Register

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Captain K.

Pages: [1]
1
General Chat / Sigs & Avatars 2012 - Mayan Calendar Edition
« on: January 10, 2012, 04:27:03 PM »
Post your sig and avatar changes here.
================================


What?

TAKUMA is evolving!
(doo doo doo doo doo doo doo doo)

Congratulations!  Your TAKUMA evolved into MRKARATE!

2
General Chat / Game of the Year 2011
« on: December 09, 2011, 11:43:10 PM »
I think most of the notable releases for 2011 are out by now, so what's your game of the year?

==================

For me, I spent a lot of the year playing catchup.  I just got a 360 one year ago, so I was playing old games that I missed.  Lots of good stuff like Star Ocean 4 and Last Remnant, and Halo stuffs.

But as for games that were new this year?  I end up comparing everything new that comes out to Bastion.  Bastion did things with storytelling that have just plain never been done before.  Combine that with solid gameplay, nice graphics, and an amazing soundtrack.  It's just a fantastic package of a game.  Now it is short, certainly.  But at $15 you're getting way more than you paid for.

Other games of note:

Skyrim:  It's huge.  And amazing.  And... a bit tedious.  Lots of dungeons that are all slightly different, but they're all completely linear.  Bosses are just regular enemies with a different name and more hp.  And Bethesda ruined the game with a patch, which apparently is par for the course for them (first of their games I've played).  But all in all, it's certainly an impressive game.

King of Fighters XIII:  Hell fucking yeah.  I couldn't stop playing Skyrim until this came out; now Skyrim collects dust because this is so good.  Granted, the single-player mode is slightly inferior to Blazblue's.  But this is exactly what an old-school fighter should be.  Complex enough so that it doesn't get stale, but not ridiculously execution-heavy.  And the netcode is surprisingly decent as well (don't believe the antihype on other forums).  I can play against people in Asia with minimal lag.

Dark Souls:  It's gorgeous.  And it kicks you in the balls repeatedly, forcing you to get better.  But the half-assed incorporation of multiplayer elements ruined it.  This would be much better if designed strictly as singleplayer.

Marvel vs Capcom 3:  They got the little details right, like comic reference banter between characters.  And MODOK.  But they missed the big picture.  It ended up being a game that was fun to watch but not to play.  And yeah, THIS was a game with atrocious netcode.

Magic 2012:  Doesn't get full credit because it's just piggybacking off of a well-established game.  But yeah, it's very solid and fun.

Might and Magic Clash of Heroes:  Okay, I'm cheating because it's a port of a DS game.  But also very good.  Albeit unforgiving to the colorblind.

3
Discussion / DLC6 Wrapup!
« on: June 27, 2011, 01:35:48 AM »
Woo, Texas!

Due to work and family drama, couldn't get to Hal's until 8:00 pm Friday.  Didn't do much that night.  Watched some people play games; checked into my hotel.

On Saturday, woke up and waited in the lobby for someone else to go to breakfast with.  MC, Ciato, Meeple, and... someone... came down and we went to IHOP.  At Hal's, played a little Street Fighter, some Mario Kart and Star Ocean 4.

We went to Arcade UFO in the afternoon.  It was alright, but I kept looking at games and thinking, "I have that on Xbox.  I have that on Xbox."  So I mainly played this game that was in the Arcana Heart 3 cabinet but obviously was not Arcana Heart 3 because it had men in it.  Then I played through Street Fighter 4 with Hakan so people could see Hakan's ending.  VSM also jumped in and played against me as Sakura.  It didn't end well for him, and this led to the best quote of the con.1  Also played Pac-Man Battle Royale and totally pwned at this 4-player Gundam game despite not knowing what the fuck was going on.  Unfortunately I didn't notice the arcade had Aliens vs Predator until it was almost time to go or I would have been playing that the whole time.

From there we went to this combination Barnes & Noble/Gamestop/D&D store which was totally awesome.  Note to Hal:  People want to go there instead of Gamefellas when they come to town.  I picked up Bakuman volume 5 and Resonance of Fate for the 360.

We regrouped at Hal's apartment and went to get food and bowl.  Some people were not happy about going to Weinerschnitzel, but I was starving at that point and just wanted something fast.  Bowling ensued.

Lane 38's scores:

Game 1
Tal 96
Shale 80
Captain K. 64
Notmiki 57
Super 46
Xeroma 25
Snow 23

Game 2
Shale 109 (fuck you Shale, I mean, good job)
Tal 96 (consistent!)
Snow 78 (WTF?)
Notmiki 69 (hawt)
Captain K. 61 (bleah)
Super 40 (aw)
Xeroma quit (pussy)

Note that this was Snow's first time bowling ever.  With his exponential learning rate, I expect him to bowl a 300 at the next con.

After that it was a little late to start the Fighting Tournament, so we blew it off.  Played some Tatsunoko vs Capcom.  Then we busted out the Shrek Superslam.  Oh yeah.  I did well in two-player vs MC, but badly in four-player.

Sunday I woke up fairly early.  Since I wasn't going to wait two hours for everyone else to wake up, I just went to Subway and ate breakfast by myself.  Went to Hal's and played some Melty with Tonfa.  Then I played Settlers of Cataan with Yakumo, Snow, and Tai (?).  I had an amazing win when I played four roads in one turn and got longest road to go with my four cities for the 10 points.  Note that I had no settlements adjacent to wood at the beginning of the game, and my only wood supply at the end was on an 11.  Yeah.

Then I loaded up four people in my car to drop off at the airport on my way home.

I'm not going to talk about everyone, because there was a damned lot of us and I know I'll forget someone.  I think Ciato counted 27 that were in Hal's apartment Friday night?  Yeah, crazy.  I will however, make some lists:

Most changed from DLC2:
1)  MC.  No contest here.  BEWBS
2)  Yakumo.  At DLC2, Yakumo was extremely skinny and on death's doorstep after riding on Greyhound from Washington.  He bulked up a lot and looks much healthier now.
3)  OK.  Has Lou Ferigno hair now, and is quite a bit thicker than he was before.
4)  Zenny.  Male pattern baldness attacks, and he shaved down his cute leprechaun beard.  I miss my cute little leprechaun.  :(

Best boobs:
1)  Hakan's Wife.  Seriously, Google that shit.  Epic mammaries.
2)  Lady Door.  Rocking that plunging neckline, girl!
3)  Ciato.  Yeah, baby.
4)  MC.  I would rank you higher, but you're technically jailbait.

I would also like to note that listening to Snow and Niu have a conversation gave me the giggles.  Too many cute accents.

1"WHO THE FUCK IS HAKAN?"  -- VSM

4
General Chat / Eternal's Den of Welcomes*
« on: May 13, 2011, 10:04:07 PM »
ADMIN NOTE: the silly welcomes were split from the serious patch discussion.  Go forth my DLers and be silly, mwahahahahaha....

Welcome to the DL!  Now go play a real game instead of FFT.

5
Forum Games / Marvel Arkham
« on: February 04, 2011, 12:54:10 PM »
Just something I threw together in honor of Marvel vs Capcom 3 coming out.

And now, the pimpest Old One of them all!



Who better to investigate a mystery in the Marvel Universe than the Darkhold Redeemers?






6
Discussion / DLCon Texas: Fighting Game Tournament
« on: December 15, 2010, 06:04:31 AM »
I plan on holding a fighting game tournament at Austin DLCon, just like I did at DLCon 2.  This will be a series of single-elimination tournaments in five different fighting games.  Points will be awarded based on how far you get in each tournament, with all games weighted equally.

Once again, there will be a sizeable prize for the winner.  At DLCon 2, Elfboy was crowned champion and walked away with a metric fuckton of Magic the Gathering cards.  So what's the prize this time?  Let's just say it's a bit of videogaming history.  I won't guarantee that it'll be useful to you, but it will be interesting!

EDIT:

These are the games that will be played:

Super Street Fighter 4
Marvel vs Capcom 3
Soul Calibur 4
King of Fighters 98
BlazBlue CS

7
Unranked Games / Dawn of Heroes
« on: November 19, 2010, 12:17:44 AM »
Dawn of Heroes is a turn-based SRPG for the DS.

HP:  You know what this is.
MP:  This too.
Pdef, Mdef, Adef:  Physical defense, Magical defense, Affliction defense.  There are three "elements" in this game, and this number is the percentage reduction you take from them.  So if an attack does 200 physical damage, against an opponent with 50% physical defense, it does 100 damage.  Simple.
Equipment:  I'm using storeboughts from the last town (sixth Barony).  Ingame, your actual equipment will be much better than this.  But since it's a random drops game, this is the only way to get consistent averages.

Note about the Mantle:  It's bugged.  It's supposed to add 5% Adef, but it shifts all defenses to the left one space.  So it adds 5% Mdef instead.  Percentages listed are for actually being in battle, not from the status screen.  And to further confuse things, characters have different defenses in Multiplayer mode, although I'm not listing those here yet.

PCs have a wide variety of abilities.  "Standard" is just a basic attack action that doesn't cost any resources.  "Guard", "Control", "Support", "Damage" all require an action to use.  The actual type doesn't generally matter in a duel, although it matters more ingame.  "Passive" abilities are always on, and will trigger whenever applicable.

"Cooldown" is an amount of time before an ability can be used again.  An ability with a cooldown of 3 can be used every 3 turns.

Some Abilities can prevent movement (think "Don't Move" from FFT), prevent using Abilities ("Don't Act"), or both.  If I use the term "disabled", it's both.  "Disarm" prevents the use of any abilities that deal physical damage, including your standard attack if physical.  "Silence" prevents the use of any ability that costs MP to use.

Daisuke (Kensei)
HP: 804
MP: 0
Pdef: 20%, Mdef: 0, Adef: 0
Equipment: Sword, Sword, Raiment

Swift Strike (standard): Two attacks of 181 physical damage.
Shock Blades (Damage, cooldown 3): 273 AOE magical damage.
Puncture (Control, cooldown 3): 181 physical damage plus debuffs them for 1 turn.  Incoming healing is reduced by 50% to the target.
Blade Focus (Guard): 50% chance to avoid one source of magical damage this turn.  If successful, Daisuke’s damage is doubled for 1 turn.
Sworn Fealty (Guard, cooldown 3): Buffs an ally for 3 turns.  50% of the damage done to that ally is transferred to Daisuke instead.
Snake Fang (Damage, cooldown 3): 181 physical damage to two enemies.  50% chance for each target to take double damage.
Parry (passive): 25% chance to avoid physical damage.
Mastery (passive):  cannot be disarmed.  When receiving physical damage, 25% chance to disarm opponent for 1 turn.
Riposte (passive):  25% chance to attack back when targeted by physical attacks.

Comments:  Outstanding standard attack, and the first of many characters who rapes physical attackers.  Heavy.

Eadgar (Colossus)
HP: 1099
MP: 0
Pdef:50%, Mdef: 0%, Adef: 0
Equipment: Hammer, Shield, Platemail

Crushing Blow (standard):  115 physical damage.
Defying Cry (Guard, cooldown 3):   All enemies in AOE can only target Eadgar with offensive abilities for 1 turn.
Holy Blast (Damage, cooldown 3): 115 AOE magical damage.
Lower Guard (Guard):  Increases Eadgar’s physical damage by 70%.  Reduces pdef by 10%.  This buff lasts until you use this ability again to return to normal.
Come Here (Control, cooldown 3):  All enemies in AOE are moved next to Eadgar and can’t move away for 1 turn.
Astral Shield (Guard, cooldown 3):  All adjacent allies gain 20% Pdef for 2 turns.
Shield Block (passive): 25% chance to avoid physical damage.
Vigor (passive): 50% chance to resist poison damage.
Deflection (passive):  Reduces magical damage taken by 20% and reflects that amount back to the caster.

Comments:  Great durability, but his damage is sad.  No reason not to use Lower Guard, he needs the boost.  Middle.

Elayne (Wizard)
HP: 722
MP: 130
Pdef: 20%, Mdef:25%, Adef: 20%
Equipment: Staff, Orb, Mantle

Holy Light (standard): 123 magical damage.
Arcane Rune (Guard, cooldown 3): Adjacent allies are buffed to have their magical damage increased by 40% for 2 turns.
Holy Bolt (Damage, 78 MP): 99 magical damage to target and a second random enemy.  50% chance to do 200% more damage.
Osmosis (Damage, cooldown 3): Drains 26 MP from target.
Repulsion (Control, MP 26): Does 123 magical damage to target and pushes them and Elayne away from each other by 3 squares each.
Pacify (Control, cooldown 3):  Locks down enemy’s abilities for 1 turn.
Magic Field (passive):  Increases Elayne’s Pdef by 20% (already included).  This pdef can’t be reduced or bypassed by any means.
Arcane Flux (passive): Holy Light has a 50% chance to do double damage.
Resilience (passive):  Increases Elayne’s Mdef by 10% and her Adef by 20% (already included).

Comments:  She’s a support character, can’t expect much from her on her own.  The resistances look impressive, until you look at her HP.  Strictly a Light.

Elfyra (Infernalis)
HP: 918
MP: 182
Pdef: 0, Mdef:0, Adef:0
Equipment: Staff, Orb, Belt

Scorch (standard):  75 magical damage.
Fireballs (Damage, 52 MP):  223 magical damage.
Fire Shield (Guard, 26 MP):  Places a buff on Elfyra for 3 turns.  Adjacent enemies that attack her take 96 magical damage (i.e. physical attacks).
Burst (Guard, cooldown 3):  Teleportation-style movement.
Ignite (Damage, 78 MP):  Sets enemy on fire for 3 turns.  They take 75 magical damage the first turn, 150 the second, and 225 the third.
Rain of Fire (Damage, 78 MP): 148 magical damage plus 148 physical damage.  AOE.
Combustion (passive):  Scorch debuffs the enemy, causing Elfyra’s next damage to it to be doubled.  This can include Ignite if it is active.
Mystic Aura (passive):  50% of magical damage received is delayed until the end of Elfyra’s next turn.
Detonate (passive):  When Elfyra is KO’d, 50% chance of opponent taking 199 magical damage.

Comments:  Mage who trades damage for HP.  Kind of works because Ignite and Combustion synergize well.  Middle.

Gudleif (Gothi)
HP: 836
MP: 208
Pdef 20%, Mdef 0, Adef 0
Equipment: Knucks, Orb, Belt

Brawl (standard): 172 physical damage.
Recovery (Support, 52 MP):  Buffs self or ally for 2 turns.  If target is missing 230 or more HP, then they heal 230 HP.  Triggers once when cast, once at the end of the turn, plus every time target takes damage or has anything else happen to them.  (Note: this can be a lot of healing when all end of turn effects go off)
Swiftness (Guard, cooldown 3): Removes debuffs that affect movement, and increases movement by 50% for 1 turn.
Intimidate (Control, cooldown 3): Forces an enemy to move away by 12 squares.
Feral Frenzy (Damage, 52 MP): Two attacks of 172 physical damage.  35% chance of a third hit.  Cannot be evaded.
Conversion (Guard, 26 MP): Buffs two allies (1 chosen, 1 random) for two turns.  They absorb all sources of damage.
Punishment (passive): 50% chance to counterattack when targeted by physical attacks.
Vigilant (passive):  Immune to traps.
Stone Skin (passive): Pdef increased by 20% (already included).  Pdef cannot be reduced or bypassed.

Comments:  His super-cheese ability Conversion doesn’t work on himself.  But that’s okay because he has a second super-cheese ability in Recovery.  More than 50% healing just from casting it, and if you attack him he heals more.  Feral Frenzy is also very good damage.  Heavy.

Hasina (Theurgist)
HP: 738
MP: 208
Pdef: 0, MDef: 5%, Adef: 0
Equipment: Knucks, Orb, Mantle

Wind Blast (standard): 148 magical damage.
Heal (Support, 52 MP): 230 HP of healing.
Tornado (Damage, 52 MP): 199 magical damage.
Quicksand (Control, 26 MP): AOE debuff, reduces movement 50%.
Sandstorm (Control, 26 MP): AOE, repositions targets near Hasina.
Regenerate (Support, 52 MP): Buffs self or ally for 3 turns. Heals 115 HP at the end of their turn.
Amplify (passive): Quicksand and healing abilities place a buff on Hasina.  Increases damage by 75%.  Disappears when using an attack, up to two stackable.
Transcend (passive): Sandstorm and damaging abilities place a buff on Hasina.  Increases healing by 100% (includes Regenerate).  Disappears once healed, up to two stackable.
Unyielding (passive): Cannot be disabled.

Comments:  If nothing else, she’s predictable.  The buffing game is amusing, but even her buffed damage isn’t that amazing.  Light.

Helga (Valkyrie)
HP: 820
MP: 0
Pdef: 30%, Mdef 0, Adef 0
Equipment:  Hammer, Hammer, Platemail

Swift Strike (standard):  Two attacks of 121 physical damage.
Venom (Damage, cooldown 3):  Places a Curse debuff on enemy for 3 turns.   Deals 181 Affliction damage at the end of the enemy’s turn.
Courage (Guard, cooldown 3):  Adjacent allies have their physical damage increased by 40% for 2 turns.
Ice Fury (Damage, cooldown 3):  210 Magical damage to enemies.  Cone-shaped AOE.
Knockback (Control, cooldown 3):  Forces an enemy to move away from Helga 10 spaces.
Brutal Smash (Damage, cooldown 3): 302 physical damage to all adjacent enemies.
Retaliate (passive):   When taking physical damage, Helga has a 45% chance to counterattack.
Runes (passive):  25% chance to avoid Magical or Affliction damage.
Achilles’ Heel (passive):  Helga’s attacks dealing physical damage ignore 20% of opponent’s pdef and can’t be evaded.

Comments:  Solid all-around offense.  Can hit all three elements, and has decent durability.  Can probably make it in Heavy.

Jiro (Khan)
HP: 1148
MP:  0
Pdef: 40%, Mdef: 0,  Adef: 0
Equipment: Sword, Shield, Platemail

Cross Slash (standard):  173 physical damage
Duel (Guard, cooldown 3):  target enemy must use offensive abilities against only Jiro for 2 turns.
Temerity (Guard):  Increases Jiro’s physical damage by 50%.  Reduces pdef by 25%.  This buff lasts until you use this ability again to return to normal.
Disarm (Control, cooldown 3):  Opponent can’t use physical attacks for 1 turn.
Armor Bash (Control, cooldown 3): 173 physical damage and reduces their pdef by 30% for 1 turn.
Typhoon (Control, cooldown 3):  AOE, moves  enemies adjacent to Jiro.
Sidestep (passive):  20% chance to avoid physical damage.
Endurance (passive): 50% chance to resist Poison damage.
Anticipation (passive):  35% chance to avoid the extra damage of a physical critical strike.

Comments:  Massive HP.  Beats physical attackers, can probably survive magical ones long enough to win.  Middle.

Kaliska (Sabertooth)

HP: 967
MP: 0
Pdef:  0, Mdef: 0, Adef: 0

Equipment:  Axe, Axe, Belt

Swift Strike (standard):  Two attacks of 181 physical damage.
Furious Roar (Guard, cooldown 3):  Debuffs up to two enemies in AOE.  They can only use offensive abilities against Kaliska.
Battle Rage (Guard):    Increases Kaliska’s physical damage by 50%.  Increases Magical and Affliction damage done to her by 50%.  This buff lasts until you use this ability again to return to normal.
Twin Strike (Damage, cooldown 3):  Deals 362 physical damage to an enemy, ignoring 10% of their Pdef.  Cannot be evaded.
Jaw Breaker (Control, cooldown 3):  Inflicts Silence on an enemy for 1 turn (can’t use abilities that use MP).
Whirlwind (Damage, cooldown 3):  Deals 181 physical damage twice to all adjacent enemies.  They are pushed back 6 spaces.
Repel (passive):  30% to evade physical damage
Furor (passive):  When Kaliska KO’s someone, 50% chance to act again.
Defiance (passive):  When about to be KO’d, 50% chance for Kaliska to recover 25% HP.  Only works once per battle.

Comments:  Tied with Daisuke for best standard attack in the game.  If facing a physical attacker, can afford to buff herself to do obscene damage.  And yeah, Defiance sure doesn’t hurt when it goes off.  Heavy.

Lash (Demonicus)
HP: 886
MP: 104
Pdef: 25%, Mdef 0, Adef 0
Equipment: Axe, Orb, Raiment

Cross Slash (standard): 247 physical damage.
Darkness (Control, 26 MP): AOE debuff for 1 turn. Reduces range of attacks by 50% and gives abilities dealing physical damage a 25% chance to fail.
Burden (Control, cooldown 3): AOE debuff for 1 turn.  MP costs are increased by 50%.
Evocation (Guard, cooldown 3): All adjacent allies have their affliction damage buffed by 40% for 2 turns.
Vicious Swipe (Damage, cooldown 3): 347 physical damage to adjacent enemies and sends them flying 3 squares away.
Pestilence (Damage, 26 MP): Debuffs enemy for 2 turns.  They take 148 affliction damage at the end of their turn.  Also spreads to target’s allies if they are too close.
Vengeance (passive): When Lash is KO’d, 50% chance for enemies to take 99 affliction damage.
Iron Will (passive):  Immune to Control abilities that disable.
Thorgul Gift (passive): When Lash is about to be KO’d, 50% chance to recover 25% of his HP and MP.  Only works once per battle.

Comments:  Respectable damage and durability.  Middle.

Layla (Reaver)
HP: 820
MP: 0
Pdef: 25%, Mdef: 0, Adef: 0
Equipment:  Sword, Sword, Raiment

Swift Strike (standard):  Two attacks of 121 physical damage.
Assassination (Damage):  59 physical damage, but 25% chance to do 472 damage instead.  Cannot be evaded.
Neuro Toxin (Control, cooldown 3):  Debuffs enemy for 3 turns, reducing their physical damage dealt by 20%.
Leg Strike (Control, cooldown 3):  Increases Layla’s move by 2.  Deals 121 physical damage to target and prevents them from moving for 1 turn.
Mind Poison (Control, cooldown 3):  Debuffs enemy for 2 turns.  Their MP costs are doubled.
Carnage (Damage, cooldown 3):   121 physical damage.  65% chance of making an additional attack.  Keeps attacking until she misses.
Anatomy (passive):  Swift Strike has a 50% chance of dealing double damage (each hit checked independently).
Momentum (passive):  35% chance to increase Layla’s move by 50% for 1 turn.
Death Mark (passive):  Layla’s abilities inflict a debuff on the opponent for 2 turns.  This increases the chance of Assassination getting the extra damage by 50%.  Debuff disappears when Assassination hits.

Comments:   Great damage assuming Hatbot doesn’t hate you.  Don’t use Carnage.  If you math it out, it isn’t worth it.  Heavy.

Merikh (Necroxis)
HP: 901
MP: 208
Pdef: 0, Mdef:0, Adef:0
Equipment: Staff, Orb, Belt

Spectral Touch (standard): 99 magical damage.
Dark Ritual (Support, 78 MP): 247 magical damage.  Heals a random ally 139 HP.  50% chance to heal two additional allies.
Malediction (Control, cooldown 3): AOE debuff, increases MP costs by 100%.
Spirit Link (Guard, cooldown 3): Debuffs enemy for 1 turn.  If Merikh receives damage, so does the enemy.
Drain Life (Support, 78 MP): 172 magical damage.  Heals Merikh 197 HP.  50% chance to inflict double damage. (think it doubles healing too, need to verify)
Raise Dead (Support, 78 MP): Revives a fallen ally with 50% of their HP and MP.  They may immediately act.
Life Pact (passive): Spectral Touch heals Merikh 40 HP.
Empower (passive): Spectral Touch has a 50% chance to do double damage.
Void (passive): When Merikh is KO'd, 50% chance for enemies to be sucked close to his body.

Comments:  MP issues kill him. Not enough damage/healing to get him out of Light.

Monifa (Lurker)

HP: 771
MP: 0
Pdef: 15%, Mdef: 0, Adef: 0
Equipment: Crescent, Crescent, Raiment

Sure Shot (standard):  Two attacks of 151 physical damage.
Leg Shot (Control, cooldown 3): 151 physical damage to enemy, who can’t move or evade for 1 turn.
Boom Trap (Control, cooldown 3):  Puts a Cursed trap on an enemy for 2 turns.  Does 362 magical damage to allies of that enemy that are adjacent.
Stealth (Guard, cooldown 3): Turns invisible for up to 2 turns.  Can’t be targeted, but reappears if she uses any abilities.
Split Shots (Damage, cooldown 3):  151 physical damage to two different enemies.  50% chance to do double damage.
Flash Trap (Control, cooldown 3):  Puts a Cursed trap on an enemy for 2 turns.  Disables any adjacent allies.
Rapid Fire (passive):  Sure Shot has a 35% chance to do an extra hit.
Accuracy (passive):  Monifa’s physical damage ignores 20% of opponent’s pdef and lowers chance of evading (how much?)
Desert Wind (passive):  25% chance for attackers to get pushed back 4 spaces when Monifa takes physical damage.

Comments:  Great on offense, but too frail to get out of Middle.

Nadie (Razorclaw)
HP: 950
MP: 0
Pdef: 0, Mdef:0, Adef:0
Equipment: Crescent, Orb, Belt

Sure Shot (standard):  Two hits of 123 physical damage.
Cheap Shot (Damage, cooldown 3):  148 physical damage to an enemy, then 148 more physical damage at the end of the enemy’s turn.
Neutralize (Control, cooldown 3):  Disarms opponent for 1 turn (can’t use physical damage abilities).
Camouflage (Guard, cooldown 3):  Becomes invisible for 2 turns.  Using any ability dispels the buff.
Bolas (Control, cooldown 3): Moves target enemy next to the skill user and locks down their movement for 1 turn.
Lacerate (Damage, cooldown 3): 100 physical damage and places a Curse debuff on them for 2 turns. The debuff causes 99 affliction damage per turn.
Evade (passive):  35% chance to avoid physical damage.
Light Footed (passive): immune to “traps”.
Swift Shot (passive): Sure Shot has a 35% chance to do an extra hit.

Comments:  A little weaker than Monifa, with better HP.  Still a Middle.

Nayeli (Soul Caller)
HP: 722
MP: 0
Pdef: 0, Mdef: 5%, Adef: 0%
Equipment: Staff, Orb, Mantle

Agony (standard): 148 Affliction damage.
Soul Turmoil (Control, cooldown  4):  disables enemy for 1 turn.
Cure Ritual (Support, cooldown 2): heals 82 HP to self and all allies.
Transfer (Control, cooldown 4): Trades places with an ally.
Voodoo Doll (Damage, cooldown 4): 395 Affliction damage.
Mind Control (Control, cooldown 3): Takes control of an enemy.  They immediately gain an action and are considered friendly to Nayeli (can heal Nayeli, but not target her for damage, etc.).  Cooldown is activated on this move at the beginning of combat.
Omniscient (passive):  Nayeli has unlimited range with her abilities, but using any one of them locks down her movement for 2 turns.
Wild Gift (passive):  When Nayeli is KOd, nearby allies are healed by 230 HP.
Spirit Aegis (passive): 25% chance that physical attackers are pushed away from Nayeli 6 squares.

Comments:  Fantastic ingame, not so much here.  Just a Light.  Although Mind Control can be fun depending on your opponent (and if you live long enough to use it).

Nazar (Penumbros)
HP: 624
MP: 208
Pdef: 0, Mdef: 15%, Adef: 0
Equipment: Knucks, Knucks, Mantle

Dark Touch (standard): 210 Affliction damage.
Dark Globe (Damage,  26 MP): 243 AOE Affliction damage.
Umbra Twin (Guard, 52 MP): Gives an ally an additional action.
Shadow Walk (Guard, cooldown 2): Buffs an ally to increase their movement for this turn.
Defile (Damage,  78 MP): 483 Affliction damage.
Sacrifice (Damage, 82 HP): 302 Affliction damage.  Can’t be used unless Nazar has enough HP.
Dark Aura (passive):  Enemies damaged by Nazar are debuffed.  Healing received by them is decreased 35%.
Penumbra (passive): 25% chance to avoid physical damage.
Shadow Veil (passive): When Nazar is KOd, nearby enemies have a 50% chance to take 243 Affliction damage.

Comments:  Go go glass cannon.  Massive massive damage and no HP.  But Penumbra is very nice on this type of character.  Heavy.

Njall (Thane)
HP: 1066
MP: 0
Pdef: 45%, Mdef 0, Adef 0
Equipment: Sword, Shield, Platemail

Cross Slash (standard): 58 physical damage.
Intervention (Control, cooldown 3): Forces an ally to move away from the skill user by 12 squares.
Deep Wound (Control, cooldown 3):  Debuffs an enemy for 2 turns.  Reduces healing by 50%.
Mind Slap (Control, cooldown 3): Triggers cooldown of two random abilities of target.
Jump (Damage, cooldown 3):  Njall strikes a target up to 4 spaces away for 230 physical damage.
Ice Curse (Guard, cooldown 3):  Debuffs enemy for 1 turn.  If they attack anyone other than Njall, they are disabled for 1 turn.
Taunt (passive): All adjacent enemies are debuffed every turn.  They cannot attack anyone but Njall.
Combat Lust (passive):  When Njall takes physical damage, the damage of Cross Slash increases by 100%.  This can be stacked up to 5 times.  It wears off in 3 turns if he doesn’t take additional physical damage.
Rock Stand (passive):  Cannot be forced to move.

Comments:   Absolutely pathetic damage.  Has his uses ingame, but certainly not going to get out of Light here.

Nobuo (Kamui)
HP: 836
MP: 104
Pdef: 0, Mdef: 0, Adef: 0
Equipment: Knucks, Orb, Belt

Agony (standard): 123 Affliction damage.
Transfusion (Support, 287 HP): Heals an ally 287 HP.
Redemption (Control, 26 MP): Debuffs an enemy for 3 turns.  Target suffers 40% of the damage they deal.
Healing Globe (Support, 26 MP): 287 AOE healing.
Enlightenment (Guard, 26 MP): Gives an ally an immediate action.
Life Breath (Support, 164 HP): Revives an ally with 50% HP and MP.  They can immediately act.
Blessed One (passive): Regens 82 HP per turn.
Divine Wrath (passive): When Nobuo takes more than 66 damage in a single attack, gains a buff which increases his damage 100%.
Immortality (passive): When about to be KO’d, 25% chance to recover 50% HP and MP.  Only works once per battle.

Comments:  Support character, but Redemption is pretty nasty in a duel.  Unfortunately he can’t keep it up forever.  Light.

Osmund (Crusader)
HP: 1050
MP: 104
Pdef: 40%, Mdef 0, Adef 0
Equipment: Sword, Shield, Platemail

Cross Slash (standard): 173 physical damage.
Backfire (Guard, 26 MP):  2 allies (1 chosen, 1 random) receive a buff for 2 turns.  Targeted damage done to them is also taken by the attacker.
Assault (Damage, cooldown 3): Osmund’s movement is increased by 2 and he does 115 physical damage.  25% chance for double damage.
Shelter (Guard, 26 MP):  2 allies (1 chosen, 1 random) receive a buff for 2 turns.  They are immune to Control Abilities.
Devotion (Support, 26 MP, 230 HP):  Heals 459 HP to an ally.
Onslaught (Damage, cooldown 3): 307 physical damage.
Stubborn (passive):  can’t be forced to move by Control Abilities.
Healing Aura (passive): Cross Slash has a 25% chance to heal Osmund and the nearest ally by 172 HP.
Atonement (passive):  Heals the nearest ally by 172 HP when Osmund KO’s an enemy.

Comments:  I think he wins the prize for most abilities that are useless without allies.  Having said that, he’s still very durable, especially with the potential for free healing from his standard attack.  Middle.

Reynald (Templar)
HP: 1017
MP: 130
Pdef: 20%, Mdef 0, Adef 0
Equipment: Hammer, Shield, Raiment

Crushing Blow (standard): 77 physical damage.
Cure (Support, 52 MP): 230 HP of healing.
Amnesia (Control, cooldown 3): Silences enemy for 1 turn.
Smite (Damage, 26 MP): 192 magical damage.
Horror (Control, 26 MP): Forces nearby enemies to run away by 5 squares.
Soul Chains (Guard, 26 MP): Debuffs enemy for 1 turn.  If they receive healing, Reynald receives it also.
Divine Touch (passive): Crushing Blow buffs Reynald.  Increases his next healing by 100%.  Can stack twice.
Toughness (passive): 25% chance to avoid the extra damage of a physical critical strike.
Holy Word (passive): Crushing Blow also deals 77 magical damage.

Comments:  A double Divine Touch Cure is massive healing, but he can only do it twice.  His damage is so bad that it doesn’t matter how long he lives.  Light.

Sethos (Metamorphus)

HP: 885
MP: 0
Pdef: 25%, Mdef:0, Adef: 0
Equipment:  Knucks, Knucks, Belt

Brawl (standard): 302 physical damage.
Confusion (Control, cooldown 3):  Triggers the cooldown of two random abilities of the target.
Execution (Damage):  20% chance of 605 physical damage.  No damage if it fails.
Diversion (Damage, cooldown 3):  151 physical damage and places a Curse debuff on the enemy.  Debuff increases the chance of Execution to hit by 80%.
Smashing Fists (Damage, cooldown 3):  210 AOE physical damage.
Intercept (Guard, cooldown 3):  Places a Curse debuff on an enemy for 3 turns.  All damage dealt by that enemy to any target is redirected to Sethos.
Tough Hide (passive):  Enhances his physical defense by 25% (already included).  This can’t be reduced or bypassed by any ability.
Dark Toxin (passive):  When Sethos is dealt physical damage, all adjacent enemies take 59 Affliction damage.
Adrenaline (passive):  50% of the physical damage Sethos takes is delayed until the end of his next turn.

Comments:  A brawler who trades his HP for better damage.  I think it works for him.  Middle.

Sora (Majin)
HP: 624
MP: 208
Pdef: 10%, Mdef: 5%, Adef: 0
Equipment: Knucks, Knucks, Mantle

Shock (standard): 121 magical damage.
Lightning (Damage, 26 MP): 362 magical damage.
Teleportation (Guard, 26 MP):  Teleportation-style movement.
Tesla Field (Control, 26 MP): AOE disarm for 1 turn.
Overload (Damage, 78 MP): 483 magical damage.  50% chance to hit two extra targets for half damage.
Tempest (Damage, 78 MP): 424 AOE magical damage.
Spark (passive):  When Sora takes physical damage, the attacker takes 59 magical damage.
Counterspell (passive):  When Sora takes magical or affliction damage, the attacker takes 25% of that damage as well.
Focus (passive):  Any of Sora’s damaging abilities place a buff on her for 2 turns.  Shock’s damage is increased 50% by this buff.

Comments:  The magical version of Nazar.  And since anything you hit her with also hurts you, she can pile on damage ridiculously fast.  Heavy.

Tabia (Zealot)
HP: 1050
MP: 0
Pdef: 30%, Mdef: 0%, Adef: 0%

Equipment:  Sword, Shield, Platemail

Cross Slash (standard):  154 physical damage
Focus Fire (Guard, cooldown 3):  Select self or ally as target.  Nearby enemies can only use offensive abilities against that target for 1 turn
Dirty Trick  (Control, cooldown 3): Places a Weakness debuff on an enemy for 2 turns.  Reduces vision by 50% and abilities dealing physical damage a 50% chance to fail.
Mirage (Control, cooldown 3):  Places a Curse debuff on an enemy for 1 turn.  That enemy is invisible to his allies (i.e., can't be healed)
Shield Throw  (Control, cooldown 3): 154 physical damage, 25% chance to to disable the target for 1 turn.
Dust Devil (Control, cooldown 3):  AOE around self, forces all enemies inside to move 5 spaces away from Tabia.
Push Aside (Passive):  Cross Slash has a 50% chance to push the target back by 4 squares
Critical Hit (Passive):  Cross Slash has a 50% chance to do double damage.
Shield Bash (Passive):  When targeted by abilites dealing physical damage, there is a 25% chance for the attacker to be disabled for 2 turns.

Comments:  Yet another character that rapes physical attackers.  Shield Bash is nasty when it happens.  Middle.

Valberg (Warlock)
HP: 886
MP: 208
Pdef: 25%, Mdef: 20%, Adef: 10%
Equipment: Crescent, Orb, Raiment

Icerang (standard): 75 physical and 24 magical damage.
Ice Shackles (Control, 26 MP):  AOE debuff, disables movement.
Ice Bolt (Damage, 78 MP): 75 magical damage.
Invisibility (Guard, 26 MP):  Turns invisible for 2 turns.  Using any ability causes Valberg to reappear.
Ice Storm (Damage, 52 MP): 48 AOE magical damage.
Frostbite (Control, cooldown 3): AOE silence.
Catalyzer (passive): At the end of every turn, gains a damage buff.  Increases Valberg’s magical damage by 100%.  This is permanent and up to 4 can stack.
Fortitude (passive): Enhances Valberg’s Affliction defense by 10% and Magical defense by 20% (already included).
Chill Touch (passive): When Valberg is KO’d, enemies have a 50% chance for their Control, Guardian, and Support abilities to be locked for a turn.

Comments:  Catalyzer sounds good on paper, but his base damage is so low it ends up not mattering much.  He can hide for 4 turns, then jump out and do… less damage than other characters can do on turn 1.  Impressive defenses, but still a Light.

Wahkan (Feral Warden)
HP: 885
MP: 208
Pdef: 0, Mdef: 0, Adef: 0
Equipment: Staff, Orb, Belt

Stone Rain (standard): 223 magical damage.
Restoration (Support, 78 MP):  574 points of healing.
Slow (Control, cooldown 3): AOE debuff, reduces target’s movement by 50% and adds 1 turn of cooldown on all abilities.
Force Trap (Control, 26 MP): Traps enemy for 2 turns – if they are standing too close to their allies at the end of their turn, those allies must move 8 squares.
Earth Claws (Damage, 52 MP): 223 AOE magical damage.
Mana Gift (Support, cooldown 1): Transfers 33 MP to an ally.
Wild Guard (passive): 25% chance to avoid physical damage.
Immovable (passive): immune to Control Abilities that force movement.
Mana Bloom (passive): When Wahkan is KO’d, 50% chance that nearby allies will recover 33 MP.

Comments:  Nice healing, but he can only do it twice.  Eh, I’m feeling generous.  Middle.

Yuji (Doshu)
HP: 852
MP: 0
Pdef: 0, Mdef 0, Adef 0
Equipment: Knucks, Knucks, Belt

Brawl (standard): 243 physical damage.
Sweep Kick (Control, cooldown 3): locks down enemy’s move for 1 turn.
Cobra Clutch (Control, cooldown 3): disables enemy for 1 turn.
Enemy Throw (Control, cooldown 3): throws an enemy 10 spaces away.
Fist of Fury (Damage, cooldown 3): 210 AOE magical damage.
Head Butt (Control): 362 physical damage.  50% chance of disabling target.  Otherwise, Yuji is disabled.
Dodge (passive): 35% chance to avoid physical damage.
Bone Cracker (passive): Brawl has a 50% chance to do double damage.
Precision (passive): Yuji ignores 15% of opponent’s pdef.

Comments:  Good standard damage.  Head Butt can be used to lock down an opponent permanently – or screw yourself.  Heavy.

8
Unranked Games / Dragon Quest IX (stats)
« on: August 01, 2010, 11:05:29 PM »
Work in progress, just some quick averages for now.

I'm using level 40 for endgame.  45 would also be reasonable if you spent some time grinding liquid metal slimes.
The first number listed is their base stats.  The second is if you include the stat ups from spending skill points in their vocation-specific traits.

Str:  Strength, for hitting stuff.
Agi:  Agility, helps determine turn order.
Res:  Resilience, reduces damage taken
Dft:  Deftness, affects rate of preemptive strikes, critical hits, running from battle, and steal rate.  And yes, everything can crit in this game, including spells and status effects (crit = autosuccess)
Chm:  Charm, affects rate of enemy skipping a turn, being frozen for three turns, or becoming confused at your appearance.
Mend:  Magical Mending, affects effectiveness of healing spells.  Does nothing if you have no such spells.
Might:  Magical Might, affects effectiveness of damaging spells.  Reportedly affects success rate of negative status spells like Sap.  Need to check.
HP:  Keeps you from dying
MP:  Lets you do stuffs

Armamentalist

Str: 152 (162)
Agi: 75 (75)
Res: 105 (125)
Dft: 48 (48)
Chm: 80 (90)
Mend: 0 (0)
Might: 122 (152)
HP: 234 (264)
MP: 98 (98)

Gladiator
Str: 217 (257)
Agi: 54 (54)
Res: 140 (140)
Dft: 111 (111)
Chm: 39 (39)
Mend: 0 (0)
Might: 0 (0)
HP: 234 (294)
MP: 18 (18)

Luminary
Str: 64 (64)
Agi: 157 (177)
Res: 89 (89)
Dft: 112 (112)
Chm: 130 (190)
Mend: 138 (138)
Might: 33 (33)
HP: 221 (241)
MP: 95 (95)

Mage
Str: 61 (61)
Agi: 170 (170)
Res: 69 (69)
Dft: 129 (129)
Chm: 66 (66)
Mend: 0 (0)
Might: 170 (350)
HP: 166 (166)
MP: 155 (185)

Martial Artist
Str: 170 (180)
Agi: 213 (313)
Res: 104 (104)
Dft: 108 (108)
Chm: 51 (51)
Mend: 0 (0)
Might: 0 (0)
HP: 230 (260)
MP: 16 (16)

Minstrel
Str: 103 (103)
Agi: 148 (148)
Res: 99 (99)
Dft: 128 (178)
Chm: 103 (133)
Mend: 82 (112)
Might: 67 (97)
HP: 203 (203)
MP: 75 (75)

Paladin
Str: 154 (154)
Agi: 32 (32)
Res: 156 (256)
Dft: 4 (4)
Chm: 50 (50)
Mend: 71 (101)
Might: 0 (0)
HP: 260 (340)
MP: 76 (76)

Priest
Str: 85 (85)
Agi: 133 (133)
Res: 87 (87)
Dft: 88 (88)
Chm: 62 (62)
Mend: 170 (350)
Might: 0 (0)
HP: 179 (179)
MP: 134 (164)

Ranger
Str: 132 (132)
Agi: 115 (135)
Res: 105 (125)
Dft: 217 (317)
Chm: 26 (26)
Mend: 87 (87)
Might: 0 (0)
HP: 221 (221)
MP: 99 (99)

Sage
Str: 88 (88)
Agi: 95 (95)
Res: 88 (88)
Dft: 25 (25)
Chm: 102 (102)
Mend: 90 (150)
Might: 103 (163)
HP: 208 (208)
MP: 217 (277)

Thief
Str: 127 (127)
Agi: 174 (194)
Res: 102 (102)
Dft: 171 (231)
Chm: 25 (25)
Mend: 34 (34)
Might: 0 (0)
HP: 217 (237)
MP: 26 (26)

Warrior
Str: 172 (212)
Agi: 33 (33)
Res: 170 (230)
Dft: 47 (47)
Chm: 38 (38)
Mend: 0 (0)
Might: 0 (0)
HP: 242 (302)
MP: 37 (37)

RANKINGS

(without traits) {with traits}

Strength
Gladiator (217)               Gladiator {257}
Warrior (172)                   Warrior {212}
Martial Artist (170)  Martial Artist {180}
Paladin (154)      Armamentalist {162}
Armamentalist (152)       Paladin {154}
Ranger (132)                   Ranger {132}
Thief (127)                           Thief {127}
Minstrel (103)                  Minstrel {103}
Sage (88)                              Sage {88}
Priest (85)                            Priest {85}
Luminary (64)                 Luminary {64}
Mage (61)                             Mage {61}

Agility
Martial Artist (213)    Martial Artist {313}
Thief (174)                Thief {194}
Mage (170)               Luminary {177}
Luminary (157)         Mage {170}
Minstrel (148)           Minstrel {148}
Priest (133)              Ranger {135}
Ranger (115)            Priest {133}
Sage (95)                 Sage {95}
Armamentalist (75)  Armamentalist {75}
Gladiator (54)          Gladiator {54}
Warrior (33)             Warrior {33}
Paladin (32)             Paladin {32}

Resilience
Warrior (170)        Paladin {256}
Paladin (156)        Warrior {230}
Gladiator (140)     Gladiator {140}
Armamentalist (105)  Armamentalist {125}
Ranger (105)             Ranger {125}
Martial Artist (104)    Martial Artist {104}
Thief (102)                Thief {102}
Minstrel (99)             Minstrel {99}
Luminary (89)           Luminary {89}
Sage (88)                 Sage {88}
Priest (87)                Priest {87}
Mage (69)                Mage {69}

Deftness
Ranger (217)      Ranger {317}
Thief (171)         Thief {231}
Mage (129)         Minstrel {178}
Minstrel (128)      Mage {129}
Luminary (112)     Luminary {112}
Gladiator (111)      Gladiator {111}
Martial Artist (108)  Martial Artist {108}
Priest (88)              Priest {88}
Armamentalist (48)  Armamentalist {48}
Warrior (47)             Warrior {47}
Sage (25)                Sage {25}
Paladin (4)              Paladin {4}

Charm
Luminary (130)     Luminary {190}
Minstrel (103)         Minstrel {133}
Sage (102)                 Sage {102}
Armamentalist (80)   Armamentalist {90}
Mage (66)                    Mage {66}
Priest (62)                  Priest {62}
Martial Artist (51)  Martial Artist {51}
Paladin (50)                 Paladin {50}
Gladiator (39)            Gladiator {39}
Warrior (38)                Warrior {38}
Ranger (26)                Ranger {26}
Thief (25)                   Thief {25}

Magical Mending
Priest (170)             Priest {350}
Sage (90)                 Sage {150}
Luminary (138)   Luminary {138}
Ranger (87)          Minstrel {112}
Minstrel (82)        Paladin  {101}
Paladin (71)          Ranger {87}
Thief (34)             Thief {34}
Armamentalist, Gladiator, Mage, Martial Artist, Warrior = a big fat 0

Magical Might
Mage (170)                     Mage {350}
Armamentalist (122)        Sage {163}
Sage (103)         Armamentalist {152}
Minstrel (67)                  Minstrel {97}
Luminary (33)             Luminary {33}
Gladiator, Martial Artist, Paladin, Priest, Ranger, Thief, Warrior = a big fat 0

HP
Paladin (260)      Paladin {340}
Warrior (242)      Warrior {302}
Gladiator (234)     Gladiator {294}
Armamentalist (234)     Armamentalist  {264}
Martial Artist (230)      Martial Artist {260}
Luminary (221)          Luminary {241}
Ranger (221)    Thief {237}
Thief (217)        Ranger {221}
Sage (208)        Sage {208}
Minstrel (203)      Minstrel {203}
Priest (179)       Priest {179}
Mage (166)        Mage {166}

MP
Sage (217)              Sage {277}
Mage (155)             Mage {185}
Priest (134)            Priest {164}
Ranger (99)           Ranger {99}
Armamentalist (98)   Armamentalist {98}
Luminary (95)         Luminary {95}
Paladin (76)            Paladin {76}
Minstrel (75)           Minstrel {75}
Warrior (37)            Warrior {37}
Thief (26)                  Thief {26}
Gladiator (18)           Gladiator {18}
Martial Artist (16)     Martial Artist {16}

AVERAGES

without (with) traits:

Strength  127.08 (135.42)
Agility      116.58 (129.92)
Resilience  109.5 (126.17)
Deftness        99 (116.5)
Charm       64.33 (72.67)
Mending         56 (81)
Might        41.25 (66.25)
HP          217.92 (242.92)
MP            87.17 (97.17)

Optionally, you can exclude Sage and Luminary from the averages.  Sage is gotten in the last dungeon, and Luminary is postgame only.

9
General Chat / April Fool's 2009
« on: April 01, 2009, 10:33:48 PM »
Post any you've run across today.

Perfect World's (and it is a cruel one):

http://pwi.perfectworld.com/news/newsubpage/cross-faction-mounts-2091

10
Unranked Games / Persona 4 Spoiler Free topic
« on: January 11, 2009, 03:06:06 AM »
Stats?  We don't need no steenkin stats!  These are all bosses, by the way.



PERVY SAGE



WOMAN ON TOP, or BRING IT ON, AGAIN!



LACY UNMENTIONABLES



MR FABULOUS!, or IT'S RAININ' MEN!



IT'S BRITNEY, BITCH, or THE FULL MONTY



KILROY



ERDRICK

(also note that Hydlide has the highest cover art:game quality ratio of any game in existence)



BEHOLD THE POWER OF SCIENCE!, or DR. FRANKENFURTER

Okay, I'll give you one piece of data.  Mute Ray does ~300 HP damage (will not reduce you below 1 HP), 50 fixed SP damage, and has a high (perfect?) rate of Silence.



NEW AGE RETRO FLASHER



BARNEY FIFE



EYE IN THE SKY.  Actually, Eye in the ground, but there's a surprising lack of giant metal eyeball pictures on the internet.



I'M PRETTY SURE THIS CHICK WAS IN ODIN SPHERE

11
Forum Games / Incompetent Mafia - GAME OVER (Game Topic)
« on: October 09, 2008, 04:40:07 AM »
Ah, the quaint Italian village of Arpehgeia.  For decades, the Ghaleoni crime family had a firm grip on every business in town.  But as with all overly large corporations, corruption and mismanagement occurred.  Over time, the Ghaleonis became less feared and more of an inside joke.

Eventually, the townsfolk decided that the Ghaleonis needed to be run out of town so the town's image could improve.  The problem was, nobody knew exactly who was a member of the Mafia and who wasn't.  Thus, the lynchings began...


This Mafia game will continue until all Mafia are eliminated or all Town.  There will be no Lynch or Lose warning.  Even if the Mafia gain a numerical majority (or do they have one already?   ;D ), there are still several things that can go wrong for them.

Warning:  It is not safe to assume anything about the setup in a Captain K. game.

One more rule:  no whining.  Boo hoo, you got a crappy role.  So did a lot of people.  Deal with it.  Ciato has been given authorization to smash whiners with her club.

Days will be roughly 48 hours, although I will not have any deadline on a Monday or Wednesday, because I will not be around much on those days.

With 6 alive, it takes 4 to lynch.  If a lynch does not occur by the deadline, then the person with the most votes will be lynched.  If there is a tie, there will be no lynch for that day.

Day 3 ends Thursday, the 16th at 6:00 am Eastern time (5:00 Central/11:00 GMT).

Currently living players:
1. EvilTom
2. Lady Door
3. Smodge13
4. Carthrat
5. AndrewRogue


Dead dudes:
1.  Remo, Town Stoolpigeon (lynched Day 1)
2.  Excal, Town Corrupt Politician (killed in a drive-by, Night 1)
3.  Bardiche, Mafia Godfather (killed by a single bullet, Night 1)
4.  Sir Alex, Mafia Rebel (lynched Day 2)
5.  Hunter Sopko, Town Ice Cream Vendor (run over, Night 2)
6.  Strago, Mafia Yes Man (killed by a single bullet, Night 2)
7.  Xanth, Mafia Guilty Conscience (committed suicide, Night 2)
8.  Deltaflyer2k8, Town Doctor (lynched Day 3)

12
Forum Games / Re: signups (Split)
« on: September 08, 2008, 11:34:32 AM »
But cant ANYONE follow the mod queue? I was after Bard's game.

No, I was.  Bottom of page 3, top of page 4 in the Mod signup topic.

13
Forum Games / Incompetent Mafia signup
« on: September 08, 2008, 05:44:45 AM »
Incompetent Mafia is a non-standard setup with non-standard roles.  There will be a significantly larger ratio of scum:town than a normal game.  However, the scum will have various penalties assigned that make their increased numbers not so much of an asset.

I'm looking for about 14 players, and co-mods are welcome.  Especially those that can watch during weekdays when I'm at work.

1. Deltaflyer2k8 CONFIRMED
2. Strago CONFIRMED
3. EvilTom CONFIRMED
4. Lady Door CONFIRMED
5. Smodge13 CONFIRMED
6. Sir Alex CONFIRMED
7. Excal  CONFIRMED
8. Xanth CONFIRMED
9. Darthfiend
10. Hunter Sopko CONFIRMED
11. Carthrat  CONFIRMED
12. AndrewRogue CONFIRMED
13. Bardiche CONFIRMED
14. Remo CONFIRMED

CoMod: Ciato

14
Unranked Games / Etrian Odyssey 2: Heroes of Laggy
« on: July 17, 2008, 02:03:41 AM »
Not a regular stat topic yet, just compiling some info from Gamefaqs.  All information was posted by Terence, Scy046, or Zaraf.
------------------
EO2 is turn-based, with speed determining who attacks first.  Note, if an attack lists a speed modifier, it changes the user's speed for that turn.  For example, if the Beast uses level 1 Maul, it will have only 10% of its normal speed.

Speed modifiers for weapons.  This is only an average value, each weapon has its own modifier.

Whip > Sword > Bow > Katana > Gun > Staves/Nails > Axe

3.0 > 2.0 > 1.0 ~ 1.5 > ~.5 > ~.1 > ?

Quote from: EchoNull
Sword - normally x 2.0
x 3.0 - Estoc
x 2.0 - Kukri, Falcatta, Gladius, Kora, Broadsword, Cutlass, Rapier, Talwaar, Executor, Patissa
x 0.1 - Dagger

Katana - normally x 0.5
x 0.5- Sensui
x 0.3 Sasuga, Wakizashi, Kodachi, Tachi, Nodachi, Zanmatou, Ganyu, Kishindaio
x 0.1 Warabide, Ochiba

Bow - normally x 1.0
x 2.0 - Wood Bow
x 1.5 - Self Bow, Fin Bow, Heaven Bow
x 1.0 - Sling, Hindi, Long Bow, Vine Bow, Hunter Bow, Aquael
x 0.5 - Shadow Bow
x 0.1 - Short Bow

Whip - normally x 3.0
x 4.0 - Bullwhip
x 3.5 - Sting Whip
x 3.0 - Plain Whip, Nail Whip, Slice Whip, Briar Whip, Bird Whip, Flame Whip, Snake Whip, Beast Whip, Rouge Whip, Wolf Pain, Gale Whip

Gun - normally x 0.1
x 0.3 - Volcanic
x 0.1 - Fire Gun, Culverin, Madfa, Shotgun, Nalnari, Handcannon, Wyrmhunter, Zamiel Gun
-----------------
Stats are HP (duh), TP (spend for skills/spells), STR (affects most damage done, whether melee or ranged weapon), TEC (affects spell damage and spell defense), VIT (reduces damage taken), AGI (affects speed, accuracy, and evasion), and LUC (affects critical hits, evasion, and status hit rates).

Negative status effects are next.  I think they all last 2-3 turns, except Petrify which is permanent until dispelled, and of course Instant Death.  You may only have one of these statuses at a time.  If a second is applied, the first is removed.

Blind - greatly lowers accuracy
Sleep - can't act, take increased damage when hit (? times), wake upon taking damage
Poison - take set damage at the end of your turn, ignores defense/resistance
Terror - 50% chance of missing your turn
Paralysis - ?% chance of missing your turn
Confuse - become uncontrollable, target enemies and allies randomly with normal attacks.
Cursed - after inflicting damage, you also do half of that damage to yourself.  Triggers after each hit of a multi-hit attack.
Petrify - can't act.  Game over if all party members are petrified.
Instant Death - He's dead, Jim.

Stun: is a special negative status.  It causes the target to miss their next action, and then it wears off.  It can coexist with the other negative statuses and binds.

Binds are similar to negative status, but they are kept track of seperately.  A target can have all three of these binds, in addition to one negative status and Stun.  None of these binds prevent you from making a normal physical attack.
Head Bind:  accuracy lowered, and can't use skills requiring the head (i.e. spells).  This is like Silence.
Arm Bind: strength lowered, and can't use skills requiring the arms (i.e. most weapon skills).
Leg Bind: can't escape from battle, and can't use skills requiring the legs.  This is like FFT Don't Move.  (does this bind lower speed? need to check)
----------------
Quote from: Terence
"The damage is based on the following formula:
(20 + aSTR) * (aSTR + [aWP / 2]) * (20 + aWP)

Where aSTR is the STR of the Attacker, and aWP differs depending on who's doing the attacking.

If it's an enemy attacking, then aWP is equal to the STR of the enemy.

If it's a PC attacking, then aWP is equal to [wATK / 3], where wATK is the ATK of the weapon being used.

So if you simplify that for a PC only, the formula becomes: (20 + aSTR) * (aSTR + [wATK / 6]) * (20 + [wATK / 3]). Square brackets mean to truncate. So yeah, STR means a lot more than the ATK of your weapon, and the ATK stat on the status screen means zip, but having a high ATK weapon still means a fair amount."

Oh, and magic damage is identical except that you use TEC instead of STR, and the ATK value of the spell isn't divided by 3. It also has a different defense formula (based around using 25% of the Attacker's VIT and 75% of the Defender's TEC, compared to just using 100% of the Defender's VIT), but that doesn't mean a huge amount.
-----------------
All characters share the following skills:

HP Up: 145% bonus at level 10.
TP Up: 192% bonus at level 10.
Str Up/Tec Up/Vit Up/Agi Up/Luc Up:  +1 point per level.
Esc Up: +30% to escape chance with this skill.
------------------
ALCHEMIST

Fire Up:  adds a multiplier to base damage of Fire spells
L1: 102% multiplier
L5: 106% multiplier
L10: 111% multiplier

Ice Up:  adds a multiplier to base damage of Ice spells
L1: 102% multiplier
L5: 106% multiplier
L10: 111% multiplier

Volt Up:  adds a multiplier to base damage of Volt spells
L1: 102% multiplier
L5: 106% multiplier
L10: 111% multiplier

Phys Up:  adds a multiplier to base damage of Physical spells
L1: 102% multiplier
L5: 106% multiplier

Analysis:  damage multiplier applied when hitting an enemy weakness
L1: 105% multiplier
L5: 155% multiplier

Fire:  simple Fire spell
L1: ?
L5: ?
L10:  26 TP, 113 base damage, 140 speed, 195 accuracy

Flame: stronger Fire spell
L1: ?
L5: ?
L10:  36 TP, 113 base damage, 1.5x damage multiplier, 100 speed, 195 accuracy

Inferno: area damage Fire spell
L1: ?
L5: 52 TP, slightly weaker than Fire L10.

Ice: simple Ice spell
L1: ?
L5: ?
L10:  26 TP, 113 base damage, 140 speed, 195 accuracy

Freeze: stronger Ice spell
L1: ?
L5: ?
L10:  36 TP, 113 base damage, 1.5x damage multiplier, 100 speed, 195 accuracy

Cocytus: area damage Ice spell
L1: ?
L5: 52 TP, slightly weaker than Ice L10.

Volt: simple Volt spell
L1: ?
L5: ?
L10:  26 TP, 113 base damage, 140 speed, 195 accuracy

Thunder: stronger Volt spell
L1: ?
L5: ?
L10:  36 TP, 113 base damage, 1.5x damage multiplier, 100 speed, 195 accuracy

Thor: area damage Volt spell
L1: ?
L5: 52 TP, slightly weaker than Volt L10.

Blades: area damage Slash spell
L1: ?
L5: 52 TP, slightly weaker than Fire L10.

Gravity: area damage Blunt spell
L1: ?
L5: 52 TP, slightly weaker than Fire L10.

Piercing:  area damage Pierce spell
L1: ?
L5: 52 TP, slightly weaker than Fire L10.

Megido: non-elemental attack
L1: ?
L5: ? TP, 180 base power, 1.5x damage multiplier, ? speed (slow), ? accuracy

Return:  teleports the party in the dungeon.  Ignore for duel.

Chop:  gather materials.  Ignore for duel.

Force Skill - Eschaton:  area damage non-elemental spell.
base damage 200, 1.5x damage multiplier, ? speed (high), ? accuracy (high)

=============

BEAST

Loyalty: Takes damage for other characters.  No effect in a duel.  Damage taken is based off how much the original target would have taken, not the Beast.
L1: 30% chance to guard, 105% damage taken
L5: 40%/93%
L10: 75%/78%

Auto-Cure:  Restores HP at the end of battle.  No effect in a duel.
L1:  1% MHP
L5: 5%
L10: 10%

Auto-Heal:  Chance to recover from status at the end of each turn.
L1: 10% chance
L5: 50%

En Garde: Halves damage when it activates.  Does work on skills/elemental attacks.
L1: 10% chance
L5: 20%
L10: 55%

Tenacity:  Chance of recovering with 1 HP when killed with damage.  Can activate multiple times in one fight.  Has NOT been tested versus ID attacks.
L1: 10% chance of reviving
L5: 30%

Maul:  Blunt-type damage.  Gets stronger as Beast loses HP.  From full HP to 76% HP, you have an innate multiplier to Animal Punch's damage of 127%. Below 76% HP, this increases to 147% until 51% HP, 170% until 26% HP, and then 196% below that.
L1: 1 TP, 101% base (128%-197% total), 10% speed, 95% accuracy
L5: 5 TP, 111% base (140%-217% total), 60% speed, 105% accuracy
L10: 10 TP, 146% base (185%-286% total), 235% speed, 140% accuracy

Devour: Blunt-type damage.  Drains HP.
L1: 3 TP, 130% damage, 70% speed, 95% accuracy, heals 20% of damage done
L5: 11 TP, 202% damage, 106% speed, 131% accuracy, heals 56% of damage done

Bodyslam: Blunt-type damage.
L1: 8 TP, 30% damage, 1% speed, 75% accuracy, 1% chance to inflict Stun
L5: 12 TP, 80% damage, 41% speed, 85% accuracy, 11% chance to inflict Stun
L10: 17 TP, 255% damage, 181% speed, 120% accuracy, 46% chance to inflict Stun

Rampage: Blunt-type damage.  Multi-hit move.
L1: 8 TP, 70% damage, 10% speed, 30% accuracy, 70%/30% chance of 3/4 hits
L5: 16 TP, 90% damage, 30% speed, 40% accuracy, 30%/60%/10% chance of 3/4/5 hits
L10: 26 TP, 160% damage, 100% speed, 75% accuracy, 10%/45%/25%/20% chance of 3/4/5/6 hits

Claw: Slash-type damage.  No, the percents are not typos.
L1: 15 TP, 120% damage, 500% speed, 120% accuracy
L5: 11 TP, 140% damage, 121% speed, 104% accuracy
L10: 6 TP, 210% damage, 21% speed, 84% accuracy

Wildcut: Slash-type damage.  Area attack.
L1: 15 TP, 150% damage, 1% speed, 85% accuracy
L5: 23 TP, 222% damage, 1% speed, 105% accuracy

Bristle: a 5-turn self-buff.  It reduces your damage dealt, but in turn reduces damage from all six elements (Slash, Blunt, Pierce, Fire, Ice, Volt).
L1: 2 TP, 50% speed, 100% damage dealt, 70% damage taken
L5: 6 TP, 150% speed, 80% damage dealt, 44% damage taken

Preen:  Causes all attacks to target the user, but reduces damage taken.
L1: 3 TP, 100% speed, 20% provoke chance, 100% damage taken
L5: 7 TP, 130% speed, 70% provoke, 92% taken
L10: 6 TP, 235% speed, 100% provoke, 82% taken

Wildwall:  Parries normal attacks, including elemental ones.  Does not work against enemy skills/magic.
L1: 3 TP, 100% chance to parry first hit, -40% per additional hit.
L5: 7 TP, 100%/-5%

Roar: Chance to inflict Terror status on all enemies.
L1: 10 TP, 50% speed, 1% chance of Terror
L5: 14 TP, 70% speed, 75% Terror

Saliva: Single-target healing.
L1: 2 TP, 100% speed, 10 base heal
L5: 6 TP, 120% speed, 50 base heal
L10: 11 TP, 190% speed, 190 base heal

Doze Off: Beast gives itself Sleep status and heals its own wounds.  The Sleep can be cured by Self-Recovery skill.
L1: 1 TP, 200% speed, 100 base heal
L5: 1 TP, 250% speed, 300 base heal

Howl: FOE-luring, ignore for duel.

Growl: FOE-stopping, ignore for duel.

Fetch: Item-gathering.  Ignore for duel.

Force Skill - Salivall:  Revives and heals entire party, and cures statuses (except Bind and Stun).
200% speed, 500 base heal

==============

DARK HUNTER

Note: I don't have elements listed, but I think they're all Slash elemental.  Hypnos/Nerve/MirageDrain/Petrify may be Pierce.

Whips: adds a multiplier to Whip skills
L1: 102% damage
L5: 106% damage
L10: 111% damage

Swords: adds a multiplier to Sword skills
L1: 102% damage
L5: 106% damage
L10: 111% damage

Antisick:
L1 - 15% Status Resist
L5 - 80% Status Resist

Antibind:
L1 - 15% Bind Resist
L5 - 80% Bind Resist
Viper: whip physical

L1: 4 TP, ?%damage, 100% speed, 100% accuracy, 25% chance to inflict Poison, 20 damage from poison
L5: 9 TP, 200% damage, 120% speed, 130% accuracy, 45% chance to inflict Poison, 140 damage from poison

Shackles: whip physical
L1: 4 TP, ?% damage, 75% speed, 95% accuracy, 20% chance to Bind Legs
L5:  8 TP, ?% damage, 95% speed, 105% accuracy, 30% chance to Bind Legs
L10: 13 TP, 210% damage, 165% speed, 140% accuracy, 65% chance to Bind Legs

Cuffs: whip physical
L1: 4 TP, ?% damage, 75% speed, 95% accuracy, 20% chance to Bind Arms
L5:  8 TP, ?% damage, 95% speed, 105% accuracy, 30% chance to Bind Arms
L10: 13 TP, 210% damage, 165% speed, 140% accuracy, 65% chance to Bind Arms

Gag: whip physical
L1: 4 TP, ?% damage, 75% speed, 95% accuracy, 20% chance to Bind Head
L5:  8 TP, ?% damage, 95% speed, 105% accuracy, 30% chance to Bind Head
L10: 13 TP, 210% damage, 165% speed, 140% accuracy, 65% chance to Bind Head

Ecstasy:  whip physical, enemy must have all three Binds in order to use this.
L1: 12 TP, ?% damage10% speed, 80% accuracy
L5: 20 TP, 750% damage, 20% speed, 110% accuracy

Climax: whip Instant Death attack, which also drains a large amount of HP/small amount of TP if ID hits.  If the enemy is ID immune, does weak physical damage instead (50%?).
L1: 4 TP, enemy must have <10% HP, 75% speed, 95% accuracy
L5: 8 TP, <20% HP, 95% speed, 105% accuracy
L10: 13 TP, <55% HP, 165% speed, 140% accuracy

Hypnos: sword physical
L1: 4 TP, ?% damage, 75% speed, 95% accuracy, 20% chance to inflict Sleep
L5: 8 TP, ?% damage, 95% speed, 105% accuracy, 30% chance to inflict Sleep
L10: 13 TP, 230% damage, 165% speed, 140% accuracy, 65% chance to inflict Sleep

Nerve: sword physical
L1: 4 TP, ?% damage, 75% speed, 95% accuracy, 20% chance to inflict Paralyze
L5: 8 TP, ?% damage, 95% speed, 105% accuracy, 30% chance to inflict Paralyze
L10: 13 TP, 230% damage, 165% speed, 140% accuracy, 65% to inflict Paralyze

Mirage: sword physical
L1: 4 TP, ?% damage, 75% speed, 95% Accuracy, 20% chance to inflict Confuse
L5: 8 TP, 150% damage, 95% SPD, ?% Accuracy, 30% chance to inflict Confuse

Drain: sword physical that drains HP
Level 1 - 4 TP, ?% damage, 75% speed, 100% accuracy, 50% of damage to HP
Level 5 - 8 TP, 180% Damage, 95% speed, 120% accuracy, 100% of damage to HP

Petrify: sword physical
L1: 4 TP, ?% damage, 75% speed, 95% accuracy, 20% chance to inflict Petrify
L5: 8 TP, ?% damage, 95% speed, 105% accuracy, 30% chance to inflict Petrify
L10: 13 TP, 230% damage, 165% speed, 140% accuracy, 65% chance to inflict Petrify

Bait:  Counters enemy physical attacks (presumably Blunt/Slash/Pierce only)
L1: 10 TP, ?% damage, 95% accuracy, 50% chance to counter
L5: 18 TP, 400% damage, 115% accuracy, 100% chance to counter

Magibait:  Counters enemy elemental attacks (presumably Fire/Ice/Volt only)
L1: 10 TP, ?% damage, 95% accuracy, 50% chance to counter
L5: 18 TP, 400% damage, 115% accuracy, 100% chance to counter

Unbind:  removes Bindings from a party member
L1: 3 TP, 100% speed, 1 Bind removed
L5: 1 TP, 150% speed, 3 Binds removed

Racket: lures FOEs, ignore for duel

Chop: collects materials, ignore for duel

Force Skill - Dominate:  Binds head, arms, and legs of one enemy.  ?  accuracy (very high).

==============

HEXER

Curses:  Doesn't do anything, just a prerequisite for other skills.

Scavenge:  Increases enemy drop rates, ignore for duel.
L1:  +1% drop rate
L5: +40% drop rate

Sapping: area attack debuff
L1: 8 TP, 50% speed, 98% damage dealt
L5: 12 TP, 70% speed, 90% damage dealt
L10: 17 TP, 140% speed, 80% damage dealt

Frailty: area defense debuff - affects all six elements
L1: 8 TP, 50% speed, element damage multiplied by 105%
L5: 12 TP, 70% speed, element damage multiplied by 117%
L10: 17 TP, 140% speed, element damage multiplied by 132%

Leaden: area Agility debuff - note that this affects speed, accuracy, and evasion.
L1: 8 TP, 50% speed, AGI drops to 90%
L5: 12 TP, 70% speed, AGI drops to 80%
L10: 17 TP, 140% speed, AGI drops to 42%

Dampen:  single-target resistance debuff.  Changes the minimum damage they will take to all six elements.  This doesn't stack with Frailty - you would use this skill against an enemy with a lot of resists to give them no resists, whereas you would use Frailty when you are already hitting a weakness to increase the weakness.
L1: 25 TP, 1% speed,  minimum element damage increases to 100% (i.e. no resists)
L5: 33 TP, 5% speed, minimum element damage increases to 120% (i.e. slightly weak to everything)

Cranial: Head Bind on target
L1: 3 TP, 50% speed, 40% chance to bind
L5: 7 TP, 70% speed, 50% chance to bind
L10: 12 TP, 140% speed, 85% chance to bind

Abdomen: Arm Bind on target
L1: 3 TP, 50% speed, 40% chance to bind
L5: 7 TP, 70% speed, 50% chance to bind
L10: 12 TP, 140% speed, 85% chance to bind

Immobile: Leg Bind on target
L1: 3 TP, 50% speed, 40% chance to bind
L5: 7 TP, 70% speed, 50% chance to bind
L10: 12 TP, 140% speed, 85% chance to bind

Blinding: inflicts Blind on all enemies
L1: 6 TP, 100% speed, 15% chance of status
L5: Stats: 10 TP, 172% speed, 87% chance of status

Poison:  inflicts Poison on all enemies
L1: 6 TP, 100% speed, 15% chance of Poison, 25 Poison damage per turn
L5: 10 TP, 120% speed, 35% chance of Poison, 85 Poison damage per turn
L10: 15 TP, 190% speed, 105% chance of Poison, 295 Poison damage per turn

Torpor:  inflicts Sleep on all enemies
L1: 6 TP, 100% speed, 15% chance of status
L5: Stats: 10 TP, 172% speed, 87% chance of status

Evil Eye:  inflicts Terror on all enemies
L1: 6 TP, 100% speed, 15% chance of status
L5: Stats: 10 TP, 172% speed, 87% chance of status

Paralysis:  inflicts Paralyze on all enemies
L1: 6 TP, 100% speed, 15% chance of status
L5: Stats: 10 TP, 172% speed, 87% chance of status

Corrupt:  inflicts Cursed on all enemies
L1: 6 TP, 100% speed, 15% chance of status
L5: Stats: 10 TP, 172% speed, 87% chance of status

Suicide: Causes a Terrorized enemy to attack itself instead of normal action
L1: 10 TP, attack self once
L5: 2 TP, attack self three times

Betrayal: Causes a Terrorized enemy to attack a teammate instead of normal action
L1: 10 TP
L5: 2 TP

Paralyze: Causes a Terrorized enemy to skip its turn.  Yes, this seems worthless in comparison to Suicide.
L1: 10 TP
L5: 2 TP

Revenge:  non-elemental, ITD attack.  Damage done is multiplier x (Max HP-Current HP).  Base accuracy is determined by Hexer's TEC and LUC versus opponent's AGI and LUC.
L1: 10 TP, 120% damage, 150% speed, 100% accuracy
L5: 14 TP, 150% damage, 170% speed, 120% accuracy
L10: 19 TP, 255% damage, 240% speed, 190% accuracy

Take:  Gather materials, ignore for duel.

FORCE SKILL - Caprice:  Attempts to inflict a status upon each enemy.  It goes down this list until one hits:  Instant Death, Petrify, Sleep, Paralyze, Confuse, Terror, Poison, Blind, and Cursed.  Stun can also be inflicted along with one of the other statuses.  500% speed, 95% chance of status, 350 damage per turn if Poison hits.

==============

PROTECTOR

Shields:  Reduces damage taken from all sources.
L1: 99% damage taken
L5: 95% damage taken
L10: 90% damage taken

Aegis:  Chance to revive with 1 HP if you die.  Does not work more than once per fight.
L1: 20% chance of reviving
L5: 24% chance of reviving
L10: 29% chance of reviving

En Garde:  When this activates, it halves the damage you take from attacks.
L1: 20% chance to halve damage
L5: 24% chance to halve damage
L10: 29% chance to halve damage

HP Regen:  Restores HP at the end of every turn
L1: heal 3 HP per turn
L5: heal 7 HP per turn

Riskwall:  reduces damage taken - gets better as the Protector loses HP.  There are 5 HP Brackets: 100%-76% (no change to base), 75%-51% (-4% Dmg), 50%-26% (-10% Dmg), 25%-11% (-14% Dmg) and 10%-0% (-20% Dmg).
L1: 97%/96%/90%/86%/80% damage taken
L5 Stats: 92%/88%/82%/78%/72% damage taken

Smite:  Blunt attack that can inflict Arm Bind.
L1: 10 TP, 300% damage, 20% speed, 200% accuracy, 20% chance of Arm Bind
L5: 18 TP, 400% damage, 120% speed, 200% accuracy, 30% chance of Arm Bind

F. Guard:  May take physical attacks ("cover") for front-line party members.  Less likely to take successive hits.  Ignore for duel.
L1: 2 TP, reduces damage by 15%, 100% base chance to guard, -100% chance per hit
L5: 6 TP, reduces damage by 25%, 100% base chance to guard, -64% chance per hit
L10: 11 TP, reduces damage by 60%, 100% base chance to guard, -10% chance per hit

B. Guard:  May take physical attacks ("cover") for back-line party members.  Less likely to take successive hits.  Ignore for duel.
L1: 2 TP, reduces damage by 15%, 100% base chance to guard, -100% chance per hit
L5: 6 TP, reduces damage by 25%, 100% base chance to guard, -64% chance per hit
L10: 11 TP, reduces damage by 60%, 100% base chance to guard, -10% chance per hit

A. Guard:  Same as above, but covers whole party.
L1: 6 TP, reduces damage by 13%, 100% base chance to guard, -100% chance per hit
L5: 14 TP, reduces damage by 49%, 100% base chance to guard, -32% chance per hit

1 Guard:  Same as above, but only protects a single party member of your choice.
L1: 2 TP, reduces damage by 35%, 100% base chance to guard, -50% chance per hit
L5: 10 TP, reduces damage by 65%, 100% base chance to guard, -10% chance per hit

Antifire:  Same as above, but covers whole party for Fire element attacks only.
L1: 2 TP, 50% damage taken, 100% base chance to guard, -90% chance per hit
L5: 6 TP, 24% damage taken, 100% base chance to guard, -50% chance per hit
L10: 11 TP, 50% damage absorbed, 100% base chance to guard, -0% chance per hit

Anticold:  Same as above, but covers whole party for Ice element attacks only.
L1: 2 TP, 50% damage taken, 100% base chance to guard, -90% chance per hit
L5: 6 TP, 24% damage taken, 100% base chance to guard, -50% chance per hit
L10: 11 TP, 50% damage absorbed, 100% base chance to guard, -0% chance per hit

Antivolt:  Same as above, but covers whole party for Volt element attacks only.
L1: 2 TP, 50% damage taken, 100% base chance to guard, -90% chance per hit
L5: 6 TP, 24% damage taken, 100% base chance to guard, -50% chance per hit
L10: 11 TP, 50% damage absorbed, 100% base chance to guard, -0% chance per hit

Antiall:  Same as above, but covers whole party for Fire, Ice, or Volt attacks only.
L1: 6 TP, 50% damage taken, 100% base chance to guard, -100% chance per hit
L5: 14 TP, 10% damage absorbed, 100% base chance to guard, -28% chance per hit

Fortify:  5-turn buff against physical elements.
L1: 3 TP, 200% speed, 90% damage taken
L5: 7 TP, 300% speed, 64% damage taken

Provoke:  5-turn buff that causes enemies to target the Protector.  Reduces damage from physical elements.
L1: 3 TP, 100% speed, 20% provoke, 100% damage taken
L5: 7 TP, 130% speed, 70% provoke, 88% damage taken
L10: 6 TP, 235% speed, 100% provoke, 73% damage taken

Parry: Completely blocks physical attacks.  May fail with multiple hits.
L1: 3 TP, 100% base chance to parry, -40% chance per hit
L5: 7 TP, 100% base chance to parry, -5% chance per hit

Refresh:  Cures status ailments for one party member.
L1: 1 TP, 50% speed, removes Blind
L5: 1 TP, 100% speed, removes Blind/Poison/Sleep/Paralyze/Terror/Curse/Confuse

Flee: Chance to escape battle and teleport to previous floor.
L1: 5 TP, 60% chance of warp
L5: 1 TP, 100% chance of warp

Mine:  material gathering, ignore for duel

Force Skill - Painless.  Nullifies all damage and negative status for party this turn
==============

RONIN

Shiraha:  Chance of evading damage (not status) from any attack.
L1: 10% evade
L5: 30% evade

Overhead:  Increases damage of Overhead skills.
L1: 102%
L5: 106%
L10: 111%

Seigan:  Increases damage of Seigan skills.
L1: 102%
L5: 106%
L10: 111%

Iai:  Increases damage of Iai skills.
L1: 102%
L5: 106%
L10: 111%

Clarity: Increase evasion as your HP falls.
Level 1:  95% Chance to be hit at Full HP, 80% at 25% HP, and 72% at 1% HP.
Level 5:  76% Chance to be hit at Full HP, 64% at 25% HP, and 57% at 1% HP.

Sayageki:  Blunt-damage physical.
L1: 2 TP, 110% damage, 10% speed, 95% accuracy
L5: 6 TP, 130% damage, 30% speed, 110% accuracy
L10: 11 TP, 200% damage, 100% speed, 140% accuracy

Zamba: Overhead skill.  Slash-damage physical.
L1: 4 TP, 135% damage,  1% speed, 95% accuracy
L5 Stats: 8 TP, 155% damage, 21% speed, 105% accuracy
L10 Stats: 13 TP, 225% damage, 91% speed, 140% accuracy

Midareba: Overhead skill.  Slash-damage physical.
L1: 12 TP, 2 hits of 60% damage, 1% speed, 95% accuracy
L5 Stats: 16 TP, 2 hits of 80% damage, 21% speed, 105% accuracy
L10 Stats: 21 TP, 3 hits of 140% damage, 91% speed, 140% accuracy

Orochi: Overhead skill.  Slash/Fire-damage physical.
L1: 5 TP, 120% damage, 25% speed, 95% accuracy
L5: 13 TP, 200% damage, 97% speed, 116% accuracy

Kienzan:  Overhead skill.  Slash/Fire-damage area physical.
L1: 10 TP, 100% damage, 1% speed, 95% accuracy
L5: 26 TP, 170% damage, 73% speed, 116% accuracy

Koteuchi:  Seigan skill. Pierce-damage physical.
L1: 4 TP, 115% damage,  25% speed, 95% accuracy, ? chance of arm bind
L5 Stats: 8 TP, 135% damage, 45% speed, 105% accuracy, ? chance of arm bind
L10 Stats: 13 TP, 205% damage, 115% speed, 140% accuracy, ? chance of arm bind

Getsuei:  Seigan skill.  Pierce-damage physical.
L1: 4 TP, 125% damage, 200% speed, 95% accuracy
L5: 8 TP, 145% damage, 210% speed, 105% accuracy
L10: 13 TP, 215% damage, 245% speed, 140% accuracy

Raizuki: Seigan skill.  Pierce/Volt-damage physical.
L1: 5 TP, 120% damage, 25% speed, 95% accuracy
L5: 13 TP, 200% damage, 97% speed, 116% accuracy

Minakata:  Seigan skill.  Pierce/Volt-damage area physical.
L1: 10 TP, 100% damage, 1% speed, 95% accuracy
L5: 26 TP, 170% damage, 73% speed, 116% accuracy

Kubiuchi:  Iai skill.  Slash-damage physical.
L1: 4 TP, 130% damage, 25% speed, 95% accuracy, 20% chance of instant death
L5: 12 TP, 166% damage, 97% speed, 116% accuracy, 56% chance of instant death

Nukeuchi:  Iai skill.  Pierce-damage physical.
L1: 4 TP, 135% damage, 50% speed, 95% accuracy
L5: 8 TP, 165% damage, 60% speed, 105% accuracy
L10: 13 TP, 270% damage, 95% speed, 140% accuracy

Hyosetsu: Iai skill.  Slash/Ice-damage physical.
L1: 5 TP, 120% damage, 25% speed, 95% accuracy
L5: 13 TP, 200% damage, 97% speed, 116% accuracy

Hosoyuki:  Iai skill.  Slash/Ice-damage area physical.
L1: 10 TP, 100% damage, 1% speed, 95% accuracy
L5: 26 TP, 170% damage, 73% speed, 116% accuracy

Dead Law: 5-turn buff that increases your damage inflicted and taken.
L1: 2 TP, 100% speed, deal 110% damage, take 110% damage
L5: 2 TP, 100% speed, deal 130% damage, take 120% damage

Mine: Collect materials.  Useless in a duel.

Force Skill - Issen
500% damage area attack (? element?).  1% speed, 100% accuracy, 50% chance of instant death

===============
SURVIVALIST

Bows:  Increases damage of bow skills.
L1: 102% damage
L5: 106% damage
L10: 111% damage

Ambush:  Increases chance of getting a preemptive attack.

L1: +10% chance of preemptive attack
L5: +28% chance

Sagacity:  Prevents enemies from ambushing the party.
L1: -5% chance of ambush
L5: -25% chance of ambush

1st Hit:  Chance of getting initiative each round, regardless of speed.
L1: 10% chance to act first
L5: 37% chance to act first

Trueshot:  Pierce elemental bow attack.
L1: 3 TP, 145% damage, 100% speed, 92% accuracy
L5: 7 TP, 165% damage, 120% speed, 102% accuracy
L10: 12 TP, 235% damage, 190% speed, 137% accuracy

2-Bolt:  Two Pierce element bow attacks.  Random targets.
L1: 3 TP, 2 hits of 80% damage, 50% speed, 92% accuracy
L5: 7 TP, 2 hits of 90% damage, 70% speed, 102% accuracy
L10: 12 TP, 2 hits of 125% damage, 140% speed, 137% accuracy

Sleeper:  Pierce element bow attack.  May cause Sleep
L1: 5 TP, 115% damage, 100% speed, 92% accuracy, 25% chance of status
L5: 13 TP, 175% damage, 120% speed, 128% accuracy, 45% chance of status

Number:  Pierce element bow attack.  May cause Paralysis.
L1: 5 TP, 115% damage, 100% speed, 92% accuracy, 25% chance of status
L5: 13 TP, 175% damage, 120% speed, 128% accuracy, 45% chance of status

Poisoner:  Pierce element bow attack.  May cause Poison.
L1: 5 TP, 115% damage, 100% speed, 92% accuracy, 25% chance of status.  15 Poison damage per turn.
L5: 13 TP, 175% damage, 120% speed, 128% accuracy, 45% chance of status.  115 Poison damage per turn.

Apollon:  A delayed-effect Pierce elemental bow attack.  Hits 2 turns after being fired.  Another round can be fired on the following turn.
L1: 12 TP, 210% damage, 10% speed, 200% accuracy
L5: 16 TP, 270% damage, 30% speed, 200% accuracy
L10: 21 TP, 480% damage, 100% speed, 200% accuracy

1st Turn:  Allows targeted party member to go first in a round, regardless of speed.  This skill is bugged, and always works perfectly at all levels.  So don't buy more than level 1 in this skill.  Ignore for duel.
L1: 3 TP
L5: 7 TP
L10: 8 TP

Slowstep:  Allows targeted party member to go last in a round, regardless of speed.  Also bugged as above.  Ignore for duel.
L1: 3 TP
L5: 7 TP
L10: 8 TP

Baitstep:  5-turn buff.  Raises evasion and causes enemies to target you.
L1: 5 TP, 110% speed, enemy accuracy drops to 99%, 20% Provoke
L5: 9 TP, 130% speed, enemy accuracy drops to 91%, 70% Provoke
L10: 14 TP, 200% speed, enemy accuracy drops to 79%, 100% Provoke

Velocity:  5-turn buff.  Raises AGI, which affects speed, evasion, and accuracy.
L1: 3 TP, 100% speed, AGI increases to 130%
L5: 7 TP, 120% speed, AGI increases to 160%

Patrol:  Reduces damage from dungeon floors.  Ignore for duel.
L1: 5 TP, 80% damage from damage tiles, lasts for 25 steps
L5: 9 TP, 0% damage from damage tiles, lasts for 125 steps

Stalker:  Reduces random encounters.  Ignore for duel.
L1: 1 TP, 70% Danger Value, Lasts for 30 steps
L5: 5 TP, 52% Danger Value, Lasts for 110 steps
L10: 10 TP, 20% Danger Value, Lasts for 250 steps

Foesense:  Can see all FOEs on map.  Ignore for duel.
L1: 1 TP, lasts for 30 steps
L5: 5 TP, lasts for 110 steps
L10: 10 TP, lasts for 250 steps

Chop:  material gathering.  Ignore for duel.

Take:  material gathering.  Ignore for duel.

Mine:  material gathering.  Ignore for duel.

Force Skill - Airwalk:  5-turn buff.  Increases speed by 200%, and reduces enemy accuracy to 50%.

15
RPG Stats Forum / Star Ocean 3 (RPGMon topic)
« on: April 03, 2008, 06:41:24 AM »
Work in progress.  I'm attempting to put this game into something RPGMon refs can work with.

Full topic is here:  http://www.rpgdl.com/forums/index.php?topic=294.0
=================
Character running speeds compared to average.  These are *not* attack speeds - those are already included in the damage averages below.  As a ref, there's two ways you can handle SO3 speed.  1) Treat all characters as average speed, using these numbers only as tiebreaks.  2)  Use these numbers as the character's speed.  Not really accurate, but it makes Peppita and Maria more manageable.

Fayt 1.32x
Mirage 1.17x
Nel 1.16x
Cliff 1.12x
Albel 1.08x
Adray .99x
Sophia .94x
Roger .91x
Peppita .87x
Maria .72x

=============
After each character's name is their stats, with the multiplier comparison to average.  Note that there is no magic defense in this game - all characters take average damage from magic.  It is recommended that you ignore AGL and HIT.  Under normal circumstances, characters do not miss or evade.

Below the character's stats are the damage multipliers for each "combo" a character has.  Not a comprehensive list of combos, but someone playing one of these characters can choose one from this list to use during the match.  These combos are set and cannot be altered during battle.

All of these are HP damage only, and both attack speed and character strength are already factored into the numbers.  MP damage is another kettle of fish and I'll deal with that later.  Spells are also not included yet, whether menu cast or set as a combo (Adray and Sophia).

Refs may wish to disallow any combo with FAM listed (Full Active Mode).  This is a special gameplay mode accessible only after getting 95% of the battle trophies (in other words, the vast majority of SO3 players will never see it).

Adray -

HP 12848 (.96x), MP 2599 (1.14x), ATT 1106 (1.03x), DEF 266 (.84x), AGL 419, HIT 432, INT 367

Charge -> Charge (FAM) (Adray) 1.07
Sea Gate -> Titan Fist .66  (Water/Earth element, ? chance of confusion, paralysis, or petrify)
Aerial -> Aerial .67
Titan Fist -> Titan Fist .5 (Earth element, ? chance of confusion, paralysis, or petrify)
Fire Bolt -> Emotion Torrent .3 (Fire/random element [Earth, Wind, Fire, Water, or Non])

Albel -

HP 14240 (1.06x), MP 2112 (.93x), ATT 1096 (1.02x), DEF 351 (1.11x), AGL 450, HIT 467, INT 129

*Palm of Destruction -> Palm of Destruction 1.22
*Double Slash -> Double Slash of Fury 1.22
Short X 1.12
Hand of Doom -> Hand of Doom .99
Air Slash -> Vampiric Flash .54 (Wind/non element, 100% draining)
Double Slash -> Dragon Roar  .44
Air Slash -> Air Slash .89 (Wind element)
Aerial -> Charge  .86

Cliff -

HP 15753 (1.18x), MP 1850 (.81x), ATT 1208 (1.13x), DEF 361 (1.15x), AGL 437, HIT 427, INT 104

~Charge -> Charge (FAM)  1.6
*Hammer of Might -> Hammer of Might  1.5 (Fire element) [can't be evaded]
Short O (FAM) 1.4
Short X 1.36
Max Shockwave -> Max Shockwave 1.22
Sphere of Might  -> Aerial Assault 1.21
Charge -> Charge  1.11
Sphere of Might -> Sphere of Might  1.04
Aerial Assault -> Aerial Assault 1.03
Fists of Fury -> Fists of Fury .81

Fayt -

HP 14482 (1.08x), MP 2082 (.91x), ATT 1056 (.98x), DEF 393 (1.25x), AGL 407, HIT 421, INT 138

*Ice Blade + Short O 1.57 (Water element)
Divine Blade + Short O 1.15
Blazing Sword + Short O 1.15 (Fire element)
Blade of Fury -> Air Raid .86 [can't be evaded]
Blade of Fury -> Ethereal Blast 1.24
Blade of Fury -> Shotgun Blast 1.12 (non/Fire element)
Blade of Fury -> Blade of Fury .8
Blade of Fury -> Dimension Door .8 (? chance of paralysis)
Dimension Door -> Dimension Door .76 (? chance of paralysis)
Lightning Blade + Short O .91 (Wind element)

Maria -

HP 11174 (.83x), MP 2748 (1.21x), ATT 1087 (1.01x), DEF 288 (.91x), AGL 434, HIT 453, INT 190

*Scatter Beam -> Scatter Beam (SHORT) 2.82
Pulse Blast -> Pulse Blast (SHORT) 1.75
Crescent Locus -> Triple Kick 1.32
Scatter Beam -> Pulse Blast (LONG) 1.26
Pulse Blast -> Pulse Blast (LONG) (against stationary or heavily stunlocked target) 1.41
Magnetic Field -> Magnetic Field 1.11 (30% chance of paralysis)
Scatter Beam -> Radiation Bots 1.11
Crescent Locus -> Crescent Locus 1.09
Scatter Beam -> Energy Burst .88
Scatter Beam -> Scatter Beam (LONG) .73
Aiming Device -> Aiming Device .68

Mirage -

HP 13670 (1.02x), MP 2024 (.89x), ATT 1187 (1.11x), DEF 372 (1.18x), AGL 450, HIT 453, INT 123

Crescent Locus -> Triple Kick 1.45
Short O 1.35
Short X 1.22
Hammer of Might -> Hammer of Might  1.22 (Fire element) [can't be evaded]
Crescent Locus -> Crescent Locus 1.2
Aerial Assault -> Aerial Assault 1.01
Hammer of Might (Long X)/Charge (Short X) -> Avenger Charge .8 (Fire element)
Hammer of Might (Long X)/Charge (Short X) -> Infinity Kick .64 (Fire/non element)

Nel -

HP 12928 (.97x), MP 2412 (1.06x), ATT 1021 (.95x), DEF 328 (1.04x), AGL 450, HIT 482, INT 181

~300% Whirlwind (FAM) 1.79 (Wind element)
*250% Whirlwind 1.64 (Wind element)
Poison Cloud -> Divine Wrath 1.09 (25% chance of poison)
Ice Daggers -> Ice Daggers 1.09 (Water element, ? chance of freeze)
Poison Cloud -> Splitting Sky (FAM or SHORT) (200% Cancel Bonus) .76 (non/Wind element,  25% chance of poison)
Charge -> Mirror Slice 1.03
Flying Guillotine -> Splitting Sky (175% Cancel Bonus) .61 (non/Wind element)

Peppita

HP 12086 (.9x), MP 2291 (1.01x), ATT 1043 (.97x), DEF 238 (.76x), AGL 396, HIT 467, INT 143

Power Dance -> Dream Hammer 3.5
Power Dance -> Short O 2.8
Power Dance -> Faerie Friend 2.71
Power Dance -> Kaboom 2.27 (10% chance of instant death) [can't be evaded]
Short O 1.52
Healing/Magical Dance -> Dream Hammer 1.27 (18% HP recovery or 35% MP recovery)
Healing/Magical Dance -> Faerie Friend .95 (18% HP recovery or 35% MP recovery)
Healing/Magical Dance -> Kaboom .93 (10% chance of instant death) (18% HP recovery or 35% MP recovery)  [can't be evaded]

Roger -

HP 15585 (1.16x), MP 1872 (.82x), ATT 1192 (1.11x), DEF 365 (1.16x), AGL 418, HIT 450, INT 109

Special O (FAM) 1.6
Charge -> Charge (FAM)  1.58
Short O 1.58
Special O 1.41
Bug Triad + Charge -> Charge 1.28
300% Bug Triad (FAM) + Special O (Increase HP/MP Damage) 1.28
Charge -> Charge  1.48
Charge -> Raging Helmet 1.23
250% Bug Triad + Short O (Increase HP/MP Damage)  1.18
Bug Triad + Short O 1.14
Raging Helmet -> Raging Helmet 1.0
Whirling Heat -> Raging Helmet .97 (? chance of confusion)

Sophia -

HP 11115 (.83x), MP 2769 (1.22x), ATT 732 (.68x), DEF 194 (.62x), AGL 381, HIT 427, INT 465

Short O (FAM) 1.07
Short O .84


16
Forum Games / Wolverine Mafia highlights
« on: January 29, 2008, 02:52:53 AM »
We had a Wolverine Mafia in chat last night.  Every player was Wolverine.  They all had a daykill and a nightkill, and all regenerated from death (with successively lower chances for each attempt on your life).

Town:
Yakumo (Days of Future Past Wolverine)
Soppy (Age of Apocalypse Wolverine)
Laggy (Marvel Comics Presents Wolverine)
Alex (Wolverine, Lord of the Vampires)
Carthrat (Wolverine With Face Blown Off By The Punisher)

Scum:
Tai (Madripoor Wolverine, aka Patch)
Otter (Manga Wolverine)

Highlights:
Carthrat immediately outed the daykilling ability on Day 1, leading to a bloodbath.

Day 2, Alex makes a very bad misstatement about his night action, which eventually dooms him.  Tai scumbusses his partner a bit too well, getting a 99 on the kill roll.

Night 3, three people try to kill Alex.  It takes all three to accomplish it.  All in all it takes 8 attempts to kill Alex.

Day 4, Carthrat accidentally kills Laggy when he means to say Tai.

Night 4, Carthrat and Tai go for each other's throats, but only Tai gets the kill.  Scum win!

17
General Chat / Books
« on: January 07, 2008, 09:52:14 PM »
Still no Books topic on the new board?  Huh.

Eye of the World:  So I'm reading this and thinking, "This sounds familiar.  This sounds *really* familiar."  Then I realize.  The beginning of Eragon is exactly the same, event for event.  Way to be a massive ripoff, Eragon.

Anyway, after I got to some parts I hadn't read before, it was pretty good.  A bit too reliant on coincidences for my tastes, but I guess that's kind of the point with the "Web".

18
Discussion / Benazir Bhutto assassinated
« on: December 28, 2007, 12:58:26 AM »
This is a major event.  Bhutto was one of the most influential women in modern history.  Turn on CNN now for more details.

19
General Chat / Webcomic Recommendations
« on: December 25, 2007, 04:44:18 AM »
Link to any webcomics you want to spread the word on.

=================
www.misfile.com is still awesome.  Boy gets turned into a girl via mixup in heaven.  Also has copious amounts of car racing if you're into that.  It starts kind of weak, but once they get past the "hur hur, the angel uses pot" stage, you get a rather good exploration of gender dynamics.

Oh, and the boy/girl's father is a gynecologist.

http://www.misfile.com/index.php?page=877

20
General Chat / Movies
« on: December 21, 2007, 03:27:27 AM »
This topic is for talking about any movies you've seen recently, either at the theater or on DVD/TV.

====================
Dragon Wars - Very generic story, with very good special effects.  Worth the buck I paid to see it.

Pages: [1]