.  Inflicts 105 (EM:158) Thunder damage to all in the area.
Pulsar (18 MP): Range 0-3/v10.  Inflicts 146 Magical damage to the target.

RSM:
Counter:Haste: When targeted with any damaging offensive action, gain Haste
Leech Mana: Converts 10% of damage dealt by basic attacks into MP.  This is not true parasitic and has no regard for overkill or effects like Mystic Shield
Elemental Mastery: If the target's resistance is less than immunity, treats resistance as lowered for Fire, Water, Earth, or Thunder damage.  (If target's resistance is between 0 and 99, reduces it by 50.  If it is less than 0, reduces it by 25.  This can reduce elemental resistance below 0, but cannot take it below -150)

Comments: JFC.  Infused Edge combined with Elemental Mastery and their own stats gives them a good 2HKO to be used every round.  Counter: Haste is also deceptively rude, letting them get two turns before the average opponent gets their second.
« Last Edit: February 14, 2024, 01:50:10 AM by 074 »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

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Fell Seal:Arbiter's Mark: Generic Characters Pt. IV (Badge Classes)
« Reply #6 on: January 10, 2024, 04:18:32 AM »
Averages Up Top:
HP:356
DEF:282
RES:252
SPD:143.65
Damage(1-turn):108
Killpoint:271.4
Damage(3-turn):117
Killpoint:294.8



WEREWOLF

HP:342 (96.1%)
Max MP:74

ATK:266+140 (406)
DEF:147+105 (252)
MND:147
RES:172+48 (220)
SPD:146+3 (149) (103.7%)
EVA:5+2 (7%)

MOV:5/S
JMP:6
CRT:29%+2% (31%)

PDUR:0.92
MDUR:0.925

Equipment: Daggers, Swords, Light Armor

- Dendrite Sword: ATK+100, +100% Holy Resist
- Lorica Musculata: DEF+72, RES+18, ATK+12
- Ninja Cowl: DEF+21, RES+27, ATK+4, SPD+3, EVA+2, CRI+2%
- Gauntlet: +8 ATK, +4 DEF, +1 RES
- Gauntlet: +8 ATK, +4 DEF, +1 RES
- Gauntlet: +8 ATK, +4 DEF, +1 RES

Attack: Range 1/v3.  114 Physical damage with a 31% chance to critical for 171.  Average damage of 132.
Focused Rage: Consumes all MP.  Noted benchmarks include: 142 Physical (crit 214, average 164) (10 MP), 171 Physical (256 crit, average 197) (20 MP), 199 Physical (299 crit, average 230)  (30 MP), up to a maximum of 325 Physical (Crit: 487, average 375) at 74 MP.

SAVAGERY:
Bite (6 MP): Range 1/v3.  Inflicts 114 Physical damage to the target and has a 62% chance of inflicting Poison.
Leap (8 MP): Range 1-3/v6.  Area 3/v2 cross.  Character moves to the target tile and inflicts 85 Physical damage to all adjacent tiles.  Facing is determined before usage.
Regenerate: Grants self Renew, removes Poison, Bleed, Blind, Root, Mute, and Weaken.  (Renew value: 43 HP/turn)
Fetid Breath (10 MP): Range 1/v3, area 2/v2 Cone.  Inflicts 14 Magical damage and has a 75% chance of inflicting Weaken.
Cunning Slash (8 MP): Range 1/v3.  Inflicts 85 Physical damage to the target.  ITE, ignores reactions.
Howl (10 MP): Radial ability.  Area 5/v3 cross.  Inflicts 15 Magical damage in the AoE and has a chance of inflicting Root.
Blood Trophy (18 MP): Range 1/v3.  Inflicts 205 Physical damage to the target.  If this would land a killing blow, Rebirth is ignored and the target cannot be raised for the encounter.

RSM:
Counter: Cripple: Counters any offensive action taken against the character by inflicting Cripple
Focused Rage: Regular attacks may expend all current MP to inflict bonus damage equivalent to 2.5% per MP spent
Know Weakness II: +25% Critical Rate.

Comments: Werewolves are fairly vicious.  If the crits weren't bad enough, Blood Trophy is also a looming threat for anyone around average physical durability.  Above-, if only just above, average speed ensures that the one-two will go off first against many.



VAMPIRE

HP:287+35 (322) (90.5%)
Max MP:159

ATK:212+122 (334)
DEF:197+97 (294)
MND:207+22 (229)
RES:197+58 (255)
SPD:162+10 (172) (119.7%)
EVA:4+3 (7%)

MOV:4(S)
JMP:6
CRT:6+3 (9%)

PDUR:0.922
MDUR:0.907

Dark Resist: 5%

Equipment: Dagger, Rapier, Gun, Bow, Robe, Light Armor

- Joyeuse: ATK+86, MND+22, SPD+7, EVA+3, CRI+3%, Immune Slow
- Lorica Musculata: DEF+72, RES+18, ATK+12
- Royal Crown: DEF+13, RES+37, HP+35, SPD+3
- Gauntlet: +8 ATK, +4 DEF, +1 RES
- Gauntlet: +8 ATK, +4 DEF, +1 RES
- Gauntlet: +8 ATK, +4 DEF, +1 RES

Equip Notes: Monarch is there in case extra power is needed, with the Yoichi Bow being an option if counter evasion is desired.  Also robes, element blocking, you know the drill.

Special notes: Vampire, courtesy of Bat Form, can teleport.  I'm going to allow this to count for enabling back attacks.  If you don't allow this, reduce the damage by 1/6.

Attack: Range 1/v3.  100 physical damage.

VAMPIRISM:
Thrown Dagger (6 MP): Range 1-3/v8.  Inflicts 75 Magical damage vs. DEF and has a 75% chance of inflicting Bleed.
Blood Nova (14 MP): Range 0-3/v10, Area 3/v2 Cross.  Inflicts 88 Magical damage vs. RES in the AoE and has a 62% chance of inflicting Bleed to all targets.
Shakedown (10 MP): Range 1/v3.  Inflicts 85 Physical damage and attempts to steal a Component from them.
Blood Suck (10 MP): Range 1/v4.  Inflicts 32 Magical damage vs. RES, Parasitic healing.  If the target has Bleed, inflict 51 damage instead.
Soul Suck (4 MP): Range 1/v4.  Inflicts 13 Magical damage vs. RES to the target's MP, Parasitic healing.  If the target has Bleed, inflict 26 damage instead.
Charm (16 MP): Range 1/v2.  Inflicts Charm on the target at a 100% rate.
Night Embrace (30 MP): Range 1/v3.  If the target has Bleed, inflicts 320 Physical damage to the target and inflict Sleep.

RSM:
Counter: Mute: Counters any offensive action by inflicting the attacker with Mute
Execute: +45% damage against targets below 50% HP
Bat Form: Transforms into a swarm of bats when moving: may move through enemies and terrain, and ignore heights.  Functionally a teleport.  (I consider this to allow back attack mods, as a result)

Comments: Vampire plays a much meaner version of Gambler's game.  they lose Initiative, but they have some of the best speed in the cast, and 100% rate Charm means you just lose if you don't block it.  Their damage is largely carried by having a teleport, but Night Embrace actually just hurts, and Charm lets them just wait for a double to set it up.



LICH

HP:353 (99.2%)
Max MP:155

ATK:184+64 (248)
DEF:141+60 (201)
MND:305+102 (407)
RES:139+121 (260)
SPD:121 (84.2%)
EVA:1

MOV:3
JMP:4
CRT:2

Dark Resist: 5%+100%

PDUR:0.885
MDUR:1.001

Equipment: Scythe, Rod, Staff, Robe

- Ebony Rod: ATK+64, MND+46, Dark Elemental, +100% Dark Resist, +25% Dark damage
- Scholar Robe: DEF+48, MND+16, RES+79
- Black Hat: DEF+9, RES+30, MND+16
- Wizard Glove: +1 DEF, +8 MND, +4 RES
- Wizard Glove: +1 DEF, +8 MND, +4 RES
- Wizard Glove: +1 DEF, +8 MND, +4 RES

Attack: Range 1/v2.  58 Dark damage to one target.

MALEVOLENCE:
Dark I (57 HP): Range 0-3/v10, Area 3/v2 cross.  142 Dark damage to targets in the AoE. (prorated: 119)
Dark II (99 HP): Range 0-3/v14, Area 3/v4 cross.  212 Dark damage to targets in the AoE. (prorated: 153)
Dark Locus (127 HP): Range 0-4/v18.  283 Dark damage to the target. (prorated: 182)
Reanimate (127 HP): Resurrects a dead enemy as a Cadaver under AI control equal to the dead enemy's level.  This prevents resurrection.  Useless in a duel, but has some sadistic uses in team matches.
Darkstorm (183 HP): Inflicts 109 to 167 Dark damage to all enemies, damage increasing with proximity.
Dark Burst (113 HP): Radial effect.  Area 5/v4 cross.  161 Dark damage to all targets in the AoE.
Nightmare (127 HP): Range 0-3/v10, Area 5/v2 Cross.  142 Dark damage and 62% chance of inflicting Poison to all enemies in the AoE.

RSM:
Counter:Poison: Counters any offensive action by inflicting the attacker with Poison
Chilling Touch: Offensive actions have a 75% chance to inflict Slow on the target
Blood Magic: Spend HP instead of MP for abilities, at 2% HP per 1 MP.  This is not a choice. (credit to Snowfire for this)

Commentary: Lich...is one of the rare cases where I wouldn't bother giving it the Royal Crown.  Lich doesn't want that.  Lich wants enough power to try and oneshot whoever the hell they're fighting, and in some cases and interps they can actually manage that.  Good thing, too, since one shot is all they're going to get; they're slow, frail, and wholly mono-elemental.  Turn 1 Dark Locus off of that MND and with an Ebony Rod, though?  They're playing a different game from the other casters for sure.



VESSEL

HP:228 (64.1%)
Max MP:313

ATK:208+58+86 (352)
DEF:193+102 (295)
MND:297+42+74 (413)
RES:199+66 (265)
SPD:122+7 (129) (89.8%)
EVA:1+3 (4%)

MOV:3
JMP:4
CRT:2+3 (5%)

PDUR:0.654
MDUR:0.65

Fire Resist: 5%
Water Resist: 5%
Earth Resist: 5%
Thunder Resist: 5%

Equipment: Scythe, Rapier, Crossbow, Light Armor, Shield

- Joyeuse: ATK+86, MND+22, SPD+7, EVA+3, CRI+3%, Immune Slow
- Magic Shield: DEF+9, RES+16, EVA+10, MND+16
- Lorica Mentis: DEF+72, RES+18, MND+12
- Black Cowl: DEF+19, RES+24, MND+8
- Wizard Glove: +1 DEF, +8 MND, +4 RES
- Wizard Glove: +1 DEF, +8 MND, +4 RES

Attack: Range 1/v3. 91 Physical damage.

CHANNEL SOUL:
(note: most of these abilities are neither skills nor spells.  Thus, they are not subject to abilities that block either.)

Nameless One (12 MP): Range 0-3/v14.  Inflicts 131 (HM:190) Holy damage to a single target.
Ippokampos (14 MP): Range 1/v10, Area 2/v2 Cone.  Inflicts 173 (HM:251) Water damage to all in the area of effect.
Avernaal (18 MP): Range 0-3/v10, Area 3/v2 Cross.  Inflicts 168 (HM:244) Fire damage to all in the area of effect.
Quetzalcoatl (20 MP): Range 1/v6, Area 99/v3 Line.  Inflicts 163 (HM:236) Lightning damage to all in the area of effect.
Psyhie (18 MP): Radial effect, Area 3/v2 Cross, excludes user.  Heals 172 (HM:249) HP to all in the AoE, and restores 5 MP.
Fafnir (22 MP): Range 0-5/v12.  Inflicts 242 (HM:350) Earth damage to the target.  ITE.
Immortal Souls (30 MP):  Range 0-3/v14, Area 3/v2 Square.  Inflicts 210 (HM:305) Magical damage to all in the area of effect.

RSM:
Hallowed Soul: Gain resistance to the last element struck with.
Hallowed Mind: After using a regular attack, gain a bonus to healing/damage based on the weapon used (0.45x for melee, 0.35x for ranged)
Hallowed Body: ATK increased by 20% of MND (58), MND increases by 20% of ATK (42)

Comments: Those spells hurt.  Especially with Hallowed Mind.  Hell, their basic attacks aren't even bad.  Pity they combine low speed with cast-worst HP by a huge margin.  0.64 PCHP is nothing to be proud of.



PRINCESS

HP:271+35 (306) (86%)
Max MP:266

ATK:160+72 (232)
DEF:147+96 (243)
MND:276+98 (374)
RES:238+79 (317)
SPD:140+3 (143) (99.5%)
EVA:1+10 (11)

MOV:4(S)
JMP:4
CRT:2

PDUR:0.813 (DEF Up: 0.888)
MDUR:0.932 (RES Up: 1.037)

Fire Resist: 0+100%
Holy Resist: 5%

Equipment: Technically Rapier, Rod, Staff, Robe.  Equip All is in play, however.

- Blazing Rod: ATK+72, MND+54, Fire Elemental, +100% Fire Resist
- Magic Shield: DEF+9, RES+16, EVA+10, MND+16
- Lorica Mentis: DEF+72, RES+18, MND+12
- Royal Crown: DEF+13, RES+37, HP+35, SPD+3
- Wizard Glove: +1 DEF, +8 MND, +4 RES
- Wizard Glove: +1 DEF, +8 MND, +4 RES

Attack: Range 1/v2.  40 Fire damage to a single target.

REGALITY:
Holy 1 (8 MP): Range 0-3/v10, Area 3/v2 Cross.  92 Holy damage to targets.
Revive 1 (14 MP): Range 1-3/v4.  Revives target ally with 25% mHP.
Heal II (12 MP): Range 0-5/v18.  Restores 212 HP to the target.
Holy II (14 MP): Range 0-3/v14, Area 3/v4 Cross.  138 Holy damage to targets.
Holy Locus (18 MP): Range 0-4/v18.  184 Holy damage to the target.
Quicken (14 MP): Range 1-3/v6.  Gives the target an immediate turn.
Mass Heal II (20 MP): Range 0-3/v18, Area 3/v2 Cross.  Restores 212 HP to all targets.

Equipment Options: They in fact exist.  It is worth noting though that despite having Equip All, Princesses are still first and foremost a casting class, and thus they are going to be selecting their gear in that fashion.

RSM:
Counter:Total Shield: After being targeted by any damaging offensive action, gain DEF Up and RES Up
Equip All: May equip anything
Double Cast II: The character may use two spells per turn.  MP restrictions apply.

Comments: Another class with a comprehensive skillset, hamstrung by system details and a lack of special modifiers.  Princess has a lot of options at their disposal, including a superior version of Doublecast, but gets precisely nothing for the purposes of boosting their spell damage, and being forced to start the fight before their turn at 0 MP like everybody else undercuts their potential by a lot.



LORD

HP:355+35 (390) (109.6%)
Max MP:99

ATK:227+120 (347) (ATK Up: 416)
DEF:212+102 (314)
MND:209+58 (267) (MND Up: 320)
RES:178+57 (235)
SPD:147+3 (150) (104%) (Haste: 200)
EVA:1

MOV:4/S
JMP:4
CRT:2

PDUR:1.151 (DEF Up: 1.312) (ATK Down: 1.64) (Both: 1.986)
MDUR:1.073 (RES Up: 1.151) (MND Down: 1.41) (Both: 1.547)

Holy Resist: 5%

Equipment: Technically Sword, Mace, Rapier, Heavy Armor, Shield.  With Equip All: Any.

- Heavy Rod: ATK+92, MND+42
- Magic Shield: DEF+9, RES+16, EVA+10, MND+16
- Lorica Musculata: DEF+72, RES+18, ATK+12
- Royal Crown: DEF+13, RES+37, HP+35, SPD+3
- Gauntlet: +8 ATK, +4 DEF, +1 RES
- Gauntlet: +8 ATK, +4 DEF, +1 RES

Equipment Options: Yes, Lords have equipment options.  Many of which are good.  I don't know really what more to say.  Equip All is about as bullshit as you would think it is.

Attack: Range 1/v2.  89 (Br 103, Ra 118, Bt 133) Physical damage.

COUNTENANCE:
Scorpio Ballista: Range 1-3/v6.  Inflicts 102 (Br 115, Ra 130, Bt 143) Physical damage and has a 75% chance of inflicting DEF Down.
Gemini Flail: Range 1/v2, Area 2/v2 Cone.  Inflicts 91 (Br 102, Ra 115, Bt 127) Physical damage to the area and has a 75% chance of inflicting ATK Down.
Mass Heal I (12 MP): Range 0-3/v16, Area 3/v2 Cross.  Restores 91 (Ra 106) HP to targets in the area.
Sagittarian Cavalry (8 MP): Range 1-2/v5, Area 3/v2 Cross.  Inflicts 102 (Br 115, Ra 130, Bt 143) Physical damage in the area and has a 62% chance of inflicting MND Down.
Rally (20 MP): Radial effect, area 3/v2 Cross.  Grants ATK Up, MND Up, and Haste to the user and all adjacent targets.
Aries Ram (6 MP): Range 1/v2, area 4/v2 Line.  Inflicts 102 (Br 115, Ra 130, Bt 143) Physical damage and has a 62% chance of inflicting RES Down.
Holy Burst (14 MP): Radial effect, area 5/v4 Cross.  Inflicts 100 (Br 113, Ra 127, Bt 140) Holy damage to all targets in the AoE.  Ignores facing.

RSM:
Counter:Total Shield: After being targeted by any damaging offensive action, gain DEF Up and RES Up
Equip All: May equip anything
Cleave: Gain a free turn upon striking a killing blow.  Only applies once per natural turn.  No MP is gained.  Does not trigger from Rebirth.

Comments: Honestly, the better of the two gender-locked classes.  Lords don't get as strong of healing, but they're instead able to stack stat buffs and debuffs while inflicting damage and generally not being bottlenecked by MP.  Basically a showier Mercenary.  Except, well, Mercenary's just better at base, go figure.
« Last Edit: February 14, 2024, 01:56:03 AM by 074 »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

074

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Fell Seal Arbiter's Mark: Generic Character Averages
« Reply #7 on: January 10, 2024, 04:38:05 AM »
HP:
Mercenary: 563 (158.2%)
Reaver: 457 (128.4%)
Gadgeteer: 409 (114.9%)
Plague Doctor: 405 (113.8%)
Fellblade: 390 (109.6%)
Lord: 390 (109.6%)
Knight: 378 (106.2%)
Mender: 368 (103.4%)
AVERAGE: 356
Peddler: 353 (99.2%)
Templar: 353 (99.2%)
Duelist: 353 (99.2%)
Lich: 353 (99.2%)
Druid: 347 (97.5%)
Warmage: 347 (97.5%)
Werewolf: 342 (96.1%)
Ranger: 336 (94.4%)
Scoundrel: 335 (94.2%)
Gambler: 332 (93.3%)
Gunner: 331 (93%)
Wizard: 325 (91.3%)
Vampire: 322 (90.5%)
Assassin: 312 (87.6%)
Alchemystic: 312 (87.6%)
Princess: 306 (86%)
Sorcerer: 304 (85.4%)
Vessel: 228 (64.1%)

Defense:
Knight: 408 (eff. -0.14)
Templar: 397 (-0.069)
Mercenary: 319 (-0.022)
Lord: 314 (-0.019)
Gunner: 306 (-0.014)
Gadgeteer: 298 (-0.010)
Gambler: 297 (-0.009)
Vessel: 295 (-0.008)
Vampire: 294 (-0.007)
Plague Doctor: 293 (-0.007)
Peddler: 292 (-0.006)
AVERAGE: 282
Duelist: 279 (+0.002)
Scoundrel: 278 (+0.002)
Fellblade: 276 (+0.003)
Mender: 269 (+0.008)
Druid: 268 (+0.008)
Ranger: 266 (+0.009)
Alchemystic: 264 (+0.011)
Warmage: 256 (+0.015)
Assassin: 252 (+0.018)
Werewolf: 252 (+0.018)
Reaver: 250 (+0.019)
Princess: 243 (+0.023)
Wizard: 239 (+0.026)
Sorcerer: 233 (+0.029)
Lich: 201 (+0.048)

PDUR (vs. average damage):
Mercenary: 1.675
Knight: 1.634
Reaver: 1.226
Templar: 1.198
Gadgeteer: 1.178
Plague Doctor: 1.158
Lord: 1.151
Fellblade: 1.087
Mender: 1.015
Peddler: 1.007
Duelist: 0.988
Gunner: 0.965
Druid: 0.956
Gambler: 0.954
Warmage: 0.939
Scoundrel: 0.936
Ranger: 0.923
Vampire: 0.922
Werewolf: 0.920
Lich: 0.885
Wizard: 0.859
Alchemystic: 0.854
Assassin: 0.84
Princess: 0.813
Sorcerer: 0.796
Vessel: 0.654

Resistance:
Alchemystic: 360 (-0.051)
Sorcerer: 322 (-0.033)
Princess: 317 (-0.031)
Wizard: 309 (-0.027)
Druid: 280 (-0.013)
Plague Doctor: 275 (-0.011)
Mender: 273 (-0.010)
Vessel: 265 (-0.006)
Lich: 260 (-0.003)
Peddler: 259 (-0.003)
Knight: 256 (-0.002)
Vampire: 255 (-0.001)
Templar: 252 (+0)
AVERAGE: 252
Fellblade: 247 (+0.003)
Gadgeteer: 243 (+0.005)
Lord: 235 (+0.008)
Mercenary: 234 (+0.009)
Ranger: 230 (+0.011)
Scoundrel: 227 (+0.012)
Warmage: 223 (+0.014)
Werewolf: 220 (+0.016)
Gunner: 218 (+0.017)
Gambler: 215 (+0.018)
Assassin: 210 (+0.020)
Duelist: 197 (+0.027)
Reaver: 189 (+0.030)

MDUR (vs. Average):
Mercenary: 1.548
Reaver: 1.194
Plague Doctor: 1.169
Gadgeteer: 1.136
Fellblade: 1.089
Lord: 1.073
Knight: 1.067
Mender: 1.06
Druid: 1.008
Peddler: 1.000
Lich: 1.000
Templar: 0.991
Wizard: 0.979
Warmage: 0.942
Princess: 0.932
Duelist: 0.93
Werewolf: 0.925
Ranger: 0.919
Scoundrel: 0.913
Vampire: 0.907
Gunner: 0.893
Gambler: 0.893
Assassin: 0.834
Vessel: 0.65

Speed:
Assassin: 181 (126%)
Scoundrel: 173 (120.4%)
Vampire: 172 (119.7%)
Alchemystic: 166 (115.6%)
Ranger: 155 (107.9%)
Gambler: 153 (106.5%)
Peddler: 150 (104.4%)
Duelist: 150 (104.4%)
Lord: 150 (104.4%)
Werewolf: 149 (103.7%)
Gunner: 146 (101.6%)
AVERAGE: 143.65
Druid: 143 (99.5%)
Warmage: 143 (99.5%)
Princess: 143 (99.5%)
Fellblade: 142 (98.8%)
Gadgeteer: 140 (97.5%)
Mender: 138 (96.1%)
Reaver: 133 (92.6%)
Mercenary: 132 (91.9%)
Vessel: 129 (89.8%)
Plague Doctor: 128 (89.1%)
Templar: 127 (88.4%)
Wizard: 126 (87.7%)
Sorcerer: 123 (85.6%)
Knight: 122 (84.9%)
Lich: 121 (84.2%)

Damage (First Turn)
Warmage (199)
Lich (182)
Reaver (179)
Werewolf (!64)
Assassin (156)
Duelist (151)
Scoundrel (113)
Knight (109)
AVERAGE: 108
Druid (105)
Mercenary (104)
Ranger (102)
Templar (102)
Fellblade (102)
Lord (102)
Vampire (100)
Gambler (99.25)
Princess (92)
Gadgeteer (91)
Vessel (91)
Wizard (87)
Gunner (82)
Peddler (80)
Alchemystic (68)
Plague Doctor (61)
Mender (57)
Sorcerer (44)

Killpoint: 271.4

Damage (3TA):
[Lich: Dark Locus x2->Dark I (236), no proration]
[Reaver: Reckless Blow x3, raw (210)]
Warmage: Infused Edge:Elemental Boltx2->Infused Edge:Elemental Burst (210)
Duelist: Elemental Flourish x3 (181.2)
Reaver: Reckless Blow x3 (178.92)
Vessel: Attack->Ippokampos x2 (171.7)
Templar: Emboldening Chant->Attack->Righteous Blade (169.3)
Werewolf: Attack x2->Focused Rage (164.6)
Assassin: Attack x2->Assassinate (162)
Lich: Dark Locus x2->Dark I (161)
AVERAGE: 117
Scoundrel: Sneak Attack x3 (113)
Knight: Defensive Hit x3 (109)
Princess: Holy I x2->Holy II (107.3)
Fellblade: Chaos Slice->Black Blade->Chaos Slice (106)
Druid: Boosted Element I x3 (105)
Mercenary: Attack x3 (104)
Lord: Scorpio Ballista/Aries Ram x3 (102)
Ranger: Attack x3 (102)
Wizard: Boosted Element I x2->Boosted Element II (101.6)
Vampire: Attack x3 (100)
Gambler: Wild Card: Club x3 (99.25)
Peddler: Attack->Patented Usage:Rock x2 (93.3)
Gadgeteer: Surpriser-Plus x3 (91)
Gunner: Attack/Magic Bullet x3 (82)
Sorcerer: Attack->Darkstorm->Attack (73.6)
Alchemystic: Attack x3 (68)
Plague Doctor: Poison x3 (61)
Mender: Attack x3 (57)

Killpoint: 294.8
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.