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Topics - dude789

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Unranked Games / Mario and Luigi Bowser's Inside Story
« on: October 23, 2009, 10:48:18 PM »
Mario and Luigi Bowser’s Inside Story Stat Topic

Notes: Bowser’s damage is taken against Dark Mechawfuls, Mario and Luigi’s are taken against Air Cheeps. Damage assumes that attacks receive an excellent rating.

While Mario and Luigi do have more attacks than just Hammer and Jump, these attacks require both of them to be alive and not incapacitated (dizzied, burnt, knocked down etc.)

Level ups are not necessarily consistent due to the bonus system. When a character gets a level up they will get to choose a stat to get a bonus in similar to SMRPG. The difference is that the stat boost is slightly random. However, generally the stats always be around where they are (Mario will be faster and stronger than Luigi, but frailer. Bowser beats them in POW, DEF, and HP, but loses in SPEED) That being said levels are 35 for everyone.

Equips: Mario, Luigi and Bowser can all equip three different items. Mario and Luigi equip Overalls, Socks, Gloves, Boots, and Accessories. Bowser equips Shells, Bands, Rings, and Fangs. They can only equip one of each type, but some of the items share effects. So while Mario can’t equip 2 Deluxe POW Gloves, he can equip a Deluxe POW Glove and a Deluxe POW Boot for the same effect. Also, any item that boosts stats boosts stats after equipment is factored in.    

Stats:
HP: Loose this and die
SP: This games version of Magic Points. Only really matters for Bowser
POW: The higher this is, the more damage is done.
DEF: The higher this is, the less damage is taken from enemy attacks.
SPEED: Affects turn order.
STACHE/HORN: Affects the frequency of Lucky Hits. Lucky hits do 1.5x normal damage for that hit.  

Mario
HP:  175
SP: 58
POW: 145
DEF: 97
SPEED: 116
STACHE: 64
Equips: A-OK Wear ( HP +30, SP +10, POW +20, DEF +150, SPEED +20 STACHE +20, Provides Immunity to status effects)
Rugged Socks (DEF +20%)
DX POW Boots (POW +20%)

Stats with equips
HP: 205
SP: 68
POW: 198
DEF: 296
SPEED: 136
STACHE: 84

Jump: 165 spread over 2 hits
Hammer 165
Counter: 79
Notes Mario has about a 25% critical rate


Luigi
HP:  206
SP: 53
POW: 116
DEF: 109
SPEED: 78
STACHE: 83
Equips: Equips: A-OK Wear ( HP +30, SP +10, POW +20, DEF +150, SPEED +20 STACHE +20, Provides Immunity to status effects)
Rugged Socks (DEF +20%)
DX POW Boots (POW +20%)

Stats with equips
HP:  236
SP: 63
POW: 163
DEF: 311
SPEED: 98
STACHE: 103

Jump: 149 spread over 2 hits
Hammer 149
Notes: Luigi has about a 30% chance to get a critical hit.


Bowser
HP: 327
SP: 59
POW: 243
DEF: 136
SPEED: 59
HORN: 69
Equips: King Shell (Raises punch damage by 30%, SP+30, POW +20, DEF + 260)
Power Band+ (POW +20%)
Block Ring (DEF + 20%)

Stats After Equips:
 HP: 327
SP: 79
POW: 316
DEF: 515
SPEED: 59
HORN: 69

Punch: 266
Fire Breath: 130 MT Fire damage has about a 50% chance to cause burn. Burn causes the enemy to lose it’s turn for about 3 turns and also take 10% of their hp in damage.
Goomba Storm: 330 Psuedo MT (If this attack kills an enemy in the middle the rest of the damage will target the next enemy. So if an enemy had 200 hp remaining when this attack is used the target would take 200 and then the remaining 130 would hit a different enemy.) 6 SP
Shy Guy Squad: 515 ST 8 SP
Koopa Corps: 650 divided evenly among number of targets 10 SP.
Bob-omb Blast: 6 hits of 93 which Bowser can divide any way he likes between the targets. Total damage is 558. Each bob-omb has a 5% chance of causing dizzy (opponent loses 1-2 turns) 12 SP
 Magikoopa Mob: 740 divided evenly among targets. 15 SP
Broggy Bonker: 900 Psuedo MT 20 SP Each hit has a fairly small chance of causing dizzy, but there are so many hits in this attack that it almost always causes it.
Counter Attack: 93  

Notes: Bowser has about a 20% critical hit rate.
 If Bowser gets hit too many times in one battle he will be inflicted with the fury status effect. Fury doubles the damage Bowser deals damage and causes him to take a slightly increased amount. The amount varies from battle to battle in one it took about 30 hits, in another 15 and yet another about 10.

AVERAGES
HP:  256 (220 without Bowser)
SP:   70 (66 without Bowser)
POW: 226 (180 without Bowser)
DEF:  374 (304 without Bowser)
SPEED: 98 (117 without Bowser)
STACHE/HORN: 86 (93 without Bowser)
Damage: 405 (157 without Bowser)

2
Writeup Graveyard / Jibril (vs Tio)
« on: September 05, 2009, 02:21:29 AM »
Revenge is sweet. Jibril enters the arena and who does he face in his first match, a female android just like Demi who defeated him in the middle championships. However, despite whatever similarities Tio may have to Demi, there is one thing that seperates the two, battle power. Whereas Demi just won the heavy championship, Tio has never made it past the second round of middle. She can try to increase her abilities with Whisper of the Stars or attempt to harm him with Fast Dance Whirl, but that's not going to stop Jibril's famous gut. Fancy moves are no substitute for the power of a bottomless stomache and when Jibril devours her he's going to discover just how sweet revenge tastes.     

3
Unranked Games / Secret of Evermore
« on: January 01, 2008, 02:37:12 AM »
Secret of Evermore like Secret of Mana is an action RPG so there are many interpretation issues. For the purposes of this topic turns will be considered 4 seconds (the time it takes to charge to level 2.) Alchemy will be taken at level 5 with the exception of spells that don't change when leveled and Nitro and Fire Power. Due to ridiculously high prices for ingredients these will be taken at level 4 for Fire Power and Level 2 for Nitro. Damage was tested against Rimsalas (the spinning enemies in Omnitopia). Rimsalas have about average magic defense, but above average physical defense so physical damage should be a bit higher.

Endgame levels were taken at level 50. This is overleveled, but due to the way alchemy works it is difficult to have them any lower and still get a fair reading for damage. It should only affect the last two bosses.

All status hit rates are 100%. The Boy's plague seems to do fixed damage. Confound works for different lengths depend on who used it. (Punts SoE status)

Damage Caps at 999 per hit. There is a max of 1998 per person if two hits combine. However, if the boy and dog attack at the same time it can reach damages of 4000+

Poison: ~6% hp damage a turn lasts 20 seconds.
Stop: Stops enemy. Enemy can not use any action, but cannot be hurt.
Hypnotize: Paralyzes enemy. Enemy can not take any action, but can be damaged.
Plague: Poison that doesn't wear off.
Confound: Reverses controls.
Notes: Only the boy can inflict Stop and Hypnotize.
Poison and Plague both have random variance.

Stats
HP: Lose this and die
Attack: Determines damage done by physical attack.
Defend: Determines how much damage physical attacks inflict.
Magic Def: Determines how much damage magical attacks inflict.
Evade: Evade against physicals.
Hit: Hit rate for physicals.
Note: I would not take hit and evade literally.

Now for the characters
Boy
Lvl: 50
HP: 471
Attack: 153
Defense: 594
Mag. Def: 54
Evade: 58
Hit: 55

Equipment
Laser Lance/Neutron Blade/Atom Smasher: 50 attack
Virtual Vest: 169 def
Virtual Glove 122 def
Brainstorm: 144 def
Note: Equipment is already factored into stats.

Atom Smasher attack
100%: 125 Atlased: 380
Lvl 1: 280 Atlased: 810
Lvl 2: 620 Atlased: 999

Laser Lance Attack
100%: 115 Atlased: 325
Lvl 1: 295 Atlased: 810
Lvl 2: 580 Atlased: 999

Neutron Blade Attack
100% 135 Atlased: 410
Lvl 1: 325 Atlased: 770
Lvl 2: 690 Atlased: 999
Note: The Lvl One and Two charges for the Axe and Sword can hit more than once without much trouble. If you allow this, double the damage they do.
Note: The Laser Lance's Lvl One and Two charges are long ranged.

Bazooka
The Bazooka is a weapon found in Gothica that uses store bought projectiles. They can be bought in Omnitopia for a decent price. The Projectiles are not affected by Atlas.
Thunderball: 185
Particle Bomb: 310
Cyro Blast: 890

Alchemy
Alchemy is the form of spells in this game. It involves using store bought ingredients to produce effects. The only really expensive items are Feathers and Gunpowder. Most others are cheap and easy to find. The Boy can only have eight spells equipped at a time.

Acid Rain: 100
Atlas: Boosts attack for 90 sec. The Boy can only cast this 3 times. ST only.
Barrier: 170 Healing plus Invincibility for 45 seconds.
Call Up: Creates a Call Bead (there is a limited amount of Dry Ices in the game. I'm pretty sure there are 10.)
Corrosion: 15 plus 20 damage per turn for 45 seconds after. Not poison.
Crush: 360
Cure: Restores Status
Defend: Boosts defense by 100 for 60 sec.
Double Drain: 290 and restores an equal amount to the boy.
Drain: 150 and restores an equal amount to the boy.
Energize: Speeds up the charge bar. I would see this as double physicals. Not haste or double turning. Lasts for 60 sec.
Explosion: 470
Fireball: 380
Fire Power: 520
Flash: 155
Force Field: Prevents one attack from doing damage.
Hardball: 115
Heal: Heals 235
Lance: 260
Lightning Storm: 540
Miracle Cure: Heals 260 and restores all statuses except confound.
Nitro: 240
One Up: Self Target Full healing.
Reflect: Reflects negative alchemy. 60 sec.
Regrowth: 10 per turn regen. 60 sec.
Slow Burn: 30 set damage damage and 15 set damage per second after cast. 30 Sec.
Speed: Raises Hit and Evade to 99% (I would see this as perfect Evade and Hit)
Sting: 350 (MEWTWO SLAYER!!?!?!)
Stop: Inflicts Stop for 7 sec.
Super Heal: MT Full Healing.

Call Beads.
Call Beads are consumable items that are found throughout the quest. An average player would probably find about 25. When used they cast a rather powerful spell. I can see not allowing these.
Flare: 940
Heat Wave: 780
Storm: 925
Life Spark: Heals 435
Confound: Inflicts Confound for 60 secs.
First Aid: 455
Time Warp: Cancels the effect of the last attack that damaged the boy.
Aura: Invincibility for 40 sec.
Regenerate: Auto Life. Restores to 61 hp.
Hypnotize: Inflicts Hypnotize for 15 secs. Enemy can be damaged.
Plague: Inflicts Plague. 30 damage every turn and doesn't wear off.
ShockWave: 980
Shield: Cuts all damage in half for 40 sec,
Disrupt: 90 damage and inflicts Confound.
Electra Bolt: 885
Restore: MT full healing
Note: Almost everything the boy has can be made MT for the base damage divided by the number of targets.
Evaluation: Interpretation headache. If you allow him nothing he's a light and not a good one either. If you allow him alchemy spells or call beads he's a good godlike. He's a pain to kill. Invincibility does that. He loses to those that are faster and OHKO or people who can Dispel and manage his other tricks (Hi Cecilia!) and almost no one else. His only weaknesses are low damage and average speed.

Dog
Lvl: 50
HP: 477
Attack: 293
Defense: 719
Mag. Def: 53
Evade: 63
Hit: 57
Equipment
Spot's Collar: 135 Def (already included)
Note: A lot of the dog's defense comes from his forms changes.
Dog Attack:
100%: 550
Lvl 1: 530
Lvl: 2: 1970
Note: Most of the 100% and Lvl2 damage comes from the attack htting multiple times. It is almost impossible to not hit more than once with them. All of the Dog's attacks are long ranged.

Evaluation: Heavy, this is how you make a two person cast. The damage and defenses are excellent and everything else is solid.
Note: The dog's four forms have different speeds. His first is incredibly slow, his second is slightly slower than the boy, the third is about the same as the boy's and the toaster dog's form is much faster than the boy.

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