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Topics - Twilkitri

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Unranked Games / Super Robot Wars 2G
« on: August 27, 2008, 02:54:21 PM »
(Moved from the old boards)

It's about time the drought of stat topics for REAL Super Robot War games ended.


If nothing else, some stats for Boss Borot are required in case it ever gets back into NR.

Statistics

Pilots and Robots have their own sets of statistics, as you may or may not know. Weapons do too!

Pilot Statistics

Atk - Attack. Higher attack means more damage! It's a used as a percentage so 100 means they're just as good with weapons as the weapons were intended.
Acc - Accuracy. It's accuracy! Used in hit calculations and nothing else.
Eva - Evasion. See accuracy!
Int - Intuition. The Red Mage of stats! Affects accuracy, evasion, and doubleacting, and I believe it also is required for Mercy (but since Mercy is irrelevant to duelling I have not bothered checking this). Doubleacting kicks in after a pilot gets 130 Intuition.

CSP/MSP - Current/Maximum Spirit Points. Mana! You know how it works.

Will - How 'into' a battle a character is, for lack of a better description! A character's Will starts off at 100 at the start of each episode. They get 1 for hitting an enemy, 1 for being hit... 5 for killing an enemy, but they don't get the 1 or 2 for hitting/being hit if they do... and 1 if one of their buddies dies. Caps at 200. Affects attacking and defencive power.

Robot Statistics

CHP/MHP - Current/Maximum Hitpoints. If you don't know what a hitpoint is you're probably at the wrong site!
CEN/MEN - Current/Maximum Energy. Bots need power to run! Some robots only eat up energy while moving, some require it to power various weapons. They regen 5 energy a phase naturally. Use up 1 per square moved, even ground-based ones, but I don't see this being a concern in a duel...
Arm - Armour. How many millimetres thick a robot's plating is! Decreases damage subtractively, so it really doesn't make that much of a difference unless you have a massive amount of it... especially considering Will.
Lim - Limit. How agile the robot is, basically! Regardless of how good the pilot is, it can't move the robot faster than the robot can move. Thus Limit! And just like all SRW games (that I have played) no robot worth using has a Limit that ever comes into effect. A Gun-EZ's base Limit is 200! Only a handful of pilots manage to get a stat over 150! Anyway, Limit imposes a cap on the robot's pilot's evasion and accuracy stats equal to itself.
Mov - Movement. How quickly the robot can move! Fortunately the movement stat also directly translates to the amount of squares of clear ground the robot can traverse a phase as in every other SRPG ever, otherwise things would be more complicated than they should be.
MTy - Movement Type. Ground, Air, Water! Grounded robots get hit by decreased movement in difficult terrain, but also receive terrain benefits (and deficits). Airy robots get no increase in movement cost on any passable terrain, but miss out on said terrain benefits and deficits. Water ones can move in water for no extra cost or something, it never comes up! Just like FE Berserkers' waterwalking! It won't be relevant to a duel anyway.

Weapon Statistics

Atk - Attack. Don't confuse it with the pilot's attack stat! A weapon's attack is a flagrantly high number that supposedly represents the damage it does, but as in everything this gets affected by various stuff. Just can't make things simple, can they...
Acc - Accuracy. Actually an accuracy adjustment. Comes in various small amounts, in both positive and negative styles!
Rng - Range. Finally a stat that the weapons didn't plagiarise off the pilots! Maximum number of squares away a weapon can attack. SRW2G weapons have no minimum range, ignoring the absurdity of negative ranges. This extends to the repairing 'weapons'! If you don't get what this means, it will be spelt out later. Also, weapons with a range higher than one can't be used after moving, unless they're labelled with the holy 'P'!
CAm/MAm - Current/Maximum Ammunition. Some weapons have a limited amount of ordnance! Also no easy way to refill it unlike EN, assuming you call sitting around getting 5-EN-Regen 'easy'.
REN - Required Energy. This is the amount of energy a robot uses up to use this weapon. As one may expect, if they don't have enough energy they can't use the weapon that requires it!
RWill - Required Will. Some attacks just don't work unless you're sufficiently pumped, as that guy says. Ryouma is going to cry.

Terrain Rankings - Some weapons just weren't designed for certain terrains! Rankings range from A to C, A being the best. There's also the dash or, to make it easier to see, X, ranking, which means the weapon doesn't work against that terrain full stop. Rankings affect the amount of damage the weapon is going to do, negatively or not at all. More on that in the formulae segment!

Which is right now.

Formulae

Damage

((Weapon's Attack x Attacker's Attack% x Attacker's Will% x Weapon's Terrain Rank Effect) - (Defender's Defence x Defender's Will%)) x (100% - Terrain Defence Boost%) = Damage

Note how the Terrain Defence Boost doesn't boost defence so much as cut damage to shreds! Fortunately we're not likely to deal with terrain here so we can through that segment out.

(Weapon x Attack% x Will% x Terrain Rank) - (Defence x Will%)= Damage

Nice and concise.

Terrain Rank is as follows:
A - 100%
B - 70%
C - 40%

Accuracy

And the full accuracy is relatively simple.

(85 + Attacker's Accuracy + Attacker's Intuition + Weapon's Accuracy - Defender's Evasion - Defender's Intuition) x (100% - Terrain Accuracy 'Boost'%) = Accuracy.

I didn't even notice that SRW Terrain (at least, SRW2G terrain) decreased evasion until I was doing this stuff. In any case Terrain is not required for this anyway. So.

85 + (Accuracy + Intuition + Weapon) - (Evade + Intuition) = Accuracy

None of this changing-accuracy-depending-on-the-range and so forth.

Taken Against

Enemies from the second last level include
3 Contios with 450 defence, 267 combined evasion, and 266 combined accuracy (with Beam Cannon)
3 Dais with 550 defence, 237 combined evasion, and 250 combined accuracy (with Missile)
3 Doven Wolves with 580 defence, 286 combined evasion, and 276 combined accuracy (with Incom)
4 Jagd Dogas with 350 defence, 286 combined evasion, and 284 combined accuracy (with Beam Assault Rifle)
3 Zaku III Customs with 980 defence, 282 combined evasion, and 282 combined accuracy (with Beam Cannon)
1 Ghoul (Ashura) with 1000 defence, 232 combined evasion, and 265 combined accuracy (with Magnetic Power Beam)
1 Messara (Sara) with 620 defence, 276 combined evasion, and 270 combined accuracy (with Grenade Launcher)
1 The O (Paptimus) with 720 defence, 313 combined evasion, and 337 combined accuracy (with Beam Sword)

Weapons were chosen as the ones they tried to use if attacked.
This gives off 600 average defence, 270 average combined evasion, 275 average combined accuracy.


Precharacter Notes

It has to be asked, when it comes to robot games... who is the dueller? The robot or the pilot? Either way has its problems and advantages.

If it's the pilot, then multi-pilot units come into trouble. The OG1 thread which appeared to be running with pilots-as-duellers ignored the issue when it came up with the Battleships and allowed the XOs... I'm not sure I agree with that view.

On the other hand, if the robot is the dueller, then their comes a problem of massive formsplit with some mass-produced robots like Gespenst IIs in OG1 or Gun-EZs in this. Interestingly enough all of OG2's playable MP Gespenst IIs are customized, so it doesn't have that problem... but anyway. There is also a problem wherein the robots generally don't have a personality to make things interesting, which is what the duelling is all about.

Site NR has used both styles, as it happens... with Shu as a representative of pilots and Boss Borot as a representative of robots. I'm not entirely sure why... Boss Borot, at the least, can be said to have at least a limited personality, even if it's never readily apparent as to why/how and it doesn't show up in any of the games, only the cartoon. Hm. In any case, I'm going with Pilot-As-Dueller for this thread, since its problems seem the lesser to me.

Especially since the Getters are the only multi-pilot robot here. So they're incredibly easy to balance (if you can call it that... cripple might be a better term. But it happens to so many games...), just peg only the 'main' pilot of each in each version! Good luck to whoever gets to balance the likes of Combattler. Except 3's version which only lets you use the main one's spirits anyway...



Robots can get upgraded! I've taken them as all having full upgrades! Because they get bonuses if they do. Good times. In return for this their weaponry is not upgraded at all. Pity the robots that get Biosensors for their full upgrade bonus - they're all already capped out on limit from the upgrades.

Pilots are at level 40. This seems roughly like the sort of numbers you want in an endgame team, at relative minimum. Also pegs the average Intuition at slightly over 130, which is a Good Thing TM. Also gives the majority of pilots all their spirit commands.

Average damages for each weapon are taken with 100 will and against Ground. Best-3 damages do not include inbattle Will gains.

Terrain rankings are listed as Air / Space / Ground / Water.

Characters

Getter Robo

Ryouma Nagare


Atk: 170
Acc: 138
Eva: 117
Int: 125
MSP: 245

Evasion: -18%

Spirits
Vigour (20 SP) - Restores 1/3 MHP
Strike (20 SP) - Attacks becomes immune to evasion until the next turn, although Alert overrides this
Trust (30 SP) - Restores 1/3 MHP of anyone on the same team
Valour (30 SP) - Next attack does double damage
Friendship (80 SP) - Restores 1/2 MHP of everyone on the same team
Love (100 SP) - Restores all HP of everyone on the same team

Claims: Getter 1, Getter Dragon. Getter 1 is inferior so we only care about Getter Dragon.

Getter Dragon

MHP: 6200
EN: 255
Arm: 810
Lim: 250
Mov: 8, Air

Abilities/Equipment:
Transform - Can normally transform into Getter Liger or Getter Poseidon. I consider such ability null and void.
Courage Emblem - Recovers 10 EN per turn instead of 5.

Weapons:
Double Tomahawk - 2300 Attack, 20 Accuracy, 1 Range, A/A/A/A. 98% hitrate, 3310 damage
Double Tomahawk Boomerang - 2300 Attack, 0 Accuracy, 4 Range, 4 Ammo, A/A/B/B. 78% hitrate, 2137 damage
Getter Beam - 3200 Attack, 0 Accuracy, 1 Range, 10 EN, A/A/A/X. 78% hitrate, 4840 damage
Shine Spark - 5000 Attack, 20 Accuracy, 1 Range, 100 EN, 130 Will, A/A/A/C. 98% hitrate, 7900 damage


Best 3: 29040 - Strike & Valour Getter Beam x 3.
The lack of the Spirit spirit means that Ryouma will rarely ever get to see Shine Spark in action. Worse luck for him.

Hayato Jin


Atk: 164
Acc: 143
Eva: 149
Int: 128
MSP: 245

Evasion: 17%

Spirits
Accel (5 SP) - Increases movement by 3
Alert (10 SP) - Unfailingly dodge next attack
Focus (10 SP) - Increase final Accuracy and Evasion until next phase by 10
Mercy (10 SP) - If next attack would kill, leaves enemy on 10 HP instead
Luck (40 SP) - Doubles money and experience gained from next battle
Friendship (80 SP) - Restores 1/2 MHP of everyone on the same team

Claims: Getter 2, Getter Liger. Getter 2 is inferior so we only care about Getter Liger.

Getter Liger

MHP: 6200
EN: 255
Arm: 770
Lim: 255
Mov: 10, Ground

Abilities/Equipment:
Transform - Can normally transform into Getter Dragon or Getter Poseidon. I consider such ability null and void.
Mach Special - When pilot has 130 Will or more, attains a flat 50% chance to dodge in addition to and regardless of the normal chances in battle.
Biosensor - Increases Limit by 15!!!

Weapons:
Drill Arm - 1850 Attack, 20 Accuracy, 1 Range, 8 EN, X/B/A/A. 106% hitrate, 2434 damage
Liger Missile - 2500 Attack, 0 Accuracy, 4 Range, 4 Ammo, B/B/A/B. 86% hitrate, 3500 damage
Chain Attack - 2800 Attack, 20 Accuracy, 1 Range, 5 EN, X/B/A/A. 106% hitrate, 3992 damage


Best 3: 11976 - Chain Attack x 3.
He has no damage-helping skills whatsoever. Which means there is nothing stopping him from using Alert for 24 turns! Except MP draining.

Musashi Tomoe


Atk: 167
Acc: 135
Eva: 113
Int: 120
MSP: 245

Evasion: -27%

Spirits
Vigour (20 SP) - Restores 1/3 MHP
Guts (40 SP) - Completely restores HP
Spirit (40 SP) - Boosts Will by 15
Friendship (80 SP) - Restores 1/2 MHP of everyone on the same team
Valour (30 SP) - Next attack does double damage
Rage (70 SP) - Does a random amounts of damage from 100 to 1000, in increments of 100, to every enemy on the map.

Claims: Getter 3, Getter Poseidon. Getter 3 is inferior so we only care about Getter Poseidon.

Getter Poseidon

MHP: 6200
EN: 255
Arm: 970
Lim: 250
Mov: 7, Water

Abilities/Equipment:
Transform - Can normally transform into Getter Dragon or Getter Liger. I consider such ability null and void.
Superalloy Z - Increases Armour by 100.

Weapons:
Charge - 2100 Attack, 20 Accuracy, 1 Range, X/A/A/C. 90% hitrate, 2907 damage
Strong Missile - 2500 Attack, 0 Accuracy, 4 Range, 6 Ammo, B/B/B/A. 70% hitrate, 2322 damage
Great Mountain Storm - 3200 Attack, 15 Accuracy, 1 Range, 30 EN, X/A/A/A. 85% hitrate, 4744 damage
Getter Cyclone - 3800 Attack, 20 Accuracy, 1 Range, 25 EN, X/C/B/A. 90% hitrate, 3842 damage


Best 3: 35046 - Spirit x 3 then Valour Great Mountain Storm x 3.
Musashi having better damage than Ryouma is just WRONG. To be fair he'd only connect with all three attacks 60-odd percent of the time against an average speed opponent though.

Jack King


Atk: 157
Acc: 142
Eva: 114
Int: 127
MSP: 255

Evasion: -19%

Spirits
Vigour (20 SP) - Restores 1/3 MHP
Strike (20 SP) - Attacks becomes immune to evasion until the next turn, although Alert overrides this
Accel (5 SP) - Increases movement by 3
Luck (40 SP) - Doubles money and experience gained from next battle
Mercy (10 SP) - If next attack would kill, leaves enemy on 10 HP instead
Valour (30 SP) - Next attack does double damage

Claims: Texas Mack.

Texas Mack

MHP: 4500
EN: 220
Arm: 700
Lim: 230
Mov: 6, Air

Abilities/Equipment:
Superalloy Z - Increases Armour by 100.

Weapons:
Texas Sword - 1500 Attack, 20 Accuracy, 1 Range, A/A/A/A. 104% hitrate, 1755 damage
Mack Revolver - 1800 Attack, 10 Accuracy, 2 Range, 15 Ammo, A/A/A/A. 94% hitrate, 2226 damage


Best 3: 13356 - Strike & Valour Mack Revolver x 3.
Hehehe, Jack getting better damage than Hayato.

Michiru Saotome


Atk: 137
Acc: 124
Eva: 113
Int: 125
MSP: 255

Evasion: -22%

Spirits
Vigour (20 SP) - Restores 1/3 MHP
Guts (40 SP) - Completely restores HP
Strike (20 SP) - Attacks becomes immune to evasion until the next turn, although Alert overrides this
Friendship (80 SP) - Restores 1/2 MHP of everyone on the same team
Love (100 SP) - Restores all HP of everyone on the same team
Alert (10 SP) - Unfailingly dodge next attack

Claims: Getter Q.

Getter Q

MHP: 4500
EN: 230
Arm: 590
Lim: 250
Mov: 5, Ground

Abilities/Equipment:
Bravery Emblem - Regen 100 HP every turn.

Weapons:
Freeze Beam - 1000 Attack, -10 Accuracy, 4 Range, 5 EN, A/A/A/A. 54% hitrate, 770 damage
Getter Beam - 1300 Attack, 15 Accuracy, 1 Range, 10 EN, A/A/A/X. 79% hitrate, 1181 damage


Best 3: 7086 - Strike Getter Beam x 3.
I'm sure her 100 HP regen will keep her alive for such a long time.

Kochou Ki


Atk: 155
Acc: 137
Eva: 119
Int: 126
MSP: 245

Evasion: -15%

Spirits
Vigour (20 SP) - Restores 1/3 MHP
Luck (40 SP) - Doubles money and experience gained from next battle
Alert (10 SP) - Unfailingly dodge next attack
Spirit (40 SP) - Boosts Will by 15
Love (100 SP) - Restores all HP of everyone on the same team
Renew (60 SP) - Restores all EN and Ammo of anyone on the same team. Also drops their Will by 5

Claims: Mecha Kochou Ki.

Mecha Kochou Ki

MHP: 5400
EN: 250
Arm: 610
Lim: 255
Mov: 8, Air

Abilities/Equipment:
Beam Barrier Generator - Nullifies Beam (B-type) attacks.

Weapons:
Butterfly Dance - 1400 Attack, 25 Accuracy, 1 Range, A/A/A/X. 103% hitrate, 1570 damage
Boomerang - 1650 Attack, 20 Accuracy, 4 Range, 5 Ammo, A/B/A/A. 98% hitrate, 1957 damage


Best 3: 12777 - Spirit x 6 then Boomerang x 3.
This is utterly draining on her SP, though, and doesn't allow her to use anything else. Using Spirit only the 5 times, she has enough SP left over to hit Alert on all three turns, for a decrease of 1152 damage.

Mazinger & associates

Kouji Kabuto


Atk: 165
Acc: 127
Eva: 121
Int: 122
MSP: 255

Evasion: -17%

Spirits
Vigour (20 SP) - Restores 1/3 MHP
Guts (40 SP) - Completely restores HP
Strike (20 SP) - Attacks becomes immune to evasion until the next turn, although Alert overrides this
Focus (10 SP) - Increase final Accuracy and Evasion until next phase by 10
Valour (30 SP) - Next attack does double damage
Alert (10 SP) - Unfailingly dodge next attack

Claims: Mazinger Z. Jet Scrander version also.

Mazinger Z w/ Jet Scrander

MHP: 6600
EN: 255
Arm: 900
Lim: 240
Mov: 9, Air

Abilities/Equipment:
Booster - Increases movement by 2.

Weapons:
Rocket Punch - 1350 Attack, 25 Accuracy, 3 Range, P-Type, A/A/A/A. 89% hitrate, 1627 damage
Photon Power Beam - 1900 Attack, 10 Accuracy, 1 Range, 5 EN, B-Type, A/A/A/C. 74% hitrate, 2535 damage
Rust Hurricane - 2500 Attack, 20 Accuracy, 1 Range, 15 EN, X/X/A/X. 84% hitrate, 3525 damage
Breast Fire - 3400 Attack, 25 Accuracy, 1 Range, 50 EN, A/A/A/C. 89% hitrate, 5010 damage


Best 3: 30060 - Strike & Valour Breast Fire x 3.
Can also throw Alert in on each phase and still be left over with 75 SP.

Rocket Punch there is the first of two non-Map P-type attacks in the game. No points for guessing the other!

Tetsuya Tsurugi


Atk: 160
Acc: 124
Eva: 123
Int: 119
MSP: 255

Evasion: -18%

Spirits
Guts (40 SP) - Completely restores HP
Accel (5 SP) - Increases movement by 3
Strike (20 SP) - Attacks becomes immune to evasion until the next turn, although Alert overrides this
Focus (10 SP) - Increase final Accuracy and Evasion until next phase by 10
Spirit (40 SP) - Boosts Will by 15
Valour (30 SP) - Next attack does double damage

Claims: Great Mazinger.

Great Mazinger

MHP: 7700
EN: 255
Arm: 950
Lim: 250
Mov: 9, Air

Abilities/Equipment:
Booster - Increases movement by 2.

Weapons:
Mazinger Blade - 1200 Attack, 20 Accuracy, 1 Range, A/A/A/A. 78% hitrate, 1320 damage
Drill Pressure Punch - 1450 Attack, -5 Accuracy, 3 Range, 4 Ammo, A/A/A/C. 53% hitrate, 1720 damage
Breast Burn - 3500 Attack, 25 Accuracy, 1 Range, 50 EN, A/A/A/C. 83% hitrate, 5000 damage
Thunder Break - 4000 Attack, 10 Accuracy, 1 Range, 80 EN, A/A/A/X. 68% hitrate, 5800 damage


Best 3: 46320 - Spirit x 2 then Strike & Valour Thunder Break x 3.
This leaves him with 25 SP, which isn't enough to do a whole lot... but it also leaves him with only 25 EN, which is enough to do even less! So I see no problem with that. Maybe if Thunder Break wasn't so inaccurate he could dump the Strikes, but it isn't.

Duke Fleed


Atk: 162
Acc: 126
Eva: 111
Int: 126
MSP: 245

Evasion: -23%

Spirits
Friendship (80 SP) - Restores 1/2 MHP of everyone on the same team
Focus (10 SP) - Increase final Accuracy and Evasion until next phase by 10
Strike (20 SP) - Attacks becomes immune to evasion until the next turn, although Alert overrides this
Valour (30 SP) - Next attack does double damage
Mercy (10 SP) - If next attack would kill, leaves enemy on 10 HP instead
Love (100 SP) - Restores all HP of everyone on the same team

Claims: Grendizer, Double Spazer, Drill Spazer, Marine Spazer

Grendizer

MHP: 7600
EN: 255
Arm: 1050
Lim: 250
Mov: 5, Ground

Abilities/Equipment:
Transform - Grendizer can transform into Double Spazer-, Drill Spazer-, and Marine Spazer- combined Grendizers. None of this wasting team space and pilots lugging them around.
Superalloy Z - Increases Armour by 100.

Weapons:
Shoulder Boomerang - 1350 Attack, 0 Accuracy, 3 Range, A/A/A/B. 67% hitrate, 1587 damage
Screw Crusher Punch - 1500 Attack, -5 Accuracy, 3 Range, 4 Ammo, A/A/A/A. 62% hitrate, 1830 damage
Antigravity Storm - 2200 Attack, 25 Accuracy, 1 Range, 10 EN, A/A/A/A. 92% hitrate, 2964 damage
Space Thunder - 3800 Attack, 10 Accuracy, 1 Range, 80 EN, A/A/A/X. 77% hitrate, 5556 damage

Double Spazer

MHP: 7600
EN: 255
Arm: 950
Lim: 250
Mov: 7, Air

Abilities/Equipment:
Transform - Double Spazer can transform into Grendizer or the other two Spazer combinations.
Beam Barrier Generator - Nullifies Beam (B-type) attacks.

Weapons:
Missile - 850 Attack, -5 Accuracy, 4 Range, 10 Ammo, A/A/A/B. 62% hitrate, 777 damage
Double Cutter - 1000 Attack, -5 Accuracy, 4 Range, 6 Ammo, A/A/A/A. 62% hitrate, 1020 damage
Cyclone Beam - 1800 Attack, 10 Accuracy, 4 Range, 15 EN, B-Type, A/A/A/C. 77% hitrate, 2316 damage

Drill Spazer

MHP: 7600
EN: 255
Arm: 1050
Lim: 250
Mov: 6, Air

Abilities/Equipment:
Transform - Drill Spazer can transform into Grendizer or the other two Spazer combinations.
Superalloy Z - Increases Armour by 100.

Weapons:
Drill Missile - 1300 Attack, 30 Accuracy, 1 Range, 2 Ammo, A/A/A/A. 97% hitrate, 1506 damage
Drill Attack - 1600 Attack, 5 Accuracy, 1 Range, 5 EN, A/A/A/C. 72% hitrate, 1992 damage
Spark Bomber - 2000 Attack, -10 Accuracy, 4 Range, 20 EN, A/A/A/X. 57% hitrate, 2640 damage

Marine Spazer

MHP: 7600
EN: 255
Arm: 950
Lim: 250
Mov: 6, Air (!?)

Abilities/Equipment:
Transform - Marine Spazer can transform into Grendizer or the other two Spazer combinations.
I Field - Nullifies Beam (B-Type) attacks.

Weapons:
Marine Missile - 950 Attack, -5 Accuracy, 4 Range, 6 Ammo, B/B/B/A. 62% hitrate, 323 damage
Marine Cutter - 1500 Attack, -10 Accuracy, 5 Range, 6 Ammo, A/A/A/A. 57% hitrate, 1830 damage


Best 3: 33336 - Strike & Valour Space Thunder x 3.
SP-draining, but considering he has no other either good or efficient spirits, he doesn't really have much else to spend them on anyway.

I can't really think of a reason for him to ever use one of the Spazers. Double or Marine to avoid attacks that can't hit air, I guess.

Sayaka Yumi


Atk: 138
Acc: 124
Eva: 114
Int: 127
MSP: 255

Evasion: -19%

Spirits
Strike (20 SP) - Attacks becomes immune to evasion until the next turn, although Alert overrides this
Luck (40 SP) - Doubles money and experience gained from next battle
Alert (10 SP) - Unfailingly dodge next attack
Trust (30 SP) - Restores 1/3 MHP of anyone on the same team
Friendship (80 SP) - Restores 1/2 MHP of everyone on the same team
Renew (60 SP) - Restores all EN and Ammo of anyone on the same team. Also drops their Will by 5

Claims: Aphrodi A

Aphrodi A

MHP: 5100
EN: 200
Arm: 700
Lim: 255
Mov: 7, Ground

Abilities/Equipment:
Booster - Increases movement by 2.

Weapons:
Repair Kit - 1 Range. Healing is 500 + 60 x Level, so 2900 healing.
Aphrodimissile - 1000 Attack, -5 Accuracy, 4 Range, 5 Ammo, A/A/A/A. 61% hitrate, 780 damage
Charge - 1150 Attack, 20 Accuracy, 1 Range, X/A/A/C. 86% hitrate, 987 damage
Photon Power Missile - 2000 Attack, -6 Accuracy, 4 Range, 5 Ammo, A/A/A/A. 60% hitrate, 2160 damage


Best 3: 7480 - Strike Photon Power Missile x 3.
Pathetic damage. As you'd expect from Aphrodi A! Note that she can use her healing on herself.

Boss


Atk: 158
Acc: 120
Eva: 100
Int: 120
MSP: 255

Evasion: -40%

Spirits (he only gets 5)
Vigour (20 SP) - Restores 1/3 MHP
Guts (40 SP) - Completely restores HP
Spirit (40 SP) - Boosts Will by 15
Rage (70 SP) - Does a random amounts of damage from 100 to 1000, in increments of 100, to every enemy on the map.
Valour (30 SP) - Next attack does double damage

Claims: Boss Borot

Boss Borot

MHP: 4700
EN: 170
Arm: 670
Lim: 195
Mov: 4, Ground

Abilities/Equipment:
Superalloy Z - Increases Armour by 100.

Weapons:
Supply Kit - 1 Range. Restores all EN and Ammo.
Borot Punch - 1500 Attack, -10 Accuracy, 1 Range, 100 Will, X/A/A/A. 45% hitrate, 1770 damage
Super Borot Punch - 2500 Attack, -20 Accuracy, 1 Range, 120 Will, X/A/A/A. 35% hitrate, 3350 damage
Special DX Borot Punch - 4000 Attack, -30 Accuracy, 1 Range, 140 Will, X/A/A/A. 25% hitrate, 5720 damage


...yeah. Boss ain't hittin' too well without Strike, which he don't have. Even Focus would have helped.

Best 3: 57072 - Spirit x 4 then Valour Special DX Borot Punch x 3.
Of course the chance of all three hitting is around 1%...
Alternately, Spirit x 4 then Valour Borot Punch x3 gives off 19152, with a much better chance of 9% that all three will hit >_> I believe I shall go with the latter.

Minerva X


Atk: 155
Acc: 124
Eva: 121
Int: 111
MSP: 195

Evasion: -28%

Spirits
Not being alive, she has no emotions with which to have spirits. If there had been a 'sadness' spirit she could utilise her awexome crying powars! but there isn't.

Claims: Minerva X

Minerva X

MHP: 6500
EN: 240
Arm: 840
Lim: 220
Mov: 5, Ground

Abilities/Equipment:
Superalloy Z - Increases Armour by 100.

Weapons:
Rocket Punch - 1100 Attack, 25 Accuracy, 3 Range, A/A/A/A. 75% hitrate, 1105 damage
Photon Power Beam - 1800 Attack, 10 Accuracy, 1 Range, 5 EN, B-Type, A/A/A/C. 60% hitrate, 2190 damage
Breast Fire - 3000 Attack, -5 Accuracy, 1 Range, 50 EN, A/A/A/C. 45% hitrate, 4050 damage


Best 3: 12150 - Breast Fire x 3.
Return of the 9%-chance-all-will-hit. Triple Rocket Punch is somewhat failure, tho, only 3315 damage. Serves her for not having any spirits.
Now someone needs to figure out why Minerva's breasts are so much more inaccurate than Kouji's and Tetsuya's.

If you didn't guess Minerva's Rocket Punch for other P-type attack, you get negative points.

Gundam 0079/CCA

Bright Noa


Atk: 140
Acc: 127
Eva: 124
Int: 129
MSP: 245

Evasion: -7%

Spirits
Vigour (20 SP) - Restores 1/3 MHP
Accel (5 SP) - Increases movement by 3
Luck (40 SP) - Doubles money and experience gained from next battle
Focus (10 SP) - Increase final Accuracy and Evasion until next phase by 10
Alert (10 SP) - Unfailingly dodge next attack
Guts (40 SP) - Completely restores HP

Claims: White Base, Argama, Ra Cailum, Reinforce Junior. They all get obsoleted by the next one along except, of course, for the Reinforce Junior, which is what he'll be using.

Reinforce Junior

MHP: 9400
EN: 255
Arm: 710
Lim: 255
Mov: 8, Air

Abilities/Equipment:
Beam Shield - When Will is over 130, has a 50% chance to halve damage from attacks taken.
Courage Emblem - Recovers 10 EN per turn instead of 5.

Weapons:
Antiair Guns - 1600 Attack, 25 Accuracy, 1 Range, A/A/A/A. 96% hitrate, 1640 damage
Hyper Mega Particle Cannon - 2400 Attack, 0 Accuracy, 7 Range x 3, 120 EN, M-Type, A/A/A/X. 71% hitrate, 2760 damage
Mega Particle Cannon - 2500 Attack, 10 Accuracy, 7 Range, 25 EN, A/A/A/C. 81% hitrate, 2900 damage
Beam Ram - 3000 Attack, -20 Accuracy, 1 Range, 100 EN, A/A/B/X. 51% hitrate, 2340 damage

Hyper Mega Particle Cannon hits the 7 squares in the direction shown, and 6 squares on each side (leaving off the squares furthest from the ship).


Best 3: 8700 - Mega Particle Cannon x 3.
Beam Ram is horribly expensive in terms of EN and inaccurate. Fortunate (?), then, that it takes a damage hit against grounded targets. And Bright has no offensive spirits, so he's happily able to spam Alert for 24 turns...

Amuro Ray


Atk: 145
Acc: 140
Eva: 152
Int: 145
MSP: 245

Evasion: 37%

Spirits
Focus (10 SP) - Increase final Accuracy and Evasion until next phase by 10
Valour (30 SP) - Next attack does double damage
Accel (5 SP) - Increases movement by 3
Luck (40 SP) - Doubles money and experience gained from next battle
Mercy (10 SP) - If next attack would kill, leaves enemy on 10 HP instead
Zeal (60 SP) - Allows the character another action this phase

Claims: Gundam, Nu Gundam. Pretty clear which is the better here.

Nu Gundam

MHP: 5500
EN: 255
Arm: 670
Lim: 255
Mov: 8, Ground

Abilities/Equipment:
I Field - Nullifies Beam (B-Type) attacks.
Psychoframe - Increases MHP by 800.

Weapons:
Vulcan - 800 Attack, 25 Accuracy, 1 Range, 10 Ammo, A/A/A/A. 125% hitrate, 560 damage
Beam Saber - 1200 Attack, 20 Accuracy, 1 Range, X/A/A/A. 120% hitrate, 1140 damage
Beam Rifle - 1350 Attack, 0 Accuracy, 5 Range, 10 Ammo, B-Type, A/A/A/C. 100% hitrate, 1357 damage
Fin Funnel - 2300 Attack, 10 Accuracy, 8 Range, 5 Ammo, 100 Will, A/A/A/A. 110% hitrate, 2735 damage


Best 3: 31421 - Valour Fin Funnel x 5 then Zeal Valour Beam Rifle then Beam Rifle
And we reach the start of the double-acters... considering the generally lower power of the best Gundam weapons, they'd be pretty pathetic without it.
This drains nigh-all of Amuro's SP, but it's not like he has much else to spend it on in a duelling situation.

Lalah Sune


Atk: 132
Acc: 142
Eva: 142
Int: 145
MSP: 245

Evasion: 27%

Spirits (she only gets 5)
Accel (5 SP) - Increases movement by 3
Luck (40 SP) - Doubles money and experience gained from next battle
Alert (10 SP) - Unfailingly dodge next attack
Mercy (10 SP) - If next attack would kill, leaves enemy on 10 HP instead
Strike (20 SP) - Next attack becomes immune to evasion, although Alert overrides this

Claims: Elmeth

Elmeth

MHP: 4600
EN: 250
Arm: 850
Lim: 255
Mov: 6, Air

Abilities/Equipment:
Psychoframe - Increases MHP by 800.

Weapons:
Bit - 1500 Attack, 20 Accuracy, 7 Range, 5 Ammo, 100 Will, A/A/A/A. 122% hitrate, 1380 damage
Mega Particle Cannon - 1600 Attack, -5 Accuracy, 4 Range, 5 EN, A/A/A/C. 97% hitrate, 1512 damage


Best 3: 9072 - Mega Particle Cannon x 6
Not really many options for her. Alert & MPC spam.

Zeta Gundam

Camille Bidan


Atk: 143
Acc: 142
Eva: 150
Int: 145
MSP: 245

Evasion: 35%

Spirits
Focus (10 SP) - Increase final Accuracy and Evasion until next phase by 10
Valour (30 SP) - Next attack does double damage
Accel (5 SP) - Increases movement by 3
Mercy (10 SP) - If next attack would kill, leaves enemy on 10 HP instead
Zeal (60 SP) - Allows the character another action this phase
Friendship (80 SP) - Restores 1/2 MHP of everyone on the same team

Claims: Zeta Gundam.

Zeta Gundam

MHP: 4400
EN: 250
Arm: 650
Lim: 255
Mov: 8, Ground

Abilities/Equipment:
Transform - Zeta Gundam can transform into the Waverider.
Biosensor - Increases Limit by 15!!!

Weapons:
Vulcan - 750 Attack, 25 Accuracy, 1 Range, 10 Ammo, A/A/A/A. 127% hitrate, 472 damage
Beam Saber - 1100 Attack, 20 Accuracy, 1 Range, X/A/A/A. 122% hitrate, 973 damage
Beam Rifle - 1250 Attack, 0 Accuracy, 5 Range, 10 Ammo, B-Type, A/A/A/C. 102% hitrate, 1187 damage
High Mega Launcher - 2600 Attack, -5 Accuracy, 6 Range, 5 Ammo, A/A/A/C. 97% hitrate, 3118 damage

Waverider

MHP: 4400
EN: 250
Arm: 630
Lim: 255
Mov: 10, Air

Abilities/Equipment:
Transform - The Waverider can transform into Zeta Gundam.
Biosensor - Increases Limit by 15!!!

Weapons:
Beamgun - 1250 Attack, 0 Accuracy, 6 Range, 20 Ammo, B-Type, A/A/A/C. 102% hitrate, 1187 damage
High Mega Launcher - 2600 Attack, -5 Accuracy, 6 Range, 5 Ammo, A/A/A/C. 97% hitrate, 3118 damage


Best 3: 34741 - Valour High Mega Launcher x 5 then Zeal Valour Beam Rifle then Beam Rifle
Hm, now where have I seen a layout like that before...

Fa Yuiri


Atk: 131
Acc: 129
Eva: 156
Int: 136
MSP: 255

Evasion: 32%

Spirits
Trust (30 SP) - Restores 1/3 MHP of anyone on the same team
Alert (10 SP) - Unfailingly dodge next attack
Luck (40 SP) - Doubles money and experience gained from next battle
Focus (10 SP) - Increase final Accuracy and Evasion until next phase by 10
Renew (60 SP) - Restores all EN and Ammo of anyone on the same team. Also drops their Will by 5
Love (100 SP) - Restores all HP of everyone on the same team

Claims: Methuss

Methuss

MHP: 4100
EN: 230
Arm: 750
Lim: 255
Mov: 6, Ground

Abilities/Equipment:
Transform - The Methuss can transform into the Methuss. In MA mode.
Superalloy Z - Increases Armour by 100.

Weapons:
Repair Kit - 1 Range. Healing is 500 + 60 x Level, so 2900 healing.
Beam Saber - 1100 Attack, 20 Accuracy, 1 Range, X/A/A/A. 100% hitrate, 841 damage
Arm Beam Cannon - 1200 Attack, 0 Accuracy, 5 Range, 10 Ammo, B-Type, A/A/A/C. 80% hitrate, 972 damage

Methuss MA

MHP: 4100
EN: 230
Arm: 750
Lim: 255
Mov: 8, Air

Abilities/Equipment:
Transform - Methuss MA can transform into the Methuss.
Superalloy Z - Increases Armour by 100.

Weapons:
Repair Kit - 1 Range. Healing is 500 + 60 x Level, so 2900 healing.
Arm Beam Cannon - 1200 Attack, 0 Accuracy, 5 Range, 10 Ammo, B-Type, A/A/A/C. 80% hitrate, 972 damage


Best 3: 5832 - Arm Beam Cannon x 6
And 25 shots of Alert.

Four Murasame


Atk: 139
Acc: 135
Eva: 144
Int: 140
MSP: 245

Evasion: 24%

Spirits
Alert (10 SP) - Unfailingly dodge next attack
Focus (10 SP) - Increase final Accuracy and Evasion until next phase by 10
Love (100 SP) - Restores all HP of everyone on the same team
Trust (30 SP) - Restores 1/3 MHP of anyone on the same team
Valour (30 SP) - Next attack does double damage
Zeal (60 SP) - Allows the character another action this phase

Claims: NOTHING. And no, she's not having the Psyco Gundam.

Double Zeta Gundam

Judou Ashita


Atk: 142
Acc: 138
Eva: 148
Int: 145
MSP: 245

Evasion: 33%

Spirits
Vigour (20 SP) - Restores 1/3 MHP
Focus (10 SP) - Increase final Accuracy and Evasion until next phase by 10
Alert (10 SP) - Unfailingly dodge next attack
Valour (30 SP) - Next attack does double damage
Mercy (10 SP) - If next attack would kill, leaves enemy on 10 HP instead
Friendship (80 SP) - Restores 1/2 MHP of everyone on the same team

Claims: Double Zeta Gundam

Double Zeta Gundam

MHP: 5400
EN: 250
Arm: 720
Lim: 255
Mov: 7, Ground

Abilities/Equipment:
Transform - Double Zeta Gundam can transform into the G-Fortress.
Biosensor - Increases Limit by 15!!!

Weapons:
Double Vulcan - 880 Attack, 25 Accuracy, 1 Range, 10 Ammo, A/A/A/A. 123% hitrate, 649 damage
Hyper Beam Saber - 1350 Attack, 20 Accuracy, 1 Range, X/A/A/A. 118% hitrate, 1317 damage
Double Beam Rifle - 1550 Attack, 0 Accuracy, 6 Range, 10 Ammo, B-Type, A/A/A/C. 98% hitrate, 1601 damage
High Mega Cannon - 2300 Attack, -10 Accuracy, 6 Range, 100 EN, 100 Will, M-Type, A/A/A/C. 88% hitrate, 2666 damage

High Mega Cannon's area of effect is shaped somewhat like a raindrop with the thin end at ZZ Gundam. Kinda hard to delimit in a short manner anyway.

G-Fortress

MHP: 5400
EN: 250
Arm: 700
Lim: 255
Mov: 9, Air

Abilities/Equipment:
Transform - The G-Fortress can transform into Double Zeta Gundam.
Biosensor - Increases Limit by 15!!!

Weapons:
Missile - 850 Attack, -5 Accuracy, 4 Range, 10 Ammo, A/A/A/A. 93% hitrate, 607 damage
Double Cannon - 1000 Attack, 25 Accuracy, 1 Range, 6 Ammo, A/A/A/A. 123% hitrate, 820 damage
Double Beam Rifle - 1550 Attack, 0 Accuracy, 6 Range, 10 Ammo, B-Type, A/A/A/C. 98% hitrate, 1601 damage


Best 3: 23472 - Valour High Mega Cannon x 2 then Valour Double Beam Rifle x 4
Which leaves him with SP for Alert, unlike Amuro/Camille. That they don't have it surely doesn't enter into this.

Elpeo Ple


Atk: 137
Acc: 130
Eva: 152
Int: 139
MSP: 245

Evasion: 31%

Spirits
Vigour (20 SP) - Restores 1/3 MHP
Luck (40 SP) - Doubles money and experience gained from next battle
Valour (30 SP) - Next attack does double damage
Mercy (10 SP) - If next attack would kill, leaves enemy on 10 HP instead
Love (100 SP) - Restores all HP of everyone on the same team

Also
Rage (70 SP) - Does a random amounts of damage from 100 to 1000, in increments of 100, to every enemy on the map.
at level 43

Claims: Qubeley Mk II

Qubeley Mk II

MHP: 4400
EN: 250
Arm: 700
Lim: 255
Mov: 10, Ground

Abilities/Equipment:
Booster - Increases movement by 2.

Weapons:
Beam Saber - 1200 Attack, 20 Accuracy, 1 Range, X/A/A/A. 104% hitrate, 1044 damage
Beamgun - 1450 Attack, -5 Accuracy, 6 Range, 20 Ammo, B-Type, A/A/A/C. 79% hitrate, 1386 damage
Funnel - 2000 Attack, 25 Accuracy, 7 Range, 5 Ammo, 95 Will, A/A/A/A. 109% hitrate, 2140 damage


Best 3: 24172 - Valour Funnel x 5 then Valour Beamgun
Another familiar attack sequence.

Gundam F91

Seabook Arno


Atk: 141
Acc: 137
Eva: 140
Int: 138
MSP: 245

Evasion: 18%

Spirits
Vigour (20 SP) - Restores 1/3 MHP
Spirit (40 SP) - Boosts Will by 15
Valour (30 SP) - Next attack does double damage
Friendship (80 SP) - Restores 1/2 MHP of everyone on the same team
Trust (30 SP) - Restores 1/3 MHP of anyone on the same team
Zeal (60 SP) - Allows the character another action this phase

Claims: Gundam F-91

Gundam F-91

MHP: 4400
EN: 250
Arm: 870
Lim: 255
Mov: 9, Ground

Abilities/Equipment:
Doubleimage - When pilot has 130 Will or more, attains a flat 50% chance to dodge in addition to and regardless of the normal chances in battle.
Beam Shield - When Will is over 130, has a 50% chance to halve damage from attacks taken.
Superalloy Z - Increases Armour by 100.

Weapons:
Beam Saber - 1200 Attack, 20 Accuracy, 1 Range, X/A/A/A. 110% hitrate, 1092 damage
Beam Rifle - 1450 Attack, 0 Accuracy, 5 Range, 10 Ammo, B-Type, A/A/A/C. 90% hitrate, 1444 damage
Beam Launcher - 2000 Attack, 0 Accuracy, 5 Range, 15 EN, B-Type, A/A/A/C. 90% hitrate, 2220 damage
VSBR - 3000 Attack, -5 Accuracy, 7 Range, 30 EN, A/A/A/C. 85% hitrate, 3630 damage


Best 3: 58788 - Spirit x 2 then Valour VSBR x 5 then VSBR
2x Spirit not only ends up doing more damage than using Zeal and an extra Valour, it also activates F-91's Doubleimage and Beam Shield. Good trade.

2
Unranked Games / Aretha 1 SNES
« on: August 27, 2008, 02:40:08 PM »
(Moved from the old boards)

Me doing a stat topic for a non-SRPG? I must be sick.

This is Aretha 1 for the SNES. So, the series with Ariel, not Materia.

Statistics

HP - What stands between the character and a horrible death.
MP - What stands between the character and a horrible... inability to use spells.
STR - How many kilos the character can bench press.
VIT - How many kilos the character can stand being crushed under.
INT - Magic...al accuracy. Also magical evade. And defence. But not magical power.
AGL - Turn Order.
SKL - Accuracy. And evade.
LUK - And the player characters get two shots to evade. This is a % unlike the other stats. At least, as far as I'm aware.

ATC - Total physical attack power. STR + Weapon power.
DEF - Total physical defensive power. VIT + physical Armour defences.
MDEF - Total magical defensive power. INT + magical Armour defences.

Damage is calculated with reliable old subtraction.
Assuming the attack hits, the lowest damage a physical attack can do is 1.
Assuming the spell hits, the lowest damage a spell can do is 10% of its power.

Statii

Bound - character can't act and defence power is reduced. Defence power is reduced to .7 of its current amount.
Blind - character becomes less likely to successfully hit.
Confusion - character attacks random battle participants regardless of whose side they're on.
Cursed - has random effects, supposedly. The only one I detected, however, was taking half MHP in damage on infliction. Presumably not a worthwhile status to try to inflict anyway due to randomness.
Deadly Poison - defence and speed decrease, HP decreases gradually. In numbers, defence and speed become 0.7 what they were, and HP drops by 10% MHP every turn.
Fear - MP decreases each turn. By 5% of MMP.
Illusion - character becomes less likely to successfully hit.
Incompetent - person is incapable of battling (standard dead status).
Normal - burn the person who needs this explained.
Petrified - character can't do anything and can't be attacked. Effectively dead.
Poison - defence and speed decrease, HP decreases gradually. To be technical, Defence and Speed drop to 0.7 normal, and HP is hit by 5% MHP  a turn.
Silence - character cannot use magic.
Sleep - character can't act and their defence power is reduced. Status is removed on being attacked. Specifically, defence is halved.

Characters

Equipment is all storebought or found in chests. There aren't any problems with singular copies of über equipment that several people want because of the good old fixed party system and equipment restrictions on characters in general.
Mixed Form equipment on the other hand has, of course, been completely disregarded.

Character Statistics include the alterations the equipment makes.

Average physical endgame enemy attack is around 640.
Average endgame enemy defence is around 440. Average endgame enemy magic defence is around 1450.
Average endgame enemy skill is around 220 and average endgame enemy intelligence is around 540.
Average endgame enemy HP and MP are 600 and 650 respectively.
Average endgame enemy agility is 470.

Warning. Stupid magic names ahead.

Final Party

Ariel


Level 60
724 HP
627 MP
250 STR
178 VIT
841 INT
480 AGL
220 SKL
62 LUK

550 ATC
624 DEF
1287 MDEF

Ultistaff (300 ATC, AGL -10, INT +164, SKL -9)
Dress Armour (320 DEF, AGL -10, INT +100, SKL +12)
Ray Shield (60 DEF, AGL -2, INT +4, SKL -1)
Star Tiara (50 DEF, AGL -4, INT +20, SKL -1)
Saturn Ring (16 DEF, AGL +4, INT +42, SKL +4)

Damage/Magic

Physical: 110 damage (with Ariel's skill, though, it's lucky if it ever hits).
Air Pores C (900 Power): 90 damage. 12 MP.
Air Tracks (800 Power): 80 damage. Multi-target. 42 MP.
Bright Moon C (1620 Power): 170 damage. 18 MP.
Shine Burst (1440 Power): 144 damage. Multi-target. 60 MP.

MP Jeema: 130 MP damage. Restores as much of this as possible to Ariel's MP. 16 MP.

Van-Fam: Completely restores one character's HP. 18 MP.
Dinos-Fam: Restores 1/2 HP to all allies. 48 MP.
Karis: 50% chance of reviving character to full HP. 16 MP.
Lei-Girisa: Increases one character's defence to 13/10 (of normal defence). 30 MP.
Dinos-Girisa: Increases all allies's defence to 12/10 (of normal defence). 96 MP.
Quanefy: Heals most statii except Cursed and Incompetent. 14 MP.
Selwas: Heals one character from being Cursed. 9 MP.

Hypnos: Inflicts Sleep on one character. 5 MP.
Emain: Inflicts Poison on one character. 3 MP.
Darkness: Inflicts Blind on one character. 6 MP.
Keela: Inflicts Silence on one character. 6 MP.


Magic falls off a lot at endgame, and it shows. Ariel's somewhat fortunate that her only damage spell which doesn't end up capped, even if it is only 8 damage off it >_>, is a single-target and thus cheap one... but she's more likely to have to rely on her small status range anyway.
Having a lot of full healing never hurt anyone either.

Fang


Level 58
821 HP
0 MP
512 STR
345 VIT
419 INT
550 AGL
266 SKL
76 LUK

762 ATC
705 DEF
779 MDEF

Dragon Nail (250 ATC, AGL -15, INT +70, SKL -54)
Dragon Armour (350 DEF, AGL -15, INT +120, SKL -16)
Amulet (10 DEF, AGL +4, INT +12, SKL +8)

Damage

Physical: 322 damage.
Breath (800 Power): 80 damage. Multitarget. Misses more often than not anyway due to low Intelligence.


Breath was worthless ingame, so nice to see it's still worthless here >_> All he has is his physical and somewhat high defence, really. Dodging 3 out of 4 attacks due to that luck is nice too.

Doll


Level 59
637 HP
597 MP
362 STR
161 VIT
752 INT
573 AGL
248 SKL
38 LUK

604 ATC
617 DEF
1208 MDEF

Blast Bow (242 ATC, AGL -16, INT +84, SKL -64)
Aramis Armour (350 DEF, AGL -10, INT +100, SKL +12)
Ray Shield (60 DEF, AGL -2, INT +4, SKL -1)
Mind Hat (30 DEF, AGL -2, INT +16, SKL -1)
Saturn Ring (16 DEF, AGL +4, INT +42, SKL +4)

Damage/Magic

Physical: 164 damage. Somewhat unreliable when it comes to hitting.
Buffed Physical: 345 damage.
Fireball C (1530 Power): 153 damage. 16 MP.
Force B (1530 Power): 153 damage. Multi-target. 72 MP.

Healing C: Restores 3/4 of a character's HP. 18 MP.
Protection C: Increases one character's defence to 13/10 the original value. 30 MP.
Strength C: Increases one character's attack to 13/10 the original value. 24 MP.
Strength D: Increases all allies' attack to 12/10 the original value. 80 MP.
Remove B: 80% chance of healing status on one character. 8 MP.
Resurrection: Revives character to full HP. 32 MP.

Sleep: Inflicts Sleep on one character. 4 MP.
Fear: Inflicts Fear on one character. 10 MP.
Poisonball: Inflicts Poison on one character. 3 MP.
Rock: Inflicts Petrification on one character. 15 MP.
Illusion: Inflicts Illusion on one character. 6 MP.
Confusion: Inflicts Confusion on one character. 8 MP.
Deathspell: Instantly Kills one character. 20 MP.
Despell: Inflicts Silence on one character. 5 MP.


More durable and accurate than Ariel, but nowhere near as evasive. Can't break average MDEF with any of his magic, but has a passable physical (especially once buffed), and a larger range of status. Doll's magics are in english because he's originally from the GB series which was before they went mad and gibberished them all.

Leira


Level 62
715 HP
497 MP
492 STR
248 VIT
614 INT
454 AGL
266 SKL
50 LUK

692 ATC
708 DEF
1074 MDEF

Mahal Sword (200 ATC, AGL -23, INT +48, SKL -50)
Suit Armour (300 DEF, AGL -20, INT +120, SKL -7)
Ray Shield (60 DEF, AGL -2, INT +4, SKL -1)
Steel Helm (80 DEF, AGL -2, INT +10, SKL -1)
Rune Ring (20 DEF, AGL +8, INT +58, SKL +6)

Damage/Magic

Physical: 252 damage.
Buffed Physical: 460 damage.
HP Jeema: 180 damage. Restores as much of this as possible to Leira's HP. 8 MP.
Fireburn C (1440 Power): 144 damage. 15 MP.
Fire Grate (1280 Power): 128 damage. Multi-target. 55 MP.

Lei-Epod:  Increases one character's attack to 13/10 the original value. 24 MP.
Dinos-Epod: Increases all allies' attack to 12/10 the original value. 80 MP.

Pram-Epod: Decreases one character's attack to 9/10 the original value. 20 MP.
Pram-Girisa: Decreases one character's defence to 9/10 the original value. 20 MP.
Pram-Teks: Decreases one character's agility to 9/10 the original value. 20 MP.
Kuriein: Inflicts Fear on one character. 12 MP.
Litos: Inflicts Petrification on one character. 17 MP.
Dyusiar: Instantly Kills one character. 25 MP.
Bapty: Inflicts Silence on one character. 16 MP.
Apocriphy: Inflicts Cursed on one character. 9 MP.
Tiksis: Turns one character invisible. 48 MP.


Most durable character defence-wise, but HP is a bit too low to take advantage of it. Also slowest final character. Has some statuses but not enough intelligence to rely on them against anyone with more than a little over average intelligence. Physical is nice, especially after she buffs. Also, only final character to get debuffs.


Temps

Murdock


Relevant party averages are
180 HP
110 ATC
120 DEF
156 MDEF
100 INT
100 AGL
60 SKL

Level 13
196 HP
0 MP
70 STR
94 VIT
48 INT
23 AGL
47 SKL
50 LUK

142 ATC
184 DEF
138 MDEF

Rapier (5 ATC, AGL -1, INT +1, SKL -2)
Ring Mail (52 DEF, AGL -6, INT +6, SKL +0)
Bronze Shield (10 DEF, AGL -4, INT +8, SKL +1)
Iron Helm (10 DEF, AGL -1, INT +5, SKL +0)
Greave (18 DEF, AGL -5, INT -6, SKL +6)

For this point in the game, relevant monster averages are
130 HP
100 ATC
70 DEF
60 INT
100 AGL
30 SKL

Physical: 72 damage.


Murdock is a physical defensive tank. Minimises average damage. His damage is okay, but his low skill stops him from hitting consistently. He is also incredibly slow and his magic defence is nothing to phone home about.

Torasako


Relevant party averages are
550 HP
403 ATC
340 DEF
380 MDEF
230 INT
240 AGL
170 SKL

Level 37
612 HP
0 MP
370 STR
233 VIT
94 INT
287 AGL
224 SKL
52 LUK

420 ATC
303 DEF
164 MDEF

Iron Staff (50 ATC, AGL -6, INT +5, SKL +0)
Fur (70 DEF, AGL -6, INT +12, SKL +0)

For this point in the game, relevant monster averages are
300 HP
180 ATC
160 DEF
270 INT
220 AGL
80 SKL

Physical: 260 damage.


Physical tank like Murdock. However Torasako has a far more brutal and accurate attack and is actually over average speed. He is, however, more vulnerable to magic than Murdock was.

Zoppil


Relevant party averages are
590 HP
250 MP
440 ATC
450 DEF
590 MDEF
340 INT
260 AGL
163 SKL

Level 36
561 HP
290 MP
221 STR
257 VIT
308 INT
87 AGL
166 SKL
52 LUK

481 ATC
439 DEF
490 MDEF

Zopi Sword (260 ATC, AGL -10, INT +32, SKL -28)
Zopi Mail (152 DEF, AGL -8, INT +18, SKL -2)
Zopi Helm (30 DEF, AGL -1, INT +8, SKL -1)

For this point in the game, relevant monster averages are
350 HP
500 ATC
180 DEF
290 MDEF
385 INT
270 AGL
80 SKL

Physical: 301 damage.
Buffed Physical: 445 damage.
Aquamud C (3240 Power): 2950 damage. 15 MP.
Aquabolt (2160 Power): 1870 damage. Multi-target. 20 MP.

Lei-Fam: Restores 3/4 one character's HP. 12 MP.
Karis: 50% chance of reviving character to full HP. 16 MP.
Lei-Epod:  Increases one character's attack to 13/10 the original value. 24 MP.
Lei-Girisa: Increases one character's defence to 13/10 (of normal defence). 30 MP.
Lei-Teks: Increases one character's agility to 13/10 (of normal agility). 20 MP.

Pram-Epod: Decreases one character's attack to 9/10 the original value. 20 MP.
Pram-Girisa: Decreases one character's defence to 9/10 the original value. 20 MP.
Pram-Teks: Decreases one character's agility to 9/10 the original value. 20 MP.
Tipasty: Inflicts Bound on one character. 14 MP.
Van-Emain: Inflicts Deadly Poison on one character. 5 MP.
Dyusiar: Instantly Kills one character. 25 MP.
Bapty: Inflicts Silence on one character. 16 MP.
Apocriphy: Inflicts Cursed on one character. 9 MP.


Don't be fooled by his magic damage. His intelligence is WOEFUL and he cannot hit ANYTHING with it, except some of the earlier area enemies they throw in with the current ones to increase the numbers, which he can kill with his physical anyway. He is also horribly slow and not particularly resilient. Along with being hideously ugly.

Warwick


Relevant party averages are
560 HP
520 ATC
420 DEF
700 MDEF
470 INT
320 AGL
170 SKL

Level 52
591 HP
0 MP
437 STR
358 VIT
325 INT
187 AGL
231 SKL
50 LUK

687 ATC
562 DEF
529 MDEF

Morning Star (250 ATC, AGL -30, INT +120, SKL -10)
Banded Mail (132 DEF, AGL -14, INT +45, SKL -2)
Silver Shield (60 DEF, AGL -8, INT +14, SKL -1)
Turban (4 DEF, AGL -1, INT +10, SKL +0)
Magic Belt (8 DEF, AGL +20, INT +32, SKL -2)

For this point in the game, relevant monster averages are
440 HP
700 ATC
250 DEF
440 INT
340 AGL
110 SKL

Physical: 437 damage. Multi-target.


Another pure physical character. Warwick doesn't nigh-immune physicals like the earlier ones, but he has an attack that is verging on killing average enemies in one hit to compensate, along with his attack multitargetting. And as typical, he is slow and not overly resistant to magic.

Dalahyde


Relevant party averages are
650 HP
580 ATC
450 DEF
730 MDEF
500 INT
520 AGL
250 SKL

Level 51
542 HP
0 MP
442 STR
219 VIT
439 INT
573 AGL
230 SKL
59 LUK

624 ATC
561 DEF
781 MDEF

Howard Sword (182 ATC, AGL -21, INT +32, SKL -4)
Solid Armour (180 DEF, AGL -15, INT +58, SKL -2)
Gold Shield (70 DEF, AGL -8, INT +16, SKL -1)
Steel Helm (80 DEF, AGL -2, INT +10, SKL -1)
Moon Ring (12 DEF, AGL +2, INT +25, SKL +2)

For this point in the game, relevant monster averages are
490 HP
570 ATC
290 DEF
460 INT
360 AGL
140 SKL

Physical: 334 damage. Multi-target.


Dalahyde comes close to minimising average enemy attacks, has above average magic defence, and is fast. He's still more susceptible to being hit by magic than not but unlike the previous physical fighters he doesn't really have any weaknesses. And on top of everything else he has a fair bit more luck than the other temps so far... than half the final party, for that matter.

Celia


Relevant party averages are
620 HP
430 MP
510 ATC
470 DEF
870 MDEF
570 INT
430 AGL
180 SKL

Level 51
408 HP
567 MP
120 STR
103 VIT
670 INT
282 AGL
138 SKL
50 LUK

320 ATC
423 DEF
990 MDEF

Gold Stick (200 ATC, AGL -18, INT +62, SKL -5)
Sturdy Mail (220 DEF, AGL -20, INT +60, SKL -8)
Magic Shield (50 DEF, AGL -4, INT +6, SKL +1)
Mind Hat (30 DEF, AGL -2, INT +16, SKL -1)
Circlet (20 DEF, AGL +18, INT +24, SKL +3)

For this point in the game, relevant monster averages are
700 HP
460 MP
630 ATC
310 DEF
380 MDEF
460 INT
370 AGL
140 SKL

Physical: 10 damage.
Buffed Physical: 106 damage.
HP Jeema: 180 damage. Restores as much of this as possible to Celia's HP. 8 MP.
Thundergir C (3778 Power): 3398 Damage. 15 MP.
Super Grom (3358 Power): 2978 Damage. Multi-target. 50 MP.

MP Jeema: 130 MP damage. Restores as much of this as possible to Celia's MP. 16 MP.

Van-Fam: Completely restores one character's HP. 18 MP.
Lei-Epod:  Increases one character's attack to 13/10 the original value. 24 MP.
Dinos-Epod: Increases all allies' attack to 12/10 the original value. 80 MP.
Lei-Girisa: Increases one character's defence to 13/10 (of normal defence). 30 MP.
Dinos-Girisa: Increases all allies's defence to 12/10 (of normal defence). 96 MP.
Lei-Teks: Increases one character's agility to 13/10 (of normal agility). 20 MP.
Dinos-Teks: Increases all allies's agility to 12/10 (of normal agility). 64 MP.
Quanefy: Heals most statii except Cursed and Incompetent. 14 MP.
Telas: Bestows magic reflection on one character. 42 MP.
Tiksis: Turns one character invisible. 48 MP.

Van-Emain: Inflicts Deadly Poison on one character. 5 MP.
Darkness: Inflicts Blind on one character. 6 MP.


Unlike Zoppil, Celia has more than enough intelligence to hit things with her magic. It's not broken ingame because you have her for all of one dungeon (and even then, you have to choose her out of three possible characters), most of the enemies in said dungeon are immune to it, and the boss casts Telas/reflect on himself.

Minea


Relevant party averages are
660 HP
590 ATC
530 DEF
810 MDEF
500 INT
450 AGL
200 SKL

Level 50
560 HP
0 MP
425 STR
279 VIT
362 INT
374 AGL
191 SKL
50 LUK

625 ATC
639 DEF
722 MDEF

Doublecrossbow (200 ATC, AGL -16, INT +62, SKL -58)
Mithril Chain (240 DEF, AGL -18, INT +80, SKL -5)
Gold Shield (70 DEF, AGL -8, INT +16, SKL +1)
Gold Helm (30 DEF, AGL -2, INT +5, SKL +0)
Circlet (20 DEF, AGL +18, INT +24, SKL +3)

For this point in the game, relevant monster averages are
700 HP
630 ATC
310 DEF
460 INT
370 AGL
140 SKL

Physical: 315 damage.


Yet another physical fighter. Nothing outstanding about her but nothing really inferior either. Skill is getting a bit low for comfort, however.

Marie


Relevant party averages are
610 HP
390 MP
560 ATC
470 DEF
860 MDEF
570 INT
450 AGL
200 SKL

Level 50
390 HP
400 MP
305 STR
124 VIT
656 INT
393 AGL
214 SKL
60 LUK

505 ATC
406 DEF
938 MDEF

Doublecrossbow (200 ATC, AGL -16, INT +62, SKL -58)
Magic Mail (172 DEF, AGL -10, INT +20, SKL +4)
Ray Shield (60 DEF, AGL -2, INT +4, SKL -1)
Mind Hat (30 DEF, AGL -2, INT +16, SKL -1)
Circlet (20 DEF, AGL +18, INT +24, SKL +3)

For this point in the game, relevant monster averages are
700 HP
630 ATC
310 DEF
380 MDEF
460 INT
370 AGL
140 SKL

Physical: 195 damage.
Buffed Physical: 347 damage.
HP Jeema: 180 damage. Restores as much of this as possible to Marie's HP. 8 MP.
Thundergir C (3778 Power): 3398 Damage. 15 MP.
Thunderbolt (2518 Power): 2138 Damage. Multi-target. 24 MP.

Lei-Fam: Restores 3/4 one character's HP. 12 MP.
Karis: 50% chance of reviving character to full HP. 16 MP.
Lei-Epod:  Increases one character's attack to 13/10 the original value. 24 MP.
Lei-Girisa: Increases one character's defence to 13/10 (of normal defence). 30 MP.
Lei-Teks: Increases one character's agility to 13/10 (of normal agility). 20 MP.
Quanefy: Heals most statii except Cursed and Incompetent. 14 MP.

Emain: Inflicts Poison on one character. 3 MP.
Sevdesis: Inflicts Confusion on one character. 7 MP.
Bapty: Inflicts Silence on one character. 16 MP.


See Celia regarding the magic damages. In any case, Marie is possibly the least durable character relatively ingame, so it's probably best for her to use her spells-that-were-never-supposed-to-hit-anything-worthwhile instead of buffing and using her physical. Assuming she's not against anyone that defends against lightning, of course.

Anastasia


Relevant party averages are
610 HP
450 MP
560 ATC
560 DEF
1030 MDEF
650 INT
450 AGL
180 SKL

Level 55
310 MHP
615 MMP
140 STR
115 VIT
807 INT
333 AGL
88 SKL
50 LUK

440 ATC
575 DEF
1267 MDEF

Maxim Staff (300 ATC, AGL -10, INT +150, SKL -9)
Dress Couture (320 DEF, AGL -8, INT +120, SKL -10)
Ray Shield (60 DEF, AGL -2, INT +4, SKL -1)
Hope Crown (60 DEF, AGL -5, INT +18, SKL -2)
Circlet (20 DEF, AGL +18, INT +24, SKL +3)

For this point in the game, relevant monster averages are
540 HP
590 ATC
350 DEF
570 MDEF
530 INT
410 AGL
140 SKL

Physical: 90 damage.
HP Jeema: 180 damage. Restores as much of this as possible to Anastasia's HP. 8 MP.
Air Pores C (900 Power): 330 damage. 12 MP.
Air Tracks (800 Power): 230 damage. Multi-target. 42 MP.

Van-Fam: Completely restores one character's HP. 18 MP.
Karis: 50% chance of reviving character to full HP. 16 MP.
Lei-Teks: Increases one character's agility to 13/10 (of normal agility). 20 MP.
Dinos-Teks: Increases all allies's agility to 12/10 (of normal agility). 64 MP.
Quanefy: Heals most statii except Cursed and Incompetent. 14 MP.
Telas: Bestows magic reflection on one character. 42 MP.
Selwas: Heals one character from being Cursed. 9 MP.

Excels: Inflicts Illusion on one character. 9 MP.
Dinos-Keela: Inflicts Silence on EVERYONE. 6 MP.


Anastasia manages to have less health than Marie, but she has vastly higher defences at least. She also gets some actual damage through her spells despite having Ariel's weaker offensive set because the enemies haven't made the huge jump in mdef they do at the endgame. Doesn't have a particularly good range of statuses, though. Especially since her Silence spell has a chance of silencing herself (albiet not a good one) and she can't hit the broad side of an ocean liner with her physical.

Kyle


Relevant party averages are
780 HP
660 ATC
660 DEF
890 MDEF
510 INT
490 AGL
220 SKL

Level 55
818 MHP
0 MMP
466 STR
302 VIT
369 INT
484 AGL
222 SKL
59 LUK

708 ATC
752 DEF
819 MDEF

Jasmine Sword (242 ATC, AGL -25, INT +64, SKL -60)
Suit Armour (300 DEF, AGL -20, INT +120, SKL -7)
Dragon Shield (100 DEF, AGL -10, INT +18, SKL +1)
Sallet (40 DEF, AGL -1, INT +7, SKL +0)
Amulet (10 DEF, AGL +4, INT +12, SKL +8)

For this point in the game, relevant monster averages are
780 HP
580 ATC
400 DEF
530 INT
430 AGL
180 SKL

Physical: 308 damage. Multi-target.

Another powerful & fast tank. Another character that can do nothing except attack.


Lists

These do not take into account the possibility of characters missing.
There's no reason to not allow Celia and Marie their magic so they render them completely broken. There is however reason not to allow Zoppil his magic (he couldn't hit the ground with it if he tried) so it's not as broken as it could be >_>

Power, 1 turn
Best percentage of average enemy's HP done in damage with one turn against average defences.

(485.43% - Celia - Thundergir C)
(485.43% - Marie - Thundergir C)
99.32% - Warwick - MT Physical
86.66% - Torasako - Physical
86.00% - Zoppil - Physical
68.16% - Dalahyde - MT Physical
61.11% - Anastasia - Air Pores C
55.38% - Murdock - Physical
53.66% - Fang - Physical
45.00% - Minea - Physical
42.00% - Leira - Physical
39.49% - Kyle - MT Physical
28.33% - Ariel - Bright Moon C
27.33% - Doll - Physical

Average: 57.70%
Average w/Celia, Marie: 118.81%

Power, 3 turns
Best percentage of average enemy's HP done in damage with three turns against average defences.

(1456.29% - Celia - Thundergir C x 3)
(1456.29% - Marie - Thundergir C x 3)
297.95% - Warwick - MT Physical x 3
260.00% - Torasako - Physical x 3
258.00% - Zoppil - Physical x 3
204.49% - Dalahyde - MT Physical x 3
183.33% - Anastasia - Air Pores C x 3
166.15% - Murdock - Physical x 3
161.00% - Fang - Physical x 3
153.33% - Leira - Lei-Epod self, Physical x 2
135.00% - Minea - Physical x 3
118.46% - Kyle - MT Physical x 3
115.00% - Doll - Strength C self, Physical x 2
85.00% - Ariel - Bright Moon C x 3

Average: 178.14%
Average w/Celia, Marie: 360.74%

Not a great deal changes... Ariel/Doll and Leira/Minea swap places and that's it -_-

This does not take into account the possibility of the enemy missing.

Defence
Best percentage of damage to character HP taken from one average enemy physical.

0.12% - Fang
0.13% - Kyle
0.14% - Leira
0.16% - Torasako
0.18% - Minea
0.56% - Murdock
1.66% - Dalahyde
2.21% - Ariel
3.61% - Doll
4.84% - Anastasia
10.34% - Zoppil
23.35% - Warwick
50.74% - Celia
57.44% - Marie

Average: 11.11%

Accuracy/1st Evasion
Difference between character's skill and average enemy's skill. NOT A PERCENTAGE CHANCE.
Something on the order of at least 40, 50 advantage is needed to successfully hit with any consistency. That amount of disadvantage and enemies will be hitting the character with any consistency >_> except they also have to hit through luck, unlucky enemies.

144 - Torasako
121 - Warwick
90 - Dalahyde
86 - Zoppil
74 - Marie
51 - Minea
46 - Fang
46 - Leira
42 - Kyle
28 - Doll
17 - Murdock
0 - Ariel
-2 - Celia
-52 - Anastasia

Average: 49.36

Magic Accuracy/Evasion
Difference between character's intelligence and average enemy's intelligence. Same stuff as for physical accuracy/evasion goes for this.

301 - Ariel
277 - Anastasia
212 - Doll
210 - Celia
196 - Marie
74 - Leira
-12 - Murdock
-21 - Dalahyde
-77 - Zoppil
-98 - Minea
-115 - Warwick
-121 - Fang
-161 - Kyle
-176 - Torasako

Average: 34.93

Turn Order
Difference between character's agility and average enemy's agility. Characters have their turn in battle rounds from fastest agility to slowest, so...

213 - Dalahyde
103 - Doll
80 - Fang
67 - Torasako
60 - Kyle
23 - Marie
10 - Ariel
4 - Minea
-16 - Leira
-77 - Anastasia
-77 - Murdock
-88 - Celia
-183 - Zoppil
-253 - Warwick

Average: -9.57




Noting that since making this I've determined that it might be possible that every single random you can fight while having Celia/Marie is weak to thunder magic. I need to test this somehow at some point.

3
Unranked Games / Fire Emblem 5
« on: August 27, 2008, 02:38:18 PM »
(moved from the old boards)

Statistics

This is FE. You know all these stats already. But it is compulsory, so!

Base Stats
HP - Hitpoints. Comes in current and maximum varieties. If current hitpoints hits zero or lower the character dies.
Lv - Level, or Class Level or whatever you want to interpret FE levels as. Mostly irrelevant to fighting capability. FE5 uses the 20/20 system (unless you give Lara all her levels which makes her 20/20/20/20, but she still fails regardless).
Mv - Movement. Mostly irrelevant except as a go-first tiebreak.
Str - Strength. More strength = more physical damage.
Mag - Magic. More magic = more magical damage and resistance.
Skl - Skill. More skill = more accuracy
Spd - Speed (Dexterity-type). More speed = more evasion.
Def - Defence. More defence = more damage not taken.
Luk - Luck. More luck = more chance of various things.
Con - Constitution. More constitution = more speed not lost to weapon weight. Does not affect the weight of magic, however.

Rng - Range. Depends on weapon. How far a character can attack. Most normally 1, 2, or 1-2.
CCF - Countercrit Factor. This is an exceedingly wonderful stat that I will explain later.
LEA - Leadership. Leadership stars confer a bonus to hit and evade to every friendly unit on the map.
REM - Re-Move. Not to be confused with standard FE4+ mounted units' Repeated Movement, which is just using the rest of the units' move after certain actions... Re-Move gives characters another turn randomly. Chances depend on how many Re-Move stars they have, 5% for each star.

Derived Stats
Atk - Attack Power. How much damage character would do to a defenceless target with their currently equipped weapon. Currently equipped weapon being highest weapon in inventory as per usual.
Hit - Hit Rate. Accuracy. The chance a character has of hitting an enemy with 0 evade.
Eva - Evasion. The chance a character has of dodging an attack, assuming said attack has a rate of 100% hit.
Crt - Critical Rate. The chance a character has of criticalling a character with 0 critical evade, assuming they hit.
Cev - Critical Evade. The chance a character has of stopping a 100% critical, assuming they were hit.
EDf - Effective Defence. A character's defence against the attack they are under.
AS - Attack Speed. Character dexterity adjusted for weapon weight and constitution. Characters double when they have an attack speed at least 4 higher than the opponent.

Derived Stat Formulae
Support, Terrain, Charisma bonuses are thrown out.
Leadership affects every character on the map, including the one with it, so it is still extant. Leadership effect is 3% for each star.

FE5 Triangle gives 5% accuracy to the one winning the triangle and takes 5% off the one losing it. No power alterations.
Swords > Axes > Lances > Swords. Fire > Wind > Thunder > Fire. Light > (Fire, Thunder, Wind) < Dark.


Atk (physical): Strength + Weapon Might
Atk (magical): Magic + Weapon Might

If weapon is effective against the opponent, Weapon Might is multiplied by 3.


Hit: Skill x 2 + Weapon Accuracy + Luck + Leadership Bonus + Triangle Bonus
Eva: Attack Speed x 2 + Luck + Leadership Bonus


Crt: Skill + Weapon Critical.
Cev: Luck / 2


EDf (physical): Defence
EDf (magical): Magic


AS (physical): Speed - MAX(Weapon Weight - Constitution, 0)
AS (magical): Speed - Weapon Weight


As per usual, inbattle accuracy is attacker's hit rate - opponent's evasion, inbattle damage is attacker's attack power - opponent's effective defence, and so forth.
Criticals double attack power.

Countercrit
This is important.

Normally, effective critical, that is attacker's critical minus defender's critical evade, is capped. At 25. The game lies about it on the prebattle status, however.

This is where countercrit comes into effect.

On repeated attacks... or standard FE doubling if you must call it that, not only is the cap removed, but the effective critical is given a boost by the countercrit factor. A boost where it is multiplied. By an integer. Can you see where this is going.
The highest countercrit factor is 5, which a handful of people have. On the other hand some people have 0.

All in all... some people become quite lethal... except not in a duel here, because the speed average is so high that no-one doubles average except Sety ><.

Should make people who don't like killer weapons happy anyway.


Character Statistics

The majority of the people on my final team were 20/20 so this is where I have taken stats from. Granted I was playing on Elite Mode, but so would anyone sane >_>
Lara is taken as 20/20 Thief/Thieffighter because she's bad enough as it is without making her a dancer instead.

Growth Scrolls are disregarded for obvious reasons. Did not even take them into account for characters that come with them.

Character average stats and the average character averages can be found at:
http://twilkitri.fewiki.net/FE5/fe5stats1.htm


Stats are rounded to closest integer, .5s rounded upwards.
If you disagree with my levels or rounding, you can take your own from FEA5, located at http://fea.fewiki.net/fea.php?game=5


Weaponry

Weaponry listed is all storebought, character-exclusive, or special-case. Special-case weaponry will be discussed after.
Weaponry is listed in order of power where applicable.
*Weaponry is not found in shops and only as initial equipment.
'Best' weaponry is bolded.
Mages don't like that they can't get their better weaponry which is normally gotten through stealing/capturing, but meh.

Swords
Swords are used by:
Dragon Knight (dismounted only), Duke Knight (dismounted only), Forest Knight, General, Great Knight (dismounted only), Mage Knight, Mercenary, Paladin, Pegasus Knight (dismounted only), Prince, Swordmaster, Thieffighter

Slim Sword - Rank E, 3 Might, 100 Hit, 5 Critical, 1 Range, 2 Weight, 30 Uses
Iron Sword - Rank E, 6 Might, 70 Hit, 0 Critical, 1 Range, 6 Weight, 40 Uses
*Short Sword - Rank E, 6 Might, 75 Hit, 0 Critical, 1 Range, 8 Weight, 40 Uses
*Elite Sword - Rank E, 9 Might, 65 Hit, 0 Critical, 1 Range, 9 Weight, 40 Uses
- defence + 5, grants wielder Elite
Steel Sword - Rank D, 9 Might, 65 Hit, 0 Critical, 1 Range, 11 Weight, 30 Uses
Kill Sword - Rank C, 9 Might, 80 Hit, 30 Critical, 1 Range, 7 Weight, 30 Uses
*Fire Sword - Rank B, 9 Might, 70 Hit, 0 Critical, 1-2 Range, 9 Weight, 40 Uses
- magic + 5, range attacks with Fire
*Thunder Sword - Rank B, 9 Might, 70 Hit, 0 Critical, 1-2 Range, 9 Weight, 40 Uses
- skill + 5, range attacks with Thunder
*Wind Sword - Rank B, 9 Might, 70 Hit, 0 Critical, 1-2 Range, 9 Weight, 40 Uses
- speed + 5, range attacks with Wind (not effective against flyers, however)
Mareeta's Sword - Rank *, 11 Might, 70 Hit, 20 Critical, 1 Range, 6 Weight, 60 Uses
- exclusive to Mareeta, auto-continue attack, grants wielder Nihil

Iron Blade - Rank C, 12 Might, 55 Hit, 0 Critical, 1 Range, 15 Weight, 30 Uses
Light Sword - Rank *, 12 Might, 80 Hit, 0 Critical, 1-2 Range, 10 Weight, 60 Uses
- exclusive to Leaf, luck + 10, range attacks with Lightning, can be used to fully heal wielder
Earth Sword - Rank *, 12 Might, 80 Hit, 0 Critical, 1-2 Range, 9 Weight, 60 Uses
- exclusive to Nanna, range attacks with Rezire

*King's Sword - Rank C, 13 Might, 70 Hit, 20 Critical, 1 Range, 10 Weight, 60 Uses
- auto-continue attack, grants wielder Charisma

Silver Sword - Rank B, 14 Might, 75 Hit, 0 Critical, 1 Range, 8 Weight, 20 Uses
*Master Sword - Rank A, 14 Might, 60 Hit, 10 Critical, 1 Range, 15 Weight, 20 Uses
- auto-continue attack

Blagi Sword - Rank *, 15 Might, 70 Hit, 0 Critical, 1 Range, 12 Weight, 80 Uses
- exclusive to Leaf, Nanna, Delmud, and Fergus, effective against heavily armoured units, grants wielder Prayer, nullifies Loputousu Effect

Beowulf's Sword - Rank *, 16 Might, 70 Hit, 30 Critical, 1 Range, 13 Weight, 60 Uses
- exclusive to Delmud and Fergus, grants wielder Ambush and Wrath

Holy Sword - Rank *, 17 Might, 65 Hit, 20 Critical, 1 Range, 11 Weight, 60 Uses
- exclusive to Olwen, magic + 10, auto-continue attack, effective against mounted units, grants wielder Prayer



Elite Sword is given to Carrion.
Fire Sword is initial equipment of Eyvel and Galzus.
King's Sword is initial equipment of Parn.
Master Sword is initial equipment of Amalda, Eyrios, and Galzus.
Short Sword is initial equipment of Machyua.
Thunder Sword is initial equipment of Fred.
Wind Sword is initial equipment of Misha.

Blagi Sword is explicitly given to Leaf, for those who think the amount of people who can use it is too high.

Lances
Lances are used by:
Dragon Knight (mounted only), Duke Knight (mounted only), General, Paladin (male mounted only), Pegasus Knight (mounted only)

Slim Lance - Rank E, 4 Might, 100 Hit, 5 Critical, 1 Range, 6 Weight, 20 Uses
Iron Lance - Rank E, 7 Might, 70 Hit, 0 Critical, 1 Range, 9 Weight, 40 Uses
Steel Lance - Rank D, 10 Might, 65 Hit, 0 Critical, 1 Range, 15 Weight, 30 Uses
Killer Lance - Rank B, 12 Might, 80 Hit, 30 Critical, 1 Range, 10 Weight, 20 Uses
Hero Lance - Rank *, 13 Might, 70 Hit, 10 Critical, 1 Range, 9 Weight, 60 Uses
- exclusive to Fin, luck + 10, auto-continue attack

*Knightkiller - Rank B, 14 Might, 60 Hit, 0 Critical, 1 Range, 13 Weight, 20 Uses
- effective against mounted units
*Master Lance - Rank A, 14 Might, 55 Hit, 0 Critical, 1-2 Range, 16 Weight, 20 Uses
- auto-continue attack

Silver Lance - Rank B, 15 Might, 75 Hit, 0 Critical, 1 Range, 10 Weight, 20 Uses
Dragon Lance - Rank *, 16 Might, 65 Hit, 0 Critical, 1 Range, 12 Weight, 60 Uses
- exclusive to Dean, auto-continue attack, grants wielder Ambush



Knightkiller is initial equipment of Misha.
Master Lance is initial equipment of Conomore.

Axes
Axes are used by:
General, Great Knight (mounted only), Mercenary, Warrior

Hand Axe - Rank D, 6 Might, 45 Hit, 0 Critical, 1-2 Range, 12 Weight, 20 Uses
Iron Axe - Rank E, 9 Might, 65 Hit, 0 Critical, 1 Range, 10 Weight, 30 Uses
Phuj - Rank *, 10 Might, 80 Hit, 30 Critical, 1-2 Range, 9 Weight, 60 Uses
- exclusive to Othin

Hammer - Rank C, 12 Might, 50 Hit, 0 Critical, 1 Range, 18 Weight, 20 Uses
- effective against heavily armoured units
Killer Axe - Rank C, 12 Might, 75 Hit, 30 Critical, 1 Range, 10 Weight, 20 Uses
Steel Axe - Rank D, 13 Might, 55 Hit, 0 Critical, 1 Range, 15 Weight, 25 Uses
*Battleaxe - Rank B, 13 Might, 60 Hit, 10 Critical, 1 Range, 14 Weight, 20 Uses
*Hero Axe - Rank D, 14 Might, 70 Hit, 0 Critical, 1 Range, 12 Weight, 60 Uses
- auto-continue attack

*Poleaxe - Rank C, 15 Might, 60 Hit, 0 Critical, 1 Range, 17 Weight, 20 Uses
- effective against mounted units
*Master Axe - Rank B, 15 Might, 55 Hit, 0 Critical, 1-2 Range, 16 Weight, 20 Uses
- auto-continue attack

Silver Axe - Rank B, 18 Might, 65 Hit, 0 Critical, 1 Range, 12 Weight, 20 Uses


Battleaxe is initial equipment of Dalshien.
Hero Axe is given to Halvan.
Master Axe is initial equipment of Galzus and Xavier.
Poleaxe is initial equipment of Hicks.

Bows
Bows are used by:
Bow Knight, General, Sniper, Warrior

All bows are effective against flying units.

Iron Bow - Rank E, 7 Might, 65 Hit, 0 Critical, 2 Range, 6 Weight, 40 Uses
Steel Bow - Rank D, 10 Might, 60 Hit, 0 Critical, 2 Range, 12 Weight, 30 Uses
Killer Bow - Rank B, 11 Might, 70 Hit, 30 Critical, 2 Range, 9 Weight, 20 Uses
*Hero Bow - Rank B, 14 Might, 95 Hit, 20 Critical, 2 Range, 10 Weight, 60 Uses
- auto-continue attack

Silver Bow - Rank B, 15 Might, 70 Hit, 0 Critical, 2 Range, 9 Weight, 20 Uses


Hero Bow is given to Selphina.

Fire, Thunder, Wind
'Anima' Magic is used by:
Dark Mage, Mage Knight, Sage

Fire - Rank E, 5 Might, 70 Hit, 0 Critical, 1-2 Range, 4 Weight, 20 Uses
Wind - Rank D, 6 Might, 90 Hit, 10 Critical, 1-2 Range, 1 Weight, 20 Uses
- effective against flying units

Thunder - Rank E, 7 Might, 60 Hit, 5 Critical, 1-2 Range, 5 Weight, 30 Uses
*Thunderstorm - Rank A, 10 Might, 70 Hit, 20 Critical, 3-10 Range, 20 Weight, 5 Uses
Elfire - Rank C, 11 Might, 60 Hit, 0 Critical, 1-2 Range, 7 Weight, 20 Uses
Grafcalibur - Rank *, 13 Might, 100 Hit, 40 Critical, 1-2 Range, 3 Weight, 40 Uses
- exclusive to Asvel, effective against flying units

Daim Thunder - Rank *, 15 Might, 70 Hit, 10 Critical, 1-2 Range, 12 Weight, 60 Uses
- exclusive to Olwen, auto-continue attack

*Tron - Rank A, 18 Might, 70 Hit, 20 Critical, 1-2 Range, 9 Weight, 10 Uses
HOLSETY - Rank *, 20 Might, 90 Hit, 30 Critical, 1-2 Range, 6 Weight, 50 Uses
- exclusive to Sety, skill + 20, speed + 20, effective against flying units



Thunderstorm is initial equipment of Eyrios.
Tron is initial equipment of Eyrios.

Light
Light Magic is used by:
High Priest, Sage

Lightning - Rank E, 9 Might, 75 Hit, 20 Critical, 1-2 Range, 6 Weight, 20 Uses
*Rezire - Rank B, 12 Might, 65 Hit, 0 Critical, 1-2 Range, 12 Weight, 60 Uses
- damage dealt heals attacker


Rezire is not legal for any character and only listed for the Earth Sword's ranged-rezire attack.

Dark
Dark Magic is used by:
Dark Mage


Jormungand - Rank C, 14 Might, 70 Hit, 10 Critical, 1-2 Range, 12 Weight, 20 Uses

Staves
Staves are used by:
Dark Mage, High Priest, Paladin (female only), Sage

FE5 status effects do not wear off naturally.
FE5 status staves tend to hit if attacker's magic is higher than defender's magic.
ALL staves have a chance of missing, but this chance is negligible if the user has 10 or more skill.

*Silence - Rank B, Infinite Range, 4 Uses
- inflicts silence
*Sleep - Rank C, Infinite Range, 3 Uses
- inflicts sleep
Thief - Rank *, Infinite Range, 5 Uses
- exclusive to Tina, takes an item off the defender


Sleep Staff is initial equipment of Salem.
Silence Staff is initial equipment of Cyas and Sleuf.

Growth Scrolls

Growth scrolls alter growth rates of people holding them. As said before this will not be taken into account.
Growth scrolls also grant the holder 100% critical evade, however.

Rifis starts with the Hezul scroll.
Dean starts with the Dain scroll.
Sleuf starts with the Blagi scroll.
Karin is given the Sety scroll.

Character Derived Statistics

Physical characters are given the most damaging Silver weapon they can use. Magical characters are given Lightning if possible otherwise Elfire. All characters with mounts are assumed to be mounted, as they take stat drops if they dismount and most of them swap to only being able to use Swords.
Damages are taken against 5 resistance and 12 defence, the average of the opening enemies of the final chapter.
Evasion is taken against 130% hit rate, roughly the average of all the named enemies at the opening of the final chapter.

Physical Damage Average was 20.9.
Magical Damage Average was 24.3.
Attack Speed Average was 17.0. No-one's doubling without a speed boost.

'Best' Weapon Averages

Amalda swapped to Master Sword.
Asvel swapped to Grafcalibur.
Conomore swapped to Master Lance.
Dean swapped to Dragon Lance.
Delmud swapped to Beowulf's Sword.
Eyrios swapped to Tron.
Fergus swapped to Beowulf's Sword.
Fin swapped to Hero Lance.
Galzus swapped to Master Axe.
Halvan swapped to Hero Axe.
Leaf swapped to Blagi Sword.
Mareeta swapped to Mareeta's Sword.
Nanna swapped to Earth Sword.
Olwen swapped to... eh. Daim Thunder.
Othin swapped to... is it worth swapping to the Phuj? Giving up 8 attack for extra range and critical... he can stay with the Silver Axe for the moment, I think.
Parn swapped to King's Sword.
Selphina swapped to Hero Bow.
Sety swapped to everyone's favourite spell.
Xavier swapped to Master Axe.

Table can be found at:
http://twilkitri.fewiki.net/FE5/fe5stats2.htm



Dismounting
Any mounted class can dismount. This removes weaknesses caused by their mounts but also hits their stats. Also, all mounted melee fighters become only able to use Swords after dismounting, regardless of whatever weapon they normally use while mounted (Mounted bowusers still use bows on foot, however).

Dragon Riders and Dragon Knights
Lose: 3 Strength, 2 Skill, 2 Speed, 5 Defence, 3 Movement

Troubadours and Female Paladins
Lose: 1 Strength, 1 Speed, 1 Defence, 3 Movement

Free Knights
Lose: 1 Strength, 1 Defence, 3 Movement

Forest Knights
Lose: 1 Defence, 3 Movement

Mage Knights
Lose: 1 Strength, 1 Skill, 1 Speed, 1 Defence, 3 Movement

Every other mounted class
Lose: 1 Strength, 1 Skill, 2 Speed, 1 Defence, 3 Movement


Skill Information

Pretty much the same skillset as FE4.

Ambush
Character goes first. Always. No waiting-until-half-HP here. Assumedly if both combatants have it they cancel. Alternatively only the defender's one ever activates. It's not likely to ever come up anyway.

Assualt (Duel)
Battle continues for another round. As duels are wont to do already. Technically, this could be considered somewhat useful if you don't allow the opposing character to move, so longrange attacks could get to hit again without any attacks in between. But yeah.
Always triggers if both attack speed and hitpoints are higher than the enemy's. Even if the character can't actually attack the enemy...

Bargain
HALVES PRICES IN SHOPS.

Charisma
Bestows an extra 10 to accuracy and evade to characters within 3 squares. Does not effect the charismatic character themself, and is thus worthless in a duel.

Continue
Triggers a continued attack, the same as a Brave weapon does in EnglishFE. Worthless if the character has a weapon with this capability already, better than a repeated attack for those that don't, especially since repeated attacks are going to be few and far between with the cast's speed average. Unfortunately the activation has been reduced from FE4 and is now equal to the character's attack speed alone.

Dance
Gives one adjacent character another turn. Is overwhelmingly useful, duel-wise. Except it isn't.

Elite
Double experience gained. If you're playing Elite mode it stacks with the global Elite to give characters quadruple experience. In either case it's totally worthless in a duel.

Greatshield
Randomly completely nullifies an attack. Chance is equal to the character's level.

Live
Restores 10-20% HP at the start of the phase. But no-one has it so this is somewhat useless information.

Meteor Sword
Triggers a string of five consecutive attacks. The chance of this occurring is equal the character's skill. Not restricted to swords, so Galzus doesn't have to not use his Master Axe for fear of it not triggering.

Moonlight Sword (Lunar Sword)
If it triggers, the next attack will ignore defence. Chance is equal to the character's skill. Not restricted to swords this time, so Galzus can still trigger it while using an axe.

Nihil (Awareness)
Stops the opponent from triggering the following skills: Ambush, Assault, Continue, Greatshield, Meteor/Moonlight/Solar Sword, Prayer, Wrath). If both characters have have it they cancel each other out. Doesn't stop criticals like FE4 Nihil.

Prayer
Prayer remains as useless as ever. This incarnation, if an attack would kill the character, they will dodge it regardless of the attack's accuracy with a probability of (Luck x 3).

Solar Sword
If it triggers, the next attack will give the HP dealt in damage back to the attacker. The chance of said triggering is equal to the character's skill. Not restricted to swords, so Eyrios doesn't need to worry about not being able to use his magic.

Steal
FE5 Steal is truly the king of FE steal commands. Not the lousy gold-stealing of FE4, items-only stealing of FEGBA, random stealing of TRS1, or unequipped-only stealing of FE9... FE5 steal can steal ANYTHING. As long as the stealer has more con than it weighs and is faster than the victim.
It's just unfortunate that FE5's thieves can't use con-increasing items/scrolls DL-legally...

Wrath
Nothing to do with character HP for this implementation of Wrath. Instead, Wrathful characters will automatically critical if they're the defender in a battle.
Not sure if it triggers for repeated attacks or just the main attack, because nothing seems to want to survive a critical so I can check >_>
And it still works in conjunction with Ambush.


Individual Characters

Lenster Lance Knight, Alva

Lance Knight - Duke Knight

No skills

Skill-less FE character? EVERYONE'S FAVOURITE.

Worried Knight, Amalda

Paladin

Continue

Hooray, Continue! Except her weapon of choice is a Master Sword, which renders it redundant. NEXT.

Wind-Guided Youth, Asvel

Mage - Sage

Continue

Continue works well with Asvel's high speed... except for the whole magic-hitting-speed-without-going-through-constitution thing means its chance of activating isn't as high as it could be. Grafcalibur's 40 Critical would be nice... if normal critical wasn't capped at 25.
If he gets to fight someone much slower than him so his Countercrit comes into play, he's brutal. But apart from that...

Manster Knight, Brighton

Axe Knight - Great Knight

Wrath

Wrath + Axes is nice, I guess. He could always dismount to reduce his movement range, giving him more chance of going second, and more than make up for the loss of power with the critical.

Young Noble of Lenster, Carrion

Cavalier - Paladin

No skills (unless you give him the Elite Sword in which case he gets ELITE! Yeah, no)

He can use his Elite Sword for extra defence also, but it hurts his attack power. Whether that's a winning trade or not... I can't say. Depends on the opponent, I guess.

Alster Knight, Conomore

Paladin

Assault

So Amalda's alternate trades in a redundant skill for a worthless one. Nice going. More powerful than Amalda but slower. The guy is doubled by average, not that this would mean anything against a non-FE character, non-FE characters not having the ability to repeated attack and all. Although some people seem to forget that.

Priest of Red Flames, Cyas

High Priest

Nihil

Alvis' heir is nothing compared to him, really. Now if he could use Falaflame, he might get somewhere... although it would be quite brutal on his already single-digit attack speed.
Nihil could be somewhat useful depending on how lenient one is on what it nullifies.
Cyas could even prefer one of his enemy appearances anyway, where he has 10 leadership instead of the pathetic 3 he gets when he joins your team.
Also, his countercrit is zero, rendering him incapable of criticalling on repeated attacks. Like he'd ever manage to repeated attack anyway...

He does have a 15% chance of getting another turn instantaneously due to Re-move... but it's not helping him.

Former Purple Dragon Mountain Bandit, Dagda

Warrior

Assault

Yeep... the relatively pathetic guy in game is still relatively pathetic here. Go consistency.

Passionate Man, Dalshien

Axe Armour - General

No skills

Just a generic FE general, then. High strength and defence, low resistance and speed.

Hero of Blue Skies, Dean

Dragon Knight

No Skills (naturally)
Ambush (w/Dragon Lance)

Unlike the Master weaponry, Dean's Dragon Lance is more powerful than the Silver-class. That and it giving him automatic consecutive attacks and it giving him Ambush - for all that him being a Dragon Knight means that few and far between can get the drop on him anyway - means he is quite brutal.

Charismatic Knight, Delmud

Forest Knight

Charisma
Ambush (w/Beowulf's Sword)
Wrath (w/Beowulf's Sword)

Delmud's skill selection is pretty meh while not using Beowulf's Sword, but if he does he gets the most lethal skill combination known to man.
And if he ever gets the chance to repeated attack, his countercrit bumps his critical up to 250.

Thracian Dragon Knight, Eda

Dragon Rider - Dragon Knight

No skills

Such a shame, generally better than her brother but he gets an exclusive weapon which puts him far and above her. Having low constitution doesn't really help her out either.

Ambitious Knight, Eyrios

Mage Knight

Prayer
Solar Sword

And so we come to the first of the Mage Knights.
Eyrios actually has higher strength than he does magic, which is not normal for a mage knight. But since he gets access to Tron due to starting with it, this is largely irrelevant... unless you forget that he also has access to a Master Sword that he starts with, and the automatic continuing that Master-class weaponry provides. So he has Tron to attack people with low resistances and Master Sword to attack people with low defences (or lightning absorption), and on top of all that, he has the (worthless) Prayer and (worthful) Solar Sword.
Olwen is still better though.
Eyrios also has zero countercrit... but does he really NEED it?

Fianan Goddess, Eyvel

Swordmaster

Continue (Swordmaster class skill)

Eyvel would really like for people to scale her from where she gets petrified >_>
She gets a Fire Sword for things she has trouble attacking physically, which... isn't that hard, since she does 57% average damage physically >_>
Not that she has a better magic stat to use it with, of course...

What she'd REALLY like is the Ichival >_>

Willful Free Knight, Fergus

Free Knight - Forest Knight

No skills
Ambush (w/Beowulf's Sword)
Wrath (w/Beowulf's Sword)

Fergus is Delmud+, except you get him near the start of the game instead of near the end (as you do Delmud). Can't go wrong with a deal like that.

Legendary Lance Knight, Fin

Lance Knight - Duke Knight

Prayer

Fin is inferior to Kein and Alva statwise, but he makes up for it with his weapon. Not only does the Hero Lance give him 100% chance of Continuing, it also gives him +10 luck, scoring him second place in the quest for highest evasion. He also has the woeful prayer skill to attempt to extend his life with.

Freege Paladin, Fred

Paladin

No skills

Olwen's bodyguard doesn't even begin to approach her in power, making one wonder why she needs one.
He has access to his Thunder sword for those times when poking people physically just don't do, and woeful magic stats to base it off.

Odo Dark Swordfighter, Galzus

Mercenary

Meteor Sword
Moonlight Sword

Galzus is better than Mareeta because he can use a Master Axe. Master Axe + Meteor Sword = 10 brutal hits. For everything else there's Moonlight Sword to cut through defence like butter. For everything else there's his standard attack which is still powerful due to the Master Axe's 100% continue and his own stats.

And 25% chance of another instant turn is always useful.

Faithful Lance Knight, Glade

Duke Knight

No skills

Glade is Selphina's husband. They're both pretty mehish. Glade is notable only because he has leadership which is vastly less important in a duel than ingame.

Peaceful Hero, Halvan

Axefighter - Mercenary

Ambush

FE5's Axefighters are the best axemen in the series. Halvan is no exception to this. Having access to FE5's Hero Axe, along with always getting the first attack (or two attacks, as the Hero Axe makes it), he is a force to be reckoned with.

Parent and Axe Knight, Hicks

Axe Knight - Great Knight

No skills

Running out of things to say about skill-less people...
Hicks is better than Brighton statswise, but Brighton has Wrath.

Wandering Minstrel, Homeros

Bard - Sage

Elite
Continue (Sage class skill)

He would love to be able to use Resire. Too bad for him it's not legal.
Also too bad that being a magic-user cuts into his Continue chances.
Also has incredibly Countercrit, but again, having lower speed due to using magic decreases the chances of that ever being a factor in anything.

Youthful Pegasus Rider, Karin

Pegasus Rider - Pegasus Knight

No skills

As most Pegasus units, her fortes are evasion and resistance, and she's not so hot on the offencive. NEXT.

Lenster Lance Knight, Kein

Lance Knight - Duke Knight

Alva's friend. NEXT.

Lovely Thief, Lara

Thief - Thieffighter - Dancer - Thieffighter

Steal
Dance (Dancer class skill)
Ambush (Thieffighter class skill)

Lara, Lara, Lara.
Lara manages to average 10.5 strength IF GOTTEN TO 20/20/20/20.
As it is and I've only taken her at 20/20 (Thieffighter), she can take home the award for being the only character to do less damage than Eyvel.

Prince of Lenster, Leaf

Lord - Prince

Continue
Prayer (w/Blagi Sword)

Leaf can also swap out to the Light Sword if the situation calls for it, giving him a boost in accuracy and evasion due not only to the weapon's innately higher accuracy and lower weight, but to the +10 Luck it gives him. The Light Sword also uses Lightning as a long-range attack and it can be used to fully heal him.
Given him the Blagi Sword by default because it's more powerful.

Tahra's Blooming Flower, Linoan

Sister - Sage

Continue (Sage class skill)

Linoan is also sad that she can't use Resire. She's pretty much in the same boat as Homeros here except with less defence.

Hurricane Swordfighter, Machyua

Swordfighter - Mercenary

Ambush

That she has just enough constitution to handle a Silver Axe without any speed loss is nice. Ambush is even nicer.

Moon and Star Swordfighter, Mareeta

Swordfighter - Swordmaster

Meteor Sword
Moonlight Sword
Nihil (w/ Mareeta's Sword)

She's worse than her father statwise, but Nihil would let her win a fight against him anyway, possibly. 200% chance of a critical if she manages to get a repeated attack in, but it's probably not even necessary.

Dagda's Admirer, Marty

Brigand - Warrior

No skills.

There is nothing worth saying about this guy.

Selfish Princess, Miranda

Mage - Mage Knight

Wrath

Unlike her Mage Knight brethren, Miranda has little reason to ever want to resort to physical weaponry. 5 Strength does that to you >_> And having access to no overly powerful spells means she pretty much needs to rely on Wrath.

Silesian Pegasus Knight 4, Misha

Pegasus Knight

No skills.

Misha is generally inferior to Karin. What Misha can do, however, is swap out to her Wind Sword, and the speed boost it gives will give her enough speed to double. As if that wasn't enough, she also has reasonable magic to use the sword with. She's probably better off doing than using the standard Silver Lance.
No, I don't know what the 4 is supposed to mean either.

Nodion Princess, Nanna

Troubadour - Paladin

Charisma

The Earth Sword decided to stop failing sometime after FE4 and got itself 60 uses instead of 10, as well as a complete makeover lookswise. Which is good because Nanna is going to be relying on its parasitic healing, and having it break after 10 uses just doesn't cut it.

Blue Mage Knight, Olwen

Mage Knight

No Skills
Prayer (w/ Holy Sword)

Olwen is a bit like Eyrios except instead of having a good physical double-attack and a punishing magic attack, she has a good magical double-attack and a good physical which also happens to be a double-attack.
Daim Thunder for people with low resistances, the Holy Sword for people with low defences (especially if they're mounted). But... who is most likely to have low defences again? Mages. The Holy Sword increases Magic by 10... Magic doubles as Resistance... Olwen has gamebest 28 resistance, the cast average being 9.5 meaning she's just under triple average.

Angry Axefighter, Othin

Axefighter - Mercenary

Wrath (of course)

Othin doesn't get Halvan's Hero Axe, but he does get to use his personal Phuj, the throwing axe of doom. If he's able to repeated attack, he can just use that and rely on the critical it and his countercrit will provide. Otherwise he's probably better off with the Silver Axe I've given him by default. Of course there is always the Phuj there for if he's up against someone with distance attack capabilities.

Dakian Thief, Parn

Thieffighter

Solar Sword
Steal (Thieffighter class skill)
Ambush (Thieffighter class skill)
Charisma (w/ King's Sword)

Parn gets Ambush AND Solar Sword? And on top of that he gets to use the King's Sword with its 100% continue chance. And failing that he can just steal the opponent's weaponry (as long as it's not too heavy). And he also has the coveted 25% Re-Move chance.

Vagabond Mercenary, Ralph

Mercenary

No skills

NEXT.

Shy Thief, Rifis

Thief - Thieffighter

Steal (Thieffighter class skill)
Ambush (Thieffighter class skill)

Apart from being able to steal slightly heavier things than Parn, he's generally inferior.

Lenster Arch Knight, Roberto

Arch Knight - Bow Knight

No skills

NEXT.

Youth of Iss, Ronan

Bowfighter - Sniper

Continue

Ronan is just wierd. He's an archer that averages 12 strength and 20 magic. On the plus side of things he gets the full 20% chance to activate Continue, and he also has a 15% chance of getting another attack instantly due to his re-move stars.

Dark Mage, Salem

Lopt Mage - Dark Mage

No skills

FE's first playable dark mage. And he fails. He's not helped in a duel by the fact that Jormungand's only good point, the poison infliction, only works when it's in the enemy's hands... and no dark magic is purchasable. Also the writers must have been having a bad day when they gave him THAT ending title.

God's Servant, Saphy

Priest - High Priest

No skills

Saphy is notable for one thing (apart from having a personal staff that repairs things): having 30% strength growth when her strength has no effect on anything.

Sad-Fated Girl, Sara

Sister - Sage

Elite
Prayer
Wrath
Continue (Sage class skill)

Sara also has a 25% Re-Move chance. All this adds up to someone that would be quite fearsome except her defence and hp are almost non-existant.

Beautiful Bow Knight, Selphina

Arch Knight - Bow Knight

Assault

Glade's wife. Generally bad except he gives her a Hero Bow so she becomes somewhat passable duel-wise.

Wind Crusader, Sety

Sage

Continue (Sage class skill)

...it's Sety. Does anything else really need to be said >_>
He's got 34 attack speed to a 17 average, so there isn't much he's not doubling, and when he does double, his second attack has 210% critical chance. As if his game-best damage wasn't enough already. He's also the winner of the get-the-most-evade competition, as one would expect.

Unskilled Swordfighter of Hora, Shanam

Swordmaster

Bargain
Continue (Swordmaster class skill)

Not to be confused with Shanan, although he'd like you to.
The fact that this guy is arguably better than Eyvel is one of the great tragedies of our age.

Mercenary of Saban, Shiva

Swordfighter - Swordmaster

Solar Sword
Continue (Swordmaster class skill)

Solar Sword gives him a little longetivity, but nothing really special.

Blagi Priest, Sleuf

Priest - High Priest

No skills

As a high priest, Sleuf is a candidate for least-durable cast member. Not much else to say about him...

Dagda's Loving Daughter, Tanya

Bowfighter - Sniper

No skills

Even without any skills, she's better than Ronan. Unless resistance is incredibly pivotal to the battle. And even then...

Playful Sister, Tina

Priest - High Priest

No skills

Tina's Thief Staff could win her some duels if one doesn't allow fighters more weapons than it has uses. Apart from that she doesn't have a lot going for her. Got 25% Re-Move though.

The Man called Death God, Trewd

Swordfighter - Swordmaster

Nihil

And we are left wondering WHY they call him that. He certainly doesn't have anything outstanding going for him.

Loyal Old General, Xavier

General

Assualt
Greatshield
Wrath

The only player character in the game to get Greatshield, Xavier also has Wrath. Quite useful as being a general he is slow with low movement, so he's a lot more likely to get it off than the others with it, all the while (hopefully) stopping his opponent's attacks dead with Greatshield.

4
Unranked Games / Tear Ring Saga 1
« on: August 27, 2008, 02:31:30 PM »
(Moved from the old boards)

Statistics

As always, the necessary statistic defining.

TRS (1, at least) runs off much the same stat system as FE.

Base Stats
CHP/MHP - Current/Maximum hitpoints, lose them and you die, as per usual.
Lv - Level, generally obvious >_> more on TRS' exact level system later though.
Mv - Movement, assumedly irrelevant except for first-turn tiebreakers.
Str - Strength, affects physical damage dealt.
Skl - Skill, affects chance of hitting amongst other things.
Agi - Agility, affects chance of evading amongst other things.
Def - Defence, affects physical damage received.
Mag - Magic, affects magical damage dealt and received.
Luk - Luck, affects various things.
WLv - Weapon Level, characters can only use weapons of levels below or equal to such.
Rng - Attack Range, depends on weapon, normally 1, 2, or 1-2, some weapons have different ranges.

Derived Stats
Atc - Attack Power, how much damage a character would do with their currently 'equipped' weapon. As in most recent FEs, the topmost weapon in the character's inventory is regarded as the equipped one; unlike most FEs, a staff at the top of the list will count as having the staff equipped as a weapon (can't attack, but evasion and such is boosted due to not being weighed down).
Hit - Hit Rate, total chance of hitting assuming no evasion.
Eva - Evasion, total chance of evading an attack.
Crt - Critical, total chance of managing critical assuming no critical evade.
Cev - Critical Evasion, total chance of keeping the opponent from criticalling.
Def (again) - Actual physical defence, depending on the base stat Defence and any shielding.
Res - Magical defence, depending on Magic and any shielding.
Spd - Speed, Agility adjusted to take into account weapon weight, affects evasion, repeated attacking, and so forth. Speed can be negative. Characters trigger repeated attacks on being 5 or more speed higher as opposed to FEGBA's 4.

W.P. - some crazy stat that measures the overall power of the unit or something. Has no effect on anything, really. Possibly the game's AI takes it into account or something.

Derived Stat Formulae

Atc (physical) - Strength + Weapon Power
Atc (magical) - Magic + Weapon Power

If hitting an effectiveness, Weapon Power is tripled.


Hit - Skill x 3 + Weapon Hit + Support Bonus + Charisma Bonus + Terrain Skill Bonus + 'Achievement' Bonuses
Eva - max(Speed, 0) x 2 + Luck + Support Bonus + Charisma Bonus + Terrain Bonus + Terrain Skill Bonus + Letina Bonus + 'Achievement' Bonuses

Hit and Eva are both capped at 200.
Because this is a dueling situation -
Supports are thrown out
Charisma is thrown out
Terrain Bonus is thrown out
Terrain Skill Bonus is thrown out
Letina Bonus is thrown out

Regarding 'Achievement' bonuses, TRS' take on 'improving' weapon triangle system:
Every time a character kills an enemy, they receive three points on their 'achievement' board. One under the type of environment they're fighting in, one under the type of enemy they just killed, and one under the weapon they were using. For every 10 points in a field, they receive +1 to hit and evade in the same situation later, with 250 the maximum points. So if a person got a character to kill 250 flying enemies with a bow in a city, if they attacked another flying enemy with a bow while in a city, they'd get +75 for hit and evade. Or if they just attacked a flying enemy with a sword in a different type of terrain, they'd get +25 for hit and evade, and so forth.
I'm throwing them out because there's no real way to say how they should work. Further I only had over 100 kills on one character at endgame, and they weren't all in the same fields, so the effect is assumedly only great in a reinforcement/arena abusing (ie: non-legal) play.

revised Hit/Eva formulae:
-> Hit = Skill x 3 + Weapon Hit
-> Eva = max(Speed, 0) x 2 + Luck


Crt - Weapon Critical + Skill + Support Bonus + Weapon Kill Bonus

Supports and Weapon kills are thrown out.
-> Crt - Weapon Critical + Skill


Cev - Luck + Support Bonus

Supports are thrown out.
-> Cev = Luck


Def - Defence + Shielding
Res - Magic / 2 + Shielding

Mm... shields will be discussed later. Thinking they will be thrown out, though.


Spd = Agility - Weapon Weight

There is no build/con in TRS.


Standard Damage is, of course, Attack minus the associated defence. Criticals double attack power. Damage is capped at 99.


Character Base Statistics

Levels
Levelling system in TRS works thusly:
Promotable Lower classes have a level limit of 20.
Unpromotable Lower classes have a level limit of 30.
Characters who start as Upper classes have a level limit of 30.
Characters promoted to an Upper class have a level limit of 40.

Levels do not reset on promotion.
For the purposes of Sasha's first promotion, both the Princess class and the Pegasus Knight class count as lower classes, so her level limit does not get extended on that promotion.

There is an item (Super Proof) which raises the level limit of a character by 10 (but not beyond 40), but this is obviously not legal for a duel situation (4 or so of them in the game).


From the team I used for the final level, not including a character I brought along solely for an exclusive staff and the three characters who join you in that level, the average level was 29.4 with the lowest level 20 and the highest 40. I have therefore taken character statistics from level 30 (since it's a nicer number than 29).

Character Averages
Table can be found at:
http://twilkitri.fewiki.net/TS1/trsstats1.htm

Stats are rounded to the closest integer. Point 5s round upwards.
If you want unrounded stats or don't agree with my taken levels, you can take your own from FEA-TS1:
http://fea.fewiki.net/fea.php?game=ts1

The Pegasus Knights
Pegasus Knights (Frau, Martel, Sasha, Verne) need the incredibly rare Dragon Flute to promote to Dragon Knight.

As far as I'm aware there is one purchasable near the start of the game for an exorbitant amount of money, one hidden in a map event, and a technically infinite number in random treasure sets in Morse Tower, but Morse Tower only needs to be gone through once and going through it again is reminiscent of FE8 Tower abusing. SO!
People may not allow the pegs to promote to Dragon Knights due to extreme lack of easily acquired promotion items. In that case you could at least give them all Super Proofs so they're all level 30 with the rest.

Raphin gets to stay a Dragon Knight regardless because his promotion is through an event.

Weaponry

Weaponry listed is all storebought, character-exclusive, or special-case. Special-case weaponry will be discussed after.
Weaponry is listed in order of power where applicable.
%% indicates the weapon is only available through a secret shop, which some people may not allow. I am not allowing most secret shop equipment in the derived averages later.
Starred weaponry cannot be stolen.
'Best' weaponry is bolded.

Swords
Swords are used by:
Arrow Knight, Black Knight, Chief, Command Knight, Dragon Knight, General, Gold Knight, Hero, Hide Hunter, Iron Knight, King's Knight, Leda Princess, Lord, Mameluke, Paladin, Prince, Sergeant, Swordmaster, Thief, Troubadour

Main Gauche - Level 5, 2 Power, 45 Hit, 12 Critical, 1 Range, 1 Weight, 14 Uses
- Evade +20

Dagger - Level 1, 3 Power, 53 Hit, 0 Critical, 1 Range, 1 Weight, 46 Uses

%% Sword Breaker - Level 13, 3 Power, 50 Hit, 0 Critical, 1 Range, 1 Weight, 8 Uses
- On a successful hit destroys opponent's weapon if it's a sword. Doesn't work on starred (special) swords.

Estoc - Level 5, 4 Power, 90 Hit, 7 Critical, 1 Range, 2 Weight, 22 Uses
- Effective against heavy armour

Rapier - Level N/A, 5 Power, 100 Hit, 3 Critical, 1 Range, 3 Weight, 25 Uses
- Exclusive to Ryunan, Effective against horsepeople and heavy armour

Iron Sword - Level 3, 6 Power, 70 Hit, 0 Critical, 1 Range, 4 Weight, 50 Uses

Scimitar - Level 2, 7 Power, 60 Hit, 3 Critical, 1 Range, 5 Weight, 33 Uses

%% Shield Sword - Level 6, 7 Power, 70 Hit, 0 Critical, 1 Range, 6 Weight, 22 Uses
- Raises wielder's defence by a random number from 1 to 20 each time they are attacked

Kill Blade - Level 7, 7 Power, 90 Hit, 20 Critical, 1 Range, 3 Weight, 24 Uses

Armour Killer - Level 8, 7 Power, 55 Hit, 0 Critical, 1 Range, 7 Weight, 22 Uses
- Effective against heavy armour

%% Thunder Sword - Level 8, 8 Power, 65 Hit, 0 Critical, 1-2 Range, 7 Weight, 23 Uses
- Magical attack (runs off Magic instead of Strength and hits Resistance)

Steel Sword - Level 4, 9 Power, 60 Hit, 0 Critical, 1 Range, 6 Weight, 50 Uses

*Shulam - Level N/A, 10 Power, 80 Hit, 20 Critical, 1 Range, 2 Weight, 60 Uses
- Exclusive to Vega, Effective against monsters, Halves damage taken by wielder


%% Master Sword - Level 12, 10 Power, 70 Hit, 0 Critical, 1 Range, 5 Weight, 70 Uses
- Double-attacks

Shamshir - Level 7, 11 Power, 75 Hit, 7 Critical, 1 Range, 7 weight, 40 Uses

Iron Blade - Level 7, 12 Power, 60 Hit, 0 Critical, 1 Range, 8 Weight, 50 Uses

*Dullahan - Level N/A, 12 Power, 50 Hit, 0 Critical, 1 Range, 10 Weight, 40 Uses
- Exclusive to Shigen, Automatically fully revives wielder on death for the cost of one use

*Meinster - Level 5, 12 Power, 80 Hit, 0 Critical, 1 Range, 3 Weight, 55 Uses
- Effective against monsters, Wielder is healed the amount of damage dealt


Silver Sword - Level 10, 12 Power, 80 Hit, 0 Critical, 1 Range, 4 Weight, 30 Uses

Steel Blade - Level 8, 15 Power, 55 Hit, 0 Critical, 1 Range, 10 Weight, 50 Uses

*Lucude - Level 15, 15 Power, 65 Hit, 80 Critical, 1 Range, 7 Weight, 50 Uses
- Effective versus monsters, Reduces magical damage to the wielder by 7


*Leda Holy Sword - Level N/A, 17 Power, 100 Hit, 25 Critical, 1 Range, 3 Weight, Infinite Uses
- Exclusive to Tia, Halves damage from breath attacks, Ignores Dragon Scales


*Salia Holy Sword - Level N/A, 17 Power, 88 Hit, 20 Critical, 1 Range, 5 Weight, Infinite Uses
- Exclusive to Holmes, Halves damage from breath attacks, Ignores Dragon Scales


*Reeve Holy Sword - Level N/A, 20 Power, 78 Hit, 15 Critical, 1 Range, 7 Weight, Infinite Uses
- Exclusive to Ryunan, Halves damage from breath attacks, Ignores Dragon Scales


*Kanan Holy Sword - Level N/A, 22 Power, 73 Hit, 0 Critical, 1 Range, 8 Weight, Infinite Uses
- Exclusive to Senet, Halves damage from breath attacks, Ignores Dragon Scales



-Dullahan
Assumedly the auto-revive would be thrown out in a duel setting.

-Meinster
There is only one of this weapon in the game and it's usable by anyone. However, it's given to Ryunan by Rofarl, so people may want to invoke the Joshua Clause. It's arguably a great deal more effective than the Reeve Holy Sword.

-Lucude
This weapon can only be obtained by killing the boss which has it with either Vega or Julia. Anyone can use it, rendering it illegal, but people might allow it for one of those two.

-Holy Swords
Holy Swords for > Ryu3 >_>

Lances
Lances are used by:
Black Knight, Command Knight, Dark Knight, Dragon Knight, Gold Knight, King's Knight, Paladin, Sergeant

Slim Lance - Level 2, 6 Power, 80 Hit, 0 Critical, 1 Range, 4 Weight, 50 Uses

Hand Lance - Level 5, 7 Power, 60 Hit, 0 Critical, 1-2 Range, 10 Weight, 32 Uses

Iron Lance - Level 4, 8 Power, 85 Hit, 0 Critical, 1 Range, 7 Weight, 60 Uses

Needle Spear - Level 8, 10 Power, 100 Hit, 20 Critical, 1 Range, 7 Weight, 32 Uses

Pilum - Level 9, 10 Power, 68 Hit, 0 Critical, 1-2 Range, 7 Weight, 30 Uses

Steel Lance - Level 7, 11 Power, 75 Hit, 0 Critical, 1 Range, 10 Weight, 60 Uses

%% Master Spear - Level 13, 12 Power, 80 Hit, 0 Critical, 1 Range, 8 Weight, 80 Uses
- Double-attacks

Devil Spear - Level 1, 13 Power, 62 Hit, 0 Critical, 1 Range, 12 Weight, 73 Uses
- Cursed

%% Javelin - Level 14, 13 Power, 75 Hit, 7 Critical, 1-2 Range, 9 Weight, 30 Uses

Silver Lance - Level 11, 14 Power, 100 Hit, 0 Critical, 1 Range, 7 Weight, 32 Uses

*Salia Lance - Level 11, 18 Power, 100 Hit, 15 Critical, 1-2 Range, 4 Weight, 74 Uses
- Double-attacks



-Devil Spear
This weapon is initial equipment on Zeke and not purchasable. Also, Zeke's class nulls the chance of hit-back from the curse.

-Javelin
Zeke's second boss form has this weapon, if anyone wanted to take him in that form instead of PC.

-Salia Lance
This weapon is initial equipment on Verne and not purchasable.

Axes
Axes are used by:
Dark Knight, King's Knight, Pirate, Sergeant, Warrior

Handaxe - Level 1, 6 Power, 38 Hit, 0 Critical, 1-2 Range, 6 Weight, 60 Uses

Iron Axe - Level 3, 9 Power, 60 Hit, 0 Critical, 1 Range, 9 Weight, 88 Uses

Poleaxe - Level 8, 10 Power, 55 Hit, 0 Critical, 1 Range, 15 Weight, 44 Uses
- Effective against horsepeople

Hatchet - Level 10, 10 Power, 54 Hit, 7 Critical, 1-2 Range, 7 Weight, 32 Uses

Hammer - Level 5, 12 Power, 37 Hit, 0 Critical, 1 Range, 14 Weight, 60 Uses
- Effective against heavy armour

Scissor Axe - Level 9, 12 Power, 87 Hit, 20 Critical, 1 Range, 10 Weight, 40 Uses

Steel Axe - Level 4, 13 Power, 60 Hit, 0 Critical, 1 Range, 12 Weight, 52 Uses

%% Master Axe - Level 12, 14 Power, 70 Hit, 0 Critical, 1 Range, 11 Weight, 90 Uses
- Double-attacks

Silver Axe - Level 11, 18 Power, 77 Hit, 0 Critical, 1 Range, 8 Weight, 40 Uses

Bows
Bows are used by:
Arrow Knight, Bowmaster, Hide Hunter, King's Knight, Mameluke, Woodshooter

All bows are effective against flyers.

Hand Bow - Level 2, 3 Power, 70 Hit, 0 Critical, 2 Range, 1 Weight, 50 Uses

%% Gatling Bow - Level 10, 5 Power, 65 Hit, 0 Critical, 2 Range, 20 Weight, 60 Uses
- Quad-attacks

Iron Bow - Level 6, 6 Power, 70 Hit, 0 Critical, 2 Range, 5 Weight, 40 Uses

Repeater Bow - Level 7, 6 Power, 80 Hit, 0 Critical, 2 Range, 15 Weight, 40 Uses
- Double-attacks

%% Longbow - Level 10, 6 Power, 65 Hit, 0 Critical, 2-3 Range, 10 Weight, 40 Uses

Spinning Bow - Level 9, 7 Power, 100 Hit, 20 Critical, 2 Range, 14 Weight, 23 Uses

%% Arbanlest - Level 15, 7 Power, 60 Hit, 0 Critical, 2-4 Range, 20 Weight, 22 Uses

Bowgun - Level 3, 8 Power, 90 Hit, 0 Critical, 2 Range, 10 Weight, 44 Uses

Steel Bow - Level 8, 10 Power, 65 Hit, 0 Critical, 2 Range, 8 Weight, 40 Uses

%% Master Bow - Level 12, 10 Power, 70 Hit, 0 Critical, 2 Range, 8 Weight, 60 Uses
- Double-attacks


Silver Bow - Level 11, 13 Power, 80 Hit, 0 Critical, 2 Range, 6 Weight, 28 Uses


-Longbow
Holmes has a Longbow as initial equipment.

-Master Bow
Raquel has a Master Bow as initial equipment.

Seige
Seige Weaponry is used by:
Woodshooter

Seige Weaponry are counted as bows. I only made a seperate category because it seemed stupid to have them with the bows. All seige weaponry is effective against flyers.

Once a Woodshooter has equipped Seige Weaponry (must be done manually, being at the top of the weapon list doesn't cut it), it classchanges to the weapon in question and takes a bunch of statdowns. It cannot change back to Woodshooter until the map is finished. It also can't MOVE as a seige weapon. In all, seige weaponry is worthless for duelling purposes (heck, it's worthless INGAME), and I'm just including it because I can >_>

Queen Crane - Level 4, 15 Power, 70 Hit, 0 Critical, 3-7 Range, 20 Weight, 22 Uses

Stonehedge - Level 5, 20 Power, 55 Hit, 0 Critical, 3-7 Range, 20 Weight, 15 Uses

-Only get one Queen Crane, so there's not enough for the two Woodshooters anyway.

-Only get one Stonehedge as well, but it's initial equipment on Hagar.

-Woodshooter -> Seige stat 'gains': -10 MHP, -5 STR, -5 SKL, -5 AGI, -10 DEF, +2 WLV, -3 MV

-For those who are interested, this is a Woodshooter:
http://darktwilkitri.thegreatbeyond.net/TRS/toms.png

Fire Magic
Fire Magic is used by:
Bishop, Leda Princess, Sage, Witch

Fire - Level 3, 8 Power, 60 Hit, 0 Critical, 1-2 Range, 6 Weight, 30 Uses

Meteorl - Level 13, 9 Power, 48 Hit, 0 Critical, 2-5 Range, 15 Weight, 15 Uses

Hellfire - Level 6, 11 Power, 54 Hit, 0 Critical, 1-2 Range, 10 Weight, 25 Uses

*Sunflame - Level N/A, 15 Power, 100 Hit, 0 Critical, 1-3 Range, 10 Weight, 70 Uses
- Exclusive to Rishuel, Effective against monsters, Defence +10



-Meteorl
Meteorl is initial equipment for Rishuel and not purchasable.

Thunder Magic
Thunder Magic is used by:
Bishop, Leda Princess, Sage, Witch

Thunder - Level 4, 6 Power, 84 Hit, 0 Critical, 1-2 Range, 5 Weight, 30 Uses

Lightning - Level 8, 9 Power, 90 Hit, 0 Critical, 1-2 Range, 7 Weight, 25 Uses

*Blenthunder - Level N/A, 12 Power, 95 Hit, 7 Critical, 1-2 Range, 4 Weight, 62 Uses
- Exclusive to Alicia, Double-attacks


%% God Ahand - Level 12, 16 Power, 88 Hit, 7 Critical, 1-2 Range, 12 Weight, 20 Uses

Wind Magic
Wind Magic is used by:
Bishop, Leda Princess, Sage, Witch

Wind - Level 5, 5 Power, 73 Hit, 0 Critical, 1-2 Range, 3 Weight, 44 Uses

Blizzard - Level 7, 7 Power, 64 Hit, 0 Critical, 1-2 Range, 8 Weight, 30 Uses
- Seals opponent from attacking if it hits


Tornado - Level 14, 10 Power, 70 Hit, 0 Critical, 2 Range, 15 Weight, 12 Uses
- Hits the tiles adjacent to where it is cast, Only castable on even-numbered turns

*Wundergust - Level N/A, 10 Power, 100 Hit, 20 Critical, 1-2 Range, 5 Weight, 58 Uses
- Exclusive to Marj


*Sylphid - Level 7, 18 Power, 92 Hit, 0 Critical, 1-2 Range, 6 Weight, 47 Uses
- Seals opponent from attacking if it hits



-Tornado
Tornado is initial equipment for Afriid and cannot be purchased.

-Sylphid
Sylphid can be used by anyone. The two copies of it in the game are given to Marj and Alicia by Silphyse and Afriid, respectively. So Joshua clause may be used for them. Or not.

Light Magic
Light Magic is used by:
Leda Princess, Sage

All light magic is effective against monsters.

*Aura Rain - Level N/A, 7 Power, 74 Hit, 0 Critical, ALL Range, 15 Weight, 7 Uses
- Exclusive to Meriel, Can only be used on turns divisible by 5

*Prelude - Level 10, 10 Power, 100 Hit, 0 Critical, 1-2 Range, 8 Weight, 40 Uses
- Seals opponent from attacking if it hits, Disables use of Zahark (apparent boss' dark magic)

*Starlight - Level N/A, 20 Power, 97 Hit, 0 Critical, 1-2 Range, 12 Weight, 50 Uses
- Exclusive to Meriel, Evade +30


-Prelude
There is one Prelude obtainable in the game that anyone with the ability to use Light Magic and has the weapon level can use, rendering it illegal. However, Tia uses it as a level she is around as an NPC, so one could say she had a claim to it.

Dark Magic
Dark Magic is used by:
Witch

%% Death - Level 10, 7 Power, 70 Hit, 20 Critical, 1-2 Range, 13 Weight, 18 Uses

%% Evil Worm - Level 4, 8 Power, 60 Hit, 0 Critical, 1-3 Range, 12 Weight, 26 Uses

%% Janura - Level 7, 10 Power, 84 Hit, 0 Critical, 1-2 Range, 8 Weight, 30 Uses
- Wielder is healed the amount of damage dealt

%% Touman - Level 15, 18 Power, 100 Hit, 0 Critical, 1-3 Range, 10 Weight, 40 Uses
- Seals opponent from attacking if it hits


-Janura
Sierra has this as initial equipment.

-All Of The Above
If you disallow the secret shop that sells Dark Magic, Sierra is restricted to Janura (and 'natural' magic).

Breath
Breath attacks are used by:
Fire Dragon, Mist Dragon

Breath Attacks are inherent to dragons and do not need to be given to them.

Small Breath - Level 1, 1 Power, 80 Hit, 0 Critical, 1-2 Range, 10 Weight, Infinite Uses
- Ignores defences (except Dragon Scales)

Large Breath - Level 1, 20 Power, 50 Hit, 0 Critical, 1-2 Range, 20 Weight, Infinite uses
- Also hits the 8 squares surrounding the target (will not hurt self), Ignores defences (except Dragon Scales)


-These will only be needed if Katrie is allowed the Ring of Salia.

Staves
Staves, here for completeness or team battles or something.
Staves are used by:
Bishop, Priest, Saint, Sister, Troubadour

Healing Staff - Level 1, 1 Range, 22 Uses
- Heals Target by Wielder's Mag + 10 HP

Memory Staff - Level 2, N/A Range, 18 Uses
- Saves the game mid-battle >_>

%% Zombie Staff - Level 3, N/A Range, 12 Uses
- Summons up to 4 Zombies and Grace Mummies, only usable by someone with the Summon skill

%% Ogre Staff - Level 4, N/A Range, 12 Uses
- Summons up to 4 Ogres and Archogres, only usable by someone with the Summon skill

Farhealing Staff - Level 6, Infinite Range, 15 Uses
- Heals Target by Wielder's Mag + 10 HP

Golem Staff - Level 8, N/A Range, 12 Uses
- Summons up to 4 Golems and Stone Golems, only usable by someone with the Summon skill

%% Harpy Staff - Level 12, N/A Range, 12 Uses
- Summons up to 4 Harpies, only usable by someone with the Summon skill

*Strength Staff - Level N/A, 1 Range, 14 Uses
- Exclusive to Lyria, Increase Target's strength by 10 until the end of the map

*Magic Staff - Level N/A, 1 Range, 10 Uses
- Exclusive to Mel, Increase Target's Magic by 7 until the end of the map

*Defence Staff - Level N/A, 1 Range, 18 Uses
- Exclusive to Plum, all damage to Target is halved until the end of the map

*Transmission Staff - Level N/A, 1 Range, 15 Uses
- Exclusive to Renée, teleports Target to anywhere on the map

*Haja Staff - Level N/A, ALL Range, 7 Uses
- Exclusive to Renée, instantly destroys most monsters on the map

*Silence Staff - Level N/A, ALL Range, 9 Uses
- Exclusive to Letina, seals all magic for 1 turn


-Memory Staff
Ente has this as initial equipment, it is not purchasable anywhere.

-Zombie Staff
Katrie has this as initial equipment.

-Golem Staff
Rebecca has this as initial equipment, it is not purchasable anywhere.

Shields
Shields are in all likelihood illegal, due to being consumable.
Shields can be used by anyone.

Leather Shield - Increases defence by 4, lasts for 4 hits.

Iron Shield - Increases defence by 7, lasts for 4 hits.

Steel Shield - Increases defence by 12, lasts for 3 hits.

Silver Shield - Increases defence by 20, lasts for 2 hits.

Magic Shield - Increases resistance by 7, lasts for 4 hits.

Fire Shield - Increases resistance to Fire Magic by 12, never expires.

Thunder Shield - Increases resistance to Thunder Magic by 12, never expires

Wind Shield - Increases resistance to Wind Magic by 12, never expires.

Goddess Shield - Nullifies chance of criticals and effectivenesses against you, never expires.

Dragon Mail - All damage against you is halved, never expires.

Dragon Scales - Increases defence by 40, increases resistance by 40, nullifies criticals and effectivenesses and defence-ignoring of defence-ignoring weapons. Never expires.


-Leather Shield, Iron Shield, Steel Shield, Magic Shield are all purchasable. Illegal under 'Items' rule.

-Fire Shield is a random treasure in Morse Tower. Illegal under 'Not enough' rule.

-Thunder Shield is in a chest, as well as being a random treasure in Morse Tower (and Aerial caves, too). Illegal under 'Not enough' rule.

-Wind Shield is a random treasure in Morse Tower (and Mermel Caves). Illegal under 'Not enough' rule.

-Goddess Shield is given to you when you reach the top of Morse Tower the first time. Illegal under 'Not enough' rule. It comes to mind that most of these, if there WERE enough, they'd be illegal for being a 'game advantage' >_>

-Dragon Mail is enemy-only. Illegal because you never get it.

-Dragon Scales are inherent to Dragons, and thus the most broken shielding becomes the only shield likely to be legal >_> This depends on how nice people are to Katrie.

In the interests on initial equipment, the following people start with shields... although their low durability is likely enough to get these thrown out as well.

Billford - Iron Shield
Hagar - Iron Shield
Kate - Leather Shield
Martel - Leather Shield
Melhen - Iron Shield
Mintz - Leather Shield
Sharon - Leather Shield
Shirou - Leather Shield
Verne - Leather Shield
Zeke - Magic Shield

Further, some of these characters start as enemies and may get their shields partially/completely destroyed by you before you recruit them, or as NPCs and get their shields partially/completely destroyed by enemies before you recruit them.

I'm personally throwing all shields out.


Character Derived Statistics

Taken Against...
The accuracy of most enemies in the final level is fail. Therefore for the moment I have taken the apparent final boss's accuracy as the enemy accuracy. Which is 128 while using his personal spell.
The enemies tend to agree on 11 defence, though, both the magic ones and the physical ones, the dragonzombies not counting for obvious reasons, so 11 will go for that.
Resistance is a toss-up between 0 for the physicals and 9 for the magicals, so I've just taken 5.

Silver/Lightning Averages

Taking everyone with the lightest Silver weapon they could use (physical) and Lightning (magical), except Melhen who fails so much he can't use a Silver sword and had to use a Steel one:

Physical damage average was 17.4
Magical damage average was 20.4

and average Speed was 13.7.

Speeds and damages will be compared to these with the characters using their 'best' weapons, which in most cases will be the same.

'Best' weapon Averages

Alicia swapped to Sylphid.
Holmes swapped to Salia Holy Sword.
Marj swapped to Sylphid
Raquel swapped to Master Bow
Ryunan swapped to Reeve Holy Sword.
Senet swapped to Kanan Holy Sword.
Sierra swapped to Janura.
Tia swapped to Leda Holy Sword.
Vega swapped to Shulam.
Verne swapped to Salia Lance.

Table is located:
http://twilkitri.fewiki.net/TS1/trsstats2.htm


5
Unranked Games / Legend AKA Four Crystals of Trazere
« on: August 27, 2008, 02:01:13 PM »
(Moved from the old boards)

Since this isn't turn based, I arbitrarily decided the length of a 'turn' could be the length of time between Continuous spell bursts (more on that later). It's about 5 seconds anyhow.

Damage was taken against as the average of 30 swings against a 7000 HP enemy in the final dungeon. Misses were counted as 0 into this.

All equipment is storebought.

Stat Definitions

Maximum/Current HP (M/CHP): You should know what this is already >_>

Level: This too...

Strength (Str): Strength affects damage and attack factor (accuracy).

Dexterity (Dex): Dexterity affects attack factor and defence factor (evade).

Intelligence (Int): Caster's intelligence affects magic strength.

Constitution (Con): Constitution reduces magical damage. It is supposed to reduce the time negative status lasts as well, but I didn't measure any difference in a fair range.

Speed (Spd): Speed affects how quickly a character attacks.

Luck (Lck): On a fatal blow, luck is depleted and the amount of health that would have been lost is halved (rounding down). IE: a character on 10 hp is attacked with an attack that would do 40 damage. They lose 5 HP and 1 luck. Effectively characters cannot die until their luck is fully drained (16 is the max, can be recharged at temples). Probably too broken for a duel setting. Incidentally, any damage a character takes from another player character (only possible with magic/magic items) is automatically halved and luck lost.

Armour Class (AC): Reduces/increases damage taken by about half the value. Negative is better.

Attack Factor (Af): Accuracy.
Defence Factor (Df): Evade.


Status Effects

All statuses can be removed with Dispel.

Antimage: Character is immune to all but the most powerful harmful magic (helpful magic still works normally). In this game, that means the Damage and Paralyze spells will not affect a character with Antimage. The Disrupt (super-damage) spell, however, will (it's damage will be somewhat dampened, however). I personally would therefore see spells like Flare, Holy et al to hit through Antimage. Antimage is also affected by Dispel.
Antimage can be induced with magic and items.

Berserk: Character's speed and attack factor increases. Cannot switch character out of attack mode until no enemies are left on the screen, for all that that is not a problem in a dueling situation.
Berserk can only be self-induced by items and the Berserker.

Dead: Doesn't need much explainin' >_>

Invisible: Character is invisible. They can still be physically attacked, however it takes some time for the enemies to notice them. I dunno how this would work in a duel setting, give the invisible character one free attack or something. Invisibility automatically turns off the next time every enemy on the screen has died.
Invisible can only be self-induced by items and the Assassin.

Paralyze: Character cannot do anything (except teleport, if they have the capability) until paralysis wears off.
Paralyze can be induced with magic and items.

Regeneration: Character is constantly regaining hitpoints. The rate is about 33 HP per 'turn'.
Regeneration can be induced with magic and items.

Speed: Character's speed increases. Generally takes them to 6 hits per 'turn' at endgame, if they aren't already (animation speed stops characters from getting higher than about 6.5 hits per 'turn'). Speed automatically turns off the next time every enemy on the screen has died.
Speed can be induced with magic and items.

Teleport: Character may teleport once. So useful in a duel. Characters can only teleport to a location they could have walked anyway, assuming no enemies were on the field (ie: they can teleport behind a wall of enemies, they can't teleport across a chasm).
Teleport can be induced by magic and items.

Thrall: Character attacks enemies on their own team (a la charm). Only enemies will ever have this status, so some people may or may not take that to mean the PCs are immune to it/charm. One could just as easily say that it means that Legend's Thrall doesn't work on humans, however.
Thrall can be induced with magic and items.


Characters


Berserker
Level: 13
MHP: 780
Af: 418 Df: 265
Str: 18 Dex: 15
Int: 8 Con: 23
AC: 0 Spd: 18

Equipment:
Slugger (axe) (+31 Str, +100 Af, +80 Df)
Holy Crystal (chainmail) (-25 AC)
Heron Shield (-13 AC)
Death Helm (-11 AC)
Cloud Boots (+10 Spd)
Battle Gloves (-7 AC)
Serpent Amulet (+3 Str)

Equipment choices:
He has pretty much the best equipment choice in the game. Only thing he might POSSIBLY want (apart from illegal usable helms et al) is the Vorpal Blade for its increase in Armour Class, but considering the damage hit he would take I don't think there would be many situations it would be worth it.

Amended stats:
Af: 722 Df: 345
Str: 52 Dex: 15
Int: 8 Con: 23
AC: -56 Spd: 28

Berserker Special: Berserker Rage (Self-inficted Berserk: Hits -> 6 per turn, Af increases by 102, damage increases by 30)
Berserker can self-inflict the berserk status as a free action. This correspondingly raises his damage due to the extra hits and slight damage boost. The extra attack factor is not so much help for the berserker as he has game-best attack factor to begin with.
The Berserker can also remove himself from Berserk status, but this probably shouldn't come up.

Normal
Damage: 792 per hit
Hits: 4-5 hits per turn
Overall: 3564 damage per turn

Berserk
Damage: 826 per hit
Hits: 6 hits per turn
Overall: 4956 damage per turn


Troubadour
Level: 12
MHP: 659
Af: 264 Df: 183
Str: 14 Dex: 20
Int: 14 Con: 17
AC: 5 Spd: 21

Equipment:
Vorpal Blade (-31 AC, +100 Af, +80 Df)
Holy Crystal (chainmail) (-25 AC)
Heron Shield (-13 AC)
Death Helm (-11 AC)
Cloud Boots (+10 Spd)
Battle Gloves (-7 AC)
Serpent Amulet (+3 Str)
Lyre (+2 Con)

Equipment choices:
The Troubadour is the only character who can use instruments. Don't really feels it's right for him to get the spell-casting ones though.

Battle Horn (self-inflict berserk) - The Troubadour already does the maximum amount of hits per turn, so berserk is not as useful a state as it is for the Berserker. He may want the Af/Damage boost, though).
Mandolin (+2 Dex) - ...not entirely sure why he'd ever want to use this over the Lyre, but it's there in any case.

Amended stats:
Af: 382 Df: 263
Str: 17 Dex: 20 (22 w/Mandolin)
Int: 14 Con: 19 (17 w/Mandolin)
AC: -82 Spd: 31

Troubadour Special: Bardish Melody
The troubadour may start playing background music as a free action as long as he has an instrument. His playing does not stop him from doing any other action.
There are different effects depending on the tune he is playing. The Troubadour receives the full effect, the other party members receive half of the effect. Enemies receive none.

Music:
The Thief of Dolik Pass (+Levelx2 (24) Dex)
Warriors Awaking (+Levelx2 (24) Str)
The Ballad Eleanor (+Levelx25 (300) Df)
Kijam's Litany (+Levelx2 (24) Con)
The Smithie Song (-Levelx2 (24) AC)
March of the Bold Ones (Regen Levelx2 (24) HP per turn)
Adieu Sweet Dullard (+Levelx2 (24) Int)
Dance of the Faerie Queen (+Levelx2 (24) Spd)

Normal
Damage: 589 per hit
Hits: 6 per turn
Overall: 3534 damage per turn

Warrior's Awakening
Damage: 677 per hit
Hits: 6 per turn
Overall: 4062 damage per turn


Assassin
Level: 12
MHP: 701
Af: 261 Df: 174
Str: 13 Dex: 19
Int: 16 Con: 19
AC: -8 Spd: 20

Equipment:
Crystal Blade (+25 Str, +10 Af, +10 Df)
Arcane Bracers (-15 AC)
Arc Shield (-4 AC)
Winged Helm (-5 AC)
Cloud Boots (+10 Spd)
Stealth Gloves (+4 Dex)
Amber Amulet (+3 Dex)

Equipment choices:
Nothing, really.

Amended stats:
Af: 438 Df: 247
Str: 38 Dex: 26
Int: 16 Con: 19
AC: -32 Spd: 30

Assassin Special: Hide In Shadow (self-inflict Invisible)
The Assassin can self-inflict the Invisible status on himself as a free action. He can also remove it. There isn't much more to say about this that wasn't said in the Status section, apart from that the Assassin is probably the only character that can legally attain the status.

Assassin Special: Backstab
When attacking from behind, the Assassin does on the order of 4 times the damage. This is likely useless in a duel setting, however.

Normal
Damage: 338 per hit
Hits: 4 per turn
Overall: 1352 per turn

Backstab
Damage: 1289 per hit
Hits: 4 per turn
Overall: 5156 per turn


Runemaster
Level: 14
MHP: 658
Af: 153 Df: 115
Str: 11 Dex: 18
Int: 21 Con: 13
AC: -7 Spd: 12

Equipment:
Arcane Sword (-10 AC, +100 Af, +50 Df)
Arcane Bracers (-15 AC)
Cloud Boots (+10 Spd)
Blood Ring (-4 AC)
Cloud Amulet (+5 Int)
Mixing Bowl (needed for mixing spells)

Equipment choices:

Ancient's Staff (+20 Int, +50 Af, +80 Df) - This staff is vaguely the object of a fetch quest. The Ancient will take it from you if you visit him with it. However, you can keep it by dropping it in a dungeon before going to see hiim, and collecting it again after leaving. Some people may decide not to allow it.

Amended stats: () = Ancient's Staff equipped
Af: 253 (203) Df: 165 (195)
Str: 11 Dex: 18
Int: 26 (46) Con: 13
AC: -36 (-26) Spd: 22

Runemaster Special: Cast Spell
The Runemaster is the only (player) mage in the game. Magic is worked a bit differently from other games and is explained further down. The damages here are physical only.

Normal (physical)
w/Arcane Sword
Damage: 186 per hit
Hits: 3-4 per turn
Overall: 651 per turn

w/Ancient's Staff
Damage: 31 per hit
Hits: 3-4 per turn
Overall: 109 per turn

Magic Damage
Taken against the PC's average of 18 con, since enemy stats are unviewable. This is likely higher than most enemies have anyway, their usual plan of attack being mob tactics.

Instantaneously directed spells (any without Missile runes) can be cast at a rate of about 4 per turn. However, the sheer power of some may want people to nerf them to 1 per turn regardless.
Spells with a Missile rune can be cast at about 2 per turn, due to the travel time of the missile.
Generally the Runemaster will only want to use Forward (for most battles) and Missile (for battles he needs range) anyway.

() indicates Ancient's Staff damage.
Quadruple overall damage for Instant, double it for Missile, leave it for 1 spell/turn restrictions.

For purposes of Continuous spell, I'm assuming the opponent would have the sense to move out of the spell if possible.

F/M Damage x 1
Damage: 456 (596) damage per hit

F/M Damage x 15
Damage: 6840 (8940) damage per hit

F/M Disrupt x 1
Damage: 2568 (2988) damage per hit

F/M Disrupt x 15
Theoretically, each consecutive disrupt rune could drop in damage due to the target being at less HP. But it's not very testable ingame due to things dying in 2/3 Disrupts, and bosses are immune to it.
Damage (assuming damage doesn't drop): 38520 (44820) per hit
^this is a perfect example of a spell you really don't want to make ingame. Assuming one's full on ingredients, you can still only make 66 of it... and then nothing else that uses any of those ingredients.

F/M Paralyze Continuous Paralyze
Effect: Indefinite paralysis, unless the target can self-remove paralysis while paralyzed in which case they can assumedly move out of the spell's area of effect (one tile, so not very large).

F/M Paralyze Continuous Paralyze Damage x 11
Damage: 6384 (8344) damage inflicted each turn, starting with the following, as long as the opponent remains in the same location (immobile opponents, opponents who can't self-remove paralysis).

Heal x 1
Healing: 136 (176) HP to the Runemaster. He can full-heal himself each spell by prepending 5 (4) healing runes to the start and taking the same amount of damage/disrupt runes off the end (assuming a full 16-rune spell).

Antimage
Effect: Applies Antimage status to self, ie: becomes magic-invulnerable to all but the most harmful damage magic and Dispel (and all beneficial magic). Probably should be prepended to the start of his first spell (remembering to cut the final damage/disrupt/whatever rune from the end to remain at 16 runes if necessary) to cut out a lot of enemy magic. Not that most people would be using anything but the most powerful magic anyway if they have the option >_> It still reduces damage from that in any case.

More indepth look at Magic

Magic in Legend is made up of 16 runes, 4 of which are 'director' runes and the other 12 of which are 'effector' runes.

The Director runes are as follows:

Forward - The spell effect shifts forward one tile.
Missile - The spell effect heads toward a location chosen by the caster OR if used mid-spell, the spell effect heads forward until it hits something.
Surround - The spell effect shifts to the 8 surrounding tiles (Surround also makes spells effects slightly more effective)
Continuous - The spell effect will be recast at this location approximately every five seconds.

The Effector runes are as follows:

Damage - All-purpose Damage spell. Non Elemental.
Heal - Restores health.
Dispel - Removes status.
Speed - Applies Speed status.
Paralyze - Applies Paralyze status.
Antimage - Applies Antimage status.
Thrall - Applies Antimage status.
Make Weapon - Creates a magical weapon in inventory and equips it.
Teleport - Applies Teleport status.
Regeneration - Applies Regeneration status.
Disrupt - Super-Damage. Hits through Antimage status, but is weakened. Non Elemental. Bosses ingame are immune to it.
Vivify - Undoes Dead status, grants a minor amount of Luck (only to people who had Dead status).

On their own, they don't look that special. Until you realise that the spell system lets you put them together just about however you like. The only rules are that 16 runes is the maximum, and various rules about order of director runes which do not affect a duel setting.

The most basic spell is Heal.
When the Runemaster casts the spell, the first Rune that activates is Heal. Because there have been no director runes, the spell effect is still set directly on the Runemaster, and thus he gets healed. And that's the end of the spell.
Unlike most healing spells, however... the Runemaster can effectively charge his up.
Simply by placing further Heal runes in the spell.
For example, the spell Heal Heal Heal Heal. This will Heal him 4 times the amount a Heal spell would.

Then there are directed spells. For example Missile Damage.
When the Runemaster casts the spell, because Missile is the first Rune, he must target it. The spell effect then flies toward the location targetted. Upon reaching the location, or running into something between the Runemaster and the location, the Missile finishes and the next rune activates, in this case Damage, which will damage whatever is on the tile the Missile finished at.

On the other side of the spectrum there are the Nuke spells. Which go as follows.
Surround Damage Damage Damage Damage Missile Damage Damage Damage Damage Surround Damage Damage Damage Damage
The spell first splits to the 8 squares around the Runemaster. Then it deals 4 Damage effects to those squares. Then an untargetted missile is fired from each square in the opposite direction to the caster. Whatever the missile hits takes 4 lots of Damage effects, and then the 8 squares surrounding that take 4 lots of damage effects as well.


Of course, Nuke spells are useless in a duel against one person. This, however, works in the Runemaster's favour. Not being against hordes of enemies, he can afford to use:
Missile Damage Damage Damage Damage Damage Damage Damage Damage Damage Damage Damage Damage Damage Damage Damage
for a total of 15 Damage effects against his opponent.

Alternatively,
Heal Heal Heal Heal Missile Damage Damage Damage Damage Damage Damage Damage Damage Damage Damage
for still overpowering damage, and also high healing to himself.

Further, there are spells like the following:
Missile Paralyze Continuous Paralyze
which will paralyze the opponent (assuming they are vulnerable to it) and reapply the paralysis every 5 seconds/turn/whatever, effectively taking them out of the battle for good and letting the Runemaster beat them with his scrubby physical attack.



The Runemaster doesn't have MP either. He can use spells as long as he has them mixed, which takes ingredients. Runes range from needing 1 ingredient to 3 ingredients, and he can have 999 of each ingredient.
Ingame you don't particularly want a Missile Damage x 15 spell, because that eats up 15 Brimstone for each use, and dungeons last some time. However, a duel takes a far lesser time.

Spell Effects

Magic damage/healing is affected by levels and intelligence. Numbers here are for the given runemaster level (14) only.

If you must give an element to Damage/Disrupt, they would be most likely to be fire.

Damage - Does 400 + ~((caster's int - target's con) * 7) non-elemental damage per rune on average.
Heal - About 84 + ~(caster's int * 2) points of healing per rune on average.
Dispel - Removes all statuses (except Dead). Obliterates Made Weapons (weapons made with the Make Weapon rune), character will automatically reequip if they have a standard weapon in their inventory.
Speed - Bestows Speed status.
Paralyze - Bestows Paralyze status. Paralyze appears to wear off on player characters after 28 seconds (5.6 turns).
Antimage - Bestows Antimage status.
Thrall - Bestows Thrall status. Thrall status remains for unknown length of time. Probably worthless for duelling anyway.
Make Weapon - Weapon created depends on the character it effects. Assumedly no effect on non-Legend characters. Berserker - Mystic Axe. Troubadour - Mystic Sword. Assassin - Mystic Dagger. Runemaster - Mystic Staff. The Arcane Sword and Ancient's Staff are better than the Mystic Staff in any case, the mystic staff being geared towards making him a better physical fighter (anything he has to fight physically... he is dead against >_>) so it's not worth him wasting the time to create it in-duel (would not allow him to start with it).
Teleport - Worthless for duelling.
Regeneration - Bestows Regeneration status.
Disrupt: Does about 2400 + ((caster's int - target's con) * 21) non-elemental magic damage per rune on average. Damage is also affected by target's cHP (does about half damage when target on negligible HP). Disrupt can hit through Antimage, but it is reduced by a random amount (saw damage range from about 10% to 90%).
Vivify: Worthless for duelling.

6
Unranked Games / Fire Emblem 1
« on: August 27, 2008, 01:50:24 PM »
(Shifted in from the old boards; not retaining discussion)

Stat definitions:

Fundamental Stats-
MHP = Hitpoints, everyone knows what they are.

STR = Strength. Affects damage done by physical weaponary.

SKL = Skill. Affects innate hit rate when using physical weaponary and critical chance.

WLV = Weapon Level. Determines which weapons a character is able to use.

SPD = Speed. Really means dexterity over actual speed (that's Movement). Affects innate evade rate and repeated attacks.

DEF = Defence. Affects damage done by physical weaponary.

RES = Resistance. Affects damage done by magical weaponary.

LUK = Luck. Affects various things.

All fundamental stats bar MHP and RES cap at 20. MHP caps at 52. RES caps at 7.

Oh, and MOV = move and EXV = Experience Value. Not really needed, just dumped these in the boss post for completeness.

Derived Stats-
Attack Power. For physical weapons this is strength plus weapon might, for magical weapons it's just weapon might. Effectiveness triples the weapon might.

Damage (DMG) is Attack Power minus the relevant defencive stat.

Attack Speed (AS). Determines repeated attacks. Whoever has the higher attack speed gets the attack. Speed minus weapon weight.

Innate Hit Rate. Weapon Accuracy + Skill for physical weapons, just weapon accuracy for magical ones.

Innate Evade Rate. Assuming terrain doesn't take effect here... for defending against physical weapons, evade rate = attack speed. For defending against magical weapons, evade rate = luck.

Critical Rate (CRT). The chance of scoring a critical hit. THERE IS NO CRITICAL EVADE IN FE1. (Skill + Luck) / 2 + Weapon Critical.

Hit Rate. Character's innate hit rate - opponent's innate evade rate.


There is no weapon triangle in FE1.

Assuming 10 for defence and 0 for resistance.

Stat averages are done with TruAverages to one decimal place. No idea how one would go about doing a table without access to HTML.

Stats are for level 20/10 for promotable characters, 20 for nonpromotable characters.

Table is giving me grief (not parsing any tags with attributes, which results in the table tag and initial tr tag being visible text, and then the rest of the table is black (and thus unreadable) and having no formatting) trying to post it here, so it can currently be found at
http://twilkitri.fewiki.net/FE1/fe1table.htm
for the time being.

Linda is listed with Aura and Tron because while Aura is her personal weapon and fairly powerful, Tron is a lot lighter with a critical boost, and attack speed seems to count for a lot more here than ingame.
Marth is listed with the Falchion and the Miracle because despite the Miracle crushing the Falchion into the ground, and 2 of the Falchion's advantages (infinite use, effective against Medeus) being useless, he can use the Falchion to restore all his HP. Although I think that would get restricted to one use per battle, here, if I remember what happened with the SoS correctly.


Updated averages with the 20/10 and 20 statsets:
MHP: 33.0
STR: 12.2
SKL: 12.6
WLV: 15.4
SPD: 15.3
DEF: 11.3
RES: 0.1
LUK: 12.1

On the whole, not much different from before.


Weaponary!

Bold = Best (arguably)

--Swords (Armour Knight, Commando, Dragon Knight, General, Hero, Lord, Paladin)

Armour Killer - Level 3, 2 Weight, 80 Accuracy, 5 Might, 0 Critical, 22 Uses, Effective versus Armour Knights/Generals
Iron Sword - Level 2, 2 Weight, 100 Accuracy, 5 Might, 0 Critical, 42 Uses
Rapier - Level N/A, 1 Weight, 100 Accuracy, 5 Might, 10 Critical, 28 Uses, Effective versus Armour Knights/Social Knights/Generals/Paladins, Marth only
Thunder Sword - Level 8, 2 Weight, 90 Accuracy, 7 Might, 0 Critical, 20 Uses, Uses Thunder from longrange
Steel Sword - Level 2, 4 Weight, 80 Accuracy, 8 Might, 0 Critical, 38 Uses
Kill Sword - Level 7, 2 Weight, 100 Accuracy, 8 Might, 20 Critical, 22 Uses
Falchion - Level N/A, 3 Weight, 100 Accuracy, 10 Might, 0 Critical, Infinite Uses, Fully heals wielder, Marth only
Silver Sword - Level 9, 3 Weight, 100 Accuracy, 12 Might, 0 Critical, 17 Uses
Miracle - Level N/A, 1 Weight, 100 Accuracy, 18 Might, 10 Critical, 24 Uses, Marth only


--Lances (Armour Knight, Dragon Knight, General, Paladin)

Knight Killer - Level 4, 5 Weight, 90 Accuracy, 5 Might, 0 Critical, 14 Uses, Effective versus Social Knights and not Paladins
Javelin - Level 3, 6 Weight, 70 Accuracy, 7 Might, 0 Critical, 22 Uses, Throwable
Lance - Level 1, 6 Weight, 80 Accuracy, 8 Might, 0 Critical, 38 Uses
Silver Lance - Level 7, 7 Weight, 80 Accuracy, 12 Might, 0 Critical, 20 Uses


--Axes (Fighter, Pirate) - Hard to say which weapon is the best, here

Hand Axe - Level 3, 9 Weight, 60 Accuracy, 5 Might, 0 Critical, 13 Uses, Throwable
Hammer - Level 2, 6 Weight, 70 Accuracy, 6 Might, 0 Critical, 40 Uses
Axe - Level 1, 7 Weight, 80 Accuracy, 7 Might, 0 Critical, 43 Uses
Steel Axe - Level 2, 9 Weight, 70 Accuracy, 9 Might, 0 Critical, 31 Uses


--Bows (Horseman, Hunter, Sniper)

Bow - Level 1, 1 Weight, 90 Accuracy, 4 Might, 0 Critical, 33 Uses
Bowgun - Level 2, 2 Weight, 100 Accuracy, 5 Might, 20 Critical, 37 Uses
Steel Bow - Level 3, 3 Weight, 80 Accuracy, 7 Might, 0 Critical, 28 Uses
Silver Bow - Level 7, 6 Weight, 80 Accuracy, 11 Might, 0 Critical, 24 Uses


--Shooters (Shooter)

Thunderbolt - Level 6, 11 Weight, 90 Accuracy, 10 Might, 0 Critical, 23 Uses, Effective versus Shooters
Firegun - Level 5, 10 Weight, 100 Accuracy, 12 Might, 0 Critical, 23 Uses
Queen Crane - Level 1, 7 Weight, 90 Accuracy, 12 Might, 0 Critical, 27 Uses, Effective versus Pegasus Knights/Dragon Knights
Stonehedge - Level 2, 13 Weight, 50 Accuracy, 15 Might, 0 Critical, 43 Uses


--Dragon Stones (Mamkute)

Divine Dragon Stone - Level N/A, 1 Weight, 100 Accuracy, 12 Might, 0 Critical, Infinite Uses, Defence +15, Effective versus Mamkutes, Chiki Only
Fire Dragon Stone - Level N/A, 3 Weight, 80 Accuracy, 16 Might, 0 Critical, Infinite Uses, Defence +12, Banetou Only


--Magic (Bishop)

Fire - Level 1, 0 Weight, 100 Accuracy, 5 Might, 0 Critical, 25 Uses
Thunder - Level 2, 1 Weight, 90 Accuracy, 6 Might, 0 Critical, 21 Uses
Blizza - Level 3, 2 Weight, 80 Accuracy, 7 Might, 5 Critical, 23 Uses
Elfire - Level 4, 5 Weight, 80 Accuracy, 9 Might, 0 Critical, 18 Uses
Volganon - Level 5, 6 Weight, 70 Accuracy, 12 Might, 0 Critical, 13 Uses
Tron - Level 6, 3 Weight, 100 Accuracy, 13 Might, 10 Critical, 21 Uses
Excalibur - Level N/A, 3 Weight, 100 Accuracy, 13 Might, 20 Critical, 33 Uses, Maric Only
Worm - Level 7, 9 Weight, 70 Accuracy, 16 Might, 0 Critical, 25 Uses
Aura - Level N/A, 7 Weight, 90 Accuracy, 20 Might, 0 Critical, 25 Uses, Linda only

7
Discussion / Replacing standard RNGs
« on: February 23, 2008, 01:17:58 AM »
Here's the deal. Giving things a percentage chance of succeeding is generally broken to some degree. There's an enemy you need to kill and all your units have 50% chance of hitting it, you attack it with four people and they all miss and now you've failed through no fault of your own. That this can happen is untenable, yet it normally can. Why exactly are standard RNG methods used so much?

A more interesting question is: What could be used instead?

The least different option is to use a chit system. By which I mean, for example: Instead of a six-sided dice, you have six chits, one with each number, and whereever a d6 roll is called for you draw a chit and use the number. When you run out, you replace them. This, presuming that you ultimately draw an amount of chits that's a multiple of the number of them, enforces the chance of each number coming up overall. It does not however work well with throwing multiple dice at the same time (impossible to get three 6s, for instance) and consequently you need to keep a seperate container for each multiple. Fortunately! the games we are mostly talking about here are computerised, which removes the clunkiness associated with that, and furthermore allows the use of large numbers of chits (say d100) which isn't really feasible in real life.

Furthermore, provided that one has the ability to view the current set of unused chits, one can implement better plans in situations in which the probabilities are known. If you've only got a 6 left and for a specific success you need to roll a 1, you know not to even bother for a lucky shot as you might elsewise. Similarly if you need to roll a 1 and you've got a 1 and a 2 left you will be a lot happier about doing so.

This method is (debatably) better in certain cases. But it still ends up relying on randomness. How can we nix randomness altogether?


If I look at the specific case of hitting an enemy in FE, two options come to mind.
The first of these retains the current hit chance, but instead of rolling to beat it, it uses it in a manner like FE9's fixed growths mode. That is, say we have a character with 90% hit on an enemy, and this is the first attack round of the map... the hit counter will run up to 90 from the character's hit rate, and the character will miss, and the enemy will do whatever. On the next turn, the character attacks again, the hit counter adds another 90 and is now 180, so the character hits and 100 drains from the hit counter, leaving it on 80.

Theoretically, it could be better for a hit counter in this manner to work for the whole of the team, as opposed to each member individually. Otherwise, barely anyone would hit on their first rounds etc (assuming that balance was introduced along with the system). Of course it would have to be possible to view the current state of the hit counter, whether team-wide or individual.


The other option is to make all hits hit all the time. This would require evasion to be completely renovated. As it stands it is arguably overpowered anyway. There are several ways of going about this, but they're not really relevant to the point at hand so I'll just throw one out there: Take evasion as a concrete damage lessener adjunct to defence and resistance. The best way of going about this I feel, so as not to devalue it completely, would be to have attack power have both defence-guarded component and evade-guarded component. So for example, Swords would have a low amount of damage blocked by evade and a high amount of damage blocked by defence, and Axes would have a high amount of damage blocked by evade and a low amount blocked by defence.

The puzzle segments in a couple of the GBA Super Robot Wars games take the basics of this tack to make the puzzles workable, although they don't give people with evasion any credit for losing it.



So: Do other people consider reliance on RNGs any sort of problem, and if so, what sort of ideas for excising them do you have?

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