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Topics - Dhyerwolf

Pages: [1] 2 3 ... 22
1
Unranked Games / Triangle Strategy
« on: August 07, 2022, 10:48:57 PM »
1. Levels
I took this at level 50 at the end of a 2nd game playthrough Golden Path. This was strategic to make this much easier and is not necessarily an endorsement that this should be the ideal DL consideration (granted, the game is built around multiple playthroughs). It does certainly help answer the tier 3 promotion question.

Also, I only allowed each character each tier 3 weapon effect. These are rather costly even at the end of a second playthrough especially with the Golden Path consideration of all available P.C.s getting use at endgame (Each character will end up using 4 of the Superior items to clear all their tier 2 effects and one tier 3).

2. TP
TP is Triangle Strategy's resource. Every character (ally and enemy) starts with 3 TP and naturally gains 1 per turn (with a few rare exceptions).

3. Enemy Stats
I took the stats from the last 6 maps of the Golden Route. I gave bosses stats a little more emphasis, although the overal effect was minor.
Defense- 55
Magic Defense- 47
Acc- Removed Battlemages

4. Formulas
Basic Attack Formula is (4x Str + 5 + Extra Effect from Weapons – 2x Def) * Mult. Anna, Roland and Maxwell have different formulas with lesser mults on Str (Anna 2x, Roland/Maxwell 3x), but check less defense.

Magic likely uses a similar formula, but with no guaranteed 1x mult to test as a base.

Each Point of Acc and Eva increases chances by 2%
Average Mult Taken for Defense/Magic Defense is 2.5

Speed is supposedly linear (fits well enough). Turn 1 speed is a set turn order that is very similar to the actual speeds (once all weapon skill upgrades are factored in), at least on the PC side. For sanity sake, I'm just using turn 2 speed as speed since figuring out the exact turn 1 speed for 30 characters when it's already so close to the turn 2 speed didn't make sense.

Crit Rates might be (Attacker Luck – Target Luck) / 2 and Crits are 1.3x damage

5. Front/Back/Side
For acc/eva, I took a basket of front, back and side to make the final %. I also gave every PC a base 25% crit rate to account for back attacks and gave a prorated 25% to any other effects related to back or front.

6. Bonus to Moves that can have a Follow-up Attack
In Triangle Strategy, certain moves will have an ally do a follow up basic attack at half damage if they are adjacent. In order to account for this advantage, I included a bonus of 10 damage. All attacks minus long range magic got this bonus.

7. Status
Poison- 30 Damage at Beginning of Turn; wears off with time
Sleep- Don't Move/Act; wears off with time or any physical damage taken
Immobilize- Don't Move; wears off with time
Paralyze- Don't Move/Act; wears off with time
Charm- Switches flag on with side the target is on; charmed character can attack former allies (with techs as well) or can buff or heal new allies. Wears off with time or 25% chance of wearing off when taking direct damage.
Fury- Use basic physicals against the person who inflicted the status; wears off with time
Silence- Target can't use physical techs or magic. It is worth noting that shutting off physical techs in this game does little to stop a physical fighter from mostly maximizing damage as tech mults are around 1.25x at best.
Stop- Don't Move/Act; wears off with time

As per normal, any status hit rates listed in <> are my numbers using my proration/addition formulation. The first number is the hit rate with basic immunity/resistance (which is very low in this game as all non boss enemies have no resistance other than the level check) and the second is with all additions and prorations

8. Range and Line of Sight
I'm noting 2 Range as MR, 3+ range as LR. Sometimes I will note SR/MR or something similar. This is technically a MR move, but might have comparative issues of what range you might actually get to use it at.

LoS stands for Line of Sights; Moves that are line of sight are more limited in game in that there are a good handful of times that a character is prevented from targetting an enemy even if they are in range. What you do with this (if anything) is up to you. I personally would probably see an accuracy penalty of some sort (worse for MR than LR), but I didn't factor that in at all (minus in my own status accuracy numbers)

9. Delay
This is a bit hard to get an exact number, but I'm generally estimating that delay moves are about 0.5 turn delay.

10. Buff Duration and Effectiviness
Buff Durations listed do not include the casting turn (I would include that by grossing the duration up by 1, but this is how the game lists it). Buffs/Status wear off after an action.

Stat Ups and Downs are pretty paltry. There are some I might not list just because the effects at endgame are sad as they are set +/- and not percentage alterations.

11. Averages up Top
HP: 488
Def: 49.2
Mdef: 47.2
Speed: 26.27
Damage: Average: 147.2 (150.4 if you give Frederica credit to use 2 TP move 3 times)
-->2.5 Kill Point: 367.5 (376)

SERENOA
HP: 521.....106.8%
Str: 56
Pdef: 50....Cuts by 2.3 (1.2%)
Mag: 39
Mdef: 50....Cuts by 6.9 (3.5%)
Luck: 71....42.2% Crit Rate
Acc: 63
Spd: 26.....99.0%
Eva: 57.....-2.0% Relative (3.3% Raw)

Passives
Counter Stance: 75% Chance ½ Basic Counter against SR

Moves
Sword of Libra: 166 SR Phys Damage (149 Base Damage, 99.2% hit rate)
Delaying Strike+ (1 TP): 179 SR Phys Damage, 0.5 Turn Delay (160 Base Damage, 99.7% hit rate)
Hawk Dive (2 TP): 207 MR Phys Damage (190 Base Damage, 96.9% hit rate)
Sweeping Slash (2 TP): 142 SR/MR AoE Phys Damage (127 Base Damage, 99.7% hit rate)

ROLAND
HP: 473.....96.9%
Str: 56
Pdef: 48....Takes extra -2.7 (1.4%)
Mag: 39
Mdef: 46....Takes extra -3.1 (1.6%)
Luck: 42....31.4% Crit Rate
Acc: 54
Spd: 27.....102.8%
Eva: 56.....-2.9% Relative (2.5% Raw)

Passives
Knight's Bane: 30% Weak to Spears
Critical Damage Up: Crits do 50% more damage than normal attacks
Opportune Attack: Does a half damage basic attack against a single enemy if moving 5+ squares

Moves
Sovereign's Lance of Justice: 112 SR Phys Damage (104 Base Damage, 93.5% hit rate)
Double Thrust (1 TP): 167 SR Phys Damage (151 Base Damage, 95.8% hit rate)
Rush (3 TP): 146 MR/LR Linear Phys Damage (132 Base Damage, 95.8% hit rate)
Pushback (3 TP): 157 SR Phys Damage, Knockback (142 Base Damage, 95.8% hit rate)
Flash of Steel (3 TP): 149 LR Linear Phys Damage (138 Base Damage, 93.5% hit rate)
Four Dragons (4 TP): 285 SR Phys Damage (284 Base Damage, 87.0% hit rate)

FREDERICA
HP: 450.....92.2%
Str: 21
Pdef: 25....Takes extra -60.2 (30.8%)
Mag: 62
Mdef: 59....Cuts by 29.4 (15.1%)
Luck: 18....25% Base Crit Rate
Acc: 32
Spd: 25.....95.2%
Eva: 38.....-5.5% Relative (0.0% Raw)

Passives
Clear Skies, Fire Damage Up: Increase Fire damage 15% under Clear Skies (Taken at 10% since it's on about 2/3 of maps)
K.O. TP+: Gain 1 TP when killing any enemies
Blessing of Fire: 30% Fire Resistance, 30% Ice Weakness

Moves
Tome of Inferno: 6 SR Phys Damage (11 Base Damage, 55.6% hit rate)
Scorch (2 TP): 193 LR AoE Magic Fire Damage
Blazing Chains+ (2 TP): 287 LR Magic Fire Damage
Pillars of Fire (3 TP): 231 LR Linear Magic Fire Damage
Flame Shield (1 TP): Nulls Fire and Gains SR 17.1% MHP Damage Counter for next 2 Actions
Fire Eater (2 TP): Absorbs Fire Damage for next 3 turns

BENEDICT
HP: 500.....102.5%
Str: 43
Pdef: 64....Cuts by 37.3 (19.1%)
Mag: 12
Mdef: 47....Takes extra -0.6 (0.3%)
Luck: 60....38.1% Crit Rate
Acc: 55
Spd: 28.....106.6%
Eva: 27.....-5.5% Relative (0.0% Raw)

Passives
Initial TP+: Start with 4 TP
Remain Calm: Immune to Silence, Fury and Charm

Moves
Butterfly Rod: 91 SR Phys Damage (87 Base Damage, 94.5% hit rate)
Raging Beast (2 TP): Raise Attack and Magic by 4 for next 3 turns (Increases physical damage by ~18.3%)
Bulwark (1 TP): Raise Pdef and Mdef by 5 for next 3 turns (Cuts damage by ~12 compared to his base or 6.1% of average)
Now...! (3 TP): Move an ally's turn right after Benedict's action
Twofold Turn (3 TP): Allows target to doubleact their next turn
Dragon Shield (4 TP): Invincibility to damage from next attack, AoE

HUGHETTE
HP: 487.....99.8%
Str: 51
Pdef: 50....Cuts by 2.3 (1.2%)
Mag: 39
Mdef: 41....Takes extra -15.6 (8.0%)
Luck: 23....25% Base Crit Rate
Acc: 55
Spd: 26.....99.0%
Eva: 46.....-5.5% Relative (0.0% Raw)

Passives
Hawk's Bane: 30% Weak to Arrows

Moves
Serpent Slayer: 113 LR Only Phys Damage (119 Base Damage, 88.4% hit rate)
Blinding Arrow (1 TP): 84 LR Only Phys Damage, 90% Blind for 2 Turns (option of 3 Turns; either this or Immobilize) <78.4%/100%> (86 Base Damage, 91.7% hit rate)
Fell Swoop (2 TP): 147 SR Phys Damage (145 Base Damage, 94.5% hit rate)
Shadowstitching Arrow (2 TP): 142 LR Only Phys Damage, 75% Immobilize for 2 Turns (option of 3 Turns; either this of Blind) <65.3%/94.7%> (145 Base Damage, 91.7% hit rate)
Focus (1 TP): Boosts Accuracy 40% and Crit Rate 10% for 1 Action; Allows for Action after Use
Shooting Star (4 TP): 203 LR Phys Damage (200 Base Damage, 94.5% hit rate)

GEELA
HP: 450.....92.2%
Str: 32
Pdef: 40....Takes extra -22.7 (11.6%)
Mag: 63
Mdef: 55....Cuts by 19.4 (9.9%)
Luck: 36....29.1% Crit Rate
Acc: 48
Spd: 25.....95.2%
Eva: 43.....-5.5% Relative (0.0% Raw)

Passives
For Those in Need: Improves Healing 30% on Target below 50% HP

Moves
Sage's Rod: 40 SR Phys Damage (43 Base Damage, 85.5% hit rate)
Cure Wounds (1 TP): 197 Healing (256 under 50% HP)
Haste (2 TP): Raises Speed by 4 for next 3 Actions (Makes Geela 110.4% Speed)
Sanctuary (2 TP): 158 AoE Healing
Mend Wounds (3 TP): 375 Healing (487 under 50% HP)
Miraculous Light (4 TP): 100% Auto-Life

ANNA
HP: 490.....100.4%
Str: 54
Pdef: 52....Cuts by 7.3 (3.8%)
Mag: 14
Mdef: 43....Takes extra -10.6 (5.4%)
Luck: 31....27.2% Crit Rate
Acc: 61
Spd: 31.....118.0%
Eva: 72.....23.7% Relative (27.6% Raw)

Passives
Back Attack Damage Up: Increase Back Damage by ~30% (I factored in a 7.5% bonus)
Act Twice: Acts Twice a Turn
Remain and Recover: Recover 20% of HP when not moving and not acting
Surprise Attack: Increases Damage 30% dealt when Undercover

Moves
Fairy Dagger: 88 SR Phys Damage (83 Base Damage, 98.5% hit rate)
Throw Poison (1 TP): 63 SR/MR LoS Phys Damage, 90% Poison for 2 turns <57.1%/85.6%> (61 Base Damage, 95.4% hit rate)
Slumber Stab (2 TP): 65 SR Phys Damage, 60% Sleep for 2 Turns <57%/75.5%> (65 Base Damage, 100.0% hit rate)
Take Cover (2 TP): Becomes Invisible for next 2 turns. Can't be directly targetted (no ST attacks). Broken if an enemy walks in front of her or if she uses a physical attack.
Deadly Blaze (4 TP): 152 SR Phys Damage, -13 to Def and Mdef for 5 turns (Increases Anna's basic physical by 13) (141 Base Damage, 100.0% hit rate)

ERADOR
HP: 538.....110.2%
Str: 49
Pdef: 74....Cuts by 62.3 (31.9%)
Mag: 12
Mdef: 21....Takes extra -65.6 (33.6%)
Luck: 48....33.6% Crit Rate
Acc: 57
Spd: 24.....91.4%
Eva: 56.....-2.9% Relative (2.5% Raw)

Passives
Physical Damage Up: Physical Damage Up 20% (factored in)
Steelback: Halves physical damage from the back (I'd consider this an additional 12.5% physical resistance)
Desperate Defense: Halves Physical Damage and cuts Magic 20% when under 50% HP
Physical Counter: 75% Chance ½ Basic Counter against SR

Moves
Lion's Shield: 128 SR Phys Damage (121 Base Damage, 96.3% hit rate)
Ram Foe (2 TP): 141 SR Phys Damage, Knockback (131 Base Damage, 97.8% hit rate)
Provoke (2 TP): 75% AoE Fury for 2 Turns <71.3%/95.8%>

CORENTIN
HP: 450.....92.2%
Str: 26
Pdef: 24....Takes extra -62.7 (32.1%)
Mag: 59
Mdef: 58....Cuts by 26.9 (13.8%)
Luck: 18....25% Base Crit Rate
Acc: 32
Spd: 25.....95.2%
Eva: 39.....-5.5% Relative (0.0% Raw)

Passives
Blessing of Ice: 30% Ice Resistance, 30% FireWeakness
TP+ on Ice: Increases TP by 1 if starting on Ice Panel
Ice Panels: Ice Magic Causes Ice Panels; Corentin can use Icy Breath to hit the enemy and create a LR that he can use for TP+ on Ice

Moves
Tome of Snow: 1 SR Phys Damage
Icy Breath (2 TP): 164 LR AoE Magic Ice Damage
Frosty Fetters+ (2 TP): 266 LR Magic Ice Damage, 90% Silence for 2 Turns <85.5%/100%>
Wall of Ice (2 TP): Places a 3 Square Wall with 50 HP that wears after a little more than a turn.
Shield of Ice (3 TP): Nulls damage from 1 attack and counters with 25% MHP Damage (long range)

RUDOLPH
HP: 480.....98.4%
Str: 54
Pdef: 49....Takes extra -0.2 (0.1%)
Mag: 39
Mdef: 44....Takes extra -8.1 (4.1%)
Luck: 25....25% Base Crit Rate
Acc: 53
Spd: 26.....99.0%
Eva: 46.....-5.5% Relative (0.0% Raw)

Passives
Thrill of the Hunt: Increase Speed by 8 for 1 Turn when Defeating an Enemy
Those Who Wait: Raise Acc and Luck by 8 if not moving (Increases hit to 95.4/98.5/98.5/99.3 per below listed move)

Moves
Demon Slayer's Bow: 129 LR Only Phys Damage (141 Base Damage, 85.5% hit rate)
Straight Shot (2 TP): 204 SR/LR Phys Damage (206 Base Damage, 92.3% hit rate)
Slumber Shot (2 TP): 157 LR Only Phys Damage, 60% Sleep for 2 Turn <52.6%/71.2%> (157 Base Damage, 92.3% hit rate)
Staggering Arrow (2 TP): 144 LR AoE Phys Damage, Knockback (141 Base Damage, 95.0% hit rate)

NARVE
HP: 498.....102.0%
Str: 36
Pdef: 33....Takes extra -40.2 (20.6%)
Mag: 55
Mdef: 57....Cuts by 24.4 (12.5%)
Luck: 18....25% Base Crit Rate
Acc: 49
Spd: 25.....95.2%
Eva: 43.....-5.5% Relative (0.0% Raw)

Passives
Pierce Defenses: Decrease enemy Mdef by 4 for 3 turns when dealing any damage (Increase magic damage by ~10)

Moves
Silver Birch Rod: 55 SR Phys Damage (59 Base Damage, 87.0% hit rate)
Whirlwind+ (2 TP): 162 LR AoE Magic Wind Damage
Sanctuary (2 TP): 142 AoE HP Healing
Icy Breath+ (2 TP): 162 LR AoE Magic Ice Damage
Spark+ (2 TP): 250 LR Magic Lightning Damage, 30% Paralyze for 2 Turns <28.5%/35.4%>
Scorch+ (2 TP): 162 LR AoE Magic Fire Damage

HOSSABARA
HP: 502.....102.9%
Str: 55
Pdef: 48....Takes extra -2.7 (1.4%)
Mag: 39
Mdef: 40....Takes extra -18.1 (9.3%)
Luck: 50....34.4% Crit Rate
Acc: 57
Spd: 26.....99.0%
Eva: 52.....-4.9% Relative (0.5% Raw)

Passives
Knight's Bane: 30% Weak to Spears
Trekking for TP: +1 TP when moving 5+ squares
Desperate Defense: Halves Physical Damage and cuts Magic 20% when under 50% HP
Up and Up: Each point of TP increases damage done around ~3% (Listed damage is at 1 TP)

Moves
Plover's Staff: 158 SR Phys Damage (149 Base Damage, 96.3% hit rate)
Cleave (2 TP): 142 SR/MR Phys Damage (134 Base Damage, 96.3% hit rate)
Pushback (2 TP): 172 SR Phys Damage, Knockback (162 Base Damage, 96.3% hit rate)
Be Brave (2 TP): 220 AoE Healing; Can't Target Self

JULIO
HP: 521.....106.8%
Str: 52
Pdef: 50....Cuts by 2.3 (1.2%)
Mag: 39
Mdef: 49....Cuts by 4.4 (2.3%)
Luck: 24....25% Base Crit Rate
Acc: 60
Spd: 26.....99.0%
Eva: 57.....-2.0% Relative (3.3% Raw)

Passives
K.O. TP+: Gain 1 TP when killing any enemies
TP Barrier: 5% Less Damage Taken per TP (so initially starts a battle cutting damage by 15%)

Moves
Curved Longsword: 140 SR Phys Damage (133 Base Damage, 98.1% hit rate)
Not on My Watch (2 TP): 171 SR Phys Damage, 1 TP Damage (163 Base Damage, 98.1% hit rate)
Best Regards (1 TP): 130 SR Magic Damage (124 Base Damage, 98.1% hit rate)
Inheritor: Transfer all TP to an ally

LIONEL
HP: 553.....113.3%
Str: 43
Pdef: 58....Cuts by 22.3 (11.4%)
Mag: 12
Mdef: 41....Takes extra -15.6 (8.0%)
Luck: 57....37.0% Crit Rate
Acc: 53
Spd: 24.....91.4%
Eva: 48.....-5.5% Relative (0.0% Raw)

Moves
Golden Whip: 99 SR Phys Damage (97 Base Damage, 92.3% hit rate)
Brute Force (2 TP): 117 SR Phys Damage (184 Base Damage, 57.6% hit rate)
Ruffle Feathers (2 TP): 90% Fury for 2 Turns <85.5%/100%>
Inciting Whispers (1 TP): 30% Charm for 2 Turns <28.5%/30.8%>
Endless Speech (3 TP): 60% AoE Sleep and Silence for 2 Turns (Separate Checks) <57%/57.5%>

PICCOLETTA
HP: 476.....97.5%
Str: 39
Pdef: 45....Takes extra -10.2 (5.2%)
Mag: 46
Mdef: 55....Cuts by 19.4 (9.9%)
Luck: 48....33.6% Crit Rate
Acc: 49
Spd: 27.....102.8%
Eva: 74.....27.8% Relative (31.6% Raw)

Moves
Cat Racquet: 77 SR Phys Damage (81 Base Damage, 87.0% hit rate)
Ball Toss (1 TP): 78 LR Phys Damage (91 Base Damage, 78.8% hit rate)
Decoy (3 TP): Places a Decoy on the Field; Decoy Stats are 309 HP (63.1%), 24 Str, 29 Def (Takes around 26% extra), 29 Mag, 35 Mdef (Takes around 15% extra), 48 Luck, 48 Acc, 26 Speed, 39 Eva; Upon Dying the Decoy explodes and does 15% MHP SR damage. Decoy draws fire away from Piccoletta (not sure if it's guaranteed if both are in the enemy's range, but at least I believe that if Piccoletta is faster she should be able to use this to draw away ST fire)

JENS
HP: 536.....109.8%
Str: 43
Pdef: 59....Cuts by 24.8 (12.7%)
Mag: 12
Mdef: 22....Takes extra -63.1 (32.3%)
Luck: 21....25% Base Crit Rate
Acc: 57
Spd: 24.....91.4%
Eva: 60.....1.4% Relative (6.5% Raw)

Moves
Hammer of Creation: 100 SR Phys Damage (97 Base Damage, 96.3% hit rate)
Slumber Strike (2 TP): 125 SR Phys Damage, 60% Sleep for 3 Turns <54.9%/75.7%> (125 Base Damage, 96.3% hit rate)

EZANA
HP: 462.....94.7%
Str: 18
Pdef: 32....Takes extra -42.7 (21.9%)
Mag: 59
Mdef: 56....Cuts by 21.9 (11.2%)
Luck: 18....25% Base Crit Rate
Acc: 32
Spd: 25.....95.2%
Eva: 38.....-5.5% Relative (0.0% Raw)

Passives
Rainy Day, Lightning Damage Up: Increase Lightning Damage 15% when Raining
Raging Winds, Wind Damage Up: Increase Wind Damage 15% when Tempest is present
Pierce Defenses: Decrease enemy Mdef by 4 for 3 turns when dealing any damage (Increase magic damage by ~10)

Moves
Hyacinth Staff: 87 SR Phys Damage (87 Base Damage, 55.6% hit rate)
Rite of Lightning (2 TP): 243 LR Magic Lightning Damage, 60% Paralysis for 2 Turns <57%/78.7%>
Rite of Wind (2 TP): 164 LR AoE Magic Wind Damage
Rite of Rain (1 TP): Causes Rainstorm for 5 Turns (Even Indoors)

MEDINA
HP: 460.....94.3%
Str: 41
Pdef: 50....Cuts by 2.3 (1.2%)
Mag: 37
Mdef: 54....Cuts by 16.9 (8.7%)
Luck: 51....34.8% Crit Rate
Acc: 48
Spd: 29.....110.4%
Eva: 42.....-5.5% Relative (0.0% Raw)

Passives
HP Physick: Increases Healing from Items by 30%
TP Physick: Grants 1 TP on target when using healing item

Moves
Gold Knife: 84 SR Phys Damage (89 Base Damage, 85.5% hit rate)
Double Item (3 TP): Use 2 Items; HP Recovery Pellets cost 150 Coins and heal 65 (50 normally) and Large HP Recovery Pellets cost 500 coins restore 130 (100 normally)
Poison Pellet (1 TP): Use 1 Poison Recovery Pellet to inflict 90% Poison (Cost 50 Coins) <85.%/100%>
Fast-Acting Medication (2 TP): Use 1 Swift Spice to move ally turn immediately after Medina (Cost 100 Coins)

ARCHIBALD
HP: 441.....90.4%
Str: 53
Pdef: 47....Takes extra -5.2 (2.6%)
Mag: 27
Mdef: 42....Takes extra -13.1 (6.7%)
Luck: 22....25% Base Crit Rate
Acc: 70
Spd: 24.....91.4%
Eva: 45.....-5.5% Relative (0.0% Raw)

Passives
Critical Damage Up: Crits do 50% more damage than normal attacks
Sniper: +~2 Damage for Each Square of Damage Enemy is Away (I'm adding 6-12 to his base damage depending on the move's range)
A Swift End: 50% Chance to ID enemy below 50% HP when dealing damage <47.5%/71.3%>

Moves
Bow of Serenity III: 164 LR Only Phys Damage (147 Base Damage, 99.7% hit rate)
Edged Arrow (2 TP): 245 LR Only ITD Phys Damage (219 Base Damage, 99.7% hit rate)
Arrow Spray (2 TP): 123 LR AoE Phys Damage (110 Base Damage, 99.7% hit rate)
Inescapable Arrow (3 TP): 195 LR Phys Damage (174 Base Damage, 100.0% hit rate)
Sticky Arrow (1 TP): Lowers Enemy Evade by 8 (Increases Accuracy by 16) for next 3 Enemy Actions; Allows for Action after Use

MILO
HP: 480.....98.4%
Str: 44
Pdef: 51....Cuts by 4.8 (2.5%)
Mag: 55
Mdef: 67....Cuts by 49.4 (25.3%)
Luck: 16....25% Base Crit Rate
Acc: 52
Spd: 28.....106.6%
Eva: 75.....29.9% Relative (33.6% Raw)

Passives
Heart Stealer Rate Up: Increase Heart Stealer hit rate 20% (factored in)
Instinct: Increases Evade to 79 when enemies are within 2 squares (38.2% Relative Evasion/41.6% Raw)

Moves
Phoenix Fan: 89 SR Phys Damage (91 Base Damage, 91.1% hit rate)
Green Mist (1 TP): 133 SR Magic Damage, 90% Poison for 2 turns <77.9%/100%> (136 Base Damage, 91.1% hit rate)
Blue Night (1 TP): Steals 1 TP from enemy and lowers enemy Str by 3 and Magic by 2 (Cuts damage by ~15 and ~10, ~7.5/5%) for 3 actions
Heart Stealer (2 TP): 80% ST Charm for 2 Turns <76%/92.3%>
Stardust (3 TP): 60% AoE Paralysis for 2 Turns <57%/66.7%>

GROMA
HP: 420.....86.1%
Str: 54
Pdef: 64....Cuts by 37.3 (19.1%)
Mag: 14
Mdef: 53....Cuts by 14.4 (7.4%)
Luck: 48....33.6% Crit Rate
Acc: 68
Spd: 29.....110.4%
Eva: 76.....32.0% Relative (35.6% Raw)

Passives
Cross Counter: 0.5 Mult Counterattack when evading
Desperate Evasion: Raise Evasion by 7 below 50% HP (46.5% Relative Evade, 49.6% Raw)
Eliminate and Evade: Raise Evasion by 4 for 3 turns when defeating an enemy

Moves
Fists of Mercy: 155 SR Phys Damage (141 Base Damage, 99.9% hit rate)
Sweeping Kick (2 TP): 96 SR/MR Phys Damage, 50% Immobilize <47.5%/61.9%> (88 Base Damage, 100.0% hit rate)
Energy Wave (1 TP): 154 LR LoS Phys Damage (141 Base Damage, 99.2% hit rate)
Skyward Fist (4 TP): 269 LR Phys Damage (245 Base Damage, 99.9% hit rate)
Lure In (1 TP): 90% Fury to any adjacent enemies <85.5%/100%>

FLANAGAN
HP: 582.....119.3%
Str: 44
Pdef: 67....Cuts by 44.8 (23.0%)
Mag: 12
Mdef: 12....Takes extra -88.1 (45.1%)
Luck: 23....25% Base Crit Rate
Acc: 57
Spd: 25.....95.2%
Eva: 56.....-2.9% Relative (2.5% Raw)

Passives
Hawk's Bane: 30% Weak to Arrows
Ironclad: Halves physical damage from the front (I'd consider this an additional 12.5% physical resistance)
Safe Haven: 50 HP Auto-Regen at start of turn

Moves
Giant's Shield: 104 SR Phys Damage (101 Base Damage, 96.3% hit rate)
Shield Bash (1 TP): 94 SR Phys Damage, 90% Fury for 2 Turns <82.4%/100%> (91 Base Damage, 96.3% hit rate)
Aerial Assault (1 TP): 126 SR Phys Damage (119 Base Damage, 98.9% hit rate)
Fortify (1 TP): Increases Defense by 4 for 3 Turns (Takes ~10 less damage; -54.8 or ~28.8%)

MAXWELL
HP: 506.....103.7%
Str: 56
Pdef: 51....Cuts by 4.8 (2.5%)
Mag: 39
Mdef: 49....Cuts by 4.4 (2.3%)
Luck: 27....25.8% Crit Rate
Acc: 64
Spd: 29.....110.4%
Eva: 57.....-2.0% Relative (3.3% Raw)

Passives
Revive: Once per battle 100% Auto-Life
Two Birds, One Stone: Grants 1 TP if attacking 2+ eneies

Moves
Gungnir III: 132 SR Phys Damage (124 Base Damage, 99.5% hit rate)
Triple Thrust (1 TP): 194 SR Phys Damage (181 Base Damage, 99.9% hit rate)
Run Through (3 TP): 187 LR Linear Phys Damage (175 Base Damage, 99.5% hit rate)
Lance Hurl (2 TP): 163 LR LoS Phys Damage (156 Base Damage, 97.5% hit rate)

CORDELIA
HP: 415.....85.0%
Str: 31
Pdef: 43....Takes extra -15.2 (7.8%)
Mag: 66
Mdef: 48....Cuts by 1.9 (1.0%)
Luck: 36....29.1% Crit Rate
Acc: 48
Spd: 25.....95.2%
Eva: 43.....-5.5% Relative (0.0% Raw)

Passives
Rest and Recover TP: Grants 1 TP when not moving after turn is over

Moves
Sacred Lotus Rod: 40 SR Phys Damage (43 Base Damage, 85.5% hit rate)
Regen (1 TP): 20% Regen at Start of Turn for 4 Turns
Heal (2 TP): 263 Healing
Healing Region (3 TP): 222 AoE Healing
Elude (3 TP): Increase Evade by 6 for 3 Turns (Increases her evade to -3.4% Relative/1.8% Raw)
Above and Beyond (4 TP): 415 Healing; Can heal above max HP

TRISH
HP: 487.....99.8%
Str: 50
Pdef: 49....Takes extra -0.2 (0.1%)
Mag: 18
Mdef: 42....Takes extra -13.1 (6.7%)
Luck: 41....31.0% Crit Rate
Acc: 58
Spd: 28.....106.6%
Eva: 47.....-5.5% Relative (0.0% Raw)

Passives
Blessing of Fire: 30% Fire Resistance, 30% Ice Weakness
Clear Skies, Accuracy Up: Increase Acc by 10 under Clear Skies (given 50% credit)

Moves
Trickster's Shortbow: 126 LR Only Phys Damage (125 Base Damage, 92.3% hit rate)
Flaming Arrow (2 TP): 182 LR Only Phys Fire Damage (176 Base Damage, 95.0% hit rate)
Bullseye (1 TP): 117 LR Only ITE Phys Damage (107 Base Damage)

TRAVIS
HP: 535.....109.6%
Str: 56
Pdef: 52....Cuts by 7.3 (3.8%)
Mag: 18
Mdef: 42....Takes extra -13.1 (6.7%)
Luck: 34....28.4% Crit Rate
Acc: 58
Spd: 25.....95.2%
Eva: 47.....-5.5% Relative (0.0% Raw)

Passives
On Your Guard: Decreases damage taken by 10% when no ally is nearby
Steelback: Halves physical damage from the back (I'd consider this an additional 12.5% physical resistance)

Moves
Crow's Cudgel: 156 SR Phys Damage (149 Base Damage, 96.9% hit rate)
Backwards Toss (2 TP): 210 SR Phys Damage (197 Base Damage, 98.3% hit rate)
Mug+ (1 TP): 202 SR Phys Damage (190 Base Damage, 98.3% hit rate)
Impeding Strike (2 TP): 127 SR/MR Phys Damage, 0.5 Turn Delay (121 Base Damage, 96.9% hit rate)

AVLORA
HP: 521.....106.8%
Str: 56
Pdef: 58....Cuts by 22.3 (11.4%)
Mag: 37
Mdef: 47....Takes extra -0.6 (0.3%)
Luck: 40....30.6% Crit Rate
Acc: 60
Spd: 26.....99.0%
Eva: 57.....-2.0% Relative (3.3% Raw)

Passives
Desperate Strike: Increases Damage dealt by 30% when under 50% HP
Desperate Defense: Halves Physical Damage and cuts Magic 20% when under 50% HP
Prevail and Power Up: Increases Str by 2 for 3 turns after killing enemy

Moves
Berserker III: 159 SR Phys Damage (149 Base Damage, 98.1% hit rate)
Risky Manuever: 254 SR Phys Damage, Costs and Requires 15% MHP (238 Base Damage, 98.1% hit rate)
No Escape (2 TP): 129 SR/MR Phys Damage (121 Base Damage, 98.1% hit rate)
Spare No Effort (1 TP): Increases Str by 2 and Evade by 6 and Decreases Defense by 6

DECIMAL
HP: 467.....95.7%
Str: 48
Pdef: 56....Cuts by 17.3 (8.9%)
Mag: 48
Mdef: 56....Cuts by 21.9 (11.2%)
Luck: 17....25% Base Crit Rate
Acc: 72
Spd: 25.....95.2%
Eva: 40.....-5.5% Relative (0.0% Raw)

Passives
Automaton's Artifice: Immune to Status, but doesn't get TP naturally
Charge TP: Gain 3 TP when not moving and not acting

Moves
Kaleidoscope: 97 SR Phys Damage (97 Base Damage, 100.0% hit rate)
Target HP 3 (2 TP): 167 LR AoE Magic Damage, Only works on target's with HP divisible by 3
Target HP 4 (2 TP): 167 LR AoE Magic Damage, Only works on target's with HP divisible by 4
Target HP 5 (3 TP): 179 LR AoE Magic Damage, 10% Chance of ID, Only works on target's with HP divisible by 5 <9.5%/3.2%>

QUAHAUG
HP: 455.....93.2%
Str: 21
Pdef: 28....Takes extra -52.7 (27.0%)
Mag: 58
Mdef: 58....Cuts by 26.9 (13.8%)
Luck: 18....25% Base Crit Rate
Acc: 32
Spd: 31.....118.0%
Eva: 39.....-5.5% Relative (0.0% Raw)

Passives
Remain and Recover: Recover 20% of HP when not moving and not acting

Moves
Space-Time Scepter: 6 SR Phys Damage (11 Base Damage, 55.6% hit rate)
Time Compression (1 TP): +2 Speed to an ally for 3 Turns
In Due Course (1 TP): Does 25% Max HP Damage (rounded down) to Enemy at the resolution of their next turn
Stop Time (3 TP): 100% Field Stop for 2 Turns; Works on everything in game; Enemy turns still resolve but no action/move can be taken (so In Due Course can be used to do damage); Can Take Additional Action afterwards
Turn Back Time (2 TP): Revert a target's (either self, ally or enemy) HP, position and status to last time Quahaug acted

GIOVANNA
HP: 485.....99.4%
Str: 41
Pdef: 55....Cuts by 14.8 (7.6%)
Mag: 51
Mdef: 63....Cuts by 39.4 (20.2%)
Luck: 39....30.2% Crit Rate
Acc: 62
Spd: 24.....91.4%
Eva: 51.....-5.2% Relative (0.3% Raw)

Passives
Trekking for TP: +1 TP when moving 5+ squares
TP to Power: Adds 1 to Str and Mag for each TP Giovanna has

Moves
Pickaxe of Eternity w/ TP 3: 98 SR Phys Damage (91 Base Damage, 98.9% hit rate)
Pickaxe of Eternity w/ TP 4: 106 SR Phys Damage (99 Base Damage, 98.9% hit rate)
Rock Toss (1 TP): 101 LR Phys Damage (94 Base Damage, 98.9% hit rate)
Gaia Roar (5 TP): 217 LR Phys Damage

2
RPG Stats Forum / Cthulhu Saves the World
« on: January 03, 2021, 12:49:28 AM »
1. Differences from the other topic
Nothing major, but a tad different levels, builds are slightly different, updated notes on how defense and some of the status works

2. Levels
Everyone is L41 except for Ember and DEM at L42 (DEM is L40 is taken before final dungeon. If taken before Astral Cave, that’s another level for him)

3. Stat Up Items
PCs that join after stat ups are used still get the benefit of the stat ups with the exception of DEM (who was added later? That may be a bug?). I would give DEM the benefit of the +15 to core stats and +30 to HP that is gained in the final dungeon.

Statue of Will- +20 Will Cthulu Only
Hero Badge (Shrine of Heroes)- +10 Str All
Rings of Power (Volcano)- +10 Str/10 Mag all
Smelly Wish (Innsmouth)- +10 Will all
“Nothing” (R’yleh)- +15 Core Stats to All
Cookies (R’yleh)- +30 HP

+50 to all stats Cthulu (including HP/MP) for Hero Points
+50 to all stats Cthulu for defeating DEM

4. Stats
Vit- Each point cuts physical damage by about 0.15 (Varies by multiplier, but this works. Standard physicals- which are the majority of enemy attacks- have a 0.9x mult, so this is really like (Vit/6) * Mult for Effect
Will- Each point damage magic damage by about 0.15

5. Damage Calculation Note
For most of the PCs, the basic physical mechanic is (Atk-Def) * 0.9. The multipliers all appear to use this 0.9 as base (So a 5x mult is really 4.5x). The exception is Ember and DEM. Ember is 0.92 at endgame level, but at L35 was 0.84. DEM is 0.94.  Just noting since it was odd.

6. Build
Builds prioritize damage and speed (generally) over durability as CSTW is about rushing. Builds prioritizes very useful in-game effects over stat boosts. Very useful in-game effects include:
--Notably better MT damage. I’d not going to choose some large MT boost over a large ST boost, but I will choose a large MT boost over say a slight attack stat boost
--Ability to keep MP up near end-game (This means that 1 MP Victory is chosen generally over stat gains)
--1 Level up for Umi and 2 for October were HP over stats. Both of their durability felt relevant in some randoms in the game (and moreso for October as a mob near end game might kill her before she got a turn, hence 2 HP choices; given October’s DL game, she’d probably just basically always take HP if given that option).

7. Enemy Stats
Defense Taken at 140, Will at 110. Based on the final dungeon.

8. Status Accuracy Notes
This is more for myself since no one else uses this scaling but for Umi/October’s status, but I considered susceptible enemies in the final dungeon (last second accuracy spikes or in October’s case, gaining the move in the final dungeon). If they could kill any enemy 100% of the time with a different move that had the same MP cost, I did not consider this enemy. This excluded half the enemies in the final dungeon.

9. In Game Anti-Stall Effects
CSTW is designed as a blitz game; the attack stat of enemies in game increases 10% a turn. IMO, if a match was dragging out in the DL, I’d make the opponent get a similar boost (basically, after x turns or whenever a character uses a basic ST healing spell I’d see the enemy get a 10% damage boost).

10. Status Effects
Seal- Shuts off offensive moves (physical, magical, status) and some support spells (fewer rather than more). I’ve seen it get some buffing spells (but not all), but no healing spells (healing or revival). I would personally only see it get offensive moves for this reason
Insanity- Enemy takes 50% more damage, but do 20% more damage. Changes AI; I’ve seen some enemy switch from using healing spells to a new damage spell or stat downs to stat ups. However, I’ve seen enemy revival and healing stay in tact, so I don’t think I would personally give it sufficient credit on stopping healing. I’ve also seen it add new spells while removing nothing.
Blind- Decrease enemy accuracy around 75% for non-ITE moves (of which I saw at least 1 for enemies; Unicorn’s Pierce in Water Shrine)
-->Note: No enemies inflict Blind to my knowledge (I searched a fair amount), so I was unable to test if any PC techs could be considered ITE
Stun- Enemy loses 1 action (whether faster or slower than the statuser)
Slow- Lowers speed

11. Averages up Top
HP- 532.25
Damage- 4400 (11001 Kill Point) w/ Prorated Insanity Boosts
-->3630 (9075) w/o Insanity Boosts
Agi: 385 (148.4 SD)
-->378.75 w/ 138.3 SD w/ Nuke

Cthulhu
538 HP………………….(101.1%)
330 MP
880 Str (580)
540 Mag (340)
520 Agi (420)…………+0.91 SD
820 Vit (420)………….Cuts by 40.8/19.2%
540 Will (340)………..Cuts by 6.8/3.2%

Cthulhu’s Sword: 250 Str, 150 Mag, 50 Agi, 200 Vit, 50 Will, 2x Damage to Insane
Cthulhu’s Tunic: 50 Str, 50 Mag, 50 Agi, 200 Vit, 150 Will

Passives:
Insane Strength- +10% for each Insane Enemy (w/ Cthulhu’s Sword, increases damage 123.7% over base for non ITD damage)

Attack- 666 Physical Damage (This is both precise and unintentional)

Techs
Insane Strike (4 MP)- 2331 Physical Damage over 2 Hits; Inflicts Insanity
Deathblow (10 MP)- 1066 Physical Damage; Combo Boost/Break; Damage increases 20% with each hit
Flame Strike (5 MP)- 1998 Fire Physical Damage
Tentacles (16 MP)- 3996 Physical Damage over 3 Hits
Drain Strike (5 MP)- 1332 Physical Damage, Drains half Damage Done
Pierce (6 MP)- 2574 ITD Physical Damage
Dark Strike (10 MP)- 4995 Dark Physical Damage
Berserk (14 MP)- 2664 Physical Damage over 4 Hits

Magic
Curse (8 MP): Inflicts Insanity and Lowers Elemental Resistances 50%
Unstoppable (3 MP): 50% Healing, Causes Combo Break

Umi
387 HP………………….(72.7%)
341 MP
710 Str (460)
540 Mag (320)
455 Agi (385)………..+0.47 SD (+1.01 SD w/ Warp Trident)
315 Vit (175)…………Takes extra 35/16.4%
385 Will (245)……….Takes extra 16.5/7.8%

Chaos Trident: 180 Str, 180 Mag, 2x Damage to Insane
<Warp Trident: 80 Str, 80 Mag, 80 Agi>; Loses 17.5% Physical Damage
Heroine Dress: 70 Str, 70 Mag, 70 Agi, 140 Vit, 140 Will, Healing + 50%

Passives:
Prey on the Weak: 50% Damage increase to target under Blind/Seal/Poison

Attack- 1026 Physical Damage over 2 Hits
Siren’s Call (4 MP)- 100% Immunity/Resist Ignoring Stun + Insanity, OPB
Blind Strike (5 MP)- 2565 Physical Damage + 80% Blind
-->40%/53% factoring all enemies and factoring modifiers
Slow Strike (5 MP)- 1539 Physical Damage + 100% Slow (Speed down 50%)
-->50%/66% factoring all enemies and factoring modifiers
Seal Strike (5 MP)- 2565 Physical Damage + 80% Seal
-->40%/53% factoring all enemies and factoring modifiers
Stun Strike (5 MP)- 1283 Physical Damage +60% Stun
-->30%/36% factoring all enemies and factoring modifiers
Elec Strike (5 MP)- 3847 Thunder Physical Damage

Cute Pose (15 MP)- Increases Str/Mag/Agi/Vit/Will 50%
-->Increases Physical Damage Done by 62.3% w/ Chaos Trident (36% over base with Warp Trident)
-->Takes extra 11.3 points/5.3% from physicals
-->Cuts magic by 12.4 points/5.8%
Heal (3 MP)- 384 Healing

Sharpe
600 HP………………….(112.7%)
163 MP
940 Str (590)
230 Mag (230)
460 Agi (410)………..+0.51 SD
710 Vit (310)…………Cuts by 24.3/11.3%
340 Will (240)……….Takes extra 23.3/10.9%

Pure Blade: 300 STr, 50 Agi, 50 Vit
<Chaos Blade: 150 Str, 150 Mag, +2 Hits to Physical>
Master Hilt: 50 Str, 250 Vit, 100 Will
<Glass Hilt: 80 Agi, 180 Vit>

Attack – 720 Physical Damage

Techs
Multi Strike (10 MP)– 1728 Physical Damage over 3 Hits
Deathblow (15 MP)- 1944 Physical Damage, Combo Boost/Break, Every Hit Increases Damage 20%!
Ice Strike (5 MP)- 2160 Ice Physical Damage
Wind Strike (5 MP)- 5400 Wind Physical Damage
Sword Dance (20 MP)- 720 MT Physical Damage
Pierce (6 MP)- 2749 ITD Physical Damage
Holy Strike (10 MP)- 3600 Holy Physical Damage

Magic
Brave Wind (5 MP): Agility +50%, +1 hit to basic Attack
Combo Master (10 MP)- Increases Combo Counter by 4 every turn including turn cast
Stalwart Heart (4 MP)**- 50% Healing + Puts Sharpe in Defend (Halves Damage for Turn***)
OR
Sharpen (4 MP)**- Strength +50% (Increases non-ITD Damage 58.8%, ITD Damage 50%)

**Sharpe can only choose 1 of these spells. Sharpen is the clear in game winner (stalling in this game is not a winning strategy!) and improves Sharpe’s three turn average damage. Stalwart Heart is good in the DL when combined with Combo Master (increases Deathblow’s damage 80% every turn). NEB also suggested that Stalwart Heart’s Defending bonus could be divided by 4 to factor the practical in game damage effect (especially since it’s possible that it might lose out on some of the aggro bonuses of Defend; I’m know that since I didn’t have it to test).

October
435 HP………………….(81.7%)
525 MP
355 Str (285)
915 Mag (615)
185 Agi (185)………..-1.35 SD
225 Vit (155)…………Takes extra 48.5/22.8%
545 Will (255)……….Cuts by 6.8/3.2%

Vampire Whip: 70 Str, 70 Vit, 140 Will, +50% to Dark
<Giant Whip: 90 Str, 90 Vit, 180 Will>
Black Tome: 300 Mag, 150 Will, +50% to Dark

Dark Blast: 4424

Fireball (12 MP)- 805 MT Fire Magic
Dark Blast (15 MP)- 4508 Dark Magic, Inflicts Insanity
Quake- 1127 MT Earth Magic, Combo Boost/Break, Damage Increases 2% each Hit (why did they bother?)
Freeze (5 MP)- 1208 Ice Magic, Combo Boost/Break, Damage Increases 10% each Hit
Lightning (15 MP)- 3019 Lightning Magic over 5 Hits
Deadly Kiss (5 MP)- 515 Poison Magic
Tornado (5 MP)- 644 GT Wind Magic
Void (20 MP)- 1449 MT Dark Magic
Death (25 MP)- 100% Instant Death
-->50%/66% factoring all enemies and factoring modifiers
Curse (6 MP)- Inflict Insanity + Decrease Elemental Resistance 50%
Focus (2 MP)- Doubles Damage for next spell

Paws
518 HP………………….(97.3%)
356 MP
790 Str (590)
345 Mag (310)
610 Agi (560)……….+1.51 SD
510 Vit (290)………..Takes extra 5.7/2.7%
495 Will (280)………Average

Anti-Mat Claw: 200 Str, 50 Mag, 50 Agi, 50 Vit, 50 Will (+1 Basic Attack and ITD)
<Blaster Claw: 110 Str, 110 Agi>
Force Field: Defenses + 50%

Attack- 2133 ITD Physical Damage over 3 Hits

Techs
Meow (6 MP)- Reverses Sanity and Insanity, MT
Quick Draw (3 MP)- 1024 initiative Physical Damage
Tentacles (8 MP)- 1931 Physical Damage over 3 Hits
Backstab (12 MP)- 1170 (2x against those more than -1 SD from average; Around ~5000 against those more than -2 SD from average; The mult could be Paws speed/enemy speed rounded down)
-->The in game effect in the final dungeon is 40% the enemies getting the 1x mult and 60% get 2x. Note that increasing Paws speed helps here, and if you opt for Nuke in place of 50 Speed, I think that might shift the balance a little.

Magic
Heal (3 MP)- 178 Healing
Regen All (15 MP)- ~50 end of round Regen, MT
Paralyze (6 MP)- 80% Stun (or 50% for group)
-->82.8% factoring all enemies and factoring modifiers
Unstable Form (10 MP)- Strength + 100%, Will -50%
-->Increases Physical Damage 121.5%
-->The alternate option is +100% Magic (so double the effect of healing. This is…bad in game ignoring that healing is already questionable in game)

**Nuke (30 MP)- 3250 ITD MT Physical; Damage is delayed until the end of 2 turns after this cast. Damage is locked in when move is cast (so boosting Paws attack afterwards doesn’t help) and I think this ignores Insanity
-->I opted for 50 speed over this. This move is not good in game or in the DL. I thought in the DL at least he could use it, boost his attack, make the enemy insane and do some impressive damage, but the damage is locked in when the move is cast (so don’t later attack boost) and it ignores insanity bonus. He’d rather be faster for a chance of doubling.

Dacre
468 HP………………….(87.9%)
464 MP
400 Str (290)
860 Mag (535)
235 Agi (235)……….-1.01 SD
365 Vit (265)………..Takes extra 27.5/12.9%
665 Will (355)………Cuts by 25.5/12%

Holy Staff: 110 Str, 300 Mag, 100 Will, +50% to Holy
<Insanity Staff: 200 Str, 250 Mag, Inflict Insanity with Basic Physical>
Elder Robe: 25 Mag, 100 Vit, 210 Will
<Cultist Robe : 150 Vit, 200 Will>

Attack- 477 Physical Damage over 2 hits (639 Physical Damage over 2 Hits w/ Insanity Staff)
Holy (15 MP)- 2700 Holy Magic (1620 w/ Insanity Staff)
Magic Hymn (5 MP)- Increases Magic 50% (Increases magic damage 57.3%)
Strength Hymn (5 MP)- Increases Strength 50% (Increases damage 70% w/ Insanity Staff)
Shield Hymn (5 MP)- Increases Vit/Will 50%
-->Basically makes Dacre average to physicals
-->Cuts Magic by 75.4/35.4%
Speed Hymn (5 MP)- Increases Agi 100% (to about 0.59 SD)
Heal (3 MP)- ~380 Healing
Heal All (15 MP)- ~220 MT Healing
Regen All (15 MP)- ~110 MT end of turn Regen
Full Heall (8 MP)- Full healing, status healing and revival
Blind (7 MP)- 60% GT Blind
-->49%/63.5% factoring all enemies and factoring modifiers
Seal (7 MP)- 60% GT Seal
-->49%/63.5% factoring all enemies and factoring modifiers

Ember
692 HP………………….(130%)
164 MP
1085 Str (1035)
405 Mag (405)
295 Agi (295)……….-0.61 SD
725 Vit (725)………..Cuts by 26.5/12.4%
355 Will (355)……….Takes extra 21/9.9%

Attack- 869 Physical Damage
Smash (10 MP)- 2608 Physical Damage
Flame Breath (15 MP)- 556 MT Fire Physical Damage
Aerial Assault (20 MP)- 1086 MT Physical Damage

DEM
620 HP………………….(116.5%)
270 MP
825 Str (645)
450 Mag (395)
320 Agi (295)………..-0.43 SD
715 Vit (545)………..Cuts by 25/11.7%
635 Wil (545)………..Cuts by 21/9.9%

Excalibur 150 Str, 25 Mag, 25 Agi, 100 Vit, 50 Will
Aegis 30 Str, 30 Mag, 70 Vit, 40 Will

Attack- 1260 over 2 Hits
Attack Stance (5 MP)- Attack up 75%, Defense Down 25%. Increases Damage 90.3%
Multi Strike (10 MP)- 2268 (567 x 4 hits) Physical Damage
Deathblow (15 MP)- 1701 Physical Damage, Combo Boost/Break, Each hit increases damage 20%
Sword Dance (20 MP)- 3150 Physical Damage (630 x 5 hits)
Holy Strike (10 MP)- 3219 Holy Physical Damage

3
Unranked Games / Legend of Heroes: Trails 3rd
« on: December 21, 2020, 03:57:49 AM »
Notes
1. Level
Taken at Level 140

2. Equips
Weapons are the found in the final dungeon. There are Zemurian weapons with 400 better Attack, but you only get 4 max and you use all 16 PCs in the final dungeon. Anelace potentially has a special weapon obtained by taking her to beat an optional side fight (which is also the best fight in the game). I will be listing it, but I don’t personally consider it myself.

Every PC has armor/shoes that add 1250 Defense

3. Stats
Every point of Strength appears to increase damage by 3.35
Every point of Magic appears to increase damage by 4
Every point of Defense/ADF appears to cut damage by 2.75
Agility- Evasion! DL Levels are not useful (5% evasion for everyone). In game equips make this more useful.

Orbments and most stat boosts are based on the raw pre-equip stat. Hence at endgame with Action 4, Clock Up is about an 18% increase since it doesn’t effect the extra boost from Action 4.

If there is a dead tie in speed for the next turn, the most recent actor is the one that goes first

4. Accuracy
This is 95% for everyone. I think there’s a cap to hit rate (so no 100%) and enemies basically have the minimum level of evade.

5. CT/RT
All spells have a charge time and all moves have a recharge time. The standard recharge time is 100 CT; anything higher is slow and lower is fast. The total time after a spell until a PC can act again is the CT +RT (so 30 CT and 65 RT is slightly fast)

6. Enemy Stats
Enemy Defense- 2000
Enemy Mdef- 1000
Note that I’m taking enemy defense and mdef a little low. This is to better reflect in game where there are several equips that will make your numbers look a lot better (accessories are the big ones; you’ll have big attack/magic boosters early); since this adds the same amount to all moves, it makes S-Crafts slightly less centralized as well (which also reflects in game, not to mention that considering the 100 starting CP is based on the effect of in game accessories).

7. Starting CP
I am taking starting CP at 100. During much the game, you have access to some limited full CP restore for free and near the end, there are a bunch of Gladiator equips to help keep CP higher than say Trails in the Sky 1. Note that CP accessibility is somewhat worse in the final dungeon (so free CP refill, you may accidentally lock a Gladiator Equip on 1 PC when switching parties), but based on the rest of the game, 100 CP feels right.
 
8. Orbments
The big decision that comes in every Trails game! There tend to be a few different viewpoints:
--Based on the starting orbments (The plot/character centered concept, where this reflects how the character would equip themselves. There is often a level of consistency in Trails games-at least within the same sub-series).
--Based on the locked innate elements

There are also the consideration of orbments stat up beings included. For this game, I am saying yes (this doesn’t matter a lot since I’m allowing anyone to equip any orbment for the pure stats). Note that stat boost % only appear to work on base stats, so some aspects aren’t as potent as I initially thought.  Everyone will generally want an HP/Action orbment for stats, and likely Attack and/or Mind and Cast (I gave everyone cast). Defense and Shield lower attack stats and even PCs who have them don’t opt for them as a default(for all that Defense is often useful in game for getting the revival spells).

For the purpose of spell builds, I am taking a characters starting orbments and scaling them up to the L4 version  (there are 5 levels in game, but the jump to level 5 is fairly expensive and it just didn’t feel in reach considering you would need it for all 16 PCs. Part of this is that the Level 5 Fire orbment comes with a  spell that is much better than everything else damage wise and it didn’t make sense to have some PCs become the best DL mages solely due to starting with an Orbment that likely everyone will be using endgame anyways). The exceptions are Impede/EP Cut, which I’m limiting to level 2 unless a PC starts with better (3 already has the same cost as level 5 of most other boosts).

For Kevin and Ries, I am basing this on their initial layout prior to getting broken for plot reasons.

I am also allowing to PCs equip any storebought orbment of their locked type and have it count for both stats and spells.

9. Parsing out very bad in game perfect accuracy status spells that are commonly gotten
There are two very accessible 100% status spells that a lot of PCs can possibly get in the DL. These are 100% Mute from Anti-Sept (requires a piddly 3 in Dark) and 100% Confuse from Chaos Brand (7 in Mirage). This game has a lot of low durability enemies, which is to say that these spells are basically pointless in game and it doesn’t make sense to give the cast such wide access to the status (11 characters can get Anti-Sept and that becomes 14 if I allowed up to EP Cut 3). There is also Medium AoE Anti-Sept All, which Renne has as a default and several characters can opt for with Orbment switches (sometimes involving the lessening their magic, which is an in game trade you would never make)

I limit these to the characters who have locked element slots with sufficient element points (Kevin and Joshua for Mute, Ries and Olivier for Confuse)  or those who can get Anti-Sept All legally without incurring a downside (that’s Renne at default, plus Ries, Joshua, Richard and Schera as options). For the other characters, I am including the potential spells under the note of “Unlisted due to more questionable legality” at the bottom of their section.

10. Statuses
PCs have access to
Blind- Massive accuracy decrease (75% or 80%)
Faint- Paralysis/Don’t Act
Freeze- Paralysis/Don’t Act + ~10% MHP(?) Poison
Confuse- Limited to Basic Physicals; Will first target allies in range and if there no allies, target enemies. Maybe 25% chance (at least on the enemy side) of not doing anything. Only wears off with time.
Sleep- Standard sleep. Will be cancelled upon being attacked.
Mute- Can not use magic
Seal- Can not use physical techs; can still use basic physical

The game has storebought status blockers for
Poison, Freeze, Sleep, Blind, Seal, Petrify, Mute, Confuse, Faint and Instant Death
As well as combos of Freeze/Petrify, Sleep/Faint, Sleep/Confuse, Poison/Freeze and Poison/Blind

11. Status/Buff/Debuff Duration
Duration is also fairly long (~8-10 or so turns), but may have some random variance in duration and there doesn’t seem to be a clear pattern for when it wears off. I’d say just going with 8 turns works well  enough.

12. SCrafts
These are crafts that are ITE, take all your CP (with a minimum cost of 100 CP), can be used as a free turn, and if you have 200 CP, they do 25% more damage.

13. Penetrate
There are some techs with property, but I couldn’t figure out what it did. It certainly doesn’t make something ITE or ITD

14. Full list of Magic Spells
Will be in a later post. For PCs, I trimmed the spells I’m showing to make character sections more succinct.

15. Averages up Top
HP: 24729
Average: 7307 (Kill Point: 18268)

Kevin
HP: 23462 (20949)………….94.9%
EP: 736 (658)
STR: 2556 (1220)
DEF: 2275 (1102)…………….Cuts damage by 297 (-3% to 40% PC HP Damage)
ATS: 1660 (1371)
ADF: 15
SPD: 99 (71)…………………….99%
DEX: 75 (40)
AGL: 28
MOV: 7 (3)
RNG: 9 (1)
Cherished Bow: 1200 Str, 8 Range, 125 Ats, 35 Dex
Action 4**/ EP 4/HP 4/Mind 4/Information/Cast 2
Action 4**/Attack 4*
Alternate Starters: Defense 4
-->Defense 4 would give Thelas, Crest, La Crest, Earth Guard, Earth Wall, Petrosphere, Stone Hammer, Stone Impact, Petrify Breath, Earth Lance, Titanic Roar
Water 16, Dark 16, Space 5, Mirage 10

Attack: 3062 Physical Damage, 100 RT

Crafts
Sacrifice Arrow (65 CP): 40 CP to allies, AoE (M)
Crossgear Rage (20 CP): 3762 Physical Damage  + AT Delay, 92 RT
-->Delays enemy about ~80 RT (Against an equal speed enemy, spamming this got Kevin 6 turns before the enemy got their next turn. The 80 is a rough estimate, but not far off likely).
-->84.8%/96.2% delay factoring all enemies and factoring modifiers
Mortal Punishment (30 CP): 4412 AoE (M) Physical Damage, 100 RT
Gorgon Arrow (35 CP): 3062 Line (S) Physical Damage + 100% Petrify, 100 RT
-->50.5%/53.7% factoring all enemies and factoring modifiers
Sacred Breath (30 CP): 5500 AoE (L) Healing + Status Recovery, 87 RT
Grail Sphere (S-Craft): Blocks 1 Attack (2 at 200 SP), AoE (L), 117 RT
Spear of Loa (S-Craft): 6562 MT Dark Physical Damage, 100 RT
Spear of Ur (S-Craft) : 8812 MT Space Physical Damage, 100 RT

Artes
Teara (20 EP)- 6000 Healing, 9 CT, 90 RT
Tearal (40 EP)- 12000 Healing, 11 CT, 105 RT
Tear-All (70 EP)- Full Healing, 14 CT, 115 RT
Curia (10 EP)- Status Healing, 9 CT, 70 RT
Clock Up Ex (30 EP)- Increases Effective Speed 35%, 23 CT, 70 RT
-->Doesn’t effect the RT from the casting
Clock Down (50 EP)- Enemy Effective Speed down 50%, AoE (M), 24 CT, 70 RT
-->Doesn’t effect speed until enemy takes next turn
-->91.4%/111.7% factoring all enemies and factoring modifiers
Anti-Sept (20 EP)- 100% Silence, 17 CT, 68 RT
-->53.2%/63.8% factoring all enemies and factoring modifiers
Blue Impact (40 EP)- 4690 Water Magic, 20 CT, 68 RT
Blue Ascension (80 EP)- 5190 Water Magic, 30 CT, 65 RT
Soul Blur (10 EP)- 3890 Time Magic, 25% Faint, 20 CT, 85 RT
-->13.3%/13.5% factoring all enemies and factoring modifiers
Shadow Spear (40 EP)- 4190 Time Magic, 20 CT, 68 RT
Hell Gate (30 EP)- 4040 AoE (S) Time Magic + 20% Faint, 24 CT, 87 RT
Dark Matter (80 EP)- 4890 Space Magic, 30 CT, 80 RT
Ascension (10 EP)- 3890 Mirage Magic, 20 CT, 85 RT

Unlisted due to more questionable legality: Chaos Brand
Unlisted: Tear, La Curia, Clock Up, Aqua Bleed

Ries
HP: 24080 (21500)………….97.4%
EP: 618 (552)
STR: 2661 (1305)
DEF: 2184 (1004)…………….Cuts damage by 47 (-0.5% to 40% PC HP Damage)
ATS: 1730 (1322)
ADF: 15
SPD: 99 (71)…………………….99%
DEX: 40
AGL: 28
MOV: 8 (4)
RNG: 4 (1)
Agnus Dei: 1200 Str, 250 Ats, 3 Range

Orbments
EP 4**/HP 4/Mind 4/Attack  4/Evade 4
EP 4**/Action 4/Cast 2*
Alternates: Haze, Hit 4, Shield 4
-->Shield gives La Teara, La Tearal, Sylphen Wing, Air Strike, Aerial, Lightning
5 Dark, 5 Space, 8 Mirage, 16 Water, 8 Wind, 8 Fire
13 Dark, 5 Space, 8 Mirage, 8 Fire

Attack- 3314 Physical Damage

Crafts
Holy Blessing (45 CP)- 50% Healing/Revival + 50 CP; Can not self target, 100 RT
Arc Fencer 2 (25 CP)- 3814 Physical Damage + Impede, 100 RT
Infinity Sparrows (30 CP)- 3634 AoE (L) Physical Damage, 117 RT
Heavely Strike (S-Craft)- 7814 MT Physical Damage, 117 RT

Artes
Teara (20 EP)- 6000 Healing, 9 CT, 90 RT
Tearal (40 EP)- 12000 Healing, 11 CT, 105 RT
Tear-All (70 EP)- Full Healing, 14 CT, 115 RT
La Teara (55 EP)- 6000 AoE (M) Healing, 12 CT, 100 RT
La Tearal (200 EP)- 12000 AoE (L) Healing, 15 CT, 120 RT
Curia (10 EP)- Status Healing, 9 CT, 70 RT
Forte (15 EP)- Increases physical damage by 1092 damage, 14 CT, 65 RT
Clock Up (10 EP)- Increase Effective Speed 18%, 17 CT, 68 RT
-->Doesn’t effect the RT from the casting
Anti-Sept All (40 EP)- 100% AoE (M) Silence, 21 CT, 65 RT
-->If switching location of Attack 4/Action 4. Loses Forte/La Forte)
-->53.2%/74.5% factoring all enemies and factoring modifiers
Chaos Brand (40 EP)- 100% Confuse, 17 CT, 78 RT
-->53.2%/63.8% factoring all enemies and factoring modifiers
Blue Impact (40 EP)- 4970 Water Magic, 20 CT, 68 RT
Blue Ascension (80 EP)- 5470 Water Magic, 30 CT, 65 RT
Diamond Dust (60 EP)- 4470 AoE (S) Water/Ice Magic + 20% Freeze, 32 CT, 70 RT
-->10.6%/12.3% factoring all enemies and factoring modifiers
Napalm Breath (80 EP): 6170 Fire Magic, 24 CT, 70 RT
Flare Arrow (40 EP)- 5170 Fire Magic, 20 CT, 68 RT
Lightning (20 EP)- 4470 Line Wind/Lightning Magic + 20% Seal, 24 CT, 70 RT
-->10.6%/14.4% factoring all enemies and factoring modifiers
Soul Blur (10 EP)- 4170 Time Magic, 25% Faint, 20 CT, 85 RT
-->13.3%/13.5% factoring all enemies and factoring modifiers
Shadow Spear (40 EP)- 4470 Time Magic, 20 CT, 68 RT
Dark Matter (80 EP)- 5170 Space Magic, 24 CT, 70 RT
Ascension (10 EP)- 4170 Mirage Magic, 20 CT, 85 RT

Unlisted due to more questionable legality: Anti-Sept
Unlisted: Tear, La Tear, La Curia, La Forte, Sylphen Guard, Sylphen Wing, Sylparion, Aqua Bleed, Fire Bolt, Fire Bolt EX, Spiral Flare, Air Strike, Aerial

Agate
HP: 28402 (25359)………….114.9%
EP: 457
STR: 2781 (1367)
DEF: 2217 (1040)…………….Cuts damage by 138 (-1.4% to 40% PC HP Damage)
ATS: 910 (979)
ADF: 75 (15)……………………Cuts by damage by 193 (-1.95% to 40% PC HP Damage)
SPD: 99 (71)…………………….99%
DEX: 40 (40 base, -20 and 20 cancel out)
AGL: 24 (28)
MOV: 8 (4)
RNG: 1

Orbments
Attack 4**/Hit 4*/Shield 4
Attack 4**/Seal**/HP 4
Attack 4**/Action 4*/Cast 2*
Alternates: Defense 4, Move 3 (Get spells, not worth listing)
8 Fire, 8 Wind
8 Fire, 8 Water

Apocrypha- 1250 Str, -20 Dex (Makes accuracy 85% without Hit 4)
Hihiirokane Sword- 1150 Str

Attack- 3816 Physical Damage

Crafts
Wild Rage 2- +150 CP, Agate takes 70% HP Damage, Can Kill Him, 100 RT
Flame Slash 3 (20 CP)- 4316 AoE (S) Physical Damage, 100 RT
Draguna Edge 3 (25 CP)- 4416 Physical Damage + Penetrate + Impede, Line, 125 RT
Spiral Edge (25 CP)- 4766 Physical Damage + 67 AT Delay, 133 RT
-->Against a same speed enemy with a 67 RT move, Agate basically went 1-1 over a long number of turns
Dragon Dive 2 (S-cract)- 8066 MT Physical Damage, 139 RT

Artes
Teara (20 EP)- 6000 Healing, 9 CT, 90 RT
Tearal (40 EP)- 12000 Healing, 11 CT, 105 RT
Napalm Breath (80 EP)- 3166 Fire Magic, 24 CT, 70 RT
Lightning (20 EP)- 1466 Line Wind/Lightning Magic + 20% Seal, 24 CT, 70 RT
-->10.6%/13.4% factoring all enemies and factoring modifiers

Unlisted: Tear, Sylphen Guard, Sylphen Wing, Sylparion, Aqua Bleed, Blue Impact, Fire Bolt, Flare Arrow, Air Strike, Aerial, Lightning, Dark Matter

Anelace
HP: 25932 (23154)………….104.9%
EP: 453
STR: 2643 (1244)
DEF: 2184 (1004)…………….Cuts damage by 47 (-0.5% to 40% PC HP Damage)
ATS: 1102
ADF: 15
SPD: 99 (71) (104 w/ Jinu) (124 w/ Jinu+)…………………….99% (104% w/ Jinu)
DEX: 40
AGL: 28
MOV: 8 (4)
RNG: 1
Hakuryuu- 1250 Str
Jinu- 1000 Str, 50 Ats, 50 Adf, 25 Dex, 5 Agl, 5 Spd
-->Drops Physical Damage by 838 Points, Increases Magic Damage by 200
**Jinu+- 1600 Str, 150 Ats, 150 Adf, 100 Def, 25 Agl, 25 Spd
-->Increases Physical Damage by 1172, Increases Magic Damage by 600

Orbments
Evade 4**/HP 4/EP Cut 2
Evade 4/Impede 3**/Cast 2*
Evade 4**/Action 4*
Evade 4**/Attack 4*
Alternates: Defense 4, Move 3
-->Get Earth Guard, Earth Lance, Petrify Breath
Wind 8, Water 8, 3 Space, 2 Dark, 2 Mirage
Wind 13

Attack- 3354 Physical Damage

Crafts
Petal Dance (20 CP)- +50% Str and -30% Def to Base Stats, 83 RT
-->Increases Physical Damage by 2084, Takes extra 828 from Physicals
Fallen Leaves (35 CP)- 3354 Physical Damage + ~75? AT Delay, 100 RT
True Eight-Leaf Blitz (30 CP)- 4104 Physical Damage, 92 RT
True Swordwind Slash (20 CP)- 3954 Physical Damage, AoE (S), 100 RT
Whirlwind Dance (20 CP)- Suction Effect, AoE (L)
Supreme Piercing Wave (S-Craft)- 7354 Physical Damage, 117 RT

Artes
Teara (16 EP)- 6000 Healing, 9 CT, 90 RT
Tearal (32 EP)- 12000 Healing, 11 CT, 105 RT
Curia (8 EP)- Status Healing, 9 CT, 70 RT
Clock Up (8 EP)- Increase Effective Speed 18%, 17 CT, 68 RT
-->Doesn’t effect the RT from the casting
Blue Impact (32 EP)- 2458 Water Magic, 20 CT, 68 RT
Lightning (16 EP)- 1958 Line Wind/Lightning Magic + 20% Seal, 24 CT, 70 RT
-->10.6%/13.7% factoring all enemies and factoring modifiers
Soul Blur (8 EP)- 1658 Time Magic, 25% Faint, 20 CT, 85 RT
-->13.3%/12.9% factoring all enemies and factoring modifiers

Unlisted: Tear, La Tear, Sylphen Guard, Sylphen Wing, Sylparion, Aqua Bleed, Air Strike, Aerial, Lightning, Asecnsion

Estelle
HP: 24698 (22052)………….99.9%
EP: 526
STR: 2593 (1244)
DEF: 2161 (980).…………….Adds 16 damage (+0.2% to 40% PC HP Damage)
ATS: 1370 (1224)
ADF: 15
SPD: 99 (104 w/ Force Flag)(71)…………………….99% (104% w/ Force Flag)
DEX: 50 (40)
AGL: 38 (28)
MOV: 8 (4)
RNG:  4 (1)
Amanomadra- 1200 Str, 10 Dex, 10 Agl, 3 Range
Force Flag- 1000 Str, 10 Dex, 10 Agl, 5 Speed, 3 Range
-->Drops Physical Damage by 670 Points

Orbments
HP 4/Mind 4/EP Cut 3/Evade 4
HP 4/Attack 4/Action 4*/Cast 2*
Alternates: Heaven’s Eye (No Additional Spells)
16 Water, 5 Space, 3 Dark, 3 Mirage, 8 Wind
8 Water, 8 Fire

Attack- 3187 Physical Damage

Crafts
Morale (20 CP)- 20% Str Up, AoE (M)
Supreme Hurricane (30 CP)- 3187 AoE (M) Physical Damage, 73 RT
Supreme Comet (20 CP)- 3937 Phyisical Damage + Penetrate, Line, 78 RT
Supreme Hard Break (25 CP)- 4387 Physical Damage + Impede, 73 RT
Taunt (20 CP)
True Wheel of Time (S-Craft)- 11187 ST Physical Damage, Heals Half Damage Done, 117 RT

Artes
Teara (14 EP)- 6000 Healing, 9 CT, 90 RT
Tearal (28 EP)- 12000 Healing, 11 CT, 105 RT
Tear-All (42 EP)- Full Healing, 14 CT, 115 RT
La Teara (38 EP)- 6000 AoE (M) Healing, 12 CT, 100 RT
La Tearal (140 EP)- 12000 AoE (L) Healing, 15 CT, 120 RT
Curia (7 EP)- Status Healing, 9 CT, 70 RT
Clock Up (7 EP)- Increase Effective Speed 18%, 17 CT, 68 RT
-->Doesn’t effect the RT from the casting
Blue Impact (28 EP)- 3530 Water Magic, 20 CT, 68 RT
Blue Ascension (56 EP)-4030 Water Magic, 30 CT, 65 CT
Diamond Dust (42 EP)- 3830 AoE (S) Water Magic, 20% Freeze, 32 CT, 70 CT
-->10.6%/12.3% factoring all enemies and factoring modifiers
Flare Arrow (28 EP)- 3730 Fire Magic, 20 CT, 68 RT
Napalm Breath (56 EP)- 4730 Fire Magic, 24 CT, 70 CT
Soul Blur (7 EP)- 2730 Time Magic + 25% Faint, 20 CT, 85 RT
-->13.3%/12.9% factoring all enemies and factoring modifiers
Dark Matter (56 EP)- 3730 Space Magic, 24 CT, 70 RT

Unlisted due to more questionable legality: Anti-Sept
Unlisted: Tear, La Tear, La Curia, Sylphen Guard, Sylphen Wing, Sylparion, Aqua Bleed, Fire Bolt, Air Strike

Josette
HP: 20993 (18744)………….84.9%
EP: 568
STR: 2538 (1195)
DEF: 2138 (955).…………….Adds 80 damage (+0.8% to 40% PC HP Damage)
ATS: 1370 (1224)
ADF: 15
SPD: 99 (71)…………………….99%
DEX: 65 (40)
AGL: 28
MOV: 7 (3)
RNG: 7 (1)
Akashic R- 1200 Str, 25 Dex, 6 Range
Defense 4, EP Cut 2, Poison, Attack 4, HP 4*, Action 4*, Mind 4*
(Room for Action, HP, Magic)

Orbments
Poison**/EP Cut 2/Attack 4/HP 4*
Poison**/Action 4*/Mind 4*/Cast 2*
Alternates: Defense 4
-->Gives Earth Lance, Atlas Hammer
Earth 3, Space 3, Dark 2, Mirage 2, Fire 8

Attack- 3002 Physical Damage

Crafts
Stampede (20 CP)- 3002 Physical Damage + Def Down 30% (Increases Physical Damage Done by 1650), 100 RT
-->86.8%/93.5% factoring all enemies and factoring modifiers
Anchor Flail (20 CP)- 3002 Physical Damage + 100% Faint, 100 RT
-->50.5%/57.3% factoring all enemies and factoring modifiers
Orbal Bomb (25 CP)- 3602 Physical Damage + Impede, AoE (M) , 117 RT
Bobcat 2 (S-Craft)- 7152 MT Damage

Artes
Earth Guard (8 EP)- Blocks next attack, 20 CT, 75 RT
Clock Up (8 EP)- Increase Effective Speed 18%, 17 CT, 68 RT
-->Doesn’t effect the RT from the casting
Petrify Breath (24 EP)- 3030 Earth Magic + 20% Petrify, 20 CT, 68 RT
-->10.6%/10.5% factoring all enemies and factoring modifiers
Flare Arrow (32 EP)- 3730 Fire Magic, 20 CT, 68 RT
Napalm Breath (64 EP): 4730 Fire Magic, 24 CT, 70 RT
Soul Blur (8 EP)- 2730 Time Magic + 25% Faint, 20 CT, 85 RT

Unleashed: Fire Bolt, Stone Hammer, Stone Impact

Joshua
HP: 27168 (24257)………….109.9%
EP: 582
STR: 2661 (1305)
DEF: 2105 (919).…………….Adds 170 damage (+1.7% to 40% PC HP Damage)
ATS: 1508 (1347)
ADF: 15
SPD: 102 (73)……………………102%
DEX: 65 (40)
AGL: 53 (28)
MOV: 9 (5)
RNG: 1
Swallow Tails- 1200 Str, 25 Dex, 25 Agl

Orbments
Action 4**/Mind 4/EP Cut 2/Cast 2**/EP 4
Action 4**/Attack 4*/HP 4*
Alternates: Evade 4
-->Gives La Tear, La Teara, Anti-Sept All, Air Strike, Aerial, Lightning, White Gehenna, Potentially Abyss Fall
Dark 18, Water 8, Space 8, Mirage 10

Attack- 3414 Physical Damage

Crafts
Supreme Flicker (30 CP)- 4114 Physical Damage + Penetrate + ~55? AT Delay (Line), 100 RT
Supreme Cloak & Dagger (20 CP)- 3914 Physical Damage + 35% ID, 83 RT
-->17.7%/15.9% factoring all enemies and factoring modifiers
Supreme Evil Eye (45 CP)- 3864 Physical Damage +50% Confuse + ~85? AT Delay, AoE (M) , 133 RT
-->Confuse is 25.3%/24.8% factoring all enemies and factoring modifiers
Taunt- Focuses enemy attention on self
Supreme Dual Strike (20 CP)- 6828 Physical Damage (Over 2 Hits) + Poison, 100 RT
True Phantom Raid (S-Craft)- 7414 MT Physical Damage, 133 RT

Artes
Teara (16 EP)- 6000 Healing, 9 CT, 90 RT
Tearal (32 EP)- 12000 Healing, 11 CT, 105 RT
Curia (8 EP)- Status Healing, 9 CT, 70 RT
Clock Up Ex (24 EP)- Increases Effective Speed 35%, 23 CT, 70 RT
-->Doesn’t effect the RT from the casting
Anti-Sept (16 EP)- 100% Silence, 17 CT, 68 RT
-->53.2%/63.8% factoring all enemies and factoring modifiers
Clock Down (40 EP)- Enemy Effective Speed down 50%, AoE (M), 24 CT, 70 RT
-->Doesn’t effect speed until enemy takes next turn
-->91.4%/111.7% factoring all enemies and factoring modifiers
Blue Impact (32 EP)- 4082 Water Magic, 20 CT, 68 RT
Soul Blur (8 EP)- 3282 Time Magic + 25% Faint, 20 CT, 85 RT
-->13.3%/13.2% factoring all enemies and factoring modifiers
Shadow Spear (32 EP)- 3582 Time Magic, 20 CT, 68 RT
Dark Matter (64 EP)- 4282 Space Magic, 24 CT, 70 RT
Ascension (8 EP)- 3282 Mirage Magic, 20 CT, 85 RT

Unlisted due to more questionable legality: Chaos Brand
Unlisted: Tear, La Curia, Sylphen Wing, Sylparion, Clock Up

Julia
HP: 25562 (22823)………….103.4%
EP: 592
STR: 2634 (1281)
DEF: 2206 (1028).…………….Cuts damage by 107 (-1.1% to 40% PC HP Damage)
ATS: 1553 (1347)
ADF: 15
SPD: 100 (72)…………………….100%
DEX: 43
AGL: 53 (28)
MOV: 8 (4)
RNG: 1
Celeste Blue- 1200 Str, 45 Ats, 25 Agl

Orbments:
EP Cut 2**/Move 3**/Action 4/Attack 4/Mind 4*
EP Cut 2**/Cast 2*/HP 4*
Alternates: Hit 4, Range 2, Shield 4
-->Hit 4 gives Chaos Brand
-->Shield gives Forte, Sylphen Wing, Fire Bolt EX, Spiral Flare, Air Strike, Aerial, Lightning (depending on swap)
Space 8, Dark 10, Mirage 2, 8 Fire

Attack- 3324 Physical Damage

Crafts
Attack Orders (20 CP)- +20% Str/10% Speed MT, 100 RT
Lazenreiter 2 (25 CP)- 4174 Physical Damage  + Impede, 92 RT
Mirageberg 2 (30 CP)- Negate 2 Attacks, Self Target, 33 RT
Pentagrammic Kleis (S-Craft)- 7324 AoE (L) PhysicalDamage, 100 RT

Artes
Clock Up (8 EP)- Increase Effective Speed 18%, 17 CT, 68 RT
-->Doesn’t effect the RT from the casting
Clock Down (40 EP)- Enemy Effective Speed down 50%, AoE (M), 24 CT, 70 RT
-->Doesn’t effect speed until enemy takes next turn
-->91.4%/111.7% factoring all enemies and factoring modifiers
Napalm Breath (64 EP):  5462 Fire Magic, 24 CT, 70 RT
Soul Blur (8 EP)- 3462 Time Magic + 25% Faint, 20 CT, 85 RT
-->13.3%/13.2% factoring all enemies and factoring modifiers
Shadow Spear (32 EP)- 3762 Time Magic, 20 CT, 68 RT
Dark Matter (64 EP)- 4462 Space Magic, 24 CT, 70 RT
Ascension (8 EP)- 3462 Mirage Magic, 20 CT, 85 RT

Unlisted due to more questionable legality: Anti-Sept

Kloe
HP: 20993 (18744)………….84.9%
EP: 803
STR: 2346 (1146)
DEF: 2140 (890).…………….Adds 74 damage (+0.7% to 40% PC HP Damage)
ATS: 1690 (1469)
ADF: 15
SPD: 99 (71)…………………….99%
DEX: 40
AGL: 53 (28)
MOV: 9 (5)
RNG: 1
Celeste Blue- 1200 Str, 45 Ats, 25 Agl

Orbments
HP 4**/Cast 2*/EP Cut 2/EP 4/Mind 4**/Action 4*/Heal**
Alternates: Freeze, Shield 4
-->Shield gives La Teara, La Teara, LA Tearal, Sylphen Wing, Air Strike, Aerial, Lightning
19 Water, 10 Dark, 8 Space, 10 Mirage

Attack- 2359 Physical Damage

Crafts
Kaempfer 2 (20 CP)- Str – 20%, Def – 30%, 108 RT
-->Cuts Physical Damage Done by ~1600 (16.2% of 40% PC HP Damage)
-->Increases Physical Damage Done by 1650
-->86.8%/87.5% factoring all enemies and factoring modifiers
Sturm 3 (20 CP)- 2759 Physical Damage + Impede, 92 RT
Lichtkreis 3 (S-Craft)- 23000 AoE (L) Healing + Revival (+50% Def with 200 CP), 100 RT
Sanctus Nova- 8510 AoE (L) Magic Damage, 100 RT

Artes
Teara (16 EP)- 6000 Healing, 9 CT, 90 RT
Tearal (32 EP)- 12000 Healing, 11 CT, 105 RT
Tear-All (56 EP)- Full Healing, 14 CT, 115 RT
Curia (8 EP)- Status Healing, 9 CT, 70 RT
Clock Up Ex (24 EP)- Increases Effective Speed 35%, 23 CT, 70 RT
Clock Down (40 EP)- Enemy Effective Speed down 50%, AoE (M), 24 CT, 70 RT
-->Doesn’t effect speed until enemy takes next turn
-->91.4/111.7% factoring all enemies and factoring modifiers
Blue Impact (32 EP)- 4810 Water Magic, 20 CT, 68 RT
Blue Ascension (64 EP)- 5310 Water Magic, 30 CT, 65 RT
Soul Blur (8 EP)- 4010 Time Magic + 25% Faint, 20 CT, 85 RT
-->13.3%/13.2% factoring all enemies and factoring modifiers
Shadow Spear (32 EP)- 4310 Time Magic, 20 CT, 68 RT
Ascension (8 EP)- 4010 Mirage Magic, 20 CT, 85 RT

Unlisted due to more questionable legality: Anti-Sept, Chaos Brand
Unlisted: Tear, La Curia, Clock Up, Aqua Bleed

Mueller
HP: 29637 (26462)………….119.8%
EP: 448
STR: 2768 (1356)
DEF: 2217 (1040)…………….Cuts damage by 138 (-1.4% to 40% PC HP Damage)
ATS: 1234 (1102)
ADF: 15
SPD: 102 (73)…………………….102%
DEX: 40 (-20/20 cancel out)
AGL: 24 (28)
MOV: 8 (4)
RNG: 1
Apocrypha- 1250 Str, -20 Dex (Makes Accuracy 85% with No Hit 4)

Orbments
HP 4**/Mind 4/Action 4
HP 4**/EP Cut 2/*Hit 4
HP 4**/Cast 2*
HP 4**/Attack 4*
Water 16/Dark 8
Water 8/Space 8/Dark 2/Mirage 2

Attack- 3773 Physical Damage

Crafts
Ragna Bind (20 CP)- 3773 Physical Damage + 50% Faint, 83.33 RT
-->25.3%/24.4% factoring all enemies and factoring modifiers
Hound Gale 2 (35 CP)- 3873 AoE (M) Physical Damage, 100 RT
Blade Dancer 2 (30 CP)- 4623 Physical Damage + 20% Confuse, 117 RT
-->10.1%/8.3% factoring all enemies and factoring modifiers
Mirage Edge (35 CP)- Impede + 100% Mute, 117 RT
-->50.5%/43.7% factoring all enemies and factoring modifiers
True Righteous Witness (S-Craft)- 8023 Physical Damage, 117 RT

Artes
Teara (16 EP)- 6000 Healing, 9 CT, 90 RT
Tearal (32 EP)- 12000 Healing, 11 CT, 105 RT
Tear-All (56 EP)- Full Healing, 14 CT, 115 RT
Curia (8 EP)- Status Healing, 9 CT, 70 RT
Clock Up Ex (24 EP)- Increases Effective Speed 35%, 23 CT, 70 RT
-->Doesn’t effect the RT from the casting
Blue Impact (32 EP)- 2986 Water Magic, 20 CT, 68 RT
Blue Ascension (64 EP)- 3486 Water Magic
Soul Blur (8 EP)- 2186 Time Magic + 25% Faint, 20 CT, 85 RT
-->13.3%/12.9% factoring all enemies and factoring modifiers
Shadow Spear (32 EP)- 2486 Time Magic, 20 CT, 68 RT

Unlisted due to more questionable legality: Anti-Sept
Unlisted: Tear, Clock Up, Aqua Bleed, Soul Blur, Ascension,

Olivier
HP: 22228 (19846)………….89.9%
EP: 899 (803)
STR: 2456 (1122)
DEF: 2047 (857).…………….Adds 330 damage (+3.3% to 40% PC HP Damage)
ATS: 1645 (1469)
ADF: 15
SPD: 99 (71)…………………….99%
DEX: 65 (40)
AGL: 28
MOV: 7 (3)
RNG: 7 (1)
Akashic R- 1200 Str, 25 Dex, 6 Range

Orbments
EP 4**/Attack 4/Evade 4/Cast 2*/HP 4*/Action 4*/Mind 4*
Alternates: Hit 4/Defense 4/Move 3
-->Defense gives Earth Guard, Earth Wall, Phantom Pain, Silent Cross, Stone Impact, Petrosphere, Petrify Cloud, Titanic Roar, Volcanic Roar, Meteo Fall
Fire 8, Mirage 16, Space 5, Dark 5

Attack- 2728 Physical Damage

Crafts
Quick Draw 2 (20)- 2728 AoE (L) Physical Damage, 108 RT
Happy Trigger 3 (20 CP)- 5500 AoE (M) Healing, 66.67 RT
Sniper Shot (20 CP)- 3328 Physical Damage + Impede, 90 RT
Requiem Hearts 2 (S-Craft)- 7128 AoE (M) Physical Damage, 133 RT

Artes
Forte (15 EP)- Increases Physical Damage by 938, 14 CT, 65 RT
Clock Up (10 EP)- Increase Effective Speed 18%, 17 CT, 68 RT
-->Doesn’t effect the RT from the casting
Chaos Brand (40 EP)- 100% Confuse, 17 CT, 78 RT
-->53.2%/63.8% factoring all enemies and factoring modifiers
Flare Arrow (40 EP)- 4830 Fire Magic, 20 CT, 68 RT
Napalm Breath (80 EP)- 5830 Fire Magic, 24 CT, 70 RT
Lightning (20 EP)- 4130 Line Wind/Lightning Magic + 20% Seal, 24 CT, 70 RT
-->10.6%/14.4% factoring all enemies and factoring modifiers
Soul Blur (10 EP)- 3830 Time Magic + 25% Faint, 20 CT, 85 RT
-->13.3%/113.5% factoring all enemies and factoring modifiers
Ascension (10 EP)- 3830 Mirage Magic, 20 CT, 85 RT

Unlisted due to more questionable legality: Anti-Sept
Unlisted: Fire Bolt, Fire Bolt EX, Spiral Flare, La Forte, Air Strike, Aerial, Sylphen Wing

Renne
HP: 19141 (17090)………….77.4%
EP: 803
STR: 2629 (1232)
DEF: 2115 (930).…………….Adds 143 damage (+1.4% to 40% PC HP Damage)
ATS: 1731 (1506)
ADF: 15
SPD: 102 (73)…………………….102%
DEX: 40
AGL: 28
MOV: 7 (3)
RNG: 1
Crimson Scythe- 1250 Str

Orbments
Sapphire Gem/Absorb/Attack 4/HP 4/Death/Action 4*/Cast 2*
-->Death gives 20% ID. I don’t think this stacks additively with any Death chance Renne already has (so the 50% ID Rennede because 60% ID and not 70% ID)
Alternates: Emerald Gem, Septium Vein
-->Can get Earth Guard, Sylphen Wing, Petrify Breath, Stone Impact, Earth Lance, Petrify Cloud (potentially), Lightning
22 Water, 8 Fire, 4 Wind, 8 Dark, 2 Space

Attack- 3307 Physical Damage, 20% ID
-->10.1%/10.2% factoring all enemies and factoring modifiers

Crafts
Blood Circle 2 (30 CP)- 3757 AoE (M) Physical Damage + 20% ID, 100 RT
Calamity Throw (25 CP)- 4157 Physical DAmage + 28% ID, Line, 83 RT
-->14.2%/14.7% factoring all enemies and factoring modifiers
Rennede (S-Craft)- 5807 AoE (M) Physical Damage + 60% ID, AoE (M) , 117 RT
-->31.9%/32.3% factoring all enemies and factoring modifiers
Pater Mater (S-Craft)- 7707 Line (L) Physical Damage + 20% ID, 150 RT

Artes
Teara (20 EP)- 6000 Healing, 9 CT, 90 RT
Tearal (40 EP)- 12000 Healing, 11 CT, 105 RT
Tear-All (70 EP)- Full Healing, 14 CT, 115 RT
Clock Up (10 EP)- Increase Effective Speed 18%, 17 CT, 68 RT
-->Doesn’t effect the RT from the casting
Anti-Sept All (40 EP)- 100% AoE (M) Silence, 21 CT, 65 RT
-->53.2%/74.5% factoring all enemies and factoring modifiers
Blue Impact (40 EP)- 4974 Water Magic, 20 CT, 68 RT
Blue Ascension (80 EP)- 5474 Water Magic, 30 CT, 65 RT
Flare Arrow (40 EP)- 5174 Magic, 20 CT, 68 RT
Napalm Breath (80 EP): 6174 Fire Magic, 24 CT, 70 RT
Soul Blur (10 EP)- 4174 Time Magic + 25% Faint, 20 CT, 85 RT
-->13.3%/12.9% factoring all enemies and factoring modifiers
Shadow Spear (40 EP)- 4474 Time Magic, 20 CT, 68 RT

Unlisted due to more questionable legality: Anti-Sept
Unlisted: Tear, Aqua Bleed, Fire Bolt, Fire Bolt Ex, Spiral Flare

Richard
HP: 28032 (25029)………….113.4%
EP: 648
STR: 2754 (1343)
DEF: 2217 (1040).…………….Cuts damage by 138 (-1.4% to 40% PC HP Damage)
ATS: 1535 (1371)
ADF: 15
SPD: 100 (72)…………………….100%
DEX: 44
AGL: 28
MOV: 9 (5)
RNG: 1
Hakuryuu- 1250 Str

Orbments
**Attack 4/Action 4/EP Cut 4/Mind 4/Hit  4/Cast 2*
**Attack 4/HP 4*
Alternates: Evade 4
-->Would give Sylphen Guard, Forte, Fire Bolt EX, Spiral Flare, La Forte, Air Strike, Aerial, Lightning, Anti-Sept All, White Gehenna, Orbal Down
-->Anti-Sept All is 100% Silence or 53.2%/74.5% factoring all enemies and factoring modifiers
8 Water, 8 Fire, 13 Dark, 8 Space, 13 Mirage

Attack- 3726 Physical Damage

Crafts
True Luminous Wheel (40 CP)- 4226 AoE (S) Physical Damage, 39 RT
True Luminous Ogre Slash (25 CP)- 4526 Physical Damage + 30% Faint, 22 RT
-->15.2%/12.6% factoring all enemies and factoring modifiers
True Luminous Divider (30 CP)- 4826 Physical Damage, 22 RT
Sakura Morning Moon (S-Craft)- 11726 Physical Damage, 92 RT

Artes
Teara (20 EP)- 6000 Healing, 9 CT, 90 RT (30 CT w/o Cast 2)
Tearal (40 EP)- 12000 Healing, 11 CT, 105 RT (35 CT w/o Cast 2)
Curia (10 EP)- Status Healing, 9 CT, 70 RT (30 CT w/o Cast 2)
Clock Up (6 EP)- Increase Effective Speed 18%, 17 CT, 68 RT
-->Doesn’t effect the RT from the casting
Clock Down (30 EP)- Enemy Effective Speed down 50%, AoE (M), 24 CT, 70 RT
-->Doesn’t effect speed until enemy takes next turn
-->13.3%/12.9% factoring all enemies and factoring modifiers
-->91.4/111.7% factoring all enemies and factoring modifiers
Blue Impact (24 EP)- 4190 Water Magic, 20 CT, 68 RT
Flare Arrow (24 EP)- 4390 Fire Magic, 20 CT, 68 RT
Napalm Breath (48 EP): 5390 Fire Magic, 24 CT, 70 RT
Soul Blur (6 EP)- 3390 Time Magic + 25% Faint, 20 CT, 85 RT
-->13.3%/12.9% factoring all enemies and factoring modifiers
Shadow Spear (24 EP)- 3690 Time Magic, 20 CT, 68 RT
Dark Matter (48 EP)- 4390 Space Magic, 24 CT, 70 RT
Ascension (6 EP)- 3390 Mirage Magic, 20 CT, 85 RT

Unlisted due to more questionable legality: Anti-Sept, Chaos Brand
Unlisted: Tear, La Curia, Clock Up, Aqua Bleed, Fire Bolt


Scherazard
HP: 25932 (23154)………….104.9%
EP: 668
STR: 2538 (1195)
DEF: 2139 (956).…………….Adds 77 damage (+0.8% to 40% PC HP Damage)
ATS: 1543 (1347)
ADF: 50 (15)
SPD: 99 (71)…………………….99%
DEX: 50 (40)
AGL: 32 (28)
MOV: 9 (5)
RNG: 5 (1)
Gorgon’s Treasure- 1200 Str, 35 Ats, 35 Adf, 10 Dex, 4 Range

Orbments

Evade 4**/Mind 4/Action 4/Sleep**/Attack 4/Cast 2*
Evade 4**/HP 4*
Alternates: EP 4 (8 Mirage, 5 Space, 5 Dark)
-->Adds La Teara, Curia, La Curia, Forte, La Forte, Chaos Brand, Clock Up EX, Clock Down, Anti-Sept All, Aerial, Lightning, White Gehenna, Ascension (sometimes depending on what is subbed out)
-->Anti-Sept All is 100% Silence or 53.2%/74.5% factoring all enemies and factoring modifiers
8 Water, 8 Fire, 11 Wind, 8 Dark

Attack- 3002 Physical Damage, 10% Sleep, 100 RT

Crafts
Heaven’s Kiss (20)- Allies get turns immediately, AoE (M)
Fox Tail (30 CP)- 3002 Physical Damage + High Chance of Stealing Item, 10% Sleep, 17 RT
Sylphen Whip 3 (20 CP)- 3702 AoE (M) Physical Damage, 10% Sleep, 100 RT
Bind Whip 3 (20 CP)- 3702 Physical Damage + Impede, 10% Sleep, 100 RT
Judgment Card 2 (S-Craft)- 7502 AoE (M) Physical Damage + 100% chance of either Freeze, Confuse, Death or Blind, 10% Sleep, 150 RT
-->53.2%/60% chance of status factoring all enemies and factoring modifiers
-->5.3%/4.6% chance of Sleep

Unlisted: Tear, Sylphen Guard, Sylphen Wing, Sylparion, Aqua Bleed, Fire Bolt
Artes
Teara (20 EP)- 6000 Healing, 9 CT, 90 RT
Tearal (40 EP)- 12000 Healing, 11 CT, 105 RT
Clock Up (10 EP)- Increase Effective Speed 18%, 17 CT, 68 RT
-->Doesn’t effect the RT from the casting
Blue Impact (40 EP)- 4222 Water Magic, 20 CT, 68 RT
Flare Arrow (40 EP)- 4422 Fire Magic, 20 CT, 68 RT
Napalm Breath (80 EP)-  5422 Fire Magic, 24 CT, 70 RT
Air Strike (10 EP)- 3422 Wind Magic, 20 CT, 68 RT
Soul Blur (10 EP)- 3422 Time Magic + 25% Faint, 20 CT, 85 RT
-->13.3%/13.2% factoring all enemies and factoring modifiers
Shadow Spear (40 EP)- 3722 Time Magic, 20 CT, 68 RT

Unlisted due to more questionable legality: Anti-Sept
Unlisted: Tear, Sylphen Wing, Sylparion, Aqua Bleed, Fire Bolt


Tita
HP: 17288 (15436)………….69.9%
EP: 482
STR: 2593 (1244)
DEF: 2047 (857).…………….Adds 330 damage (+3.3% to 40% PC HP Damage)
ATS: 1370 (1224)
ADF: 15
SPD: 99 (71)…………………….99%
DEX: 40
AGL: 28
MOV: 6 (2)
RNG: 6 (1)
Vritra-han- 1200 Str, 5 Range

Orbments
EP Cut 2**/Attack 4/Move 3**/HP 4
EP Cut 2**/Action*/Cast 2*
EP Cut 2**/Mind*
Alternates: Range, Strike (Gets Dark Matter)
Space 3, Dark 2, Mirage 2, Fire 8, Water 8

Attack- 3187 Physical Damage

Crafts
Smoke Cannon 2 (30 CP)- 3437 AoE (L) Physical Damage + 100% Blind, 100 RT
-->50.5%/67.7% factoring all enemies and factoring modifiers
Vital Cannon 3 (30 CP)- 8000 AoE (L) Healing + Stat Down/Status Curing, 89 RT
Orbal Gear (20 CP)- +100% MHP/CHP, +50% Speed, +20% Str/Def, Prevents use of Artes and changes usable Crafts to starred items (No S-Craft), 17 RT
-->Unlike other buffs of 20% Str, this 20%+ gets str from equipment
-->Immunes Some Statuses (Faint, Freeze), but not Seal, Confuse, Blind or ID. I’d take down the dividing line of immuning statuses that take away ability to make any actions.
-->Cuts Physical Damage Taken by 1125
*Attack- 5621 Physical Damage, 100 RT
*Bullet Barrage (10 CP)- 5271 AoE (M) Physical Damage, 100 RT
*Smoke Missiles (10 CP)- 5271 AoE (S) Physical Damage +100%  Blind, 100 RT
-->50.5%/81.2% factoring all enemies and factoring modifiers
*Charge (10 CP)-5921 Physical Damage + 100% Faint, 100 RT
-->50.5%/75.8% factoring all enemies and factoring modifiers
Satellite Beam 2 (S-Craft)- 7187 AoE (M) Physical Damage, 133 RT

Artes
Teara (16 EP)- 6000 Healing, 9 CT, 90 RT
Tearal (32 EP)- 12000 Healing, 11 CT, 105 RT
Clock Up (8 EP)- Increase Effective Speed 18%, 17 CT, 68 RT
-->Doesn’t effect the RT from the casting
Blue Impact (32 EP)- 2946 Water Magic, 20 CT, 68 RT
Flare Arrow (32 EP)- 3146 Fire Magic, 20 CT, 68 RT
Napalm Breath (64 EP)- 4146 Fire Magic, 24 CT, 70 RT

Unlisted due to more questionable legality: Anti-Sept
Unlisted: Tear, Aqua Bleed, Fire Bolt, Soul Blur, Ascension

Zin
HP: 32107 (28667)………….129.8%
EP: 502
STR: 2753 (1342)
DEF: 2275 (1102).…………….Cuts damage by 297 (-3% to 40% PC HP Damage)
ATS: 734
ADF: 15
SPD: 104 (71)…………………….104%
DEX: 60 (40)
AGL: 28
MOV: 8 (4)
RNG: 1
Acalanatha- 1250 Str, 20 Dex, 5 Speed

Orbments
Mute **/HP 4/EP Cut 2
Mute **/Empty Earth/Cast 2*
Mute **/Action 4*
Mute **/Attack 4*
Alternates: Defense  4, Move 3
-->Defense 4 would give Thelas
Earth 3/Water 8/Space 3/Mirage 2/Dark 2

Attack- 3723 Physical Damage

Crafts
True Distend (20 CP)- Base Attack+Def up 60%, 78 RT
-->Increases Physical Damage Done by 2697
-->Cuts Physical Damage by an additional 1818 (18.4% of 40% PC HP Damage)
Supreme Composure (20 CP)- 13000 Healing + Status Healing, 100 RT
Supreme Smite (30 CP)- 4623 Physical Damage + 50% Confuse, 100 RT
-->25.3%/22.1% factoring all enemies and factoring modifiers
Supreme Thunder God Kick (35 CP)- 4623 AoE (S) Physical Damage, 100 RT
Taunt (20 CP)- Focuses enemy attention on self
True Wrath of Genbu (S-Craft)- 8123 AoE (M) Damage, 133 RT

Artes
Teara (16 EP)- 6000 Healing, 9 CT, 90 RT
Tearal (32 EP)- 12000 Healing, 11 CT, 105 RT
Curia (8 EP)- Status Healing, 9 CT, 70 RT
Earth Guard (8 EP)- Blocks next attack, 20 CT, 75 RT
Petrify Breath (24 EP)- 486 Earth Magic + 20% Petrify, 20 CT, 68 RT
-->10.6%/9.8% factoring all enemies and factoring modifiers

Unlisted: Tear, Stone Hammer, Aqua Bleed, Blue Impact, Ascension (No Damage Spells break 1000 damage)


4
Unranked Games / I Am Setsuna
« on: July 19, 2020, 12:49:08 AM »
1. Version/Levels
This is specifically the Switch version. Surprisingly, they actually changed some things for this version based on differences between Snowfire’s topic and mine (Vanish is a big one). I’m using the same levels as Snowfire’s (L45, minus L46 for Fides)

2. Topic is incomplete
I ran of time having actual access to the game, so there are a few things that will need to be filled in later. I’ll often note these as TBD

3. Buffs
These do not refresh while they are active. They must wear off first; if they wear off after a PC’s turn is taken (as most do; some exceptions are things like Aeterna’s Guaranteed Evasion), there must be at least 1 turn where the buff is down.

4. Debuffs/Status Typing
Note that these are technically none-typed. Kir’s Bio gets reflected from ‘Repel Magic’, but the Atk Down goes through. Just noting in case this comes up. Also to note, once an enemy is hit with a status (at least a traditional one like Freeze/Confusion/Petrify…etc), they seem to be immune to that status afterwards.

5. Elements
Light/Fire/Water/Dark/Holy/Time
Light is a Lightning/Holy hybrid. I’d see Setsuna’s moves as a mixture as opposed to one or the other(Since running into mono-elemental walling is a distinct issue she had in game).
Water covers both Ice/Water (and I’d see all of Julienne’s relevant attacks as Ice)

6. Special Type Moves
Moves that are noted as “Special” damage are generally just physical or magical damage that ignore things like ‘Repel Magic’ (The one boss with an anti-physical move hates using it, so I didn’t get a chance to test it there,. Also Special Physical Moves don’t go through Roly-Poly (2nd Snow Mountain) Perfect Physical Evade only move. Additionally, Doom’s backlash was affected by Endir’s Wall spell (which is a Chaos Shield shell that specifically sets up 1 Shield of “Physical” and 1 of “Magical”). I’d probably just see Special as “Ignore Physical or Magical Reflect” since I think that’s what is comes down to in game.

7. Statuses- Note that a lot of these are TBD for specifics. I don’t believe any of these statuses stop enemy evade.
Stun- Enemy loses several (2? TBD. Could be 1 + Reset ATB bar. Could just be a reset ATB bar) turns
Petrify- Enemy loses several (3? TBD) turns
Paralysis- Enemy loses several (3? TBD turns)
Freeze- Enemy loses several (3? TBD) turns
Stop- Enemy loses several (3? TBD) turns
Confusion- Confused user takes 20% of the damage they do. When used by a PC, must have the same duration as Stun (because they are paired together and I’ve never seen Confusion’s effect kick in on an enemy later)
Sap- 2.5% MHP Poison for next 3 actions of target

8. Anti-Status Spiritnite
There is spiritnite that resists status for:
Normal Drops: Sap (Poison), Paralysis, Confusion, Freeze, Momentum Lock (Anti-Limit), Stun
Rare Drops: Stone, Stop, Death
They specifically say make character “nearly” immune to a status. I didn’t have time to test this at all.

8. Enemies Tested with
Arch Deermon: Horn Attack and Lightning. 1 Point of defense Lowered Horn Attack 0.7 damage. 1 Point of MDef lowered Lightning 0.8.
Condoriel: Feather Attack. 1 Point of Defense Lowered Feather Attack 0.8 damage. Feather Attack is 5 hits, so it makes a good evade testing target

9. Enemy Stats
Def: 78
Res: 85
Evasion ~5% (Very rough; Didn’t have time to test, so this is a bit of a placeholder)

10. Basic Mechanics
PC to enemy: (Atk-Def) * Multiplier  or (Mag-Mdef)*Multiplier
Could be the same enemy to PC, but the multipliers are on a different scale?

11. Momentum
Characters can strengthen moves or get extra effect by using Momentum. To use Momentum, characters must have at least 1 full level of SP (up to 3 levels for be stored). Waiting to act with a full ATB bar, taking damage and using moves all increase SP.

12. SP Gains
If Momentum is Used: 0
Normal Attack: 20 (Slightly less perhaps, but 20 with input delay)
Tech (Damage, Healing, Buffing…etc): 10 (Slightly less perhaps but 10 with input delay)
Item: 0
Damage: 0.6 * MHP% Damage done (Determined using backlash from Doom in different setups)
When Waiting, 1 average speed turn = 95% of bar (~80% with in game speed-up setups)

13. Secret Stats:
I am Setsuna has at minimum 5 Secret Stats, at least 3 of which would normally be displayed in literally any other game:
--Base Def: Reverse engineered from looking at enemy damage and PC equip switching
--Base MDef: Reverse engineered from looking at enemy damage and PC equip switching
--Speed- Snowfire numbers are right, although the average works out a bit differently. Take Snowfire’s speed notes will convert directly into these with the formula (100/Time Until a Turn) * 5.2, which gives us exactly:
130 for Aeterna/Fides
100 for Endir/Julienne
80 for Setsuna/Kir/Nidr
Speed could be 13/10/8 (CT inspired after all) where Speed Up equips are a flat % based increase (as opposed to changing the Speed stat itself), but the 130/100/80 is easier to deal with in the context of averages with Kir’s speed up weapon
--Initiative: In boss battles/randoms where you don’t get initiative, there’s a set initiative stat for the % of the bar that starts filled:
Aeterna 90 > Nidr = Fides 70 > Endir 60 > Julienne 50 > Setsuna 40 > Kir 10
So Aeterna, Nidr and Endir’s first turns come a little quicker than if everyone started at 0. The others are a little slower (or in Kir’s case a lot slower).
--Evasion: Seems to cover anything involving HP damage.

Other Potential Secret Stats:
--Crit Rate (assuming for now this is basically 0% as base for PCs though based on testing)
--Status Resistance of some sort (It’s possible that evasion is used for this, but for now, I would assume that no PC has any differing level of resistance)
--Crit Damage? (I’ve noticed some fluctuation here). I’m assuming it’s 50% for now (except where noted), but this needs more examining.

14. Practical Speed
For turn 1 speed, I’m taking a hybrid of the party initiative (which is what you’ll be getting most of the time in game) and the set initiative levels. This feels like a decent balance of what you’ll be seeing in game.

W/ Kir Speed Boost
Aeterna 123.2 > Fides 113.2 > Nidr 102.5 > Endir 101.8 > Julienne 96.8 > Setsuna 87.4 > Kir 75
No Kir Speed Boost
Aeterna 123.8 > Fides  113.8 > Nidr 102.7 > Endir 102.1 > Julienne 97.1 > Setsuna 87.7 > Kir 72.7

For post turn 1 speed, I’m bringing in the average by 10% in order to account for input times.

Of note, they must have sped up the game on the Switch because the speed is took for PCs to get turns was about 0.7x what Snowfire listed (but I didn’t see speed modes in the menu)

15. Averages Up Top
HP: 418.4
Speed: 101.71 (100 without Kir’s speed up)
Def: 122
Mdef: 126.7
Damage: 308.57 (298.86 w/ no Battlecry Speed Up for Endir and only self-credit for Setsuna’s healing)
-->Kill Point: 771.43 (747.14)

5
RPG Stats Forum / Final Fantasy 6
« on: January 27, 2020, 01:43:40 AM »
Notes:
1. Level
Taken at L43. This is when either Terra or Celes learn their L3 and is around the level I finished (Ran through all optional dungeons). Any spells learned above L43 are not allowed.

2. Algorithms Taken From
https://gamefaqs.gamespot.com/snes/554041-final-fantasy-iii/faqs/13573

3. Enemy Stats
Defense- 115
Magic Defense- 145 (Note: In the original topic, defense and Mdef are closer. This means that the magic damages were slightly higher and the physical damages were slightly lower)
Magic Evade- Basically doesn’t exist. As such, it could be debated whether high accuracy has any meaning (in game, less than 5% of randoms have any evade at all). While I would count ITD, there’s an argument against ITE.

4. Changes in Equips
>>No Snow Muffler for Mog/Gau and no Behemoth Suit for Relm/Strago. You get 1 Behemoth Suit and there are really 4 people who want some part of it. Relm/Strago don’t care much (they fall back to Nutkin Suit), but Snow Muffler is super important to Mog/Gau and there doesn’t feel like there is enough to around in the DL. Not to mention, the fight to actually get the Snow Muffler is super nasty with very solid ITE damage.
>>I allowed a fake Flame Shield (basically allowing the stats, but not the Fire resistance). In game, you can find 7 shields that statistically are strictly better than Flame Shields (1 Genji, 2 Aegis, 2 Thunder, 2 Ice) + the 2 Flame Shields + 2 Force Shields (which have no defense, but 50% MBlock). Realistically, you have enough shields to go around that there’s no reason to be using a Mithril Shield.
>>Default equipment focused on defenses rather than MEvade. Taking a solid hit seemed like the better DL default since you often have to equip non-DL equips to really have meaningful MEvade.

5. Notes on MBlock and Evasion
MBlock is effectively out of 128% (So even if MBlock is taken as it’s raw value, it’s only effectively 78% of the listed number). For calculating the relative/raw evasion, I used an attack accuracy of 110% (which is a little lower than the average in the final dungeon, which is around 115-120%, but there are good nasty attacks with lower hit). In reality, damage attacks tend to be more accurate than status attacks to the point where I could see the argument for having two different scaling but I stuck with 1.

6. Storebought Status Blockers
There are storebought blockers for:
Transform/Silence
Poison/Blind/Zombie
Berserk/Confuse
Petrify

7. Speed
I would estimate that during normal randoms, characters during turn 1 are equal to true speed (speed +20). While they start with ATB bars partially filled, this is approximately proportionate to their true speed on average. However, there is also a bit of lag associated with player input; because of this I’m truncating the effect in by 25%

Hopefully, speed is close to pointless after turn 1. Fast characters using a basic physical might have a chance of doubling a slower character if the fast character after the slow character. It does heavily depend on the moves chosen due to differences in animation (unlike FF 7, animations in FF 6 can be quick enough that doubles can exist though). I’m taking the effect of speed and dividing by 10.

8. Status Hit Rates
I’ve listed adjusted status hit rates in <>. First number is the status hit rate factoring in just enemy susceptibility to the status. Second number factors in adjustments for base hit rate, transparency, damage…etc.

Most status is 99%-100% at base (minus Piggy, Stone and Odin). Physical status is basically 100% in effect (should be able to miss theoretically as it can with fewer hits in the early game, it really doesn’t). Arrow status is an exception and didn’t come up to be very useful (different formula I guess)

9. Averages Up Top
HP: 3055.3
Damage:
3849 (3566 w/ Skill-less Gogo) (3651 w/o Gogo)
>>2.5 Kill Point: 9623 (8915) (9128)
W/ Relm's Maneater Boost
3889 (3606 w/ Skill-less Gogo) (3694 w/o Gogo)
>>2.5 Kill Point: 9723 (9015) (9235)

TERRA
Enhancer
Crystal Shield
Mystery Veil
Minerva- Immunes Fire, Ice, Lightning and Wind, Halves Water, Poison, Pearl and Earth

HP: 2870…………………………………93.9%
MP: 681 (545)
Vigor: 33 (32)
Magic Power: 53 (39)
Speed 36 (33)………………………….96.3% Turn 1 to Transform, ~90% to Attack after the Transformation, 99.5% afterwards (When Terra transforms, she’ll get pushed behind others whose turns have already queued, making her slower turn 1)
Stamina: 29 (28).....................(Adds 2.9% to hit rate of Magical Petrify, Gravity and Death after MEvade)
Battle Power: 147 (12) (158 w/ Maneater)
Defense: 204 (42)……………………..Cuts by 21.3%
Magic Defense: 157 (33)…………..Cuts by 20.2%
M. Block 47% (7%)……………………22.9% Relative (27.3% Raw)

Alternate Equips
TerraTypePhys Damage ChMagic Damage ChHP ChangeDefense ChangeMdef ChangeMblock Ch (Raw)Effective Mblock (Raw)Mblock (Relative)Turn 1 Speed ChNotes
Equip Name-Up = GoodUp = GoodUp = GoodUp = BadUp = BadUp = GoodUncomparedUncomparedUp = Good, (+/-)-
Non-Enhancer WeaponWVaries-12.5%----20.0%9.3%3.9%--
Pseudo Flame ShieldS---17.6%6.2%10.0%36.2%32.4%--
Oath VeilH--4.6%--15.6%-6.3%-10.0%18.2%13.4%-1.30%-
CircletH1.8%1.8%--2.0%6.2%-10.0%18.2%13.4%--
Magus HatH-3.5%-17.6%9.1%-10.0%18.2%13.4%-1.30%-
Gaia GearA-0.9%-7.1%-68.8%27.4%-10.0%18.2%13.4%-2.30%Absorb Earth

Abilities:
Morph: Doubles Terra’s Damage and halves all magic damage. Lasts a fair duration, although in an extended match it would run out.
Fight: 2524 Physical Damage (5272 w/ Maneater against Humanoids, 27% of endgame enemies get the boost so I personally see this as 3205 damage)

Fire 3 (51 MP): 7318 Fire Magic Damage
Drain (20 MP): 2298 Draining Magic Damage, Damage is restricted to Terra's HP loss, Ignores reflect
Cure 2 (25 MP):1969 Healing
Dispel (25 MP): Removes Positive status effects

CELES
Enhancer (Man Eater)
Crystal Shield
Mystery Veil (Oath Veil)
Minerva- Immunes Fire, Ice, Lightning and Wind, Halves Water, Poison, Pearl and Earth

HP: 2874…………………………………94.1%
MP: 680 (544)
Vigor: 35 (34)
Magic Power: 50 (36)
Speed 37 (34)…………………………..97.6% Turn 1, 99.7% afterwards
Stamina: 32 (31).....................(Adds 0.5% to hit rate of Magical Petrify, Gravity and Death after MEvade)
Battle Power: 151 (16) (162 w/ Maneater)
Defense: 206 (44)……………………..Cuts by 24.4%
Magic Defense: 155 (31)…………..Cuts by 18.6%
M. Block: 49% (9%)…………………..24.8% Relative (29% Raw)

Alternate Equips
CelesTypePhys Damage ChMagic Damage ChHP ChangeDefense ChangeMdef ChangeMblock Ch (Raw)Effective Mblock (Raw)Mblock (Relative)Turn 1 Speed ChNotes
Equip Name-Up = GoodUp = GoodUp = GoodUp = BadUp = BadUp = GoodUncomparedUncomparedUp = Good, (+/-)-
Non-Enhancer WeaponWVaries-13.2%----20.0%11.0%5.8%--
Pseudo Flame ShieldS---18.8%5.9%10.0%38.0%34.3%--
Oath VeilH--5.7%--16.2%-6.1%-10.0%20.0%15.3%-1.30%-
CircletH1.7%1.9%--1.6%5.9%-10.0%20.0%15.3%--
Magus HatH-3.8%-18.8%9.0%-10.0%20.0%15.3%-1.30%-
Gaia GearA-0.8%-7.6%-71.7%26.9%-10.0%20.0%15.3%-2.60%Absorb Earth

Abilities:
Fight: 1309 Physical Damage (2752 w/ Maneater against Humanoids; 27% of enemies endgame give the boost so I personally see this as 1662 Damage)
Ice 3 (52 MP): 3492 Ice Magic Damage
Bserk (16 MP): 100%* Berserk (Permanent, Limits enemy to basic physical at +50% Damage) <42.8%/41.1%>
>>Hit rate is 150% for what it’s worth (especially since enemies with any Mevade frequently block Berserk)
Cure (5 MP): 678 Healing
Haste (10 MP): Raises speed by 31.25%; Not a lot of practical effect given FF 6 though.
Muddle (8 MP): 94% Confusion; Enemy will Physically Attack itself and cancel Confusion <46.1%/44.2%>
Safe (12 MP): Reduces physical damage by 1/3rd
Imp (3 MP): 100% Imp, Enemy limited to Fight, Item or ‘Imp Spell’,  <18.8%/18%>

CYAN
Sky Render
Crystal Shield
Green Beret
Crystal Mail

HP: 3243…………………………………..106.1%
Vigor: 40
Magic Power: 25
Speed 28………………………….........86.1% Turn 1, 98.1% afterwards
Stamina: 33............................(Subtracts 0.2% from hit rate of Magical Petrify, Gravity and Death after MEvade)
Battle Power: 25 (235)
Defense: 189 (48)……………………..Takes extra 1.8%
Magic Defense: 116 (20)…………..Takes extra 13.1%
M. Block: 1%...........................-20.9% Relative (-14.1% Raw)

Alternate Equips
CyanTypePhys Damage ChMagic Damage ChHP ChangeDefense ChangeMdef ChangeMblock Ch (Raw)Effective Mblock (Raw)Mblock (Relative)Turn 1 Speed ChNotes
Equip Name-Up = GoodUp = GoodUp = GoodUp = BadUp = BadUp = GoodUncomparedUncomparedUp = Good, (+/-)-
Pseudo Flame ShieldS---13.6%4.2%10.0%20.0%15.3%--
Pseudo Flame Shield + Priest' MiterS+H---13.6%-1.5%20.0%3.9%-1.8%--
Priest's MiterH---11.1%--5.7%10.0%-5.1%-11.3%3.30%-
CircletH1.9%*14.3%-11.1%-9.3%-4.2%---Phys Damage is Dispatch. Attack/Other Moves Vary

Abilities:
Fight: 1876 physical Damage
Dispatch: 2138 ITE/ITD Physical Damage
Retort: 1967 ITE/ITD Pseudo-Magical Damage, Only Works as a Physical Counter,0.4 turn charge
Slash: 50% CHP ITE Damage + Seizure Status, 0.8 turn charge
Quadra Slam: 3536 ITE Physical Damage, 1.2 turns to charge
Empowerer: 1722 ITE/ITD Pseudo-magical Draining Damage, Restricted by Cyan’s HP loss, 1.6 turns to Charge.
Stunner: 1466 Pseudo-magical ITE Damage + 55% chance of adding Stop status, 2 turns to charge. Stop Status generally lasts two to three turns of the afflicted (so higher speed characters break out of the status faster) as a side note.
Quadra Slice: 6340 ITE/ITD Physical Damage, 2.4 turns to charge
Cleave: 100% Instant Death, 2.8 turns to charge <57.3%/72.5%>


EDGAR
Enhancer
Crystal Shield
Green Beret
Red Jacket- Immunes Fire

HP: 3238……………………………….…106%
Vigor: 44 (39)
Magic Power: 37 (29)
Speed 32 (30)…………………………...91.2% Turn 1, 98.9% afterwards
Stamina: 38 (34).....................(Subtracts 4.1% from hit rate of Magical Petrify, Gravity and Death after MEvade)
Battle Power: 20 (155)
Defense: 197 (50)……………………..Cuts by 10.6%
Magic Defense: 124 (22)…………..Takes extra 6.6%
M. Block: 31% (1%)…………….......-1.8% Relative (3.9% Raw)

Alternate Equips
EdgarTypePhys Damage ChMagic Damage ChHP ChangeDefense ChangeMdef ChangeMblock Ch (Raw)Effective Mblock (Raw)Mblock (Relative)Turn 1 Speed ChNotes
Equip Name-Up = GoodUp = GoodUp = GoodUp = BadUp = BadUp = GoodUncomparedUncomparedUp = Good, (+/-)-
Pseudo Flame ShieldS---15.4%5.0%10.0%12.9%7.7%--
Pseudo Flame Shield + Priest' MiterS+H-11.1%15.4%-1.6%20.0%21.8%17.2%--
Priest's MiterH-11.1%--6.3%10.0%12.9%7.7%--
Regal CrownH0.7%*-11.1%-12.0%-7.6%---1.70%Phys Damage is Drill. Attack/Other Moves Vary
CircletH1.3%*10.0%-11.1%-9.2%-4.7%---2.50%Phys Damage is Drill. Attack/Other Moves Vary

Abilities:
Drill: 3005 ITD/ITE Physical Damage
Chain Saw: 75% Chance of 3680 ITD/ITE Physical Damage, 25% chance of ITE Instant Death.
Air Anchor: ~1200 ITE Physical Damage + Inflicts Death after target takes their next turn <53.1/75.8%>
Flash: 907 MT ITE Pseudo-Magic Damage
Noiseblaster: 100% ITE MT Confusion <53.1/69.8%>
>>Will cause enemy to take negative action towards their side; Cancelled upon taking physical damage or having it be healed)

GAU
Pseudo Flame Shield
Green Beret
Dark Gear

HP: 3234……………………….…….……105.8%
MP: 539 (Base)
Vigor: 44
Magic Power: 34
Speed 44 (38)……………………………106.5% Turn 1, 100.9% Afterwards (103% when in Rage, although this might be slower with a Rage with long animation times)
Stamina: 36............................(Subtracts 2.6% from hit rate of Magical Petrify, Gravity and Death after MEvade)
Battle Power: 99
Defense: 172 (44)……………………..Takes extra 28%
Magic Defense: 121 (34)…………..Takes extra 9.1%
M. Block: 28% (18%)……………..…..4.8% Relative (10.2% Raw)

Alternate Equips
GauTypePhys Damage ChMagic Damage ChHP ChangeDefense ChangeMdef ChangeMblock Ch (Raw)Effective Mblock (Raw)Mblock (Relative)Turn 1 Speed ChNotes
Equip NameUp = GoodUp = GoodUp = GoodUp = BadUp = BadUp = GoodUncomparedUncomparedUp = Good, (+/-)-
Priest's MiterH---11.1%--5.9%10.0%19.1%14.3%--
Gaia GearA---18.2%2.3%----7.70%Absorb Earth

Physical: 1093

Stray Cat:
Catscratch: 4372, physical
Average Damage: 2733

Io:
Immune to Poison, Wind, and Earth, weak to Lightning, Pearl, and Water
Immune Blind, Zombie, Poison, Clear, Imp, Image, Mute, Berserk, Confuse, Seizure, Sleep, and Stop status
Flare Star: Does damage = 4114 ITD Fire Magic (Increases with Enemy Level)
Average Damage: 2604

Nightshade:
Absorbs Water
Immune to all negative status effects, including Instant Death
Charm: 80% Immunity Ignoring Charm (Charm causes a loss)

Barb-E:
Weak vs. Poison
Immune to Blind, Zombie, Poison, Magitek, Clear, Imp, Petrify, Death Condemned, Near Fatal, Image, Mute, Berserk, Confuse, Seizure, Sleep
Love Token: 100% ITE Immunity Ignoring Love Token (Cover Gau from all coverable physicals)

Woolly:
Absorbs Bolt, Poison, Wind, Earth, and Water
Immune to Blind, Poison, Imp, Petrify, Near Fatal, Berserk, Confuse, Slow, and Stop
Ice 3: 2437 magic damage, Ice elemental, 150% hit rate
Average Damage: 1750

Veteran:
Immune to Imp, Petrify, and Death
Roulette: 100% ITE Instant Death <53.1%/51%>

Magic Urn:
Absorbs all elements
Immune to all negative status including instant death
Cure 3: Full Healing
Miscellaneous: Dies if hit by any MP damage

GOGO
Mythril Rod (Man Eater w/o Skills)
Pseudo Flame Shield
Circlet (Green Beret w/o Skills)
Tao Robe
Sneak Ring
Sneak Ring

HP: 2866…………………………………93.8%
Vigor: 25
Magic Power: 26
Speed 30…………………………………107.8% Turn 1, 101.1% afterwards
Stamina: 20.........................(Adds 9.9% to hit rate of Magical Petrify, Gravity and Death after MEvade)
Battle Power: 13 (159)
Defense: 173 (39)……………….…….Takes extra 26.4%
Magic Defense: 122 (25)…………..Takes extra 8.3%
M. Block 26% (6%)…………………...2.9% Relative (8.4% Raw)

Abilities:
Fight: 2112, physical

Throw
Falchion- 4908 ITD/ITE Physical Damage

Blitz
Bum Rush- 6429 ITD/ITE Pseudo-Magical Damage (6108 w/ Maneater) (5844 w/ Maneater and no Circlet)

Tools

LOCKE
Valiant Knife (Wing Edge)
Pseudo Flame Shield
Green Beret
Dark Gear
Sneak Ring

HP: 3237…………………………………….…105.9%
Vigor: 44 (37)
Magic Power: 30 (280
Speed 51 (40) (58 w/ Wing Edge)….115.4% Turn 1, 102.5% afterwards
Stamina: 32 (31)..........................(Adds 0.5% to hit rate of Magical Petrify, Gravity and Death after MEvade)
Battle Power: 14 (159) (212 w/ Wind Edge)
Defense: 174 (46)……………………..….Takes extra 24.9%
Magic Defense: 110 (23)……………….Takes extra 18%
M. Block: 12% (2%)........................-10.4% Relative (-4.2% Raw)

Alternate Equips
LockeTypePhys Damage ChMagic Damage ChHP ChangeDefense ChangeMdef ChangeMblock Ch (Raw)Effective Mblock (Raw)Mblock (Relative)Turn 1 Speed ChNotes
Equip Name-Up = GoodUp = GoodUp = GoodUp = BadUp = BadUp = GoodUncomparedUncomparedUp = Good, (+/-)-
Wing EdgeW-----9.00%-
Priest's MiterH---11.1%--5.5%10.0%-0.9%4.7%--
Twist HeadbandH2.4%*--11.1%3.8%2.1%---1.30%Phys Damage is the Base of Valiant Knife
CircletH1.6%*NA-11.1%-7.3%-4.1%---1.30%Phys Damage is the Base of Valiant Knife
Gaia GearA---18.7%2.1%---1.30%Absorb Earth

Abilities:
Fight (w/ Valiant Knife): 2487 + Locke's Missing HP LR ITD Physical Damage
Fight (w/ Wing Edge): 1780 LR Physical Damage + 20% chance of Instant Death <10.6%/9%>


MOG
Pearl Lance
Pseudo Flame Shield
Green Beret
Diamond Vest

HP: 3227………………………………………105.6%
Vigor: 29
Magic Power: 38 (35)
Speed 36………………………………………96.3% Turn 1, 99.5% afterwards, ~102% afterwards when dancing (Dances have a little better speed due to ignoring input time, but this is moderated due to a lot of them having notable animation times)
Stamina: 26.............................(Adds 5.2% to hit rate of Magical Petrify, Gravity and Death after MEvade)
Battle Power: 16 (210)
Defense: 177 (52)………………………….Takes extra 20.3%
Magic Defense: 121 (36)………………..Takes extra 9.1%
M. Block: 22% (12%).......................-0.9% Relative (4.8% Raw)

Alternate Equips
MogTypePhys Damage ChMagic Damage ChHP ChangeDefense ChangeMdef ChangeMblock Ch (Raw)Effective Mblock (Raw)Mblock (Relative)Turn 1 Speed ChNotes
Equip Name-Up = GoodUp = GoodUp = GoodUp = BadUp = BadUp = GoodUncomparedUncomparedUp = Good, (+/-)-
Priest's MiterH---11.1%--5.9%10.0%13.8%8.6%--
Twist HeadbandH2.1%*9.7%-11.1%3.6%2.3%---1.3%-
CircletH1.3%*--11.1%-7.9%-4.4%---1.3%-
Gaia GearA---15.4%0.8%----Absorb Earth

Abilities:
Fight: 1601 Physical Damage, 25% chance of casting Pearl (2391 Holy Magic Damage); 2199 Average
Dances:
Wind Song: Used in FF 6 Colosseum, so usually considered to have a 100% success rate in the DL

Wind Slash: 1063 ITE MT Wind Pseudo-Magic damage, 7/16 chance of occurrance
Sunbath: Full Healing, 6/16 chance of occurrence
Plasma: 1550 ITE Lightning Pseudo-Magic damage, 2/16 chance of occurrence
Cockatrice: 2574 ITD Pseudo-magic damage (96% Hit Rate)+ 70% Stone. 1/16 chance of occurrence. <25.6%/28.1>
>>If the target immunes the status, then the damage also misses.

All other dances have a 50% chance of failure on the initial attempt. After the first successful dance, Mog will never stumble afterwords.
Some other useful dances include:

Dusk Requiem:
Cave In: 75% ITE Gravity + Seizure, Checks ID Immunity, 7/16. <55%/57.3%>
Snare: Instant Death, 75% hit rate, 6/16 <43%/37.8%>
Elf Fire: 1593 ITE Fire Pseudo-Magic damage, 2/16
Pois. Frog: 1240 ITE Poison Pseudo-Magic damage, 1/16

Earth Blues:
Land Slide: 3346 ITD/ITE Pseudo-Magic damage,  7/16
Sonic Boom: 62.5% ITE Gravity + Seizure, Checks ID Immunity, 6/16 <57.3%/55%>
Sun Bath: Full healing, 2/16
Whump: 2729 ITD/ITE Pseudo-Magic damage, Misses Flying Targets, 1/16

Love Sonata:
Elf Fire: 1594 ITE Fire Pseudo-Magic damage, 7/16
Specter: Adds Confusion status, 120% hit rate, 6/16 <53.1%/69.5>
Snare: Instant Death, 75% hit rate, 2/16 <43%/37.8%>
Tapir: Full status healing, 1/16


 RELM
Pearl Rod (Man Eater) (Gravity Rod- Earth Elemental)
Pseudo Flame Shield
Cat Hood- Halves Fire, Ice, Lightning, Holy, Wind and Earth
Behemoth Suit
Memento Ring- Nulls Zombie, Petrify and Death

HP: 2867………………………………….93.8%
Vigor: 32 (26)
Magic Power: 54 (44)
Speed 42 (34)…………………………..103.9% Turn 1, 100.5% afterwards
Stamina: 28 (22).....................(Adds 3.7% to hit rate of Magical Petrify, Gravity and Death after MEvade)
Battle Power: 157 (11)
Defense: 203 (35)………………….….Cuts by 19.8%
Magic Defense: 164 (30)…………..Cuts by 25.9%
M. Block: 39% (9%)…………..……..15.3% Relative (20% Raw)

Alternate Equips
RelmTypePhys Damage ChMagic Damage ChHP ChangeDefense ChangeMdef ChangeMblock Ch (Raw)Effective Mblock (Raw)Mblock (Relative)Turn 1 Speed ChNotes
Equip Name-Up = GoodUp = GoodUp = GoodUp = BadUp = BadUp = GoodUncomparedUncomparedUp = Good, (+/-)-
Tao's RobeA---43.5%25.3%10.0%29.0%24.8%-8.90%-
Gaia GearA---78.8%33%----8.90%Absorb Earth

Abilities:
Fight (Pearl Rod): 1178 Physical Damage + 25% Chance of Pearl (3324 Holy Magic); 2009 Average Damage
Fight (Maneater): 1312 Physical Damage (double against Humanoids; I see it as 1666 damage (27% boost) since that is the percentage of susceptible enemies in game)
Fight (Gravity Rod): 1087 Physical Damage + 25% Chance of W Wind (75% CHP Damage)
Control: Relm gives up her turn and takes control of enemy actions. 72% ITE (100% w/ Coronet equipped), but does check Level
>>Generally not considered in the DL

SABIN
Tiger Fangs
Pseudo Flame Shield
Circlet
Red Jacket- Immunes Fire

HP: 2888………………………………….94.5%
Vigor: 57 (47)
Magic Power: 35 (28)
Speed 43 (37)……………………………105.2% Turn 1, 100.7% afterwards
Stamina: 48 (39).....................(Subtracts 12% from hit rate of Magical Petrify, Gravity and Death after MEvade)
Battle Power: 26
Defense: 197 (53)……………………..Cuts by 10.6%
Magic Defense: 123 (21)…………..Takes extra 7.4%
M. Block: 14% (4%)……………..……-8.5% Relative (-2.42% Raw)

Alternate Equips
SabinTypePhys Damage ChMagic Damage ChHP ChangeDefense ChangeMdef ChangeMblock Ch (Raw)Effective Mblock (Raw)Mblock (Relative)Turn 1 Speed ChNotes
Equip Name-Up = GoodUp = GoodUp = GoodUp = BadUp = BadUp = GoodUncomparedUncomparedUp = Good, (+/-)-
Green BeretH-1.3%-10.5%12.5%10.1%4.5%----1.30%-
Priest's MiterH-1.3%-10.5%-10.1%-1.6%10.0%6.6%1.0%-1.30%-
Regal CrownH-0.7%-7.9%--5.3%-3.1%-----

Abilities:
Bum Rush: 6108 ITD/ITE Pseudo-Magical Damage
Suplex: 3146 ITD/ITE Physical Damage
Air Blade: 1600 ITE Pseudo-Magical Wind Damage
Mantra: Heals allies for amount equal to Sabin's CHP/# Targets (So Generally around 33% Healing at max) + Recovers Blind, Poison, Silence and Sap


SETZER
Fixed Dice (Doom Darts)
Crystal Shield
Green Beret
Dark Gear

HP: 3235…………………………………….105.9%
Vigor: 36
Magic Power: 29
Speed 38 (32)……………………………..98.9% Turn 1, 99.8% afterwards
Stamina: 32.............................(Adds 0.5% to hit rate of Magical Petrify, Gravity and Death after MEvade)
Battle Power: 19 (18) (205)
Defense: 185 (48)…………………….….Takes extra 7.9%
Magic Defense: 119 (26)………….…..Takes extra 10.7%
M. Block: 1%...................................-20.9% Relative (-14.1% Raw)

Alternate Equips
SetzerTypePhys Damage ChMagic Damage ChHP ChangeDefense ChangeMdef ChangeMblock Ch (Raw)Effective Mblock (Raw)Mblock (Relative)Turn 1 Speed ChNotes
Equip Name-Up = GoodUp = GoodUp = GoodUp = BadUp = BadUp = GoodUncomparedUncomparedUp = Good, (+/-)-
Pseudo Flame ShieldS---13.2%4.5%10.0%-5.1%-11.3%--
Pseudo Flame Shield + Priest' MiterS+H--13.2%-1.5%20.0%3.9%-1.8%--
Priest's MiterH--11.1%--6.5%10.0%-5.1%-11.3%--
CircletH--11.1%-8.4%-4.3%--1%-
Gaia GearA--11.1%21.6%2.6%---7.60%Absorb Earth

Abilities:
Fight (w/ Fixed Dice): Ranges anywhere from 80 damage (3 1s) to 9999 (several possible rolls), Averages 2859 ITD/ITE long-range Physical Damage
>>For an idea of the range, these are the damage deciles of chance: (~440, ~690, ~970, ~1380, ~1800, ~2465, ~4640, ~6610, 9999). So the median is around 2295
Fight (w/ Doomed Darts): 1396 LR Physical + 20% Instant Death, long range <10.6%/8.8%>
GP Rain: 2580 ITE/ITD Physical, requires Coin Toss Relic

Slots:
Lagomorph: Sub 10% Healing + recovers from Blind, Sleep, and Poison status, 100% chance of success, occurs on failures of any other abilities.
7 Flush: 1685 ITE pseudo-magical, 100% chance of success
Chocobop: 1444 ITE pseudo-magic, ignores split damage, automatically misses flying targets, 100% chance of success
H-bomb: 2607 ITE Pseudo-Magic, 75% chance of success
Random Summon: Summons a random esper, 50% chance of success
Sun Flare: 3689 ITE/ITD Pseudo-Magic 25% chance of success.
Joker Doom (Good version): 100% Immunity Ignoring Instant Death, 3% chance of success
Joker Doom (Bad Version): 100% Immunity Death to self and Team, 3% chance of success

SHADOW
Thief Knife (Assassin) (Stunner)
Pseudo Flame Shield
Green Beret
Dark Gear
Memento Ring- Nulls Zombie, Petrify, Death, Gravity and arguably stat downs (since it gets Dischord)

HP: 3241…………………………………106.1%
Vigor: 39
Magic Power: 33
Speed 47 (38)…………………………..110.3% Turn 1, 101.4% afterwards
Stamina: 30...........................(Adds 2.1% to hit rate of Magical Petrify, Gravity and Death after MEvade)
Battle Power: 111 (23) (129 w/ Assasin) (243 w/ Stunner)
Defense: 175 (47)……………………..Takes extra 23.3%
Magic Defense: 112 (25)…………..Takes extra 16.4%
M. Block: 29% (9%)……………..……5.8% Relative (11.1% Raw)
Shadow has a 50% chance, accuracy be damned, to block ANY "standard" physical, due to Interceptor including ITE attacks. There is a 17% chance of an Interceptor counter if this happens (see below)

Alternate Equips
ShadowTypePhys Damage ChMagic Damage ChHP ChangeDefense ChangeMdef ChangeMblock Ch (Raw)Effective Mblock (Raw)Mblock (Relative)Turn 1 Speed ChNotes
Equip Name-Up = GoodUp = GoodUp = GoodUp = BadUp = BadUp = GoodUncomparedUncomparedUp = Good, (+/-)-
Non Thief KnifeWVaries---10.0%2.1%-3.7%-3.80%-
CircletHNANA-11.1%-7.7%-4.3%---0.50%-
Priest's MiterH---11.1%-10.0%20.0%15.3%--
Gaia GearA---18.5%2.0%----7.70%Absorb Earth

Abilities:
Fight (w/ Assassin): 1220 Physical Damage + 20% Instant Death <11.5%/8.9%>
Fight (w/ Stunner): 1913 Physical Damage  + 25% chance of casting "Stop" (100% Hit Rate, Magical) <16.9%/13.3%>
>>Stop Status generally lasts two to three turns of the afflicted (so higher speed characters break out of the status faster) as a side note.

Throw
Falchion: 5475 ITD/ITE Physical Damage
Ninja Star: 4502 ITD/ITE Physical Damage
Flame Sabre/Blizzard/Thunderbalde: 3970 ITD/ITE Fire/Ice/Thunder Physical Damage
Blossom: 4059 Wind ITD/ITE Physical Damage
Poison Rod: 3483 Earth ITD/ITE Physical Damage
Trident: 3637 Water ITD/ITE Physical Damage
Gravity Rod: 4236 Earth ITD/ITE Physical Damage
Pearl Rod: 4324 Holy ITD/ITE Physical Damage
Fire Skean/Water Edge/Bolt Edge: 2052 Fire/Water/Thunder ITE pseudo-magical Damage

Shadow Edge: Adds Image Status, causing all evadable physicals to miss. Each evadable physical has a 25% chance of lifting the status after the missed attack.
Invis Edge: Adds Clear status, causing all physicals to miss (ITE included), all magical attacks to hit without fail, and overriding magical death immunity. Status is lost when hit with a magic attack

Interceptor Counters
Take Down: 2486 ITD/ITE Pseudo-magical damage; Misses Flying targets; 8.5% chance of use when Interceptor blocks a “normal” attack
Wild Fang: 2984 ITD/ITE Pseudo-magical damage; Misses Flying targets; 8.5% chance of use when Interceptor blocks a “normal” attack

STRAGO
Mithril Rod
Pseudo Flame Shield
Circlet
Behemoth Suit

HP: 2865………………………………….93.8%
MP: 542
Vigor: 36 (28)
Magic Power: 46 (34)
Speed 32 (25)…………………………..91.2% Turn 1, 98.9% afterwards
Stamina: 28 (19).....................(Adds 3.7% to hit rate of Magical Petrify, Gravity and Death after MEvade)
Battle Power: 70 (10) (156 w/ Maneater)
Defense: 193 (33)……………………..Cuts by 4.4%
Magic Defense: 148 (28)…………..Cuts by 12.9%
M. Block: 17% (7%)…………………..-5.6% Relative (2.7% Raw)

Alternate Equips
StragoTypePhys Damage ChMagic Damage ChHP ChangeDefense ChangeMdef ChangeMblock Ch (Raw)Effective Mblock (Raw)Mblock (Relative)Turn 1 Speed ChNotes
Equip Name-Up = GoodUp = GoodUp = GoodUp = BadUp = BadUp = GoodUncomparedUncomparedUp = Good, (+/-)-
Priest's MiterH--8.7%-8.2%-1.6%10.0%9.3%3.9%-1.30%-
Green BeretH--8.7%12.5%8.2%5.4%----1.30%-
Tao's RobeA---42%21.5%10.0%9.3%3.9%-9.00%-
Tao's Robe + Priest's MiterA+H---51.7%19.6%20.0%18.2%13.4%-10.20%-
Gaia GearA---66.1%28%----9.00%Absorb Earth

Abilities:
Fight (w/ Maneater): 2714 Physical Damage against Human enemies, half otherwise

Lores (All Ignore Reflect)
Grand Train (64 MP): 5169 ITD/ITE Magic Damage (4536 w/ Maneater)
Aero (41 MP): 3307 Wind Magic Damage
Big Guard (80 MP): Lowers Physical and Magic damage by 33%
Rippler (66 MP): Target swaps status, be it positive, negative, or completely obscure (like Interceptor) with Strago
Sour Mouth (32 MP): Adds Poison, Sleep, Imp, Mute, and Muddle status, 100% hit rate
>>44.5%/16.3%/44.5%/42.9%/49% w/ Enemy Immunities, 53.4%/49.1%/19.6%/51.5%/58.8% w/ prorations/additions
>>All statuses make the same check (all or none)
>>Sleep lasts about 4 turns and is not canceled by damage
Condemned (20 MP): Adds Countdown status, ITE. Kills target after they take 2 actions <53.1/51%>
Dischord (68 MP): Halves enemies level, cutting magic damage 50% and physical 75%, 100% hit rate
>>Checks ID resistance
Reflect??? (0 MP): Adds Slow and Silence if target has ‘Reflect’, ITE
Pearl Wind (45 MP): MT Healing equal to Strago’s CHP

UMARO
Boneclub
Snow Muffler- Absorbs Ice (Halves Fire)
Rage Ring- Absorbs Fire, Nulls Thunder
*Blizzard Orb (Not under default)

HP: 2890…………………………………94.6%
Vigor: 62 (57)
Magic Power: 42 (37)
Speed 33……………………………...~100% Speed Turn 1, 103% Afterwards (Technically 92.5% Turn 1, 99% afterwards, but lack of inputs really speeds things up)
Stamina: 46..........................(Subtracts 10.4% from hit rate of Magical Petrify, Gravity and Death after MEvade)
Battle Power: 198 (47)
Defense: 217 (89)…………………….Cuts by 41.4%
Magic Defense: 158 (68)…………..Cuts by 21%
M. Block 15% (5%)……………..……-7.5% Relative (-1.5% Raw)

Abilities:
Umaro's choice of moves is random. Note that he uses these moves even when Imped, so these are all considered basic physicals to a degree.
NOTE: I am prorating Umaro’s damage 20%. This is because he’s using his accessory slot to boost his damage; this is realistically something everyone else can do in game with storeboughts for most of the game.

Fight: 1517, physical, 37.3% 24.7% chance
Tackle: 3034 ITD Physical Damage, unblockable, 62.7% Chance
Average Damage: 2469

If Umaro Chooses to Equip Blizzard Orb, Fight’s chance falls to 24.7%, Tackle’s chance falls to 50.2% and Umaro gains
Storm: 1944 MT Ice Psuedo-Magical Damage , unblockable, 25.1% chance
Average Damage: 2386

If Umaro is in a team match, damage increases as half of Tackle’s activation rate becomes Character Throw

6
RPG Stats Forum / Final Fantasy IV: Advance
« on: July 27, 2019, 04:21:19 PM »
Notes
1. Differences from Previous Topic
-Updated, integrated speed notes including CT
-Different enemy defenses (matters for magic) (20 Def, 100 Mdef)
-Status notes
-Musings on defense

2. Stat Listing
For whatever reason, FF4 lists the evade multiplier as part of defense. I am going to list it with evade.

3. Speed
Speed is indexed to Cecil’s Speed, which translated into a 5. Other characters effective speed is Cecil’s speed/their speed rounded down. Lower is better. For example, Edward and Yang have an effective speed of 2, which means they are blazingly fast (Yang is at a 2.9, which gets rounded down to 2, meaning that characters only need to cross the benchmark slightly and then any extra speed doesn’t make them any faster). I’m shifting the curve in 10% to account for input times.

4. Physical Durability
I will be listing 3 physical durabilities for each PC. First is row factored including Black Belt, second is without the row factor and third is without the Black Belt or row factor.

Unlike TAY, the physical damage formula is a lot cleaner in original FF 4. The physical damage formula is (on average): (1.25 x attack – defense) * number of connecting hits, where evasion can lessen the number of connecting hits (up to the evasion mult). I am once again listing the evasion mult with evasion and not defense. This means that evasion is now very effective at shutting down physical damage, but not avoiding the entire attack.

FF 4 Physical Durability is a mess. Taking as a straight translation from in game ends up causing a large skew for two reasons:
1. Anti-dragon equips end up being really important in game. A little over 40% of randoms in the final dungeon are dragon type, so armor that basically nulls dragon damage is super critical defensively
2. Row! Unlike most other FFs, row has a strong argument for being factored into the DL. There is always a 3/2 split between front and back row (or 2/3), and some PCs never have a good reason to be the front row (unless there are too many PCs in the back).

I weighed several different formulations that accounted for the anti-dragon equips, but based on feedback I was receiving, it sounded like no one else would really consider these in the DL (Cecil/Cid/Kain/Rydia/Rosa would be very happy if you did want to factor it in and Porom wouldn’t mind the option too much, although she’d need to trade speed). However, I will list numbers that factor in back row as follows (as well as two other formulations noted above):

--Mages (very rarely will see the front): 80% Back Row Effect
--Edward (can take advantage of back row whole game, but most likely to be kicked up to the front- perhaps even more Edge. Also blessed by late game effects that back row more potent in the end than it was otherwise but missed other equips that are super important to durability in game but not the DL): 60% Back Row Effect
--Edge (can take advantage of back row sometimes with a consistent damage cost. Also blessed by late game effects that back row more potent in the end than it was otherwise): 40% Back Row Effect
--Cecil, Kain, Cid (Can take advantage of back row with certain equips and based on historical): 20% Back Row Effect

Keep in mind that any PC does have a reason to go back row (for the typical front row fighters, it’s a massive jump in physical durability. They basically start nulling physicals at that point). Additionally, in the spirit of the original FF 4, where a glitch gave any character long range effect once they equipped a long range weapon (even if they removed it), the other PCs (except Yang) had the ability to go back row without losing damage.

If a character is in the back row, their defense is doubled and the enemy accuracy falls to around 60% (FAQ says 50%, but the practical effect is around 60%).

Enemy Stats Used for defensive stats
Attack- ~150
Hit Count- ~#11
This is about the highest end random enemy physical. While it’s possible there are some enemies that get 12 hits, when I ran tests, 11 seemed to be the maximum I was realistically hitting

Magic Hit Count ~8

5. Borderline Equipment
There are a few borderline pieces of equipment I’m including
1. Black Belt Gi- Cecil/Cid/Kain. There are two in these in game. Effectively 4 PCs (Edward, Yang, Edge, Palom) would never want to use this and the girls generally aren’t getting anything major of it. This fits in better with in game choices (more damage! Straight up durability increase at least by DL factoring)
2. Dragon Shield- Cecil/Kain (Cid…really doesn’t use shields in game). Was seen as legal for Kain, but Cecil will also want it when he needs the elemental resistance while maximizing PDur. In practice 2 of 9 in-tame.

6. Status Hit RatesI’ve listed adjusted status hit rates in <>. First number is the status hit rate factoring in just enemy susceptibility to the status. Second number factors in adjustments for base hit rate, transparency, damage…etc.

Most status is 99%-100% at base (minus Piggy, Stone and Odin). Physical status is basically 100% in effect (should be able to miss theoretically as it can with fewer hits in the early game, it really doesn’t). Arrow status is an exception and didn’t come up to be very useful (different formula I guess)

7. Status Duration (against PCs)
Sleep and Paralyze duration are effected by Spirit (or on the enemy side, by Magic). Sleep/Paralysis basically have no duration when used on enemies (just reset their ATB bars). Rough estimate that 1 more Spirit cuts the duration of these statuses by about 0.1 average speed turns

8. Alternative Equip Tables
Due to the complexity of how stats work in FF4 based games, I’m listing Alternate Equipsin table form in order to list all the cumulative effects. Lucky there are far fewer alternate choices than TAY. The table contains the following
-Type: Whether the alternate equip is a Weapon (W), Shield (S), Armor (A), Helmet (H) or Glove (G), or a combination
-P.Dam: Change in physical damage done (Positive is Good)
-M.Dam: Change in magical damage done (Positive is Good)
-PDef (Row): Change in % of physical damage taken under Row Factor (Positive is Bad)
-PDef (BB) : Change in % of physical damage taken w/ Black Belts (Positive is Bad)
-PDef (Base): : Change in % of physical damage taken under Base (Positive is Bad)
-Mag.Taken: Change in magical damage taken- Subtractive/Additive (Positive is Bad)
-Mag.T.(in%): Change in magical damage taken in % (Positive is Bad)
-Spd: Change in Speed in % (Positive is Good)
-Status Res- Change in Status Resistance (Positive is Good)
-Effect- Status Defense/Elemental Defense/Misc

8. Averages Up Top
HP: 3216
Damage: 4514 (4468 w/o Black Belt Gi)
-->2.5x Kill Point: 11285 (11169)

7
RPG Stats Forum / Final Fantasy VII
« on: June 08, 2019, 08:37:16 PM »
Slightly revised FF 7 Topic. For the most part, this is correcting a little random variance, enemy defenses (for all that the impact is pretty minor), concatenating some information together (like limit thresholds)

1. Levels: Taken at Level 60

2: Limits
After all this time, I think the most intuitive thing is to allow characters start with half the bar of their choice filled. They are locked into that limit level. This feels very intuitive since characters can throw on a Hyper in game to get the same effect. This means some L1s are even harder to avoid and the limits are all slightly more accessible (with the flip side that they are locked into 1 limit level).

3. Enemy Stats Used in the Calculations
PC Level- 48
Enemy Def- 115
Enemy Mdef- 165
Enemy Df %- 5% (Not that it’s actually relevant, but this is the average)

4. Formulas Just for Completeness (per the BMG)
Physical Damage
Base Damage = Att + [(Att + Lvl) / 32] * [(Att * Lvl) / 32]
Damage = [(Power * (512 - Def) * Base Damage) / (16 * 512)]
Hit% = ([Attacker's Dex / 4] + At%) + Attacker's Df% - Target's Df% (PCs won’t miss average FF 7 enemies)
Magical Damage
Base Damage = 6 * (MAt + Lvl)
Damage = [(Power * (512 - MDf) * Base Damage) / (16 * 512)]

5. Random Variance- Not factored in for PCs since I didn’t want to change the numbers are it effects very little. Lowers damage 3.9% on average (minus Dice)

6. Notes on Evade/Mevade
This exists, but in terms of the DL the characters are all basically average minus a few potential buffs.

7. Notes on Speed
Speed is essentially Dex + 50 for PCs, but speed already doesn’t matter much even on turn 1 (beyond turn 1 PCs are effectively average speed except in rare instances since animation times before a move goes off are too long and nullify speed differences). Under the best scenarios- 1 dead PC at least, no counters- you need to be at least 20% faster than an ally to ever lap them; realistically more like 30% in practice though). Also for turn 1, ATB bars start on average 62.5% filled. This is true for both randoms and bosses.

Haste can be taken somewhat literally though as it’s far enough from average to work as intended. Due to input times, I would take Slow’s practical effect as about 67% of base speed

8. Status and Blockers
There are storebought status blockers for Instant Death, Poison/Darkness, Blind, Sleep, Paralyze/Petrify, Frog/Mini, Berserk/Fury/Sadness/Confusion

9. Armor Choices
Like the previous topic, I am assuming Crystal Bangle as default for everyone. There is also Wizard’s Bracelet, which trades some def for magic (for Cloud/Red) and Minerva Band for Yuffie/Tifa. Armor MDef is bugged, so it’s meaningless. Stats are:
Crystal Bangle- 70 Def, 8 Df%, 1 Md%
Wizard Bracelet- 6 Def, 3 Df%, 3 Md%, 20 Magic
Minerva Band- 60 Def, 8 Df%, Null Fire/Ice/Holy/Gravity

10. Endgame Accuracy
99% on Physicals for Everyone

11. Averages up Top
HP: 5018
Dex: 53 (103 Effectively)
Damage Averages
Half Limit Bar, Including up to 50% Damage Taken: 5328 (13319 Killpoint)
-->(5471/13678 w/ Barret Phantom Materia)

Half Limit Bar, Including up to 40% Damage Taken (Very Similar to Just L1 Limits): 4540 (11350 Kill Point)
-->(4683/11710 w/ Barret Phantom Materia)

No Limits:  3569 (8923 Kill Point)
-->(3785/9462 w/ Bareet Phantom Materia)
Dex: 53 (103 Effectively)

CLOUD
HP: 4998…................(99.5%)
MP: 564
Strength: 88
Dexterity: 51…………..(Turn 1: 99.3%, Average after)
Vitality: 77……………….(147 Def; Cut by 1.9%)
Magic: 135 <84>
Spirit: 102 <78>……….(Cut by 5.4%)
Luck: 26

Materia (None assumed as a default)
Lightning and Ice (Strength -1, Magic +1, Max HP -2%, Max MP +2%)

Ultima Weapon: 100 Attack, 110% Accuracy, +51 Magic, +24 Spirit, does Damage based on Cloud’s CHP/MHP (3x at 100%)
Crystal Bangle

Physical Base- 2264 Physical Damage
Physical with Ultima Weapon at Full HP- 6792 Physical Damage

Lightning 3/Ice (52 MP)– 3188 Lightning/Ice Magic Damage (3497 w/ Wizard Bracelet)

Limits
Gained at 46.5%/107.6%/144.4%/168% HP loss
(23.25/53.8%/72.2%/84% if under Hyper or given half starting limit bar)

Braver (L1)- 6792 Physical Damage
Cross-slash (L1)- 7358 Physical Damage + 100% Paralysis <42%/50.4% w/ Adjustments>
Blade Beam (L2)- 7924 Physical Damage to one, 2264 Damage to Rest
Climhazzard (L2)- 9905 Physical Damage
Meteorain (L3)- 22074 Physical Damage (3679 x 6 hits), Unfocuses against multiple targets
Finishing Touch (L3)- 7075 MT Physical MT, 100% Instant Death <30%/54.9% w/ Adjustments>
Omnislash (L4)- 50940 Physical Damage (3396 x 15 hits), Unfocuses against multiple targets

BARRET
HP: 5491…………………(109.4%)
MP: 499
Strength: 82
Dexterity: 43…………..(Turn 1: 96.4%, Average After)
Vitality: 87……………….(Def: 157; Cut by 5.5%)
Magic: 70
Spirit: 72………………….(Take extra 1.6%)
Luck: 24

Missing Score: 98 Attack, 108% accuracy, +48 Magic, Long Range, Does more damage the more AP the materia in weapon slots have
Alt (or Better if no phantom Materia): Max Ray: 97 Attack, 98% accuracy, +32 Magic, Long Range

Physical w/ Max Ray- 2043 Physical Damage
Physical w/Missing Score Phantom Materia Setup: 3768 Physical Damage
(Setup includes: Mastered Restore + All, Mastered Basic Elemental Materia+ All, 2 HP Plus, Steal, Enemy Skill)
(AP Total: 40000, 35000, 35000, 35000, 50000, 50000, 50000, 0)

Limits
Gained at 42.8%/79.7/124.2%/149.4% HP loss
(21.4%/39.85%/62.1%/74.7% if under Hyper of given half starting limit bar)

Big Shot (L1)- 6640 Physical Damage
Mindblow (L1)- 100% MP Damage
Grenade Bomb (L2)- 6895 MT Physical Damage
Hammerblow (L2)- 100% Instant Death <30%/28.8% w/ Adjustments>
Satellite Beam (L3)- 8938 MT Physical Damage
Ungarmax (L3)- 18387 Physical Damage, 1022 x 18, Unfocuses against multiple targets
Catastrophe (L4)- 25538 Physical Damage, 2554 x 10, Unfocuses against multiple targets

CAIT SITH
HP: 5536……………..….(110.3%)
MP: 538
Strength: 66
Dexterity: 48…………..(Turn 1: 98.2%, Average Afterwards)
Vitality: 64……………….(Def: 134; Take extra 1.6%) (164 w/ Starlight Phone; Cut by 6.4%)
Magic: 119 (77)
Spirit: 78………………….(Take extra 0.2%)
Luck: 26

Materia (Not assumed for averages)
Transform- Strength -1, Magic +1, Max HP -5%, Max MP +5%

HP Shout: 95 Attack, 110% Accuracy, +42 Magic, does additional damage based on Cait’s CHP/MHP (3x at 100%)
Alt: Starlight Phone: 88 attack, 102% Accuracy, +31 Magic, +30 Vitality

Mini (14 MP)- 72% Chance of Mini (Reduces Physical Damage to 1) <33.3%/29.3% w/ Adjustments>
Toad (14 MP)- 72% Chance of Toad (Massive Damage Reduction Plus Shuts off all spells but “Toad”) <33.3%/29.3% w/ Adjustments>

Physical Base: 1741
Physical w/ HP Shout at Max HP: 5223
Physical w/ HP Shout at Half HP: 2612
Physical w/ Starlight Phone: 1617

Limits
Grained at 53.1%/59.8% HP loss
(26.55%/29.9% HP loss with Hyper or half limit bar)

Dice (L1): Averages 5025 ITD Damage (Range 2100-9999). Damage is Dice Sum * Count of most repeated number * 100 with there being 6 dice.

Slots (L2): Does different effects based on Slots. There’s an evil flag that can be triggered that makes it impossible to get three in a row. I wouldn’t respect anything with an evil flag since it means you need to hit the right slot within a right time period (which is based on the total seconds the game has been played). A failure rate is based on the time period % where the evil flag is triggered for the second slot. The various results are as follows:

Toy Soldier: 8705 Physical, ~90% Success Rate in Getting, No Rigging
Mog Dance: MT 100% HP/MP Recovery (3 Stars), ~90% Success Rate in Getting, No Rigging
Toy Box: Random physical attack averaging 6094 and ranging from 3482 to 8705, Result of Failure

Transform: Nothing when Cait Sith is alone. With a party, sets Cait’s HP to 9999, prevents limits, doubles attack, halves speed (more like 67% in practice), defense and mdef up 20%, but all evasion killed. Specific Rigging: 50% Failure
Random Summon: Summons a Random Monster, anything from Choco/mog to KoTR. Specific Rigging: 50% Failure
Lady Luck: Increases Accuracy, Unlikely, Specific Rigging: 75% Failure
Death Joker (version 1): Instant Death, Ignores Immunities. Specific Rigging: 98+% Failure
Death Joker (version 2): Instant Death to self, Ignores immunities

CID
HP: 5104…………………(101.7%)
MP: 502
Strength: 73
Dexterity: 49…………..(Turn 1: 98.5%, Average After)
Vitality: 77……………….(Def: 147; Cut by 1.9%)
Magic: 111 (69)
Spirit: 74…………………..(Take extra 1.1%)
Luck: 24

Venus Gospel: 97 attack, 103% accuracy, +42 Magic, Damage based off MP, at full MP does 3x damage

Physical Base: 1908
Physical w/ Venus Gospel Max MP: 5724

Limits:
Gained at 66.4%/93%/126.2%/159.3% HP Loss
(32.2%/46.5%/63.1%/79.65% if under Hyper or starting with half limit bar)

Boost Jump (L1): 6201 Physical Damage
Dynamite (L1): 4293 Physical Damage
Hyper Jump (L2): 6678 Physical Damage + 20% ID
Dragon (L2): 2385 Physical Damage, recovers HP and MP equal to current MP of enemy
Dragon Dive (L3): 16456 Physical Damage (2743 x 6) + 28% ID, Unfocuses against multiple enemies
Big Brawl (L3): 17172 Physical Damage, 2146 x 8, Unfocuses against multiple enemies
Highwind (L4): 23612 Physical Damage, 1312 x 18, Unfocuses against multiple enemies

RED XIII
HP: 5147…………………(102.6%)
MP: 543
Strength: 77
Dexterity: 63…………..(Turn 1: 103.6%, Average After)
Vitality: 73……………….(Def: 143; Cut by 0.8%) (178 w/ Behemoth Horn; Cut by 10.2%)
Magic: 103 (72)
Spirit: 76………………….(Take extra 0.6%) (96 w/ Behemoth Horn; Cut by 3.5%)
Luck: 25

Materia (Not included in default)
Fire (Strength -1, Magic +1, Max HP -2%, Max MP +2%)

Limited Moon: 93 Attack, 114% Accuracy, +31 Magic, Damage based on MP, at full MP does 3x damage
Alt: Spring Gun Clip: 87 Attack, 100% Accuracy, +55 Magic
Alt: Behemoth's Horn: 91 Attack, 75% Accuracy, +26 Magic, +35 Vitality, +18 Spirit
Crystal Bangle (Alt:  Wizard Bracelet)

Physical Base: 1908
Physical w/ Limited Moon at Max MP: 5724

Fire 3 (52 MP)- 2651 Fire Magic (2977/3042/3367 w/ Wizard Bracelet, Spring Gun Clip or Both)

Limits
Gained at 64.7%/99.6%/129.2/161.4% HP loss
(32.35%/49.8%/64.6%/80.7% under Hyper or Starting with Half Limit Bar)

Sled Fang (L1): 5724 Physical Damage (3x)
Lunatic High (L1): MT Haste (Doubles Speed) + Evade + 50% (second part just to Red) (Red acutally gains 100% Evade if there is one ally alive)
---> Haste can be taken somewhat literally. It’s double speed to one PC in game. It may not be as potent an effect in it’s MT version since it means more animation time compared to ATB bar filling for all PCs.
--->Based on DL legal armor, makes evade ~41% against endgame enemies (based on the 50% increase)
Blood Fang: (L2) 2385 Physical Damage, recovers HP and MP equal to current MP of enemy
Stardust Ray (L2): 11925 Physical Damage, 1192 x 10, Unfocuses against multiple enemies
Howling Moon (L3): Haste + Berserk + Large Accuracy Increase
Earth Rave (L3): 17888 Physical Damage, 3578 x 5, Unfocuses against multiple enemies
Cosmo Memory (L4): 9999 MT Physical (14906 w/o Damage Cap)

TIFA
HP: 4778…………..…….(95.2%)
MP: 522
Strength: 77
Dexterity: 60…………..(Turn 1: 102.5%, Average Afterwards)
Vitality: 70……………….(Def: 130; Take Extra 2.4%)
Magic: 72
Spirit: 76………………….(Take extra 0.6%)
Luck: 26

Premium Heart: 99 Attack, 112% Accuracy, +32 Magic, damage based off Limit Gauge, Multiplier is Limit Level * % Filled up.
Alt: God Hand: 86 Attack, 255% Accuracy, +34 Magic, +2% Critical hit rate
Alt: Premium Heart: 99 Attack, 112% Accuracy, +32 Magic, damage based off Limit Gauge, Multiplier is Limit Level * % Filled up.

Crystal Bangle
(Alt: Minerva Band- Null Fire/Ice/Holy/Gravity, 1% Weak to Status)

Base Physical Damage- 1985

Limits
Tifa can either Miss, Hit or get a Yeah (Critical Damage) and All limits unfocus with multiple attacks
(Gained at 39.8%/110.9%/169%/187.9% HP loss)
(19.9%/55.45%/84.5%/93.95% under Hyper or with starting half limit bar)

Level 1 Limit (Hit/Yeah’S)- 5211/10421
Level 2 Limit (Hit/Yeah’S)- L1 Limit + 6203/12006
Level 3 Limit (Hit/Yeah’S)- L2 Limit + 7196/14391
Level 4 Limit (Hit/Yeah’S)- L3 Limit + 5211/10421

VINCENT
HP: 4545……….…………(90.6%)
MP: 542
Strength: 62
Dexterity: 48…………..(Turn 1: 98.2%, Average Afterwards)
Vitality: 64……………….(Def: 134; Take extra 1.6%)
Magic: 77
Spirit: 78……………………(Take extra 0.2%)
Luck: 26

*Super Shot ST: 97 Attack, 120% Accuracy, +52 Magic
Death Penalty: 99 Attack, 115% Accuracy, +32 Magic, does damage based off how many enemies Vincent himself delivered the deathblow to. Value used in this topic is equal to at least how many kills Vincent needs to reach a level 3 Limit * 1.25

Physical w/ Super Shot ST: 1705
Physical w/ Death Penalty: 950

Limits
Gained at 67.1%/81%/105.9%/141.4% HP Loss
(33.55%/40.5%/52.45%/70.7% HP loss with Hyper or half starting limit bar)

NOTE: Vincent’s Limits Fully Heal his HP (to an increased value if relevant) and he acts instantly
Galiant Beast (L1):
130% HP Increase, 150% Speed ** (Not Really Relevant), +20% Evade
**Due to Berserk Dance’s long animation, the speed boost basically washes out
--->Based on DL legal armor, makes evade ~15% against endgame enemies
Berserk Dance: 2558 Physical, 70% Chance of Use
Beast Flare: 2882 MT Fire Magic, 30% Chance of Use

Death Gigas (L2):
200% HP increase, 80% Speed** (Not Really Relevant), 150% Def, 30% Magic Def
**Doesn’t change anything in practice
--->Cut Physicals by 16.5%, Takes extra 22.2% from Magic
Gigadunk: 4476 Physical, 70% Chance (2.625x), 70% Chance of Use
Live Wire: 3362 MT Lightning Magic, 30% Chance of Use

Hellmasker (L3):
150% Def, +50% Evade
--->Based on DL legal armor, makes evade ~41% against endgame enemies (based on the 50% increase)
Splatter Combo: 853 * 5 (4262) Physical Damage, 70% Chance of Use
Nightmare: Inflicts Poison, Frog, Sleep, Dark, and Silence on the foe, 100% hit rate, 30% Chance of Use <42/32/20/10 / <50.4/38.4/24/12> w adjustment for Frog/Sleep/Dark/Silence>

Chaos (L4):
200% Def, 200% Magic Def
--->Cuts Physicals 35.5%, Cuts Magic by 29.1%
Chaos Sabre: 4262 MT Physical, 70% Chance of Use
Satan Slam: Instant Death, 100% hit rate, 4323 damage if enemy is immune, 30% Chance of Use

YUFFIE
HP: 4551…………….…..(90.7%)
MP: 524
Strength: 72
Dexterity: 62…………..(Turn 1: 103.3%, Average Afterwards)
Vitality: 68……………….(Def: 128; Take extra 3.1%)
Magic: 73
Spirit: 74………………….(Take extra 1.1%)
Luck: 28

Materia
Throw- Vitality +1

*Conformer: 96 Attack, 112% Accuracy, +42 Magic, does damage based off enemies level
Alt: Magic Shuriken- 64 Att, 113% Accuracy, 10 Dex, +2% Crit Rate

Crystal Bangle
(Alt: Minerva Band- Null Fire/Ice/Holy/Gravity, 1% Weak to Status)

Physical Base- 1871
Physical w/ Magic Shuriken- 1285 (All Limits also do approximately 67% of listed values)
Physical w/ Conformer against Endgame Randoms- 5613
Physical w/ Conformer against Sephiroth- 9999 (10174 before caps)
Throw Crystal Sword: ~4700 ITE Physical Damage

Limits
Gained at 66.4%/99.6%/132.8%/159.3% HP loss
(33.2%/49.8%/66.4%/79.65% HP loss with Hyper or with half starting limit bar

Greased Lightning (L1)- 5846 Physical Damage
Clear Tranquil (L1)- 50% MT Healing
Landscaper (L2)- 5613 MT Earth Physical Damage
Bloodfest (L2)-11694 Physical Damage, 1169 x 10 hits, Unfocuses against multiple enemies
Gauntlet (L3)- 6548 MT Physical Damage
Doom of the Living (L3)- 17541 Physical Damage, 1169 x 15 hits, Unfocuses against multiple enemies
All Creation (L4)- 9999 (14968 w/o Damage Caps) MT Physical Damage

8
RPG Stats Forum / Final Fantasy XIII
« on: April 09, 2019, 10:55:10 AM »
This is the ported over version of Tal's FF 13 topic from the Wiki.
1. Multiple Posts
In order to keep this streamline, the first character post is just need to know. There will be another post with the character data that is more complete. The following is not contained in the first post
a. Breakdowns for individual attacks (I will just list the attack strings) unless those attacks are relevant as individual moves
b. Passive Skills that don’t matter in the DL (often anything re: launch + others)
c. Eidolons (These are in a later post)- If these come into play assume starting with 1.5 bars or fewer, the character has won.
d. Some of the header notes from the original topic. I’m assuming for the initial post that you know more of the basics (Including more indepth notes on the ATB/Chain/Roles

2. Accessing the Original Topic
http://www.rpgdl.com/wiki/index.php?title=Final_Fantasy_XIII_Hope&action=edit
-   Insert other character names to get their pages (kind of!)

3. ATB
Characters have 5 ATB slots and can act when one is filled. Some moves take more than 1 slot, but minus ultimate moves in a few situations, these are not very viable.

4. Chain
Chain is a % increase to attack, healing, status duration…etc. Chain boosts last for a certain number of seconds, but it’s not super relevant in the DL. Stagger won’t be relevant in the DL as a concept either

5. Roles, Paradigms, and Paradigm Shifts
I’ve included the 3 core roles (with a few notes for Fang’s Synergist and Hope and Vanille’s Comando) since that’s what is generally seen as legal. Fang’s Synergist has some unique good spells and Hope and Vanille’s Commando is a large damage increase just based on having Ruin due to Commando’s damage doubling.

Advanced techniques using paradigm shift are not considered in the average (And I couldn’t find the old average to figure out what it was)

Per NEB, shifting paradigms takes about 1.5 seconds the first time and 0.5 seconds after that. However, this really only has a delay when shifting in the middle of a turn since ATB continues to fill (so about 0.2 turn delay the first time if in the middle of a turn).

6. TP, Techniques, Summoning, Eidolons, and Gestalt
===TP===
TP is a system resource that carries over between battles.  It has a maximum of 5, however the first two TP are charged faster than the rest.  Specifically, the first TP takes 100 points to charge, the second takes 200, while the other three take 600.  A half full TP bar will be 1050 points, or 3.25 TP, but 1.5 is more realistic.

===Techniques===
Only the leader can execute techniques, and they can be used at any time, provided the leader is not in the middle of an attack or paradigm shift, even if he or she has less than 1 ATB full.  Most of the techniques are explained well enough on the character pages, but summon deserves a longer explanation.

===Summon===
Summon is a 3 TP technique and is used to summon the character's unique Eidolon.  When summoning an Eidolon, the non-leader characters are removed from the field and the Eidolon replaces them.  The party is also fully healed.  The summoner and Eidolon then fight together.

===Eidolons===
If you summon this you have likely won. If you start with 0 TP, it takes 900 TP gained to get the Eidolon out (assuming you need 3 full bars). If you start at half TP to get the Eidolon, it takes  450 TP. In the DL, characters gain 4 TP if they wait for their ATB gauge to fully fill, then use damage, healing or status (and I believe the status needs to successfully hit). As such, if you start at the half Eidolon TP, you need 111 turns of healing to get the Eidolon

7. Stats
Strength: Determines the damage of physical attacks.  Damage is directly proportional to Strength.
Magic: Determines the damage of magic attacks.  Damage is directly proportional to Magic.  Also affects healing and status/buff duration, but not directly proportional to the stat.
ATBG: The number of ATB slots the character has.  This also affects speed (higher ATBG => higher speed), but generally turns are still slower due to having more gauges to fill.

8. Assumptions
a. Tier 2 weapons are assumed
b. Roles are taken at crystarium level 9 for main roles. Stats from crystarium level 3 for secondary roles are included. This may not be realistic if you don’t allow these since they may have a warping effect on averages, but the effect is rather minimal (generally in the range of 250 HP, 30-35 Str and Mag for each PC).
c. Physical resistance (this is basically the "defense" stat) is taken at 27.2%.  Magical resistance is taken at 20%.  While these numbers are not actually possible in-game (since there can only be 100%, 50%, 0%, absorption), they represent an "average" of enemies in the last dungeon.  An average over all enemies in the game gives 19.67% physical and 13.92% magical.
d. Chain resistance is taken at 80%, again an average of enemies in the last dungeon.  An average over all enemies is 58.24%. Enemy Status Resistances from Taejin Tower on (ignoring enemies that immune status) are listed in the section below.
e. Buff and status durations are listed in numbers of seconds.  Approximate turn lengths are as follows:
*Tier 2 weapons - ~4.5 seconds to fill up ATB gauges, ~0.5 second animation time per action => '''~7 seconds total'''.

9. Statuses and Blockers
Deprotect- Takes 89% more damage from Physical against 0% physical resistance (122% effect against endgame enemy phys resistance) (Enemy Resistance = 41%)
Deshell- Takes 89% more damage from Magic against 0% magic resistance (111% effect against endgame enemy magic resistance) Enemy Resistance = 39%)
Poison- 1% MHP Damage every 3 Seconds (2-3% a turn) (Enemy Resistance = 36%)
Imperil- Resistances Decrease by 1 Rank (Halve turns to normal, Normal turns to 2x Weak) (Enemy Resistance = 45%)
Slow- ATB Bar fills up at half normal speed (Enemy Resistance = 44%)
Fog- Can’t use Magic (Enemy Resistance = 53%)
Pain- Can’t use Physicals (Enemy Resistance = 54%)
Curse- Reduces Cut/Keep by 20 (Enemy Resistance = 34%)
Daze- Can’t take actions and damage taken doubles (Equivalent of Sleep? Paralysis?) (Enemy Resistance = 38%)

There are status accessories to resist all these, plus Instant Death, Debrave and Defaith. The L1 versions range from 30% resist (upgraded) to 45% upgraded, or you can use a storebought item to make the L2 versions (40% to 60%). There are three accessories slot if you allow stacking (3 30% equal 65% resistance, 3 40% equals 83% resistance and 3 60% equals 93% resistance). In game these are often competing with +1000 HP, -15% Damage or Just Phys or Mag Damage Reducers and Potentially Mag/Str Plus

10. Cut/Keep
Interruptability of attacks. Low cut means very interruptable
Commando/Ravager Physicals- 35/35
Commando/Ravager Magic- 25/25
Army of One/Cold Blood/Death- 50/90
Last Resort- 10/25
Counter- 40.99
PC White Magic- x/25
PC Synergist Magic- x/25
Provoke/Challenge- 10/40
Vendetta/Entrench- 35/99
Elude/Steelguard/Mediguard- x/99
Saboteur Magic- 10/25 (25/25 if status hits)
All Eidolon Moves have Keep of 100

11. Averages up Top
HP: 8040
Damage: 13654 (2.5 Kill Point: 34135)
Damage allowing Commando for Hope and Vanille: 15991 (2.5 Kill Point: 39978)
Damage with Ravagers under Team base Commando bonus: 14474 (2.5 Kill Point: 36184)

9
Notes:
1. Purpose
This is really more for my own reference than for anyone else’s use, since I have a different view of Allowed Quartz and Status Accuracy (although some of the formulations on strategy would likely be useful for anymore). There a few extra pieces of information, but the most important one is the strategy section. This section is found underneath stats for each character and will describe a handful of strategies they might feasibly employ in a duel. For more notes on this, see note 15 in this post For more standard DL views on status accuracy, Tide’s excellent topic has those numbers:

http://www.rpgdl.com/forums/index.php?topic=6840.0

Tide's topic also has all Crafts; I cut down on some to save some space.

2. Starting CP
I actually start CP at 115. 100 seemed too low because it basically renders irrelevant most normal Crafts (can’t use the CP or lose the S-Craft) despite the fact that these crafts are often as (or more) important as the S-Craft in game. At the same time, something around 100 seemed reasonable. Any number that is close to 200 puts way too much focus on 200 CP S-Crafts. 115 effectively creates a good metric for spammability. The cheapest crafts allow for immediate use of an S-Craft after use. More expensive crafts need more CP build-up to use an S-Craft afterwards.

3. CP Gains
CP is gained by taking or receiving damage. Each enemy hit with a basic physical or arte = 10 CP gained. Each enemy hit with a craft = 5 CP gained. CP from taking a hit does vary, but standardizing it to 10 is sensible enough (without me really doing any testing).

4. Allowed Extra Quartz
I allow three types of non MQ Quartz: supporting starting spell quartz (noted by **), Damage quartz in locked element slot, and critical in game skill quartz. The critical in-game skill quartz are Impede (for those applicable) and EP Cut. Both of these are lynchpins to major strategies in game, and I wouldn’t have run a PC without either one of these (and both for some).

As is my usual for extra attack magic, I only allow the damage and not the status. I do allow the status for spells off the MQ.

I’m not allowing stat boosts or non-starting support spells because looking at the all the in-game equips for each element, there’s always going to be something useful to plug any needed gaps (Lost Arts Gems especially help here).

5. Default Equipment
Shoewear- Everyone has the same Shoes (Red Boots- 400 Def, 7 Speed, 3 Move). There are others that give mild bonuses, but 7 Speed>>>>>>Anything else the others have to offer.

6. Turn 1 Speed
I’m considering this half a turn. There is decent variance in starting CT accumulated, but half a turn works as a decent enough estimate considering that turn order in menu seems to impact starting CT.

7. Spell CT/RT
CT is the clockticks needed to cast the spell. RT is the number of clockticks needed to recover after the spell was chosen or attack/craft was used. A turn is 33.58 ticks on average (based on beginning of 1st turn to when damage on 3rd turn lands). I created a simple formula to give me when each move lands in a chain of moves (this data is included in strategy sections for each character)

8. Speed Changes
If any unit’s speed is altered, the altered speed only goes into effect after their next turn is taken (because the game only uses speed to calculate RT when an action is taken). This means that Fie’s Speed up bonus doesn’t activate until she’s acted, and Alfin inflicting both Speed Down and Delay is a bit wasted since an enemy may never actually get a turn for Speed Down to kick in!

9. Linked Attacks
I’m not factoring in Linked Attacks. Playing around with them at endgame has left me with a few questions (I’ve noticed an inconsistency in type if a PC has multiple existing attributes, and it seems like it might be possible that moves get random typing when used?). As such, no unbalance rates will be listed anywhere.

10. Evade and Accuracy-
Based on testing, I would guess
1 Dex or Agi= 1% more Accuracy or 1% more Evade
Acc%+ and Eva%+- Chance of Hitting or Evading when you otherwise would not have
(The one flaw in this is why on earth would they start Claire with Hit 2 when her weapon already has 100%+ Accuracy, but the game doesn’t list enemy Dex/Agi to test more and this is far down the list of questionable design decisions in the game)

11. Status Accuracy Calculation and Blockers
With the exception of Death, Vanish, Delay and Petrify, all statuses in CS 2 have several potential durations. Durations are generally determined by two things: enemy class and method of application. Against more difficult random enemies, status will often only last for 1 turn. For the other enemies, a status inflicted by magic lasts 1 turn longer than those inflicted by a craft (or often 2 turns longer for a stat down). For status accuracy, I have prorated the accuracy against the 1-turn status enemies and then added it together (that way I will just consider the full duration of the status in the DL). If the duration is not listed for a move, it means it follows the standard pattern listed below.

For status accuracy, I list several numbers. For crafts, I will list 3 numbers (one on the first line, two on the line below). The first number is the chance of the status hitting if the attack hits adjusting my prorations described in this topic:

http://www.rpgdl.com/forums/index.php?topic=6760.0

The first number on the second line is the hit rate factoring in all resistances/weaknesses. The second number on the second line is (the prorated status hit rate) * (the average accuracy). This is effective the truest hit rate chance, so this is normally what I’ll be going off of. Enemies included in these averages are from the Villa to the Epilogue Dungeon. Although the non-class 7 PCs don’t face enemies before the Epilogue Dungeon, they are taken against the full run (a few reasons: 1. Technically I don’t normally count Epilogues at this point, but the Epilogue is at least only a semi Epilogue. 2. The enemies in the Epilogue are really, really bad. If the point of status prorations is to make status hit rate more closely reflect in game value, Epilogue enemies alone won’t cut it).

As I’m the only person who uses this, the numbers in the topic are really just for me (or anyone who is interested). If you want the more kosher DL view, please visit Tide’s excellent topic:

http://www.rpgdl.com/forums/index.php?topic=6840.0

Here are the Statuses w/ Durations. There are storebought blockers for all statuses, IIRC
Poison - Lose ~10% MHP every round.
Burn - Lose ~20% MHP every round. Lasts 2 turns from a Craft and 3 from Magic
Freeze – Can’t Act + Lose ~15% MHP every round. Lasts 3 turns from a Craft and 4 from Magic
Blind - ACC and EVA - 50%. Lasts 3 turns from a Craft and 4 from Magic
Seal - Cannot use physical abilities (Attack or Crafts). Lasts 3 turns from a Craft and 4 from Magic
Mute - Cannot use magical abilities (Arts). Lasts 3 turns from a Craft
Confuse – Attack nearest ally (or move to attack). If no allies in range, then go after enemies. Could arguably limit enemies to either basic physicals or physical attacks with the non-damage effects nulled (draining, status, MP damage). In game, it seems to have the second effect (partially because enemies that Confuse hits only have to have one physical that sometimes has special effects). It can shut off boss attacks, but those are very low hit rates lasting 1 turn (if that). Lasts 3 turns from a Craft and 4 from Magic
Instant Death - ID
Sleep - Target cannot act. Next hit is a guaranteed crit (+50% Damage) but wakes up enemies. Lasts 3 turns from a Craft
Nightmare - Target cannot act. Next hit is a guaranteed crit (+50% Damage) and adds a random status (not ID, Vanish or Delay) but wakes up enemies. Lasts 3 turns from a Craft and 4 from Magic
Faint – Target cannot act. All hits are critical. Lasts 2 turns from a Craft and 3 from Magic
Petrify – Effectively Death. Permanent
Instant Death - ID
Vanish - Eject

Status’ wear off at the end of action of the afflicted (this is also true of Buffs). If you choose to cast a spell, the turn lasts until the spell goes off.

12. Stat Up, Buff and Stat Down Durations
Stat Up, Buffs and Stat Downs generally last 3 turns if applied by a Craft and 5 turns if applied by an art. The exceptions are Impassion (4 Turns) and Fie’s Concealing Wind (2 Turns)

13. Stat Down Effects
Numbers listed in the PC area are based on Enemy Stats of 3500 ATK w/ a 1x Mult and 2500 ATS w/ a 2x Mult. I didn’t really test much to see if the 1x Mult on the Attack Multiplier was appropriate, but enemy magic is generally the scary stuff (so it having higher damage should make sense, although 2x might be too low a multiplier)

Speed Down 50% doesn’t actually halve speed as it would imply, but increases RT by 1.5x.
 
I’m not including notes on some Mov Down/Adf/Def Down moves. (Adf/Def Down are bad jokes. Lowering an enemy’s defensive stats by half translates to about 1600 extra damage)

Stat Downs inflicted by Crafts last 3 turns

14. Elements
Fire, Earth, Wind/Thunder and Water/Ice are straightforward. Wind and Water are the actual classifications, but certain spells are clearly Thunder/Ice. Time is strongly themed towards Dark. You can make an argument that either Space or Mirage is Holy, although I personally think Space is more appropriate (Cross Crusade and Altair Cannon’s visuals are a giant cross and beams from Heaven, whereas Mirage is more themed towards the visual aspect of light itself. This isn’t a perfect delineation since Mirage does have Saintly Force (although Space’s Insight and Fortuna both look somewhat Holy + Seraphic Ring, Angel MQ and Deus Gem)). Space/Time/Mirage switch between being effectively non-elemental and elemental in game (certain areas have enemies with weaknesses/resistances, as well as extra battle features), although Alfin/Angelica/Claire/Elise/Sharon/Toval are only around at endgame when they are elemental.

15. Strategies
Each character has a Strategies section where I try to outline some of their more important strategies since the variance in CT/RT can make it very difficult to know how exactly something plays out. First I list the basic strategy description, then the moves in the strategy, the total damage done, the damage from each move, and then most importantly, the turn count when each move Activates on (based on average speed).

If the strategy inflicts a status, I will either note the turn count when the status would be applied against 0% resistance/weakness (under my views) and how many CT/RT this buys them. Note that CT/RT will subtract out the RT from the move that applied the status or list out combos for more clarification.

Averages Up Top
HP: 17640
Damage: 21529 (22069 w/ Buffs)
>>>2.5 Kill Point: 53823 (55173 w/ Buffs)

10
Unranked Games / Final Fantasy 4: The After Years
« on: April 17, 2018, 02:13:12 AM »
Notes
1. Differences from Previous Topic
-Equip choices are enough 2nd or 3rd best instead of 1st best (in a game where best equips are generally one of a kind)
-Effective Defenses/Speed/Status Accuracy
-New notes on Evasion

2. Stat Listing
For whatever reason, FF4 lists the evade multiplier as part of defense. I am going to list it with evade.

3. Stats
Speed- Can be taken mostly literally (input times effectively shrink the curve about 10% at minimum w/ 5 PCs, which is what I would consider to be the true effective speed)
Acc- Only really effects the entire attack missing. But even the Blood Lance (38% accuracy) was still hitting around 70% of the hit time). I am not listing this because it’s a meaningless stat in game, and should be given no value
Eva- Very little effect on damage taken (estimate seems to be 1% Evade is a .15% damage reduction. This seems relatively consistent on average.
MEva- I saw no evidence of this reducing damage at all (although it can cause an attack to miss completely). Also appears to be relevant for status resistance (subtractive), but not all enemy status checks Meva (I will halve differences in MEva when considering)

4. Evade Hacking
Forget defense! If you really want to be a true physical tank in FF4:TAY, evasion is the stat you want. You’ll notice that for Cecil/Ceodore/Kain/Golbez, I opted for evade. You need both decent evade and a decent evade mult (which eliminates Cid and Luca, who are too slow).

5. Status Hit Rates
PC Status Hit Rates- If an enemy doesn’t block a status (or for a few enemies in the final dungeon, seem to somehow be impervious to most status even though strategy guides disagree), a status spell will generally near always hit. For weapon based status, the hit rate appears to be about 60%. The few other techs (Pressure, Ninja Techs) are around 80% (please note that I did not test every Ninja Tech, but I’m guessing the pattern holds)

I’ve listed adjusted status hit rates in <>. First number is the status hit rate factoring in just enemy susceptibility to the status. Second number factors in adjustments for base hit rate, transparency, damage…etc.

6. Equipment Choices
Equipment is generally chosen for speed, which is not only super potent in game for obvious reasons, but also affects physical damage and defensive stats. I tended to design legality in order to reflect the distribution of the top-tier speed boosting equipment in terms of character access and equipment sharing.  There are some general rules

Weapons- 2nd best for 1 weapon wielders & 2nd and 3rd best for dual wielders or shield holders
-->Would make Lunar Shield legal. This balances well with all Lunar Shield users would prefer Ultima Weapon more (and the competition for the shield is as stiff was for the 2nd best dual wielder weapon)
-->Assassin’s Dagger is too good and too common usable, and therefore if it is someone’s best weapon, it will still not be considered
Helmets- 2nd best, excluding Ribbons. Two Ribbons make it unlikely that you’ll need your 3rd best in game. Could arguably should be your best helmet since your best helmet is generally worse than Ribbons.
-->Similar to Assassin’s Dagger, I will not be considering Black Cowl. This is a helmet usable by everyone that raises Str and more importantly Spd slightly, and nearly everyone has a valid use for this (and 3 Spd beats a few extra points of defense)
Armor- 3rd best. In a few cases, someone’s third best armor was still pretty awesome.
Armlets- 2nd best, excluding Protect Rings. For a lot of people, this ended up being the Diamond Armlet which is appropriately fitting

Exceptions: These exceptions are basically based of people sharing a number of speed boosting equips to the point where you could likely at least get the least useful of them in game. You could disregard the other effects (Cat Ear Hood: Ice Resistance)
Golbez: Cat Ear’s Hood (+5 Speed) (In game, Golbez gets: a +15/+10 weapon, +10 armor and +5 helmet speed booster in game, 2 of the equips are relatively unique, and the other 2 among a similar general group). Also their best helmet, which already felt somewhat justifiable
Rydia/Palom: Cat Ear’s Hood (+5 Speed) (a +15 weapon, +10 armor and +5 helmet speed booster in game, 1 equip relatively unique). Also their best helmet, which already felt somewhat justifiable
Ninjas: Rising Sun (+10 Speed) (+10 Weapon/2 + 10 Armors, 1 equip relatively unique, 2 shared among a common group) (While this equip is better in game than one of the armor choices, it’s clearly worse in the DL since it requires all of them to drop a little damage (which they all choose to).

There might be a few places where there are slightly more optimal equip choices that I may have missed

7. Alternative Equip Tables
Due to the complexity of how stats work in FF4 based games, I’m listing Alternate Equipsin table form in order to list all the cumulative effects. The table contains the following
-Type: Whether the alternate equip is a Weapon (W), Shield (S), Armor (A), Helmet (H) or Glove (G), or a combination
-P.Dam: Change in physical damage done (Positive is Good)
-M.Dam: Change in magical damage done (Positive is Good)
-Phys.Taken: Change in physical damage taken- Subtractive/Additive (Positive is Bad)
-Phys.T.(in%): Change in physical damage taken (from defense) in % (Positive is Bad)
-Mag.Taken: Change in magical damage taken- Subtractive/Additive (Positive is Bad)
-Mag.T.(in%): Change in magical damage taken in % (Positive is Bad)
-Spd: Change in Speed in % (Positive is Good)
-Eva%: Change in Evade % (Positive is Good)
-Chg.-Eva Based PDur: Change in Pdur in % from Evade (Positive is Bad)
-Status Res- Change in Status Resistance (Positive is Good)
-Effect- Status Defense/Elemental Defense/Misc

8. Source of Most Complete Enemy Notes: http://finalfantasy.wikia.com/wiki/Depths

9. Averages Up Top
HP: 4001
Speed: 46.54
Damage: 2945
-->2.5x Kill Point: 7364

11
RPG Stats Forum / Suikoden 2
« on: October 12, 2016, 09:15:22 AM »
1. Weapon Rune Slots- For character with blank or removable weapon rune slots, I assumed a 10% attack bonus. This is based on the fact that there are many ways to raise physical damage (You get 1 Exertion Rune (20% Bonus), 1 Friendship Rune (54 Atk at Endgame), and Fire/Lightning Runes (25% Damage Increase). All of these have more effect than just 10%, so this feels balanced).

2. Characters with Natural As
(if you allow these characters to fill them with Runes or altered Runes that only have damage spells) assuming that the character isn’t already putting their MP to good use (such as Meg).
Millie- Lightning and Fire (chooses Lightning, obviously)
Nina- Fire
Stallion- Wind (Pretty useful in game)
Tomo- Earth (Note that this Rune would suck on Tomo in game, so I’m personally less inclined to extend it to her since this is all about conveying one better aspect of in game balance in terms of DL underutilized stats)
Zamza- Fire

3. Enemy Stats
Def- 95 (90 effectively since S2 adds about 5 onto random variance of physicals)
Mdef- 125
Evasion- ~35 on average. I’m using a basket of averages since it’s a very swingy stat. This is Speed minus a modifier (ranging from 45 to 120, I believe)

4. Formulas
Accuracy = Tech – Target Tech + 80
-->Bottom limit of 35%
Characters are taken against a basket of enemy accuracy/evade to get a better spectrum of meaning

5. Weapon Types
Long Range- Darts, Bow
Medium Range- Tonfas, Spear, Dual Swords (Killey), Rod (Bob), Nails (Karen), Book Belt (Nina)
Short Range- Axe, 2 H Sword, Claws, Rod, 1H Sword, Whip (Badeuax), Wok (Hai Yo)

6. Equipment Build:
--Mages maximize defense
--Male fighters use a combo of Fire Emblems and Lightning Amulets (limiting Lightning Amulets to 2 since in game equipping 3 doesn’t make sense the in game gain against most enemies for 3 is nothing).
--If a character can equip a Karate Uniform (trades Def for Tech), they do so assuming that they lose at most 12 Def from it

7. Armor Choices
Knight Armor- 58 Def (Heavy)
Dragon Armor- 30 Def (Light)
Magic Robe- 22 Def (Vest, Robe)
Karate Uniform- 10 Def, 5 Tech (Light, Vest)

Full Helmet- 20 Def (Helm)
Silver Hat- 19 Def, 5 HP Regen, Halves Dark (Hat)
Feathered Hat- 3 Def, 3 Speed, Halves Wind (Hat)

Chaos Shield- 34 Def (Shield)

Belt of Strength- 6 Def, 5 Str (All)
Wing Ornament- 19 Def, 12 Speed (Wingers)
Fire Emblem- 7 Def, 15 Str, Halves Fire (Men)
Thunder Amulet- 9 Def, 15% Hit, Halves Lightning (All)
Crimson Cape- 14 Def (All)

8. The case for additional damage- In Suikoden, Runes are a very potent way to do damage. 21 While a good number of more characters in Suikoden 2 start with Runes, there is still a sizable contingent of PCs who don’t (and many of those starting Runes are fodder Runes that you would immediately remove). In my opinion, this is a really high boost that really tends to overrate the power the runes though.

As such, I’ve included an average for people with multiple L4s and no attack rune (I averaged the 3 big attack (Lightning, Fire, Darkness) runes and their basic physical to reflect Water Rune usage) and one with multiple L3s. If they had As, I granted that particular rune to them. In game, they’d likely be running Fire for pinch MT against randoms (and despite the low numbers, Fire’s L! and Lightning’s L2 deal with a surprising number of randoms in games that come in hordes) or maybe Lightning for extra punch against bosses. Unlike S1’s Killer Rune, there is no good universal storebought  physical rune (Claws and 2H Sword have decent ones though).
Characters that would get boosted damage if we are considering L3/L4s on averages (And their new damage averages):
(7/4/2/1)- Ayda (446), Chaco (372), Freed (489), Futch (389), Hai Yo (423), Kasumi (465), Kinnison (398), LCChan (478), Miklotov (472), Mondo (448), Nanami (379), Pesmerga (537), Sid (442), Tsai (485), Wakaba (450) (Feather)
(8/5/2/1)- Eilie (478), Karen (491), Lorelai (553), Yoshino (553)

9. Averages up Top
HP: 577.7
Attack: 290
Tech: 142
Magic: 112
Def: 209.5
Mdef: 130.5
Speed: 140 (28.1 SD)
Damage: 386 (417) (461) (364) (Base/Including the characters with As/Including L3s and L4s/Base without Bonus for Blank Weapon Runes)
2.5 Kill Point: 966 (1043) (1153) (910)

RIOU
HP: 614……………………………….106.3%
MP: 9/5/3/1
Str: 331 (161 Base)
Tech: 179……………………………..28.4% Relative Evasion (54.7% Raw)
Mag: 144
Speed: 161…………………………..+0.72 SD (+2.41 when casting GB or BO)
Def: 196 (126 Base)……………..Takes extra 13.5 (5.8%)
Mdef: 144…………………………….Cuts by 13.5 (5.8%)
Luck: 179
Hat/Light Armor/Fire Emblem x 3
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 20 Def for 5 Tech
Can drop 15 Attack for  8 Defense (up to 3 Times)
-->Each drop of 15 Attack leads to about a decrease of 23 <20> increase in damage

Attack- 419 <371> Physical (323 <285> Base, 97.3% Hit, 16.8% Crit) (Tonfa)

BRIGHT SHIELD RUNE
Great Blessing- 214 MT Healing+Status Healing
Shining Light- 149 MT Holy Magic
Battle Oath- 444 MT Healing+Status Healing+50% Chance of Berserk
-->Berserk seems to last up to 7 turns (including the turn it was applied). It could have an equal chance to last from 1 turn to 7 turns (so 14% of wearing off turn 1, 14% turn 2…etc)
Forgiver Sign- 2144 Holy ITD Damage-Any HP Loss the party has incurred, MT Full Healing

AMADA
HP: 721……………………………….124.8%
MP:
Str: 299 (144 Base)
Tech: 111……………………………..-30% Relative Evasion (17.7% Raw)
Mag: 87
Speed: 106…………………………..-1.2 SD
Def: 198 (144  Base)……………..Takes extra 11.5 (5%)
Mdef: 106……………………………Takes 24.5 extra (10.6%)
Luck: 126
Hat/Vest/Lightning Amulet x 2/Fire Emblem
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and 5 Regen for 3 Speed and Halving Wind
Can Trade 5 Tech for 12 Def

Attack- 246 <216> Physical (239 <209> Base, 84.7% Hit, 10.9% Crit) (Oar/Spear)
-->Can make physical Earth elemental with numbers in brackets. Also gains 5 Def and 3 Regen
 
ANITA
HP: 614……………………………….106.3%
MP: 7/4/2/1
Str: 299 (144 Base)
Tech: 161……………………………..18.9% Relative Evasion (48.7% Raw)
Mag: 126
Speed: 144…………………………..+0.13 SD
Def: 233 (126  Base)……………..Cuts by 23.5 (10.2%)
Mdef: 144……………………………Cuts by 13.5 (5.8%)
Luck: 126
Hat/Light Armor/Shield/Thunder Amulet/Thunder Amulet/Belt of Strength
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 20 Def for 5 Tech

Attack- 303 <265> Physical (239 <209> Base, 99% Hit, 14% Crit) (1H Sword)
Falcon- 471 Physical (418 Base, 98% Hit, 10% Crit)
-->Falcon Crits appear to be 2.5x (at least Anita’s do)

BOB
HP: 682……………………………….118.1%
MP: 7/4/2/1
Str: 306 (126 Base)
Tech: 131……………………………..-14.2% Relative Evasion (27.7% Raw)
Mag: 106
Speed: 144…………………………..+0.13 SD (+1.63 when transforming or attacking while transformed)
Def: 198 (144  Base)……………..Takes extra 11.5 (5%) (Cuts by 187 (80.7%))
Mdef: 106……………………………Takes 24.5 extra (10.6%) (Cuts by 28.5 (12.3% when transformed)
Luck: 87
Hat/Vest/Thunder Amulet x 2/Fire Emblem
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can trade 5 Tech for 12 Tech

Attack- 274 <240> Physical (247 <216> Base, 91.3% Hit, 10.9% Crit) (Staff)
Rabid Fang- 2x Attack and Def, 1.5 Mdef  and Spd, 50 HP Regen, Can’t use Item, Defend or Rune, OPB, at the end of the 4th turn (including the casting turn) stat bonuses are lost and then Halves Current HP
-->Turns physical to 649 <581> Damage (590 <522> Base, 91.3% Hit, 10.9% Crit)
-->Cuts magic by 28.5 (12.3%), +1.63 SD speed when transforming or attacking

BOLGAN
HP: 682……………………………….118.1%
Str: 329 (179 Base)
Tech: 92……………………………..-47.9% Relative Evasion (6.3% Raw)
Mag: 70
Speed: 70…………………………..-2.46 SD
Def: 199 (144  Base)…………….Takes 9.5 extra  (4.1%)
Mdef: 106……………………………Takes 24.5 extra (10.6%)
Luck: 87
Helmet/Light Armor/Thunder Amulet x 2/Fire Emblem
Can Trade 5 Tech for 20 Def

Attack- 246 <216> Physical (272 <239> Base, 74.3% Hit, 10.8% Crit) (Claws)
Fire Breath- 355 Fire Physical (478 Base, 74.3% Hit), 100% Unbalance

CAMUS
HP: 550……………………………….95.2%
MP: 8/5/2/1
Str: 294 (144 Base)
Tech: 144……………………………..2.6% Relative Evasion (38.3% Raw)
Mag: 126
Speed: 144…………………………..+0.13 SD
Def: 270 (144  Base)……………..Cuts by 60.5 (26.2%)
Mdef: 106……………………………Takes 24.5 extra (10.6%)
Luck: 126
Helm/Light Armor/Shield/Crimson Cape x 3
Can Trade 20 Def for 5 Tech
Can Trade 7 Def for 15 Attack (Raises Attack by ~18 <16>) (Up to 2 Times)
Can Trade 5 Def for Extra Accuracy (1 takes him to 90.7% Accuracy, 2 Takes him to 99%)

Attack- 252 <220> Physical (233 <204> Base, 85.7% Hit, 12.9% Crit) (1H Sword)

RAGE RUNE
Fire Wall- 151 Fire Magic to Row
Dancing Flames- 301 MT Fire Magic
Explosion- 701 MT Fire Magic
Final Flame- 901 MT Fire Magic

CHACO
HP: 496……………………………….85.9%
MP: 7/4/2/1
Str: 266 (126 Base)
Tech: 131……………………………..-9% Relative Evasion (31% Raw)
Mag: 106
Speed: 168 (144 Base)………..+1.4 SD
Def: 202 (126  Base)……………..Takes extra 7.5 (3.2%)
Mdef: 161……………………………Cuts by 30.5 (13.2%)
Luck: 161
Hat/Vest/Wing Ornament x2/Thunder Amulet
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 5 Tech for 12 Def
Can Trade 12 Speed and 10 Def for more Acc (91.3% Hit)
Can some Acc for 10 Def and 12 Speed (80% Hit)

Attack- 221 <192> Physical (203 <176> Base,86.3% Hit, 13.2% Crit) (Spear)
-->Trading 10 Def and 12 Speed for Hit: 234 <203> Physical (91.3%)
-->Trading Hit for 10 more Def and 12 Speed nets: 205 <178> (80% Hit)

CLIVE
HP: 550……………………………….95.2%
MP:
Str: 311 (126 Base)
Tech: 204……………………………..38.9% Relative Evasion (61.3% Raw)
Mag: 87
Speed: 161…………………………..+0.72 SD
Def: 156 (106  Base)……………..Takes extra 53.5 (23.1%)
Mdef: 126……………………………Takes extra 4.5 (1.9%)
Luck: 87
Hat/Light Armor/Fire Emblem x 3
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 5 Tech for 20 Def

Attack- 327 <287> (252 <221> Base, 99% Hit, 15.5% Crit) (Gun)

EILIE
HP: 550……………………………….95.2%
MP: 8/5/2/1
Str: 271 (126 Base)
Tech: 144……………………………..2.6% Relative Evasion (38.3% Raw)
Mag: 126
Speed: 144…………………………..+0.13 SD
Def: 191 (126  Base)……………..Takes extra 18.5 (8%)
Mdef: 144……………………………Cuts by 13.5 (5.8%)
Luck: 144
Hat/Vest/Thunder Amulet x 2/Belt of Strength
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 12 Def for  5 Tech

Attack- 255 <221> Physical (208 <181> Base, 96.3% Hit, 13.5% Crit) (Throwing Knife/Dart)

FLIK
HP: 614……………………………….106.3%
MP: 9/6/3/2
Str: 311 (161 Base)
Tech: 161……………………………..18.9% Relative Evasion (48.7% Raw)
Mag: 161
Speed: 144…………………………..+0.13 SD
Def: 269 (144  Base)…………….Cuts by 59.5 (25.7%)
Mdef: 126……………………………Takes extra 4.5 (1.9%)
Luck: 87
Hat/Light Armor/Shield/Crimson Cape x 3
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 20 Def for 5 Tech
Can Trade 7 Def for 15 Attack (Raises damage by about 18) (up to 3 Times)
Can Trade 5 Def for +15% to Hit (One raises acc to 96.3%) (up to 2 Times)

Attack- 289 <254> Physical (247 <221> Base, 91.3% Hit, 12.8% Crit) (1H Sword)

LIGHTNING RUNE
Angry Blow- 156 ST Lightning Magic
Thunder Runner- 156 Lightning Magic to 1 Column
Bolt of Wrath- 756 ST Lightning Magic
Thor Shot- 1236 ST Lightning Magic

FREED
HP: 550……………………………….95.2%
MP: 7/4/2/1
Str: 276 (126 Base)
Tech: 126……………………………..-9% Relative Evasion (31% Raw)
Mag: 106
Speed: 126…………………………..-0.5 SD
Def: 214 (126  Base)……………..Cuts by 4.5 (1.9%)
Mdef: 126……………………………Takes extra 4.5 (1.9%)
Luck: 179
Helmet/Light Armor/Shield/Water Amulet (Locked)/Thunder Amulet x 2
5% Magic Repel
Can Trade 20 Def for 5 Tech

Attack- 265 Lightning Physical (186 Base, 89.7% Hit, 13.5% Crit) (1H Sword)
Lightning on Weapon

FUTCH
HP: 550……………………………….95.2%
MP: 7/4/2/1
Str: 281 (126 Base)
Tech: 149……………………………..2.6% Relative Evasion (38.3% Raw)
Mag: 106
Speed: 161…………………………..+0.72 SD
Def: 215 (106  Base)……………..Cuts by 5.5 (2.4%)
Mdef: 106……………………………Takes 24.5 extra (10.6%)
Luck: 161
Helmet/Light Armor/Shield/Thunder Amulet x 2/Fire Emblem
Can Trade 20 Def for 5 Tech

Attack- 269 <234> Physical (219 <191> Base, 95.7% Hit, 14% Crit) (Spear)

GABOCHA
HP: 496……………………………….85.9%
Str: 251 (106 Base)
Tech: 161……………………………..18.9% Relative Evasion (48.7% Raw)
Mag: 106
Speed: 144…………………………..+0.13 SD
Def: 179 (106  Base)……………..Takes extra 30.5 (13.2%)
Mdef: 106……………………………Takes 24.5 extra (10.6%)
Luck: 161
Hat/Light Armor/Fish Badge(Initial)/Belt of Strength/Thunder Amulet
Halves Dark, 7 HP Regen, 5% Magic Repel
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 20 Def for 5 Tech

Attack- 233 <202> Physical (186 <161> Base, 99% Hit, 15.1% Crit) (Sling Shot)

GENGEN
HP: 550……………………………….95.2%
Str: 281 (126 Base)
Tech: 144……………………………..2.6% Relative Evasion (38.3% Raw)
Mag: 106
Speed: 126…………………………..-0.5 SD
Def: 261 (126  Base)……………..Cuts by 51.5 (22.3%)
Mdef: 87……………………………Takes extra 43.5 (18.8%)
Luck: 161
Helmet/Light Armor/Shield/Thunder Amulet x 2, Belt of Strength
3 HP Regen
Can Trade 20 Def for 5 Tech

Attack- 273 <238> Physical (219 <191> Base, 97.3% Hit, 14% Crit) (1H Sword)

GEORG
HP: 682……………………………….118.1%
Str: 404 (199 Base)
Tech: 179……………………………..28.4% Relative Evasion (54.7% Raw)
Mag: 54
Speed: 161…………………………..+0.72 SD
Def: 256 (161  Base)……………..Cuts by 46.5 (20.1%)
Mdef: 54……………………………Takes extra 76 (32.9%)
Luck: 144
Hat/Silver Amor (Locked)/Fire Emblem x 3
Halves Dark, 15 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind

Attack- 507 <450> Physical (354 <314> Base, 97.3% Hit, 23.5% Crit) (2H Sword)
Killer Rune- Crit Rate up 50%

GIJIMU
HP: 682……………………………….118.1%
Str: 351 (161 Base)
Tech: 106……………………………..-35.3% Relative Evasion (14.3% Raw)
Mag: 87
Speed: 141 (126 Base)…………..+0.02 SD
Def: 254 (144  Base)……………..Cuts by 44.5 (19.3%)
Mdef: 106……………………………Takes 24.5 extra (10.6%)
Luck: 126
Helmet/Heavy Armor/Thunder Amulet x 2/Fire Emblem
Halves Wind

Attack-595 <525> Physical over two hits* (299 <261 Base, 83% Hit, 10.6% Crit) (Axe)
*- I believe that these hits have separate speed checks (since there is some variation, it’s not super uncommon to see the 1st hit of Double Beat go before an enemy with similar speed and see the 2nd after. But it’s not guaranteed, so I don’t think there’s a set speed penalty on the second hit)
Double Beat Rune- Attacks Twice

HIX
HP: 550……………………………….95.2%
Str: 291 (126 Base)
Tech: 144……………………………..6.8% Relative Evasion (41% Raw)
Mag: 106
Speed: 144…………………………..+0.13 SD
Def: 234 (126 Base)……………..Cuts by 24.5 (10.6%)
Mdef: 126……………………………Takes extra 4.5 (1.9%)
Luck: 161
Hat/Light Armor/Shield/Thunder Amulet x 2/Fire Emblem
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can 20 Def for 5 Tech

Attack (Turn 1)- 318 Physical (259 Base, 95.7% Hit, 14% Crit) (1H Sword)
Attack (Turn 2)- 387 Physical (317 Base, 95.7% Hit, 14% Crit) (1H Sword)
Attack (Turn 3)- 461 Physical (376 Base, 95.7% Hit, 14% Crit) (1H Sword)
Attack (Turn 4)- 531 Physical (433 Base, 95.7% Hit, 14% Crit) (1H Sword)
Attack (Turn 5)- 603 Physical (492 Base, 95.7% Hit, 14% Crit) (1H Sword)
Attack (Turn 6 and on)- 674 Physical (550 Base, 95.7% Hit, 14% Crit) (1H Sword)
Exertion Rune on Weapon- Raising Attack to start by 20%, Increasing by 20% of the base each turn (up to 2.2 bonus) (So 1.2 1.4 1.6 1.8 2 2.2)

HUMPHREY
HP: 721……………………………….124.8%
Str: 354 (179 Base)
Tech: 126……………………………..-14.2% Relative Evasion (27.7% Raw)
Mag: 70
Speed: 87……………………………-1.9 SD
Def: 302 (199  Base)…………….Cuts by 92.5 (40%)
Mdef: 106……………………………Takes 24.5 extra (10.6%)
Luck: 87
Helmet/Knight Armor (Locked)/Thunder Amulet x 2/Fire Emblem

Attack- 326 <287> Physical (299 <264> Base, 89.7% Hit, 10.6% Crit) (2H Sword)

JOWY
HP: 550……………………………….95.2%
MP: 9/7/4/2
Str: 314 (144 Base)
Tech: 179……………………………..28.4% Relative Evasion (54.7% Raw)
Mag: 179
Speed: 171 (161 Base)…………+1.1 SD
Def: 260 (252  Base)……………..Cuts by 50.5 (21.9%)
Mdef: 161……………………………Cuts by 30.5 (13.2%)
Luck: 161
Hat/Light Armor/Crimson Cape x 2/Winged Boots
Halves Dark, 10 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 45 Def for 5 Tech

Attack- 329 <289> Physical (255 <224> Base,97.3 % Hit, 16.2% Crit) (Weapon Type)

BLACK SWORD RUNE
Flash Judgement- 164 Magic
Twinkling Blad- 144 MT Magic+30% ID <23%/30%>……………factoring all enemies and factoring modifiers)
Piercing One- 744 ST Magic
Hungry Fiend- 1244 MT Magic

KAHN
HP: 614………………………………106.3%
MP: 9/5/3/1
Str: 291 (126 Base)
Tech: 144……………………………..2.6% Relative Evasion (38.3% Raw)
Mag: 144
Speed: 126…………………………..-0.5 SD (+0.79 when casting Yell or Scream)
Def: 218 (126  Base)……………..Cuts by 8.5 (3.7%)
Mdef: 144……………………………Cuts by 13.5 (5.8%)
Luck: 106
Helmet/Light Armor/Crimson Cape x 3
Can Trade 20 Def for 5 Tech
Can Trade 7 Def for 15 Attack (up to 3 Times)
Can Trade 5 Def for 15% Acc (1 Takes him to 85.67%, 2 to 91.3%)

Attack- 212 Physical (201 Base, 79% Hit, 11.4% Crit) (1H Sword that hits from Medium Range)
Magic Drain on Weapon- -15% Acc, Can Restores L1s Only (It’s Fixed, so he can’t get rid of it)

RESURRECTION RUNE
Scolding- 61 Magic (Arguably Holy)*
Yell- 144 HP Revival
Charm Arrow- 579 MT Magic (Arguably Holy)*
Scream- 564 MT Healing+Status Healing
*Technically, these are Resurrection Rune elemental, which is not the same as Holy (Bright Shield). Resurrection hits more weaknesses and hits resistance less often (only enemies that halve all elements resist Resurrection)

KAREN
HP: 550……………………………….95.2%
Str: 311 (126 Base)
Tech: 141……………………………..-14.2% Relative Evasion (27.7% Raw)
Mag: 126
Speed: 126…………………………..-0.5 SD
Def: 194 (106  Base)……………..Takes extra 15.5 (6.7%)
Mdef: 126……………………………Takes extra 4.5 (1.9%)
Luck: 144
Hat/Vest (Initial:  Master Robe: 10 Regen, Bugged so that it Makes her status immune and gives 10% MRepel)/Lightning Amulet x2, Belt of Strength
Halves Dark, 15 HP Regen, Immunes Status (via bug), 10% MEvade (via bug)
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind

Attack- 243 Physical (206 Base, 89.7% Hit, 13.3% Crit), 20% <15%/18%> Sleep (Nails)
-->(15%/18% factoring all enemies and factoring modifiers)
Twin Ring Rune- 370 Physical (412 Base, 89.7% Hit), 30% Unbalance to Karen

KASUMI
HP: 550……………………………….95.2%
MP: 7/4/2/1
Str: 266 (126 Base)
Tech: 161……………………………..18.9% Relative Evasion (48.7% Raw)
Mag: 106
Speed: 224 (199 Base)…………..+2.92 SD
Def: 172 (106 Base)……………..Takes extra 37.5 (16.2%)
Mdef: 144……………………………Cuts by 13.5 (5.8%)
Luck: 144
Hat/Vest (Initial: Ninja Suit +15 Speed)/Speed Ring/Lightning Amulet x2
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 7 Def for 5 Tech

Attack- 259 <225> Physical (203 <176> Base, 99% Hit, 14.6% Crit) (Claw)
Shrike Rune- 348 Physical (352 Base, 99% Hit)

KILLEY
HP: 550……………………………….95.2%
MP: 7/4/2/1
Str: 291 (126 Base)
Tech: 126……………………………..-14.2% Relative Evasion (27.7% Raw)
Mag: 106
Speed: 144…………………………..+0.13 SD
Def: 235 (144  Base)……………..Cuts by 25.5 (11%)
Mdef: 144……………………………Cuts by 13.5 (5.8%)
Luck: 126
Hat/Light Armor/Crimson Cape x3
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 20 Def for 5 Tech
Can Trade 7 Def for 15 Attack (Increases Average Physical Damage by 17 <15>) (up to 3 Times)
Can Trade 5 Def for 15% Accuracy (1 to 85.3%, 2 to 89.7%, up to 2 Times)

Attack- 219 <191> Physical (230 <201> Base, 77% Hit, 11.8% Crit) (M Ranged Dual Wield Swords)
-->With the lower physical damage, Killey can also inflict Poison at a 40% <31%/36%> rate
-->(31%/36% factoring all enemies and factoring modifiers)

FIRE RUNE
Flaming Arrows- 65 MT Fire Magic
Fire Wall- 191 Fire Magic to Row
Dancing Flames- 401 MT Fire Magic
Explosion- 961 MT Fire Magic

KINNISON
HP: 550……………………………….95.2%
MP: 7/4/2/1
Str: 303 (126 Base)
Tech: 161……………………………..18.9% Relative Evasion (48.7% Raw)
Mag: 106
Speed: 144…………………………..+0.13 SD
Def: 198 (126  Base)……………..Takes extra 11.5 (5%)
Mdef: 144……………………………Cuts by 13.5 (5.8%)
Luck: 144
Hat/Light Armor/Thunder Amulet/Fire Emblem x 2
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 20 Def for 5 Tech

Attack- 303 <265> Physical (243 <213> Base, 96.3% Hit, 14.6% Crit) (Bow)

KOYU
HP: 550……………………………….95.2%
MP:
Str: 296 (106 Base)
Tech: 126……………………………..-9% Relative Evasion (31% Raw)
Mag: 106
Speed: 216 (144 Base)…………..+2.65 SD
Def: 180 (106  Base)……………..Takes extra 29.5 (12.8%)
Mdef: 144……………………………Cuts by 13.5 (5.8%)
Luck: 126
Hat/Light Armor/Thunder Amulet x 2/Fire Emblem
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 20 Def for 5 Tech
Can Trade 1 Def and 15 Strength for 5% Magic Repel
   
Attack- 261 <228> Physical (236 <206> Base, 89.7% Hit, 12.1% Crit) (Axe)
Gale Rune- Speed up 50% (Factored in)

LONG CHAN CHAN
HP: 830……………………………….143.7%
MP: 7/4/2/1
Str: 324 (144 Base)
Tech: 184……………………………..28.4% Relative Evasion (54.7% Raw)
Mag: 106
Speed: 161…………………………..+0.72 SD
Def: 198 (144  Base)……………..Takes extra 11.5 (5%)
Mdef: 126……………………………Takes extra 4.5 (1.9%)
Luck: 161
Hat/Vest/Fire Emblem x 3
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 5 Tech for 12 Def

Attack- 384 Lightning Physical (234 Base, 98.7% Hit, 16.2% Crit) (Claw)
-->Can opt for 350 Non-Elemental Physical Damage by dropping the Lightning Rune on his weapon
White Tiger Rune- 462 Physical (693 below 25% HP) (468 Base, 98.7% Hit), 20% Unbalance, LR

LORELAI
HP: 550……………………………….95.2%
MP: 8/5/2/1
Str: 311 (126 Base)
Tech: 161……………………………..18.9% Relative Evasion (48.7% Raw)
Mag: 126
Speed: 144…………………………..+0.13 SD
Def: 197 (126  Base)……………..Takes extra 12.5 (5.4%)
Mdef: 161……………………………Cuts by 30.5 (13.2%)
Luck: 126
Helmet/Light Armor/Thunder Amulet (Locked)/Belt of Strength x 2
Halve Thunder
Can Trade 20 Def for 5 Tech

Attack- 311 <273> Physical (252 <221> Base, 96.3% Hit, 14% Crit) (Axe)
Draining Rune- Drains 33% of Damage done on Crits
-->Can add 20% Sleep for damage numbers in the brackets (15%/18% factoring all enemies and factoring modifiers)

LO WEN
HP: 614……………………………….106.3%
MP: 7/4/2/1
Str: 289 (144 Base)
Tech: 126.…………………………..-14.2% Relative Evasion (27.7% Raw)
Mag: 106
Speed: 126…………………………..-0.5 SD (+0.79 SD when casting)
Def: 200 (126  Base)……………..Takes extra 9.5 (4.1%)
Mdef: 126……………………………Takes extra 4.5 (1.9%)
Luck: 144
Helmet/Light Armor/Thunder Amulet x 2/Belt of Strength
Can Trade 20 Def for 5 Tech

Attack- 255 <223> Physical (228 <199> Base, 89.7% Hit, 12.4% Crit) (Darts)
-->Attack trading def for tech- 261 <229> (91.3% Hit, 12.7% Crit)
-->Lo Wen can inflict Knockdown 30% < of the time with her physical if she opts for the bracketed numbers
-->Knockdown can hit every boss in game except Neclord. As such, I would consider it to generally hit bosses DLwise.

WATER RUNE
Kindness Drops- ST Healing+Status Healing
Protect Mist- 20% Magic Repel for 3 Turns (MT)
Kindess Rain- 346 MT Healing+Status Healing
Silent Lake- Shuts off Magic for 3 Turns, Including Turn Cast
-->Pretty comprehensive in terms of what it gets in terms of enemy magic attacks (unlike say S3). I would say that it might even get pseudo-magic.

LUC
HP: 496……………………………….85.9%
MP: 9/7/4/2
Str: 154 (54 Base)
Tech: 144……………………………..2.6% Relative Evasion (38.3% Raw)
Mag: 199
Speed: 176 (161 Base)…………..+1.25 SD (+3.1 SD when casting Healing Wind and Storm Warning)
Def: 133 (54  Base)……………..Takes extra 76.5 (33.1%)
Mdef: 179……………………………Cuts by 48.5 (21%)
Luck: 54
Hat/Robe/Speed Ring (Locked)/Crimson Cape x2
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind

Attack- 83 <67> Physical (79 <64> Base, 85.7% Hit, 10.7% Crit) (Rod)

WIND RUNE
Wind of Sleep- 30% <23%/30%> Sleep to 1 Enemy Row
-->Sleep seems to last until the enemy is hit
-->23%/30% factoring all enemies and factoring modifiers
Healing Wind- 100% ST Healing+Status Healing
The Shredding- 704 MT Wind Magic
Magic Repel- Reflects the next magic attack (includes pseudo magic)
-->This is legitimate reflect, not magic repel

MAZUS
HP: 550……………………………….95.2%
MP: 9/7/4/2
Str: 206 (106 Base)
Tech: 126……………………………..-14.2% Relative Evasion (27.7% Raw)
Mag: 194 (179 Base)
Speed: 126…………………………..-0.5 SD
Def: 188 (87  Base)……………..Takes extra 21.5 (9.3%)
Mdef: 199……………………………Cuts by 68.5 (29.7%)
Luck: 70
Hat/Robe of Mist (Locked)/Crimson Cape x3
Halves Dark and Water, 5 HP Regen, (Bugged: 10% Magic Repel, but doesn’t work)
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind

Attack- 126 <107> Physical (137 <116> Base, 77% Hit, 10.1% Crit) (Rod)

BLUE GATE RUNE
Open Gate- 139 Fire Magic
Kings Road- 279 MT Lightning Magic
Pale Palace- 549 MT Magic
Empty World- 1149 MT Magic, 172 Damage to Allies

THUNDER RUNE
Thunder Runner- 209 Lightning Magic to 1 Column
Bolt of Wrath- 909 ST Lightning Magic
Thor Shot- 1469 ST Lightning Magic
Thunder Storm- 1749 ST Lightning Magic

FIRE RUNE
Flaming Arrows- 153 MT Fire Magic
Fire Wall- 279 Fire Magic to Row
Dancing Flames- 489 MT Fire Magic
Explosion- 1049 MT Fire Magic

Blazing Camp (Uses L2s)- 2,069 Fire/Thunder Damage to One, 1,369 to other enemies

MEG
HP: 496……………………………….85.9%
MP: 7/4/2/1
Str: 246 (106 Base)
Tech: 144……………………………..2.6% Relative Evasion (38.3% Raw)
Mag: 106
Speed: 126…………………………..-0.5 SD (+0.79 SD when casting)
Def: 177 (106  Base)……………..Takes extra 32.5 (14%)
Mdef: 144……………………………Cuts by 13.5 (5.8%)
Luck: 199 (179 Base)
Hat/Vest/Lucky Ring(Locked)/Thunder Amulet x 2
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 12 Def for 5 Tech

Attack- 225 <195> Physical (181 <156> Base, 95.7% Hit, 15.2% Crit) (Throwing Dagger/Darts)
Trick Rune- 448 Physical (498 Base, 95.7% Hit), OPB

WATER RUNE
Kindness Drops- ST Healing+Status Healing
Protect Mist- 20% Magic Repel for 3 Turns (MT)
Kindess Rain- 406 MT Healing+Status Healing
Silent Lake- Shuts off Magic for 3 Turns, Including Turn Cast
-->Pretty comprehensive in terms of what it gets in terms of enemy magic attacks (unlike say S3). I would say that it might even get pseudo-magic.

MIKLOTOV
HP: 614……………………………….106.3%
MP: 7/4/2/1
Str: 336 (161 Base)
Tech: 126……………………………..-14.2% Relative Evasion (27.7% Raw)
Mag: 106
Speed: 126…………………………..-0.5 SD
Def: 271 (161  Base)……………..Cuts by 60.5 (26.2%)
Mdef: 126……………………………Takes extra 4.5 (1.9%)
Luck: 126
Helmet/Heavy Armor/Fire Emblem (Locked)/Thunder Amulet x 2
Halves Fire and Wind

Attack- 310 <273> Physical (312 <275> Base, 89.7% Hit, 11.8% Crit) (2H Sword)
-->Can make it Wind Elemental for the numbers in brackets with Wind Rune on weapon. This also adds 5% Magic Repel

MILLIE
HP: 496……………………………….85.9%
MP: 8/5/2/1
Str: 242 (87 Base)
Tech: 106……………………………..-35.3% Relative Evasion (14.3% Raw)
Mag: 126
Speed: 126…………………………..-0.5 SD
Def: 171 (106  Base)……………..Takes extra 38.5 (16.7%)
Mdef: 161……………………………Cuts by 30.5 (13.2%)
Luck: 179
Hat/Vest/Lightning Amulet x 2/Belt of Strength (3 Crimson Cape w/ Lightning Rune)
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 12 Def for 5 Tech

Attack- 131 <112> Physical (160 <137> Base, 65.7% Hit, 12.2% Crit) (Boomerang/Darts)
-->Default w/o Lightning Rune- 171 <147> (83% Hit, 12.5% Crit)
Groundhog Rune- 180 Physical (274 Base, 65.7% Hit), OPB
-->Default w/o Lightning Rune- 236 Physical (83% Hit)

LIGHTNING RUNE (A)
Angry Blow- 141 ST Lightning Magic
Thunder Runner- 141 Lightning Magic to 1 Column
Bolt of Wrath- 841 ST Lightning Magic
Thor Shot- 1401 ST Lightning Magic

MUKUMUKU
HP: 427……………………………….73.9%
Str: 233
Tech: 106……………………………..-35.3% Relative Evasion (14.3% Raw)
Mag: 87
Speed: 144…………………………..+0.13 SD
Def: 191……………….……………..Takes extra 18.5 (8%)
Mdef: 106……………………………Takes 24.5 extra (10.6%)
Luck: 106

Attack- 113 Physical (143 Base, 65.7% Hit, 9.9% Crit) (Squirrel)

NANAMI
HP: 496……………………………….85.9%
MP: 7/4/2/1
Str: 301 (126 Base)
Tech: 161……………………………..18.9% Relative Evasion (48.7% Raw)
Mag: 106
Speed: 179…………………………..+1.35 SD
Def: 176 (126  Base)……………..Takes extra 33.5 (14.5%)
Mdef: 144……………………………Cuts by 13.5 (5.8%)
Luck: 144
Hat/Vest/Thunder Amulet/Belt of Strength x2
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 5 Tech for 12 Def

Attack- 310 <271> Physical (241 <211> Base, 99% Hit, 14.9% Crit) (Nunchuku)

NINA
HP: 550……………………………….95.2%
MP: 9/5/3/1
Str: 296 (126 Base)
Tech: 106………………………………35.3% Relative Evasion (14.3% Raw)
Mag: 144
Speed: 126…………………………..-0.5 SD
Def: 191 (126  Base)……………..Takes extra 18.5 (8%) <209 w/ Fire Rune>
Mdef: 161……………………………Cuts by 30.5 (13.2%)
Luck: 126
Hat/Vest/Thunder Amulet x2/Belt of Strength <3 Crimson Cape w/ Fire Rune)
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 12 Def for 5 Tech

Attack-183 <160> Physical (230 <201> Base, 65.7% Hit, 10.6% Crit) (Book Belt)
-->With no Fire Rune, it averages 236 <207> (83% Hit, 10.6% Crit)

FIRE RUNE (A)
Flaming Arrows- 103 MT Fire Magic
Fire Wall- 229 Fire Magic to Row
Dancing Flames- 439 MT Fire Magic
Explosion- 999 MT Fire Magic

OULAN
HP: 721……………………………….124.8%
Str: 294 (144 Base)
Tech: 126……………………………..-9% Relative Evasion (31% Raw)
Mag: 70
Speed: 106…………………………..-1.2 SD
Def: 237 (179  Base)……………..Cuts by 27.5 (11.9%)
Mdef: 179……………………………Cuts by 48.5 (21%)
Luck: 70
Helmet/Light Armor/Power Gloves (Locked)/Thunder Amulet x 2
Can Trade 20 Def for 5 Tech

Attack- 252 <220> Physical (233 <204> Base, 89.7% Hit, 10.1% Crit) (Claws)
-->Trading Def for Tech makes Oulan’s Physical (258 <225> with hit rate being 91.3%)
Angry Dragon Rune- 366 Physical (408 Base, 89.7% Base), OPB unless Berserked
-->Trading Def for Tech makes Angry Dragon Rune average 372 (91.3% Hit Rate)

PESMERGA
HP: 682……………………………….118.1%
MP: 7/4/2/1
Str: 359 (199 Base)
Tech: 144……………………………..2.6% Relative Evasion (38.3% Raw)
Mag: 106
Speed: 106…………………………..-1.2 SD
Def: 300 (144  Base)……………..Cuts by 90.5 (39%)
Mdef: 171 (161 Base)……………Cuts by 40.5 (17.5%)
Luck:
Horned Helmet (Locked)/Knight Armor (Locked)/Chaos Shield (Locked)/Guard Ring (Locked)/Iron Boots (Locked)/Thunder Amulet

Attack- 443 Fire Physical (269 Base, 89.7% Hit, 11.2% Crit) (2H Sword)
Counter Rune- Counter Rate up 50% (Still negligible)

RIKIMARU
HP: 730……………………………….126.4%
Str: 336 (161 Base)
Tech: 126……………………………..-9% Relative Evasion (31% Raw)
Mag: 87
Speed: 106…………………………..-1.2 SD
Def: 219 (144  Base)……………..Cuts by 9.5 (4.1%)
Mdef: 87……………………………Takes extra 43.5 (18.8%)
Luck: 106
Helmet/Light Armor/Thunder Amulet x 2/Fire Emblem
Can Trade 20 Def for 5 Tech

Attack-307 <270> Physical (280 <246> Base, 89.7% Hit, 11.2% Crit) (2H Sword)

RINA
HP: 496……………………………….85.9%
MP: 9/6/3/2
Str: 246 (106 Base)
Tech: 126……………………………..-14.2% Relative Evasion (27.7% Raw)
Mag: 161
Speed: 126…………………………..-0.5 SD
Def: 189 (106  Base)……………..Takes extra 19.5 (8.4%)
Mdef: 161……………………………Cuts by 30.5 (13.2%)
Luck: 126
Hat/Vest/Crimpson Cape x 3
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 12 Def for 5 Tech
Can Trade 8 Def for 5 Attack (up to 3 Times)
Can Trade 5 Def for 15 Hit (1 makes acc 85.3%, Two makes acc 91.3%)

Attack- 185 <160> Physical (181 <156> Base, 77% Hit, 11.8% Crit) (Darts)

FIRE RUNE
 Flaming Arrows- 96 MT Fire Magic
Fire Wall- 186 Fire Magic to Row
Dancing Flames- 336 MT Fire Magic
Explosion- 736 MT Fire Magic

SHEENA
HP: 550……………………………….95.2%
MP: 8/5/2/1
Str: 294 (144 Base)
Tech: 144……………………………..2.6% Relative Evasion (38.3% Raw)
Mag: 126
Speed: 126…………………………..-0.5 SD (+0.79 SD when casting L1, L2 or L3 spells)
Def: 235 (126  Base)……………..Cuts by 25.5 (11%)
Mdef: 144……………………………Cuts by 13.5 (5.8%)
Luck: 126
Hat/Light Armor/Shield/Star Earrings (Locked)/Lightning Amulet x2
Halves Dark, 10 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 20 Def for 5 Tech

Attack- 281 <246> Physical (233 <204> Base, 95.7% Hit, 12.9% Crit) (1H Sword)

EARTH RUNE
Clay Guardian- 50% Defense up (Permanent)
Revenge Earth- 100% Evade and Counter (for 5 turns including the turn cast on)
Canopy Defense- 100% MT Magic Repel (for 1 Spell)
-->Only gets official rune magic (no pseudomagic type spells)
Earthquake- 641 MT Earth Magic

SHIN
HP: 550……………………………….95.2%
Str: 349 (144 Base)
Tech: 179……………………………..28.4% Relative Evasion (54.7% Raw)
Mag: 106
Speed: 126…………………………..-0.5 SD
Def: 176 (106  Base)……………..Takes extra 33.5 (14.5%)
Mdef: 87……………………………Takes extra 43.5 (18.8%)
Luck: 179
Hat/Light Armor/Fire Emblem x 3
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 20 Def for 5 Tech

Attack- 382 <337> Physical (294 <259> Base, 97.3% Hit, 16.8% Crit) (2H Sword)
Spider Slay Rune- 756 Physical (97.3% Hit), OPB

SHIRO
HP: 550……………………………….95.2%
Str: 277
Tech: 144……………………………..2.6% Relative Evasion (38.3% Raw)
Mag: 106
Speed: 179…………………………..+1.35 SD
Def: 233……………………………..Cuts by 23.5 (10.2%)
Mdef: 144……………………………Cuts by 13.5 (5.8%)
Luck: 144

Attack- 203 Physical (209 Base, 85.7% Hit, 13.5% Crit) (Wolf)

SID
HP: 550……………………………….95.2%
MP: 7/4/2/1
Str: 266 (126 Base)
Tech: 131……………………………..-9% Relative Evasion (31% Raw)
Mag: 106
Speed: 168 (144 Base)………..+1.39 SD
Def: 220 (144  Base)……………..Cuts by 10.5 (4.5%)
Mdef: 144……………………………Cuts by 13.5 (5.8%)
Luck: 144
Hat/Vest/Thunder Amulet/Wing Ornament x 2
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 5 Tech for 12 Def

Attack- 204 <177> Physical (203 <176> Base, 86.3% Hit, 12.7% Crit) (Spear)
With 2 Thunder Amulet (91.3% Hit)
With 0 Thunder Amulet (80.3% Hit)
Waking Rune- Starts Asleep, Becomes Furied upon being attacked (50% Attack up)

SIERRA
HP: 550……………………………….95.2%
MP: 9/6/3/2
Str: 261 (126 Base)
Tech: 144……………………………..2.6% Relative Evasion (38.3% Raw)
Mag: 176 (161 Base)
Speed: 144…………………………..+0.13 SD
Def: 182 (106  Base)……………..Takes extra 27.5 (11.9%)
Mdef: 126……………………………Takes extra 4.5 (1.9%)
Luck: 87
Hat/Vest/Crimson Cape x 2/Magic Ring
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 12 Def for 5 Tech

Attack-181 Thunder Physical (171 Base, 85.7% Hit, 11.7% Crit) (Claws)

DARKNESS RUNE
Finger of Death- 100% ST Instant Death
Stealer of Souls- 471 Draining dark Magic
Final Bell- 751 Dark Magic or 100% <82%/103%> ID (to a row)…………. -->(82%/103% factoring all enemies and factoring modifiers)
Black Shadow- 751 MT Dark Magic

SIMONE
HP: 550……………………………….95.2%
Str: 266 (126 Base)
Tech: 144……………………………..2.6% Relative Evasion (38.3% Raw)
Mag: 126
Speed: 126…………………………..-0.5 SD
Def: 186 (106  Base)……………..Takes extra 23.5 (10.2%)
Mdef: 171 (161 Base).…………Cuts by 40.5 (17.5%)
Luck: 106
Hat/Light Armor/Cape of Darkness (Locked)/Gold Emblem (Locked)/Lightning Amulet
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 20 Def for 5 Tech

Attack- 229 <199> Physical (203 <176> Base, 90.7% Hit, 12.3% Crit) (Darts)

STALLION
HP: 550……………………………….95.2%
MP: 7/4/2/1
Str: 273 (126 Base)
Tech: 144……………………………..2.6% Relative Evasion (38.3% Raw)
Mag: 106
Speed: 209 (199 Base)…………..+2.4 SD
Def: 183 (106 Base)……………..Takes extra 26.5 (11.5%)
Mdef: 144……………………………Cuts by 13.5 (5.8%)
Luck: 106
Hat/Light Armor/Winged Boots (Locked)/Thunder Amulet x2
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 20 Def for 5 Tech

Attack- 251 <218> Physical (210 <183> Base, 95.7% Hit, 12.3% Crit) (Bow)

WIND RUNE (A)
Wind of Sleep- xxx
Healing Wind- xxx
The Shredding- 611 MT Wind Magic
Magic Repel- xxx

TAI HO
HP: 550……………………………….95.2%
MP:
Str: 314 (144 Base)
Tech: 161……………………………..18.9% Relative Evasion (48.7% Raw)
Mag: 106
Speed: 144…………………………..+0.13 SD
Def: 178 (126  Base)……………..Takes extra 31.5 (13.6%)
Mdef: 126……………………………Takes extra 4.5 (1.9%)
Luck: 126
Hat/Vest/Thunder Amulet/Fire Emblem x2
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 5 Tech for 12 Def

Attack- 352 <308> Physical (255 <224> Base, 98% Hit, 21.5% Crit) (Spear)
Killer Rune- Boosts Crit Rate by 50%

TENGAAR
HP: 550……………………………….95.2%
MP: 9/6/3/2
Str: 246 (106 Base)
Tech: 126……………………………..-14.2% Relative Evasion (27.7% Raw)
Mag: 161
Speed: 136 (126 Base)………..-0.15 SD (+1.25 SD when casting L1, L2 or L3)
Def: 187 (106  Base)……………..Takes extra 22.5 (9.7%)
Mdef: 144……………………………Cuts by 13.5 (5.8%)
Luck: 144
Hat/Robe/Wind Amulet (Locked)/Crimson Cape x 2
Halves Dark and Wind, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed
Can drop 5 Defense to improved Hit (1 to 85.3%)

Attack- 174 <150> Physical (181 <156> Base, 77% Hit, 12.4% Crit) (Throwing Knife)

EARTH RUNE
Clay Guardian- 50% Defense up (Permanent)
Revenge Earth- 100% Evade and Counter (for 5 turns including the turn cast on)
Canopy Defense- 100% MT Magic Repel (for 1 Spell)
-->Note that this is much more limited compared to Silent Lake in terms of what it gets. I suspect that it’s only more “Rune” like magic that enemies use (Storm Warning is also more comprehensive by far)
Earthquake- 996 MT Earth Magic

TIR
HP: 614……………………………….106.29%
MP: 9/7/4/2
Str: 326 (161 Base)
Tech: 179……………………………..28.4% Relative Evasion (54.7% Raw)
Mag: 179
Speed: 144…………………………..+0.13 SD
Def: 252 (161  Base)……………..Cuts by 42.5 (18.4%)
Mdef: 161……………………………Cuts by 30.5 (13.2%)
Luck: 161
Cap/Light Armor/Crimson Cape x3
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 20 Def for 5 Tech

Attack- 346 <304> Physical (269 <236> Base, 97.3% Hit, 16.2% Crit) (Staff)

SOUL EATER RUNE
Finger of Death- 100% Instant Death
Black Shadow- 744 MT Dark Magic
Hell- 100% MT ID <82%/117%>………………-->(82%/117% factoring all enemies and factoring modifiers)
Judgement- 2144 ST Dark Magic

TSAI
HP: 550……………………………….95.2%
MP: 7/4/2/1
Str: 311 (126 Base)
Tech: 184……………………………..28.4% Relative Evasion (54.7% Raw)
Mag: 106
Speed: 126…………………………..-0.5 SD
Def: 194 (144  Base)……………..Takes extra 15.5 (6.7%)
Mdef: 126……………………………Takes extra 4.5 (1.9%)
Luck: 161
Hat/Vest/Fire Emblem x 3
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 5 Tech for 12 def

Attack- 332 <291> Physical (252 <221> Base, 99% Hit, 16.5% Crit) (Spear)
Unicorn Rune- 221 to Column of Enemies, Def goes to 0 for self for next turn

VALERIA
HP: 614……………………………….106.3%
MP: 7/4/2/1
Str: 311 (156 Base)
Tech: 161……………………………..18.9% Relative Evasion (48.7% Raw)
Mag: 106
Speed: 161…………………………..+0.72 SD
Def: 233 (126  Base)……………..Cuts by 23.5 (10.2%)
Mdef: 126……………………………Takes extra 4.5 (1.9%)
Luck: 144
Hat/Light Armor/Shield/Lightning Amulet x2/Belt of Strength
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 20 Def for 5 Tech

Attack- 315 <276> Physical (247 <216> Base, 99% Hit, 14.6% Crit) (1H Sword)
Falcon Rune- 614 Physical (432 Base, 98% Hit, 30% Crit)
-->Falcon Crits appear to be 2.5x instead of 3x (At least Anita’s. I didn’t have Valeria’s)
-->I’m guessing 30%. Suikosource notes say 33%, Gourry’s old notes say 20% (but say the same for Anita)

VIKI
HP: 496……………………………….85.9%
MP: 9/6/3/2
Str: 187 (87 Base)
Tech: 144……………………………..2.6% Relative Evasion (38.3% Raw)
Mag: 176 (161 Base)
Speed: 87…………………………..-1.87 SD
Def: 163 (87  Base)……………..Takes extra 46.5 (20.1%)
Mdef: 126……………………………Takes extra 4.5 (1.9%)
Luck: 199
Hat/Robe/Crimson Cape x2/Magic Ring
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind

Attack- 129 <108> Physical (116 <97> Base, 85.7% Hit, 15.2% Crit) (Rod)

BLINKING RUNE
Ready- Teleports 1 Enemy Away
Set- 231 MT Magic
-->Backfire Rate was 5% (1/20)
Go- Teleports All Enemies Away

VIKTOR
HP: 682……………………………….118.1%
Str: 360 (175 Base)
Tech: 126……………………………..-14.2% Relative Evasion (27.7% Raw)
Mag: 70
Speed: 126…………………………..-0.5 SD
Def: 253 (179  Base)……………..Cuts by 43.5 (18.8%)
Mdef: 126……………………………Takes extra 4.5 (1.9%)
Luck: 144
Hat/Light Armor/Thunder Amulet x 2/Fire Emblem
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 20 Def for 5 Tech

Attack- 342 <302> Physical (306 <270> Base, 89.7% Hit, 12.5% Crit) (2H Sword)

VINCENT
HP: 550..…………………………….95.2%
MP: 7/4/2/1
Str: 291 (126 Base)
Tech: 161……………………………..18.9% Relative Evasion (48.7% Raw)
Mag: 106
Speed: 126…………………………..-0.5 SD (+0.79 SD when casting L2 or L4)
Def: 219 (106  Base)……………..Cuts by 9.5 (4.1%)
Mdef: 161……………………………Cuts by 30.5 (13.2%)
Luck: 106
Hat/Light Armor/Shield/Rose Brooch (Locked)/Thunder Amulet/Fire Emblem
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 20 Def for 5 Tech

Attack- 281 <245> Physical (230 <201> Base, 96.3% Hit, 13.4% Crit) (1H Sword)

WIND RUNE
Wind of Sleep- 30%  Sleep <23%/28%> to 1 Enemy Row…………..(23%/28% factoring all enemies and factoring modifiers)
-->Sleep seems to last until target is hit
Healing Wind- 100% ST Healing+Status Healing
The Shredding- 341 MT Wind Magic
Storm Warning- Reflects the next magic attack (Includes pseudo magic)
-->This is legitimate reflect (not just magic repel)

WAKABA
HP: 730……………………………….126.4%
MP: 7/4/2/1
Str: 289 (144 Base)
Tech: 181 (161 Base)…………..~29% Relative Evasion (~55-56% Raw)
Mag: 106
Speed: 161…………………………..+0.72 SD
Def: 188 (126  Base)……………..Takes extra 21.5 (9.3%)
Mdef: 126……………………………Takes extra 4.5 (1.9%)
Luck: 161
Hat/Vest/Skill Ring/Belt of Strength x2
Halves Dark, 5 HP Regen
Can drop 17 Defense, Halving Dark and Regen for 3 Speed and Halving Wind
Can Trade 12 Def for 5 Tech

Attack- 323 Fire Physical (199 Base, 99% Hit, 16.3% Crit) (Claw)
-->Can opt for a 296 NE Physical Damage by dropping the Fire Rune on her weapon
White Tiger Rune- 394 Physical (591 below 25% HP) (398 Base, 99% Hit), 50% Unbalance, Long Range

12
RPG Stats Forum / Xenosaga
« on: August 17, 2016, 08:00:32 AM »
1. Tech Building Methodology: Tech points are spent as they are accrued (so no saving up all the points until the best tech comes because they just makes you run at a deficit most of the time in game). I’m assuming all techs are leveled up on Wait and Speed (minus a few exceptions where the moves are just completely pointless- like MOMO’s transformed attack move).

For the most part, I’m trying to not pay too much attention to what element something is. XS is badly designed in that you have all these techs, but you’ll really never use any of them but the ones on “Short” and you can only switch out of battle (you could switch before every random but that seems incredibly annoying. So Shion may have need every once in a while to hit a Fire weakness in the DL, but she’ll just have to go with a mostly unboosted tech).

MT techs get strong priority for being raised. If a character has one MT and one ST, the MT gets 2/3 of the points. I’ve generally allocated them as they are accrued with 5 level break points (L15- 1,300 points, L20- 2,000, L25- 3,000, L30- 4,200; Final-7500, with 500 more for Shion and 500 less for KOS-MOS). Techs gained at the 5 level breakpoints (15, 20, 25, 30) can have points accrued up to that point spent on speed and wait, but not tech. 7,500 could be a little high but that getting a 10x boost bonus on a late game boss will put you there.

2. Non DL relevant note: Shield Armor (Full Status Blocker) also stops buffs (Boost works, but it seems like many pure stat boosters don’t work)

3. Buff/Debuff/Status Duration- These generally either lasts 5 turns (including the turn it was cast on) and wears off right after whatever character is afflicted takes their turn or last forever. Durations refresh if the move is used again against the same target.

4. Deathblows- May ignore evade in game, although I wouldn’t give it much credit in the DL (wow, they ignore the marginal enemy evade and everyone uses them for all their damage. If enemy evade wasn’t marginal, at least this feature would be more important in game. In fact, enemy evade is bad enough that I’m not sure that Deathblows are actually ITE).

5. Effective Stats
Def- Using an enemy mult of 4x (so each point cuts by 4)
EDef- Using an enemy mult of 4x (so each point cuts by 4)Eva-  Subtracting 40 to find effective Eva (this is about what my testing showed the numbers came out to)

6. Enemy Stats
Damage is taken against 34 Vit and 20 Edef. Evade is against 46 Dex. Average ATK is about 100 and EATK (for enemies that use the stat), it’s about 80.

7. Speed:
Xenosaga speed is very weird. For example, a character with 9 speed seemingly will not double a character with 8 speed and 9 and 8 speed double 7 on the same turn. I would also say that turn 1 speed is pretty junky in game; the benefit is very muted (because you can’t kill quickly and you can’t be killed quickly) in addition to being semi randomized. So effectively, in terms of doubling, there’s no real difference between 8 and 9 speed. 8 and 9 speed 9-8 7 speed, but then after that it’s a 13-12 turn split. For DL purposes, I’m calling:
9 speed: 107% Speed Turn 1, 104% Speed turn 2-9, 102.5% Speed After
8 Speed: 101% Speed Turn 1, 104% Speed turn 2-9, 102.5% Speed After
7 speed: 95% Speed Turn 1, 92% Speed turn 2-8, 95% After

8. Status and Status Blocking
Xenosaga doesn’t have any storebought status blockers, but each character can extract skills from equipment. Note that you have to have a certain skill level. I think looking at 3 is reasonable for endgame (which includes all the single status blockers). Note that you have to get a lot of skills to get to the next levels, so you’ll pick up a good number of these in game just to unlock other skills
Level 1: PATK, PDEF, EATK and DEX Down, Poison, Slow
Level 2: Sleep, Lost (Silence)
Level 3: Special (Attack Disable), Confusion, EP Over (EP Costs Doubled), Instant Death, Stop, Boost Seal, Attack Poison (Weird alternate poison type that activates if character uses an attack).

In terms of status that PCs have:
Confusion- 50/50 of attacking enemy or ally in game with a basic physical attack (a Confused enemy can attack MOMO), 15% chance of wearing off when taking damage (Per FAQ) or wears off after 5 turns
Lost (Silence)- Shuts off magic. It should be noted that at least in the final 4 dungeons, there is no enemy whose magic damage can be shut off by this (only healing, pure status and buffing). I would be wary about seeing this get damage in a duel (nor am I sure that any ether damage in XS is classed as ‘Magic’ anyways since some of it is likely enemy ‘Deathblows.’)

9. Averages Up Top
HP: 1015
Str: 65.33
Vit: 94.67
EAtk: 51.5
Edef: 51
Dex: 52
Eva: 51.17
Damage: 823.67
-->2.5HKO: 2059

SHION
HP: 911……..(89.8%)
EP: 52
Str: 46
Vit: 93……….Takes extra 7 damage
EAtk: 49
Edef: 48…….Takes extra 12 damage
Dex: 48
Eva: 46……..-5.8% Relative (6% Raw)
Agl: 8………..101% Speed Turn 1, 104% Speed turn 2-9, 102.5% Speed After

Weapon: M.W.S
Ammo Choices: Status Attacks that are attached to deathblow Shock Blade.

Basic Attacks
Knuckle- 74 Hit Physical (70, 10% Crit Rate)
--Power Kick: 74 Hit Physical (70, 10% Crit Rate)
--Stun Stock:  152 Lightning Magic (145, 10% Crit Rate) Didn’t actually test this
Firecracker- 152 Magic (Non Elemental?) (145, 10% Crit Rate)
--Spin Kick- 70 Hit Physical (70, 10% Crit Rate)
--Cherry Bomb- 152 Fire Magic (145, 10% Crit Rate)

Deathblows
Lightning Blast (L1, S)- 160 Lightning/Hit Physical (142, 25% Crit Rate)
Spell Ray (L6, L)- 468 Beam Ether (390, 40% Crit Rate)
Shock Blade (L4, S)- 302 Pierce Physical (281, 15% Crit Rate) + 100% Chance of a Status (61/78% of Attack Down factoring all enemies and factoring modifiers)
--Attack Down is the only relevant ones. Attack down is Permanent.
--Stat Debuffs are Permanent, Slow lasts 5 enemy turns
--STR Down cuts enemy damage by about 135 against the most damaging move from the enemy with the highest attack it can cut (this is about a 45% damage cut. It’s even more effective against worse enemy attacks. Keep in mind that this attack does about 290, so it’s only 30% of MHP, but Xenosaga is a low damage-low healing game. This enemy in question has the highest base Str in game).
Thermal Blast (L1, S)- 223 Fire Magic (203, 20% Crit Rate)
Ether Amp (-, L)- Induces Ether Bomb (100% Chance)
Gravity Well (L2, S)- 326 Hit Physical (300, 17.5% Crit Rate), 100% Slow (33/42% factoring all enemies and factoring modifiers)
--Slow lasts for next 5 actions taken including casting turn (wears off right after 5th action)
--Slow sets an average speed target to 80% approx..
Lunar Blade (L5, S)- 616 Beam/Slash Physical (548, 25% Crit Rate)
Rain Blade (L7, L)- 604 MT Beam Ether (562, 15% Crit Rate)


Best Physical:  690 (Attack+Lunar Blade) (SR)
Best Magical: 756 (Attack+Rain Blade) (LR, MT)


Ether:
Medica (2 EP)- 245 Healing
Medica All (8 EP)- 392 MT Healing
Refresh (2 EP) - Heals Statuses/Cancels Stat Booses (Ally Target only)
Boost 1 (4 EP)- Raises Boost by 1 (Boost is good for preventing doubles, but not a lot else)
Medica Rest (8 EP)- 588 Healing
Safety Level (12 EP)- Auto Life (Returns with 1 HP), OPB
--Technically it stops 1 hit from killing (so other buffs/debuffs/status inflicted is kept intact)
Revert (12 EP)- 50% Revival
Quick (6 EP)- Raises Speed to 10 for next 5 actions taken including casting turn (wears off right after 5th action)
--Not fast enough to double 8 speed (perhaps ever even if she kept casting it? Xenosaga speed is weird)
Queen’s Kiss (8 EP)- 0% Chance of ID, Steals item if ID fails
--Could just be that near everything is immune, but the low hit rate makes it horrible to test. Failed miserably in testing though.
Seraphim Bird (24 EP)- 685 MT Beam Ether, OPB
Throni Blade (16 MP)- 465 MT Slash Physical, OPB
Dominion Tank (20 MP)- 525? Hit Physical, OPB
**Please note that I didn’t get Dominion Tank. I would assume it’s a little better than Throni Blade, so I just guessed. Regardless Shion has better ST physical damage that’s free anyways.

KOSMOS
HP: 1149……….113.2%
EP: 58
Str: 84
Vit: 100………….Cuts damage by 21 (Takes extra 75! Under ModeA7)
EAtk: 58
Edef: 53…………Cuts damage by 8
Dex: 56
Eva: 54………….3.2% Relative (14% Raw)
Agl: 7…………….95% Speed Turn 1, 92% Speed turn 2-8, 95% After

Weapon: F Rshot

Basic Attacks
Punch- 121 Hit Physical (173 under Mode A7) (115, 10% Crit Rate (165 under Mode A7))
--S-Sault- 121 Slash Physical (173 under Mode A7) (115, 10% Crit Rate (165 under Mode A7))
--Sword- 121 Pierce Physical (173 under Mode A7) (115, 10% Crit Rate (165 under Mode A7))
Blaster- 184 Beam Ether (175, 10% Crit Rate)
--Needle- 136 Hit Physical (173 under Mode A7) (120, 10% Crit Rate (165 under Mode A7))
--Blaster- 184 Beam Ether (175, 10% Crit Rate)

Deathblows
RBLADE (L2, S)- 293 Slash Phys  (250, 37.5% Crit Rate)
RCANNON (L3, L)- 476 Beam Ether (405, 35% Crit Rate)
RDRILL (L6, S)- 533 Pierce Phys (454, 35% Crit Rate)
--664 under ModeA7 (565 Phys, 35% Crit Rate)
XBUSTER (L6, L)- 762 MT Beam Ether (635, 40% Crit Rate)
SCHAIN (-, L) –100% Chance Inflicts DEX down (Accuracy buster), DEF down and Slow (65/74% factoring all enemies and factoring modifiers)

--The stat busters are permanent, Slow lasts 5 enemies turns.
--Raises KOS-MOS relative evasion to just a hair under 50% (raw evasion to approx 55%)
--Adds a whopping 20 to each physical damage move (so 40 in a chain)
RHAMMER (L1, S)- 365 Hit Phys (314, 32.5% Crit Rate)
RDRAGON (L1, S)- 414 Hit Phys (360, 30% Crit Rate)

Best Physical:  654 (Attack+RDRILL) (SR)
Best Magical: 946 (Attack+X-Buster) (LR, MT)


Ether:
Mode A7 (2 EP)- Focus Physical Attack for next 5 actions taken including casting turn (wears off right after 5th action)
Down Dex (4 EP)-100% Dex Down 50% for non-mechs (Permanent?) (62/71% factoring all enemies and factoring modifiers)
--Raises KOS-MOS relative evasion to just a hair under 50% (raw evasion to approx 55%)
Down Force (4 EP)- Str Down 25% for non-mechs (Permanent?) factoring all enemies and factoring modifiers)
--STR Down cuts enemy damage by about 135 against the most damaging move from the enemy with the highest attack it can cut (this is about a 50% damage cut. It’s even more effective against worse enemy attacks. Keep in mind that this attack does about 265, so it’s only 25% of MHP, but Xenosaga is a low damage-low healing game. This enemy in question has the highest base Str in game).
Down Ether (4 EP)- 100% EAtk Down 25% for non-mechs (Permanent?)
--Not a single magic using enemy in the final dungeon can be hit with this
--In Song of Nephilim, this makes an enemy normally doing about 90 to KOSMOS with Magic to do about 10. Take this as you will.
Gate (8 EP)- 25% CHP Demi+ 0% ID
--Could just be that near everything is immune, but the low hit rate makes it horrible to test. Failed miserably in testing though.
Ether Limit (16 EP)- Doubles Ether Effect and EP Cost for next 3 turns (including turn cast)
Satellite (16 EP)- 528 Beam Ether, OPB (480, 20% Crit)
Dex Ether Ra (12 EP)- 420 MT Ice Magic (400, 10% Crit)
Dex Ether Fa (12 EP)- 420 MT Fire Magic (400, 10% Crit)
Dex Ether Le (12 EP)- 420 MT Lightning Magic (400, 10% Crit)

CHAOS
HP: 1022……….100.7%
EP: 59
Str: 64
Vit: 93…………..Takes extra 7 damage
EAtk: 51
Edef: 54……….Cuts damage by 12
Dex: 48
Eva: 50…………-1.3% Relative (10% Raw)
Agl: 8…………..101% Speed Turn 1, 104% Speed turn 2-9, 102.5% Speed After

Weapon: Holey Gloves (16 Str)

Basic Attacks
Tornado Slash- 131 Spirit Hit Physical (125, 10% Crit Rate)
--Seraphim Rush- 131 Spirit Hit Physical (125, 10% Crit Rate)
--Electro Upper- 131 Spirit Slash Physical (125, 10% Crit Rate)
Arrow- 152 Ether Spirit Magic (145, 10% Crit Rate)
--Star Thrust- 131 Spirit Pierce Physical (125, 10% Crit Rate)
--Angel Shot- 152 Spirit Ether (125, 10% Crit Rate)

Deathblows
Angel Wings (L3, S)- 329 Spirit/Hit Physical (299, 20% Crit Rate)
Lunar Seal (L3, L)- 331 Spirit Magic (315, 10% Crit Rate)
Heavens Wrath (L8, S)- 549 Lightning/Slash Physical (511, 15% Crit Rate)
Angel Blow (L1, L)- 275 MT Spirit Ether  (237, 32.5% Crit Rate)
Chained Blast (L1, S)- 333 Spirit Ether, Chance of KO versus M (310, 15% Crit Rate)
Arctic Blast (L8, L)- 775 MT Ice Ether (713, 17.5% Crit Rate)
Demon Banisher (-, L)- Curse on one G type enemy

Best Physical: 680 (Attack+Heavens Wrath)
Best Magical: 927 (Attack+Arctic Blast) (LR, MT)


Ether:
Protective Wear (4 EP)- Induces Veil (Ether Damage taken and Healing cut 25%) for next 5 actions taken including casting turn (wears off right after 5th action)
Healing Dew (6 EP)- 212 MT Healing
Ice Wings (4 EP)- 185 Ice Magic
Flame Wings (4 EP)- 185 Fire Magic
Lightning Wings (4 EP)- 185 Lightning Magic
Purifying Storm (6 MP)- MT Status Cure+Dispel (Allies Only)
Best Ally  (50 EP)- 100% MT Auto Life, OPB
Supreme Judgement (8 EP)- Inflicts a status that halves healing for next 5 actions taken including casting turn (wears off right after 5th action)
--Didn’t test the hit rate on this
Cataclysm (12 EP)- 350 MT Ether Damage+Turn Delay
--Estimated Turn Delay effect of 33% (Chaos 4-3ed an enemy the same speed)
--Kind of weird because it doesn’t effect enemies whose turn indicators are on screen (only 3 are at max), but 33% is about what the effect averages in practice
Light and Wings (12 EP)- 350 MT Ether Damage+Dispel+Status Cure

ZIGGY
HP: 1280………..126.1%
EP: 45
Str: 70
Vit: 98…………….Cuts damage by 13 (Cuts by 111 under My Guard)
EAtk: 48
Edef: 49…………..Takes extra 8 damage (Cuts by 41 under Ether Shift A, Takes extra 57 under Ender Shift B)
Dex: 46
Eva: 44………………-8.1% Relative (4% Raw)
Agl: 7 (6 Base)……95% Speed Turn 1, 92% Speed turn 2-8, 95% After

Basic Attacks
High Kick- 110 Hit Phys (105, 10% Crit Rate)
--Jack Knife- 110 Slash Phys (105, 10% Crit Rate)
--Ignition:  121 Fire Hit Phys (115, 10% Crit Rate)
Laser Blade- 142 Fire Ether (135, 10% Crit Rate) (220 under Ether Shift B (210, 10% Crit)
--Jack Blade- 110 Slash Phys (105, 10% Crit Rate)
--Laser Swing- 142 Pierce Ether (135, 10% Crit Rate) (220 under Ether Shift B (210, 10% Crit)

Deathblows
Cyber Kick (L1, S)- 218 Fire Hit Physical (205 Base, 12.5% Crit Rate)
Lightning Fist (L1, L)- 237 Lightning Magic (220 Base, 15% Crit Rate)
--355 (330, 15% Crit Under) under Ether Shift B
Meteor Shot (L7, L)- 587 MT Fire Magic (522 Base, 25% Crit Rate)
--686 (610, 25% Crit Rate) under Ether Shift B
Cyclone (L1, S)- 287 Base Slash Physical (255 Base, 25% Crit Rate)
Cross Lancer (L2, S)- 378 Pierce Physical (340 Base, 22.5% Crit Rate)
Executioner (L1, L)- 356 MT Lightning Magic (320 Base, 22.5% Crit Rate)
--490 (440, 22.5% Crit) under Ether Shift B
Hell Fire (L4, S)- 522 Fire Slash Physical (459 Base, 27.5% Crit Rate)

Best Physical: 622 (Attack+Hell Fire) (SR)
Best Magic: 729 (Attack+Meteor Shot) (LR, MT)


Ether:
My Guard (2 EP)- Focus Physical Defense (Def up 25%, Str down 25%) for next 5 actions taken including casting turn (wears off right after 5th action)
--Likely cuts around 100 off most physical techs
Recharge (4 EP)- 480 HP Recovery
Ether Shift A (4 EP)- Induces Focus Ether Defense (Edef up 25%, Eatk down 25%) for next 5 actions taken including casting turn (wears off right after 5th action)
--Cuts about 100 off most Ether based techs
Ether Shift B (4 EP)- Induces Focus Ether Attack (EAtk up 25%, Edef down 25%) for next 5 actions taken including casting turn (wears off right after 5th action)
Red Mark (4 EP)- ST Status that gives all allies 80% Critical Rate against target, Only Mechs are suspectible, 4 EP
--Hit all 5 of the random Mech monsters in the last two dungeons
--Only for 1 crit (or 1 attack?)
Speed Boost (10 EP)- Raises Speed by 50% for next 5 actions taken including casting turn (wears off right after 5th action)
Charge X (4 EP)- Doubles next shot of healing

JR...
HP: 992……….97.7%
EP: 50
Str: 64
Vit: 93………..Takes extra 7 damage
EAtk: 54
Edef: 52………Cuts damage by 4
Dex:57
Eva: 54………..3.2% Relative (14% Raw)
Agl: 8………....101% Speed Turn 1, 104% Speed turn 2-9, 102.5% Speed After

Basic Attacks
All basic Attacks- 142 Pierce Physical (135, 10% Crit Rate)
--184 (175, 10% Crit Rate) under Psycho Arm

Deathblows
Prelude to Battle (L1, L or S)- 319 Pierce Physicals (287, ~22.5% Crit Rate, Not Thoroughly Tested)
Moonlit Serenade (L1, L or S)- 328 Spirit Magic (312, ~10% Crit Rate, Not Thoroughly Tested)
Storm Waltz (L4, L or S)- 424 MT Pierce Physical (399, 12.5% Crit Rate)
Last Symphony- (L1, L or S)- 367 Pierce Physical (345, 12.5% Crit Rate)
Mystic Nocturne (L6, L or S)- 608 MT Spirit Magic (523, 32.5% Crit Rate)
Angelic Requiem (L5, L or S)- 474 MT Pierce Physical (446, 12.5% Crit Rate)

--569 (545 Base, 12.5% Crit Rate) under Psycho Arm
Soul Rhapsody (L1, L or S)- 401 Spirit Ether (369, 17.5% Crit Rate)

Best Physical: 616 (Attack+Angelic Requiem) (MT, LR)
Best Magic: 750 (Attack+Mystic Nocturne) (LR)


Ether:
Psycho Arm (4 EP)- Attack Up 20% for next 5 actions taken including casting turn (wears off right after 5th action)
Ether Flare (4 EP)- Induces Anti-Veil. Damage taken from ether attacks and Healing increase by 25% for next 5 actions taken including casting turn (wears off right after 5th action)
Chain (4 EP)- Induces EVA down on B or G (Evade down 50%) (Permanent?) (54%/62% factoring all enemies and factoring modifiers)
Misty (10 EP)- Induces Lost (Silence) on B or G (Permanent?) (36%/35% factoring all enemies and factoring modifiers)
Coin Lock (8 EP)- Induces Lock (Status and Buffs both have no effect) for next 5 actions taken including casting turn (wears off right after 5th action)

Speed Machine (6 EP)- Boosts Speed by 25% for next 5 actions taken including casting turn (wears off right after 5th action)
--Practical Effect: Puts speed to ~107%
Magnum Joe (6 EP)- 394 Magic Damage (375, 10% Crit Rate)
Buster Joe (12 EP)- 394 MT Magic Damage (375, 10% Crit Rate)

MOMO
HP: 738……….72.7%
EP: 57
Str: 64
Vit: 91………….Takes extra 15 damage
EAtk: 49
Edef: 50……….Takes extra 4 damage
Dex: 57
Eva: 59…………8.9% Relative (19% Raw)
Agl: 9….........107% Speed Turn 1, 104% Speed turn 2-9, 102.5% Speed After

Confuse Weapon
100% Infliction Rate (25%/36% factoring all enemies and factoring modifiers)
Inflict Confuse for next 5 actions taken including casting turn (wears off right after 5th action)
Any hits someone under Confuse takes has a 15% chance of cancelling Confuse (per FAQ).

Slow Weapon
100% Infliction Rate (33%/47% factoring all enemies and factoring modifiers)
Inflicts Slow (on Short Range attacks) for next 5 actions taken including casting turn (wears off right after 5th action)
--Slow sets an average speed target to 80% approx..

Basic Attacks
Stardust- 147 Hit Phys (105 w/ W Hammer Rod) (140, 10% Crit Rate)
--Twin Stars- 147 Hit Phys (140, 10% Crit Rate)
--Dream Whirl- 147 Hit Phys  (140, 10% Crit Rate)
Melody Ray- 147 Ether (140, 10% Crit Rate)
--Cosmic Flip- 147 Hit Phys (140, 10% Crit Rate)
--Flower Storm- 147 Ether (140, 10% Crit Rate)

Deathblows
Star Strike (L1, S)- 252 Hit Physical (237 Base, 12.5% Crit Rate)
Floral Tempest (L9, S)- 646 Slash Magic (587 Base, 20% Crit Rate) (587)
Meteor Storm (L1, L)- 239 Ether (222 Base, 15% Crit Rate)
Star Cannon (L9, L)- 687 MT Hit Physical, Long Range, 40 (597 Base, 30% Crit Rate) (577)
Angel Arrow (L1, L)- 306 MT Pierce Ether, (275 Base, 22.5% Crit Rate)
MOMO’s KISS (L1, L)- 574 Beam Ether (Only under Starlight, 50% Damage Boost already factored in) (Didn’t test crits because this move is horrible)
Dark Scepter (L1, S)- 377 Hit Physical+40 (342 Base, 20% Crit Rate)

Best Physical: 834 (Attack+Star Cannon) (LR, MT)
Best Magic: 793 (Attack+Floral Tempest) (SR)


Ether:
Life Shot (2 EP)- 392 Healing
Refine (6 EP)- 25% Revival
Sheep Beam (4 EP)- Induces Pilot Asleep against M
Junk Beam (6 EP)- 100% Chance of Inducing Junk Heap on one M
--50% chance of action failing
--Works on every random mech in the final two dungeons
Star Wind (10 EP)- Transforms into Star Wind, Halves Damage Taken, Lasts 3 Turns Including Casting turn (4 below 50%, 5 below 25%)
--Star Veil (4 EP)- Induces Veil (Decrease Ether Damage taken and Healing 25%)
--Star Action (6 EP)- Induces AP MAX
Starlight (10 EP)- Transform into Starlight, Boost Damage by 50%, Lasts 3 Turns Including Casting Turn (4 below 50%, 5 below 25%)
--Star Bell (4 EP)- 495 Magic Damage (Factors in Bonus; Didn’t test crit rate)
--Star Bunnie (8 EP)- 495 Magic Damage (Factors in Bonus; Didn’t test crit rate)

13
RPG Stats Forum / Breath of Death VII
« on: May 31, 2016, 08:03:20 AM »
1 . Derivation of Stats/Differences from the previous topic- There aren’t too many major differences. I skew stats a little towards choices that I believed would be more ideal in game since that’s the builds you’ll likely be making, I got the exact tech multipliers, and I added in a few other options.

2. Relevant Stat Notes
Level- 32
Def- Def/8 cuts Physical Damage 1 Point on the PC end
Will- Will/8 cuts Magic Damage 1 Point on the PC end

3. Relevant Average Enemy Stats- On average, enemies cut damage from the base amount the game lists on menus by 40.

4. Notes on Status Prorations- Everything except Lita’s Death, L27 Choices (Avalanche/Lightning) and MT Sleep is prorated 50%. Death is prorated to 40% (gained at L25, at this point it’s shifting towards the heavily status immune final dungeon). Avalanche/Lightning’s statuses are prorated to 30%. MT Sleep is prorated to 15% (Gained in final dungeon where everything except 1 monster immunes).

5. Sword Aura- DEM has a passive skill that affects all allies. Since you’ll never see your allies without that skill in effect afterwards, I apply to it them all in the DL.

6. Status Blocking- None

7. Misc Tech Notes- Basic Physicals have a mult of 0.7. I will be posting the complete mult list in a post below.

8. Averages up Top
HP- 426.50
ATK- 435
MAG- 312.50
AGI- 247.5 (71.35 SD)
VIT- 286.50
WIL- 205
Damage- 1,880.5 (1782.50 w/o Sword Aura) (1,784/1,616 w/o Dark Blast and w/ or w/o Sword Aura)
Kill Point- 4,701 (4,456) (4,305/4,039)

DEM
HP- 400……………..…………93.8%
MP- 185

STR- 540 (450 w/o Sword Aura)
MAG- 210
AGI- 270……………….…..+0.32 SD
VIT- 330…………………….Cuts Physicals by 5 (2.9%)
WIL- 190……………………Takes extra 2 from Magic (1.1%)
Weapon Type: Sword
Passive Effect: Sword Aura (20% to DEM and allies) (Note that I personally also factor this into his allies damage as well)

Attack- 338
Techs:
Deathblow (15 MP)- 974 Physical Damage, Combo Boost+ & Break
-->Gains 10% Damage for Each Hit on Counter (Every Blade Dance improves this by 390 Damage)
Attack Stance (15 MP)- +75% Strength, -25% Vitality
Holy Strike (30 MP)- 1850 Holy Physical (3740 under Heroics) (6575 under Heroics and Attack Stance)
Blade Dance (30 MP)- 1730 Physical (432.5 in 4 Hits) (Unfocuses) (3620 under Heroics) (6455 under Heroics and Attack Stance)

Magic:
Heroics (20 MP)- Doubles Strength, Defense, Magic, MDef and Speed and Restores 15 MP a Turn
Fireball (12 MP)- 380 Fire Magic, Boost & Break
Sandstorm (10 MP)- -50% to AGI, MT

Other Options
Holy Blast- 800 Holy Magic (1640 under Heroics)
-->In lieu of Holy Strike. You could argue that given Holy Strike barely doing more damage than Blade Dance, Holy Blast should be a default DL if you don’t allow any move switching choice (although given how great Holy Strike is in game...I would keep Holy Strike as his default).

SARA
HP- 386 (436) <386>………………………(90.5%) (102.2%) (90.5%)
MP- 396 (346) <346>

STR  - 216  (216) <216> (180 w/o DEM’s Sword Aura)
MAG  - 490 (440) <440>
AGI  - 330 (330) <380> …………………………+1.16 SD (+1.85 w/ Speed Ring)
VIT  - 260 (240) <250>…………………………Takes extra 3/5/4 from Physicals (1.8%/2.3%/2.8%)
WIL  - 280 (280) <280>…………….………….Cuts Magic by 9 (5.3%)
-->Listed stats are with Magic Ring (Health Ring) <Speed Ring>
Weapon Type: Staff

Attack- 110
Techs:
Research (5 MP)- 50% Magic, which increases healing and damage by basically 50%
Boo! (3 MP)- 100% ST Stun (50%/74% factoring all enemies and factoring modifiers)
Hailstorm (30 MP)- 1212 Ice Magic over 4 Hits, Unfocuses (1072 w/ non-Magic Rings)
Freeze Blast (12 MP)- 744 Ice Magic +Target AGI down 25%**
**Keep in mind that this is probably more useful than in a standard TB RPG since enemy speed increases a little each turn they are left alive

Magic
Heal+ (4 MP)- 490 Healing+Status Healing, Breaks Combo Counter (440 w/ non-Magic Rings)
Holy Blast (30 MP)- 1920 Holy Magic (1720 w/ non-Magic Rings)

****BIG NOTE: I want to note that I built Sara focused on AGI/MAG. Objectively, it probably makes more sense to focus on HP from a DL perspective, but I feel that it would be a hideous choice in game. More HP doesn’t really buy much in game, but doing more damage and having more speed (which is still relevant for Sara despite being the fastest PC as there are still a good number of enemies that would outpace her otherwise).

Basically, Sara could sub out: 20 HP, 50 STR, 90 MAG, 40 AGI, 40 WIL, 60 VIT for
HP MAX: 100 HP, 80 MP, 10 Str and one of the below choices
-->Agi Secondary: 40 Agi, 40 Wil
-->Mag Secondary: 50 Mag, 20 Vit

LITA
HP- 362………………….……(84.9%)
MP- 342

STR  - 312 (Can Opt for 36 extra at the cost of 30 Mag based on level choices; If you see her having Death, then this would be her default) (260/290 w/o DEM’S Sword Aura)
MAG  - 370
AGI  - 230…………………..…-0.25 SD
VIT  - 190 ……………………...Takes extra 12 from Physicals (7%)
WIL  - 240……………………..Cuts Magic by 4 (2.3%)
Weapon Type: Gun

Physical: 655 ITD Physical over 3 Hits (731 w/ 30 extra Str) (546/609 w/o DEM’s Sword Aura)
Techs:
Sniper (10 MP)- 833 Physical Damage (934 w/ extra Strength) (688/772 w/o DEM’s Sword Aura)
Seal (5 MP)- 80% Silence (40%/46% factoring all enemies and factoring modifiers)
Blind (5 MP)- 80% Blind (40%/46% factoring all enemies and factoring modifiers)
Sleep (5 MP)- 80% Sleep (40%/46% factoring all enemies and factoring modifiers)
**Can opt for Sleep+- 80% MT Sleep at the cost of 20 MP...but it’s gained when all but 1 enemy immunes it and therefore is very bad in the DL if you do any status facorting.

Magic:
Drain Life (8 MP)- 71 ST Draining Magic
**The MT variant does more damage (182), is MT and costs 16 MP, but only heals Lita for 25% of that. She can to pick either Drain Life+ or Sleep+. Drain Life+ is significantly better in game, and will generally be healing Lita for more than Drain Life (if there are two or more enemies), so what you do with this is up to you.
Bury Alive (12 MP)- 626 Earth Magic, 15% Instant Death (5%/~6% factoring all enemies and factoring modifiers)
Lightning (30 MP)- 256 MT Lightning Magic, 35% Paralysis (11%/19% factoring all enemies and factoring modifiers)
Call Wolves (15 MP)- Does 123 MT Magic at the end of each turn
Dark Blast (30 MP)- 1440 Dark Magic, Combo Break
****(If Lita picks Dark Blast, can’t have Death)
Death (30 MP)- 40% MT Instant Death  (16%/27% factoring all enemies and factoring modifiers)
****(If Lita picks Death, she can’t have Dark Blast)

****BIG NOTE- Death is L25. You enter the final dungeon around L27, where everything immunes. Dark Blast is probably the better in game choice even though every boss after you gain Dark Blast immunes it (so both Dark Blast and Death are only good against randoms, but at least Dark Blast can actually be used against all randoms).

ERIK
HP- 558…………………………(130.8%)
MP- 111

STR  - 672 (560 w/o  DEM’s Sword Aura)
MAG  - 180
AGI  - 160………………..…….-1.23 SD
VIT  - 370 ……………………..Cuts Physicals by 10 (5.9%)
WIL  - 110 …………………….Takes extra 12 from Magic (7%)
Weapon Type: Axe

Attack- 430 Physical (352 w/o Sword Aura)
Techs:
Smash (20 MP)- 2,312 Physical (1,920 w/o Sword Aura),
Call Horde (25 MP)- 1,644 Physical 3 Hits, Unfocuses (1,350 w/o Sword Aura)

Magic
Regenerate (8 MP)- 72 Regen Each Turn (Permanent Duration),
Puke (10 MP)- 68 Magic+100% Poison (50%/62% factoring all enemies and factoring modifiers)
-->Poison inflicts 68 HP damage a turn

14
RPG Stats Forum / Suikoden 1
« on: January 25, 2016, 08:09:56 AM »
1. Levels- PCs are taken at L60. There’s a few PCs that this gave a extra high level charge that they might lose if taken a level of 2 lower (Alen loses an L4 at 59, Tir an L4 around 57-58, Flik an L4 at 58, Lotte an L4 around 57-58, Sheena an L4 around 57). Celes at Suikosource had a ready made table for L60 stats exactly. I did finish right at L60, but I could see how one would finish at 59.

2. Stats
Defense: Cuts 1 Point off Physical Damage; I didn’t test for random variance though.
Magic: On the PC side, every 2 points adds 1 to magic damage done. Cuts damage PCs take by 1 (it does not have this effect for enemies)

3. Crit Rate- I’m assuming that this is based on Luck and Skill weighed equally. While Suikodens after this used, Skl+Luck/2, Skl and Luck weighed equally fit the data better (about 10% deviation on average from the expected, while Skl+Luck/2 AND Skl/2+Luck were about 15% from average). (Skl+Luck)/10 fits decently.

4. Status Checks- There are none! I ran comprehensive tests and there is no stat that links to any kind of status resistance.

5. Hit Rate- Average of hit rate against enemies with 150 Skl, 100 Skl, and 80 Skl. This gives a decent range of enemies and averages to 110, the enemy average. I believe there is a minimum hit rate. For the stat topic, I’m guessing the minimum hit rate is 60% (It could be a little lower like 57.5%, outside chance of 55%, but no lower). I wouldn’t be surprised if the formula is Attacker Skill-Defender Skill-20 or something similar, as a hit rate seems to relatively linear but definitely seems like they are skewed off by about 20.

6. Equips in the Topic
Silver Hat- 27 Def, 5 Regen (Cap)
Full Helmet- 20 Def (Helmet)

Full Armor- 45 Def (Heavy)
Master Robe- 37 Def, 5 HP Heavy (Vest, Robe)
Ninja Suit- 28 Def, 5 Spd (Light, Vest)
**Chosen as the default for vest users. 5 Spd>9 Defense
Guard Robe- 7 Def, 15 Mag (Vest, Robe)

Earth Shield- 45 Def

Gold Necklace- 25 Def (Kobolds)**
Guard Ring- 15 Def (All)**
**Since some PCs had locked accessories, I thought it was fair to give everyone else one DEF based accessory to at least reflect in game comparisons. I didn’t go into other storeboughts because there is a super-unbalanced one right at endgame that gives +15 speed to girls that didn’t seem very reflective of most of the game.

7. Arguments to Boosted Damage Average- In Suikoden, Runes are a very potent way to do damage. 21 Characters Start with Runes (including relatively a useful removable rune on Eikei, a crappy one on Morgan, a DL crappy permanent rune on and Stallion and the just kind of bad permanents on Juppo, Kai and Pahn), which is a pretty small fraction of the 76 PCs. In my opinion, this is a really high boost that really tends to overrate the power the runes though.

As such, I’ve included an average for people with multiple L4s and no attack rune (I averaged the 4 attack runes and their basic physical to reflect Water Rune usage) and one with multiple L3s. Keep in mind that even those with 3 L2s can get a passable use of an Earth Rune  and that most PCs are given no bonus at all (And Killer Runes are storebought and extremely potent based on Suikosource’s description. Killer Runes are supposed to boost crit rate by 50%, which ranges between a 12-35% damage increase).

PCs with the necessary magic score are Hix- 106- 6/4/2
Kirkis (109), Milich- (166), Sylvina (149), Viktor (111)
Camille (144), Liukan (~110), Meg (107), Mina (161), Rubi (167), Sarah (131), Tengaar (181)

8. Enemy Stats (Rounded to keep things even)
Defense: 80
Speed: 120
Magic: 180 (Note that enemies Magic does not serve as MDef. They don’t have an Mdef stat)
Skill: 110
Luck: Not sure this has an effect that matters

9. Weapon Types- I’ve given everyone a weapon description: What their weapon is closest to based on name (I did no visual checks here) and what weapon type Suikosource calls it (unless it’s Mina, who I think is miscategorized).
Long Range- Bow, Darts
Medium Range- Staff, Spear
Short Range- The rest

10. Averages Up Top
HP: 602
Pow: 139
Skl: 139
Def: 232
Spd: 136.5 (33.2 Standard Deviation)
Mag: 104
Luck: 114
Straight Damage: 399 (998 Kill Point)
Damage Factoring in Multiple L4s: 436 (1090 Kill Point)
Damage Factoring in Multiple L3s: 455 (1137 Kill Point)

TIR
HP: 671………………………………111.4%
MP: 8/7/5/3
Attack: 320 (162 Base)
Skill: 184…………………………….18.9% Relative Evade (40% Raw)
Def: 232 (148 Base)…………..Average
Speed: 183 (178 Base)………+1.4 SD
Magic: 161………………………..Cuts by 57 (23.7%)
Luck: 164
Halves Elemental Damage
Heals 5 HP a turn

Attack- 407 Physical (240 Base, 34.8% Crit Rate, 100 % Hit Rate) (Staff)

SOUL EATER RUNE
Deadly Fingertips-  100% ST Instant Death
Black Shadow- 380 MT Magic Damage (Arguably Dark Elemental)
Hell- 100% MT Instant Death
Judgment- 1580 Magic Damage (Arguably Dark elemental)

ALEN
HP:678………………………112.6%
MP: 8/5/4/2
Attack: 314 (164 Base)
Skill: 105……………………………..-17.1% Relative Evade (13.33% Raw)
Def: 276 (147 Base)……………Cuts Physicals  by 44 (18.3%)
Speed: 132 (127 Base)………-.14 SD
Magic: 144…………………………Cuts by 30 (12.5%)
Luck: 128
Halves Fire Damage

Attack- 281 Physical (234 Base, 23.3% Crit Rate, 82% Hit Rate) (1H Sword)
-->Hits Fire Weakness (Gets 50% Boost instead of 2x magic gets)

RAGE RUNE
Firestorm- 222 MT Fire Magic
Dancing Flames- 472 MT Fire Magic
Explosion- 772 MT Fire Magic
Final Flame- 972 MT Fire Magic

CLEO
HP: 616………………………102.3%
MP: 8/7/6/3
Attack: 292 (142 Base)
Skill: 151……………………………13.1% Relative Evade (35.67% Raw)
Def: 235 (151 Base)…………..Cuts Physicals by 3 (1.2%)
Speed: 175………………………..+1.16 SD
Magic: 166………………………..Cuts by 62 (25.8%)
Luck: 96
Halves Fire Damage

Attack- 298 Physical (212 Base, 24.7% Crit Rate, 94% Hit Rate) (Throwing Sword/Darts)

FIRE RUNE (Strong Plot Claim)
Flaming Arrows- 183 ST Fire Magic
Firestorm- 233 MT Fire Magic
Dancing Flames- 483 MT Fire Magic
Explosion- 783 MT Fire Magic

CLIVE
HP: 678………………………112.6%
Attack: 314 (164 Base)
Skill: 199 …………………………..18.9% Relative Evade (40% Raw)
Def: 189 (105 Base)…………..Takes extra 43 (17.9%)
Speed:166………………………..+0.89 SD
Magic: 84…………………………..Takes extra 20 (8.3%)
Luck: 64
Heals 5 HP a turn

Attack- 357 Physical (234 Base, 26.3% Crit Rate, 100% Hit Rate) (Gun/Darts)
-->Hits Wind Weakness (Gets 50% Boost instead of 2x magic gets)

CROWLEY
HP: 443………………………73.6%
MP: 9/9/8/6
Attack: 211 (81 Base)
Skill: 96…………………………….-23.4% Relative Evade (8.67% Raw)
Def: 156 (62 Base)…………..Takes extra 76 (31.6%)
Speed: 141……………………..+0.14 SD
Magic: 215……………………..Cuts by 111 (46.1%)
Luck: 113
Heals 10 HP a turn
Halves Wind

Attack- 145 Physical (131 Base, 20.9% Crit Rate, 78% Hit Rate) (Rod)

CYCLONE RUNE
The Shredding- 507 ST Wind Magic
Healing Wind- ST Healing+Status Healing
Storm- 607- MT Wind Magic
Shining Wind- 607 MT Wind Magic+ 500 MT Healing

EILEEN
HP: 437………………………72.6%
MP: 9/8/6/4
Attack: 235 (85 Base)
Skill: 122……………………..-7.2% Relative Evade (20.67% Raw)
Def: 178 (84 Base)……..Takes extra 54 (22.4%)
Speed: 161…………………+0.74 SD
Magic: 179………………….Cuts by 75 (31.1%)
Luck: 144
Heals 10 HP a turn
Halves Earth

Attack- 207 Physical (155 Base, 26.6% Crit Rate, 87% Hit Rate) (Darts)
-->Hits Wind Weakness (Gets 50% Boost instead of 2x magic gets)

EARTH RUNE
Clay Guardian- Bugged; No Effect
Voice of Earth- 389 MT Earth Magic
Copper Flesh- Immunity to damage/HP changes for 3 turns (including the turn it was cast on)
Earthquake- 789 MT Earth Magic

FLIK
HP: 680………………………112.9%
MP: 8/5/4/2
Attack: 315 (165 Base)
Skill: 160……………………..9.9% Relative Evade (33.33% Raw)
Def: 250 (128 Base)……Cuts by 18 (7.5%)
Speed: 164…………………+0.83 SD
Magic: 145………………….Cuts by 41 (17%)
Luck: 134
Heals 5 HP a turn

Attack- 362 Physical (235 Base, 29.4% Crit Rate, 97% Hit Rate) (1H Sword)
-->Hits Wind Weakness (Gets 50% Boost instead of 2x magic gets)

LIGHTNING RUNE
Angry Blow- 222 ST Thunder Magic
Rainstorm- 172 MT Thunder Magic
Raging Blow- 672 ST Thunder Magic
Ball of Lightning- 1072 ST Thunder Magic

FUKIEN
HP: 449………………………74.5%
MP: 8/7/5/3
Attack: 212 (82 Base)
Skill: 110……………………..-8.1% Evade (20% Raw)
Def: 203 (119 Base)……Takes extra 29 (12%)
Speed: 127…………………-0.29 SD
Magic: 165………………….Cuts by 61 (25.3%)
Luck: 149
Heals 5 HP a turn
Can lose 5 speed to gain 9 Defense and regen a total of 10 HP a turn (New Speed: -0.43 SD)

Attack- 166 Physical (132 Base,  25.9% Crit Rate, 83% Hit Rate) (Rod)

RESURRECTION RUNE
Scolding- 152
Yell- 33% Healing, Status Healing and Revival
Scream- 300 MT Healing+Status Healing
Charm Arrow- 582

FUTCH
HP: 611………………………101.5%
Attack: 295 (145 Base)
Skill: 125……………………..-5.8% Relative Evade (21.67% Raw)
Def: 273 (144 Base)……Cuts by 41 (17%)
Speed: 169…………………+0.98 SD
Magic: 88………………….Takes extra 16 (6.6%)
Luck: 167

Attack- 296 Physical (215 Base, 29.2% Crit Rate, 87% Hit Rate) (Spear)

GREMIO
HP: 562………………………93.3%
Attack: 257 (87 Base)
Skill: 142……………………..1.8% Relative Evade (27.33% Evade)
Def: 248 (164 Base)……Cuts by 16 (6.6%)
Speed: 116…………………-0.62 SD
Magic: 84………………….Takes extra 20 (8.3%)
Luck: 141
Heals 5 HP a turn

Attack- 252 Physical (177 Base, 28.3% Crit Rate, 91% Hit Rate) (Axe)

GRENSEAL
HP: 622………………………103.3%
MP: 8/7/5/3
Attack: 294 (144 Base)
Skill: 123……………………..-6.8% Relative Evade (21% Raw)
Def: 275 (146 Base)…… Cuts by 43 (17.9%)
Speed: 151…………………+0.44 SD
Magic: 163………………….Cuts by 59 (24.5%)
Luck: 109
Halves Lightning

Attack- 273 Physical (214 Base, 23.2% Crit Rate, 87% Hit Rate) (1H Sword)
-->Hits Thunder Weakness (Gets 50% Boost instead of 2x magic gets)

THUNDER RUNE
Rainstorm- 181 ST Lighting Magic
Raging Blow- 681 ST Lighting Magic
Ball of Lightning- 1081 ST Lighting Magic
Thunder God- 981 MT Lighting Magic

HELLION
HP: 389………………………64.6%
MP: 9/8/7/5
Attack: 188 (57 Base)
Skill: 61……………………..-35.1% Relative Evade (0% Raw)
Def: 188 (94 Base)……Takes extra 44 (18.3%)
Speed: 97…………………-1.19 SD
Magic: 190………………….Cuts by 86 (37%)
Luck: 132
Heals 10 HP a turn
Halves Earth

Attack- 90 Physical (108 Base, 19.3% Crit Rate, 60% Hit Rate) (Rod)

MOTHER EARTH RUNE
Voice of Earth- 395 MT Earth Magic
Immunity to damage/HP changes for 3 turns (including the turn it was cast on)
Earthquake- 795 MT Earth Magic
Guardian of Earth- Bugged; Supposed to raise defense, but does nothing

HIX
HP: 622………………………103.3%
MP: 6/4/2
Attack: 298 (148 Base)
Skill: 144……………………..2.7% Relative Evade (28% Raw)
Def: 254 (125 Base)……Cuts by 22 (9.1%)
Speed: 151…………………+0.44 SD
Magic: 106………………….Cuts by 2 (0.8%)
Luck: 181

Attack- 302 Physical (208 Base, 32.5% Crit Rate, 88% Hit Rate) (1H Sword)

HUMPHREY
HP: 697………………………115.8%
Attack: 334 (174 Base)
Skill: 105……………………..-17.1% Relative Evade (13.33% Raw)
Def: 283 (188 Base)……Cuts by 51 (21.2%)
Speed: 80…………………-1.7 SD
Magic: 56………………….Takes extra 48 (20%)
Luck: 101

Attack- 294 Physical (254 Base, 20.6% Crit Rate, 82% Hit Rate) (2H Sword)

KASIM
HP: 740………………………122.9%
Attack: 347 (187 Base)
Skill: 128……………………..-4.5% Relative Evade (22.67% Raw)
Def: 250 (166 Base)……Cuts by 18 (7.5%)
Speed: 105…………………-0.95 SD
Magic: 63………………….Takes extra 41 (17%)
Luck: 92

Attack- 334 Physical (267 Base, 22% Crit Rate, 87% Hit Rate) (2H Sword)

KASUMI
HP: 622………………………103.3%
Attack: 292 (142 Base)
Skill: 171……………………..14.8% Relative Evade (37% Raw)
Def: 215 (131 Base)……Takes extra 17 (7.1%)
Speed: 215………………..+2.36 SD
Magic: 116………………….Cuts by 12 (5%)
Luck: 108
Heals 5 HP a turn
Can lose 5 speed to gain 9 Defense and regen a total of 10 HP a turn (New Speed: +2.21 SD)

Attack- 330 Physical (212 Base, 27.9% Crit Rate, 100% Hit Rate) (Shuriken?/Darts)
Shrike Rune: 424 ITE Physical Damage

KIRKIS
HP: 624………………………103.6%
MP: 8/5/4/1
Attack: 300 (145 Base)
Skill: 205……………………..18.9% Relative Evade (40% Raw)
Def: 227 (143 Base)………Takes extra 5 (2.1%)
Speed: 163…………………+0.8 SD
Magic: 141………………….Cuts by 5 (2.1%)
Luck: 109
Heals 5 HP a turn

Attack- 358 Physical (220 Base, 31.4% Crit Rate, 100% Hit Rate) (Bow)
-->Hits Wind Weakness (Gets 50% Boost instead of 2x magic gets)

KRIN
HP: 503………………………83.5%
Attack: 245 (95 Base)
Skill: 160……………………..9.9% Relative Evade (33.33% Raw)
Def: 164 (80 Base)………Takes extra 68 (28.2%)
Speed: 220…………………+2.52 SD
Magic: 67………………….Takes extra 37 (15.4%)
Luck: 61
Heals 5 HP a turn
Can lose 5 speed to gain 9 Defense and regen a total of 10 HP a turn (New Speed: +2.37 SD)

Attack- 231 Physical (165 Base, 22.1% Crit Rate, 97% Hit Rate) (Throwing Knife?/Darts)
-->Hits Wind Weakness (Gets 50% Boost instead of 2x magic gets)

KUROMIMI
HP: 624………………………103.6%
Attack: 294 (144 Base)
Skill: 125 ……………………..-5.9% Relative Evade (21.67% Raw)
Def: 284 (145 Base)……Cuts by 52 (21.6%)
Speed: 146…………………+0.3 SD
Magic: 79………………….Takes extra 25 (10.4%)
Luck: 143

Attack- 286 Physical (214 Base, 26.8% Crit Rate, 87% Hit Rate) (1H Sword)

 KWANDA
HP: 681……………………….113.1%
Attack: 336 (166 Base)
Skill: 100……………………..-17.1% Relative Evade (13.33% Raw)
Def: 348 (208 Base)……Cuts by 116 (48.2%)
Speed: 84…………………-1.58 SD
Magic: 59………………….Takes extra 45 (18.7%)
Luck: 99

Attack- 286 Physical (256 Base, 19.9% Crit Rate, 80% Hit Rate) (Axe)

LEPANT
HP: 640………………………106.3%
MP: 6/4/2
Attack: 304 (154 Base)
Skill: 151……………………..5.9% Relative Evade (30.33% Raw)
Def: 263 (134 Base)……Cuts by 31 (12.9%)
Speed: 131…………………-0.17 SD
Magic: 103………………….Takes 1 extra (0.4%)
Luck: 111
Heals 5 HP a turn

Attack- 321 Physical (224 Base, 26.2% Crit Rate, 94% Hit Rate) (Spear)

LUC
HP: 332………………………55.1%
MP: 9/9/9/7
Attack: 179 (49 Base)
Skill: 136……………………..-0.1% Relative Evade (25.33% Raw)
Def: 121 (59 Base)………Takes extra 111 (46.1%)
Speed: 160…………………+0.71 SD
Magic: 224………………….Cuts by 120 (49.9%)
Luck: 63
Heals 5 HP a turn
Halves Wind

Attack- 123 Physical (99 Base, 19.9% Crit Rate, 89% Hit Rate) (Rod)

WIND RUNE
Wind of Sleep- 65%MT Sleep (60% Chance of Lasting 1 Turn, 20% Chance of 2, 10% Chance of 3, 7% of 4, 3% of Lasting Longer. Physicals cancel it.
The Shredding- 512 ST Wind Magic
Healing Wind- 100% St Healing+Status Healing
Storm- 612 MT Wind Magic

 MILIA
HP: 686………………………113.9%
Attack: 318 (168 Base)
Skill: 103…………………….. -18.9% Relative Evade (12% Raw)
Def: 290 (161 Base)………Cuts by 58 (24.1%)
Speed: 110…………………-0.8 SD
Magic: 62………………….Takes extra 42 (17.4%)
Luck: 118

Attack- 278 Physical (238 Base, 22.1% Crit Rate, 81% Hit Rate) (Spear)

MILICH
HP: 630………………………104.6%
MP: 8/7/6/3
Attack: 295 (145 Base)
Skill: 127……………………..-5% Relative Evade (22.33% Raw)
Def: 276 (149 Base)……Cuts by 44 (18.3%)
Speed: 134…………………-0.08 SD
Magic: 166………………….Cuts by 42 (17.4%)
Luck: 67
Heals 5 HP a turn

Attack- 260 Physical (215 Base, 19.4% Crit Rate, 87% Hit Rate) (1H Sword)

PAHN
HP: 740………………………122.9%
Attack: 360 (190 Base)
Skill: 150……………………..5.4% Relative Evade (30% Raw)
Def: 249 (165 Base)………Cuts by 17 (7.1%)
Speed: 89…………………..-1.43 SD
Magic: 49………………….Takes extra 55 (22.8%)
Luck: 136
Heals 5 HP a turn
Can lose 5 speed to gain 9 Defense and regen a total of 10 HP a turn (New Speed: -1.58 SD)

Attack- 409 Physical (280 Base, 28.6% Crit Rate, 93% Hit Rate) (Fists)
Boar Rune- 560 ITE Physical, Unbalances Pahn for the next turn

PESMERGA
HP: 819………………………136%
Attack: 365 (205 Base)
Skill: 82……………………..-29.7% Relative Evade (4% Raw)
Def: 293 (164 Base)……Cuts by 61 (25.3%)
Speed: 103…………………-1.01 SD
Magic: 62………………….Takes extra 42 (17.4%)
Luck: 41

Attack- 241 Physical (285 Base, 12.3% Crit Rate, 68% Hit Rate) (2H Sword)

RONNIE BELL
HP: 675………………………112.1%
Attack: 330 (160 Base)
Skill: 129……………………..-4.1% Relative Evade (23% Raw)
Def: 251 (167 Base)………Cuts by 19 (7.9%)
Speed: 125…………………-0.35 SD
Magic: 45………………….Takes extra 59 (24.5%)
Luck: 100
Heals 5 HP a turn
Can lose 5 speed to gain 9 Defense and regen a total of 10 HP a turn (New Speed: -0.49 SD)

Attack- 315 Physical (250 Base, 22.9% Crit Rate, 87% Hit Rate) (Fists)
Hate Rune- 750 ITE Physical

SHEENA
HP: 621………………………103.1%
MP: 8/7/5/3
Attack: 296 (146 Base)
Skill: 130……………………..0.1% Relative Evade (26.67% Raw)
Def: 230 (146 Base)……Takes extra 2 (0.8%)
Speed: 160…………………+0.71 SD
Magic: 162………………….Cuts by 58 (24.1%)
Luck: 156
Heals 5 HP a turn
Halves Lightning

Attack- 295 Physical (216 Base, 28.6% Crit Rate, 87% Hit Rate) (1H Sword)

LIGHTING RUNE
Angry Blow- 231 ST Thunder Magic
Rainstorm- 181 MT Thunder Magic
Raging Blow- 681 ST Thunder Magic
Ball of Lightning- 1081 ST Thunder Magic

SONYA
HP: 682………………………113.3%
MP: 8/6/4/2
Attack: 314 (164 Base)
Skill: 148……………………..4.5% Relative Evade (29.33% Raw)
Def: 268 (133 Base)…….Cuts by 36 (15%)
Speed: 194…………………+1.73 SD
Magic: 150………………….Cuts by 46 (19.1%)
Luck: 109
Halves Water/Ice

Attack- 329 Physical (234 Base, 25.7% Crit Rate, 93% Hit Rate) (1H Sword)
-->Hits Water Weakness (Gets 50% Boost instead of 2x magic gets)

WATER RUNE
Drops of Kindness- Full ST Healing+Heals Status
Fog of Deception- Supposedly increases evade but it didn’t appear to statistically help Sonya
Water of Kindness- Heals 300 MT+Heals Status
Rain of Kindness- Full Mt Healing+Status Healing

SYLVINA
HP: 502………………………83.3%
MP: 8/6/4/2
Attack: 261 (106 Base)
Skill: 141……………………..1.4% Relative Evade (27% Raw)
Def: 212 (118 Base)………Takes extra 20 (8.3%)
Speed: 161…………………+0.73 SD
Magic: 149………………….Cuts by 45 (18.7%)
Luck: 166
Heals 10 HP a turn

Attack- 263 Physical (181 Base, 30.7% Crit Rate, 90% Hit Rate) (Bow)
-->Hits Wind Weakness (Gets 50% Boost instead of 2x magic gets)

TAI HO
HP: 685………………………113.8%
Attack: 316 (166 Base)
Skill: 180……………………..18.9% relative Evade (40% Raw)
Def: 192 (108 Base)……Takes extra 40 (16.6%)
Speed: 147…………………+0.32 SD
Magic: 70………………….Takes extra 34 (14.1%)
Luck: 128
Heals 5 HP a turn
Can lose 5 speed to gain 9 Defense and regen a total of 10 HP a turn (New Speed: +0.17 SD)

Attack- 381 Physical (236 Base, 30.8% Crit Rate, 100% Hit Rate) (Spear)

VALERIA
HP: 687………………………114.1%
Attack: 313 (163 Base)
Skill: 129……………………..-4.1% Relative Evade (23% Raw)
Def: 285 (156 Base)……Cuts by 53 (22%)
Speed: 125…………………-0.35 SD
Magic: 109………………….Cuts by 5 (2.1%)
Luck: 118

Attack- 302 Physical (233 Base, 24.7% Crit Rate, 87% Hit Rate) (1H Sword)
Falcon Rune:  699 ITE Physical

VIKTOR
HP: 616………………………102.3%
MP: 6/4/3
Attack: 362 (177 Base)
Skill: 81……………………..-30.2% Relative Evade (3.67% Raw)
Def: 264 (180 Base)………Cuts by 32 (13.3%)
Speed: 140…………………+0.11 SD
Magic: 111………………….Cuts by 7 (2.9%)
Luck: 127
Heals 5 HP a turn

Attack- 268 Physical (282 Base, 20.8% Crit Rate, 67% Hit Rate)(2H Sword)

YAM KOO
HP: 621………………………103.1%
Attack: 294 (144 Base)
Skill: 162……………………..10.8% Relative Evade (34% Raw)
Def: 186 (102 Base)……Takes extra 46 (19.1%)
Speed: 172…………………+1.07 SD
Magic: 87………………….Takes extra 17 (7.1%)
Luck: 126
Heals 5 HP a turn
Can lose 5 speed to gain 9 Defense and regen a total of 10 HP a turn (New Speed: +0.92 SD)

Attack- 325 Physical (214 Base, 28.2% Crit Rate, 97% Hit Rate) (Spear)

15
RPGDL Discussion / DL Overview Topic #2: Status Rebalancing
« on: January 22, 2016, 06:35:34 AM »
I’ve decided to enshrine my insanity with another DL Overview topic! This one is a bit more comprehensive than topic 1 (limit scaling). I’ve now come to the point where I think that it’s worth exploring reshaping how we look at status to better match its in game use. There are a few ways I would look at changing how we do status:

1. The most critical aspect is that instead of scaling status against enemies that can be hit, I will start taking status against all randoms (immune, resistant or not). This will better reflect statuses’ worth in game, since who cares about your 100% ID when it hits 20% of enemies (SH 3 Hilda is a great example here). We’ll actually get a measure of how often you can use the status in game instead of crowding it into a little box. I will discuss various other facets below.

2. Lower the threshold of status hit rate to 50% instead of 67%. Simple enough: We’ve scaled in more resistance, it's fitting to take a more weighed view of when status hits.

3. What to do about status blockers? I’m…still allowing these. I would be more much likely to enforce penalties for using them (which I don’t now), but there are aspects about the penalties I don’t like (Too uneven. It rewards a game having shit accessories by giving it a lower penalty. If a game only had status blocking accessories, there isn’t even a penalty (or worse, a game has other accessories but not ones that can be quantified in a statistical manner like good regen or counter accessories). I would say that if anyone wants to equip a status blocking accessory, there should just be standard penalties across all games).  I’d keep them regardless, because status is still more potent in the DL in general (it’s nice that Aika can force one person into Confusion in game, but it doesn’t allow her to tie things down like she gets to in the DL sometimes). Status in game is still often not as good as the numbers would imply (Ie: A Sleep spell that gets canceled by your other PCs attacking, a Death spell that functions to kill in a different manner when all your other PCs are attacking (and thereby detracting from damage and potentially leading to a non-optimal allocation of damage (unless the instant death is first or last).

4. What to do about bosses? Do we apply this to bosses? I personally will not be doing this for a few reasons. The first is that I now use Tal’s views on bosses (when I remember. I…often don’t! Tal, vote more so I can remember!), which is that I don’t need to scale bosses down on HP because they face clones of PCs equal to the number of PCs they face in game. This already is a pretty large change, and serves to make forms of ST status much less dangerous. The second reason is that PC equipment can vary from game to game. Should Wugui’s ID be thrown out because everyone could equip a Leonardo’s Bear (or…it is worth it to see multiple PCs die on turn 1 if you didn’t and have no way to protect them other than restarting?) It’s a tricky question, and I’m very open to hearing other opinions.

Now that we have the basics out of the way, we can start delving into scaling. There are a number of points that I believe are extremely relevant to scaling
1 . Time frame of enemies to consider: In games like LSSC, you go through a large chunk of the game with status being an excellent tool…until everything in the endgame starts nulling everything. There should be a point that reflects games like this. My proposal: For any spell/move/weapon:
--If gained in first half of game, it’s taken against the later half of relevant* enemies  it faces (we’ll talk about relevant enemies in another point).
--If gained between 50% and 75% of the game, it’s taken against the final 25% of enemies OR half the time you can use the spell/weapon with a minimum of the last 25% of final enemies.
--If gained after 75% of the game, it’s taken against all remaining enemies
--If gained “aftergame”, it’s taken against the final dungeon
2. What is a relevant enemy? Gut reaction: If you can OHKO an enemy with free damage, the enemy is not relevant (Example would be Hilda again. There are enemies that are ID-able but have 150 HP. Basically everyone can OHKO these enemies for free. I don’t think they should be counted)
3. Prorations/Additions- What, this already not enough work? Apparently, my answer was no because I realized that there was a category of relevant information that does not come up with just numbers. Much of this has to do with your ability to tell when status will actually have a point. Does the game give you tools to tell that you’re status is actually worth using in a certain situation, or is it just blind luck? Blind luck doesn’t make status numerically worse, but it will lead to a lot of useless turns because you’ll need to constantly assess (AND REMEMBER) when status is good or not. I’m going to list what I came up with:
--Weaknesses revealed by Scan
--Scanned data is easily accessible after the first time
--Proportion of enemies that can be hit (What’s better, 50% status on everything in the game or 100% status on 50% of the enemies
--Low hit rate (Simple enough. A 30% hit rate on a pure status spell is bad because you’ll need multiple attempts at first on average to even tell if an enemy is susceptible). I’m thinking that I would tier by either 20% demarcations (so 0-20, 21-40, 41-60, 61-80 and 81-100) or maybe 25%.
--Multi-target (quicker and more effective determination of susceptibility)
--Does the game differentiate between “Miss” and “Immune”
--Is the status a latent effect of something else? Can you contribute to your allies rushing with damage at the same time?
--Does your status get counteracted by things your allies will do? (IE: Sleep that is ruined by an ally hitting an enemy)
--Spammability- If you can only use status rarely, then it’s not worth so much in terms of being reliable (especially if you generally will get it in the DL)

I have not yet mathed out a way to show these. I’m…not adverse to raising effective hit rates for scenarios when games make it damn easy to tell status worth.

With all that said and done, I’ve started putting together analysis of games. For some games, I am noting where I am approximating midgame and the 75% break point. Please note that most of these are based on FAQs and residual memories. I’m judging break points by level (So L20 is halfway on a game with an endgame of L40. I realize that EXP curves are rarely smooth, but it hurts much less mentally to standardize this when possible)

I’ve listed relevant status attacks and approximately what is appears their new hit rate might be. The first batch of games will be in the second post.

16
RPG Stats Forum / Breath of Fire 3
« on: April 13, 2015, 07:11:48 AM »
1. What’s new- So tackling the big differences from the previous topic:
--Updated damage notes based on GF user second_advent’s amazing pseudo BMG work
--Defense notes
--Fuller dragon list
--Accurate status notes
--Uses equal EXP, not levels

2. Average Enemy Stats-
Average Enemy Wisdom- 150 (Please note that any Wisdom over 250 for enemies basically has no effect for cutting damage from the 250 mark. As such, for defense averages, 999=250, so the average is a little lower than it would be otherwise
Average Enemy Defense- 125 (Backing out some extremes gives us this)
Enemy Evade- 0. Seems like 9 of 10 enemies I tested on had this, so this feels pretty safe.
Exact Def/Wisdom for enemy Newt
Psionic/Status/Death- 3/3.5/4 (Psionic trends a little lower than Status, which trends a little lower than Death)

3. Various Formulae:
Crits= 1.5x to Attack
Physical Attack Formula (PC to enemy) (Boiling this down to DL important factors): 0.826 (Attack-Defense)
Magic Attack Formula (Int+100)*(100-Defense Int/5*)*Spell Mult/10000)*1.025 for Random Variance
*This maxes out at 50, meaning that any intelligence over 250 does nothing additional to damage reduction
Status Accuracy- (50+Attacker Int/5)* 125-(Defender Int/5)) x Resistance Rate
Healing Formula= Base+ (Int of caster/ (100/base)))

4. PC Defense- This one is tricky. PC Defense is a semi communal stat, where your actual defense stat is (Individual Defense Stat+Party Defense Stat)/2, where Party Defense Stat is the average of the party’s defense. So the MT defense buffing actually is more potent than ST despite having the same boost since it’s boosts party defense

5. EXA Turns- If you are double the speed of the enemy average, you get an extra turn. As such, having high speed in BoF 3 (on the PC side at least) is even more potent than average. Just to note, enemy average in game isn’t too far off from PC average in the DL, so that makes it easy. What this basically means that Rei can become a double turning monster with a single casting of Speed. To me, I probably consider SDs to have a larger effect here than normal (or something like that. Obviously for the slow this isn’t quite the same effect, so I’m still tinkering with this)

6. Statuses
Confuse- In a duel, makes enemy use basic physicals against you
Poison- 10% CHP Damage, Infinite Duration?
Silence- Shuts off Magic; Seems to last for quite some time (might be infinite duration)
Sleep- Cancelled by taking physical damage and also naturally with time. Generally lasts 1 turn fairly reliably. If all enemies are Asleep, you get an EX turn (this means that in a duel, lasting 1 turn=3 for the PC due to EX turns). Appears to overwrite Silence. I believe that hit rate becomes 100% under Sleep (nice boon for Momo)
Paralysis- Effectively a win in a duel

7. Legal Status Blocking Accessories (In addition to the status and debuff halving shields)
Life Sandals- Reduces Status by 1 Level (25% Hit Rate; Combine with Protectors for 75% Reduction)
Talisman- Reduces ID by 1 Level (25% Hit Rate for the Most Part)

8. Disallowed Items:
--Blizzard Mail- Just to note that the previous topic notes this as storebought in FV, but it’s actually only found in the sea (Meaning just one copy, so not legal at all)
--Diana’s Dress- Two users, you’ll be very lucky to see one
--Dragon Fangs/Goo King Sword/Holy Avenger/Rufad's Spear- Either too rare an enemy, too powerful an enemy (a super random that is scarier than the final boss) or both
Manly Clothes- Low defense, low weight armor for Rei/Ryu/Garr. It has OPB 100% Auto-Revive, but it breaks when it kicks in. Being consumable+falling into a Reflect Mail type situation makes me very disinclined to consider this, but there’s definitely a flip side where one can argue it is legal.
--Shaman’s Ring- The last topic gave this to Ryu, but I don’t believe this is unique, just found in a solo section before rejoining with the party.
--Silver Tiara- Two users, you’ll see one (I figure that allowing Nina and Momo the Holy Robe is a compromise so that they are getting some benefit of the equips, but if you are running both, you’ll likely be splitting up the equips)
--Anything bought in Fairy Village- Unless someone wants to tell me that these not take absurd amounts of time to unlock. I ran an equipment shop first thing and I basically had nothing unlocked by endgame. If allowed, it adds
-->Hidden Dagger/Ice Halbard/Ouroboros/Tiger Cap- A weapon for Ryu and Nina with a chance on ID on attack/A weapon for Garr that allows for Ice damage/A weapon for Nina with more Int (bad more Weight)/Headwear most everyone can use that adds 5 Attack

9. Averages Up Top
HP: 223.7
Defense: 207 (Slightly misleading as a number)
Int: 110
Agility: 37.67 (18.51 SD)
Damage: 249 (191 using a realistic spammable move for Ryu using Myrmidon Physical Attack)
-->2.5x Kill Point: 623 (478)

RYU, L40

HP: 227………………………...101.4% HP
AP: 154
STR: 259 (144 Base)
DEF: 250 (100 Base)…….Cut by 18 damage (20.2% cut)
AGL: 38 (49 Base)…………+0.02 SD
INT: 132 (127 Base………Cuts Damage by 5.3% and Status by 3.2% (Division)
Crit: 5%
Dodge: 8%
Accuracy: 100%
Reprisal: 12%

Seeking Sword- 110 Attack, 5 Defense, 5 Int, 2 Weight
Dragon Armor- 73 Defense, 6 Weight, Absorbs Flame
Spiked Gauntlets- 28 Defense, 1 Weight, Power+5
Dragon Helm- 30 Defense, 2 Weight, Absorbs Flame

Alternate Equips
Royal Sword- 158 Attack, Electric, 8 Weight, Casts Lightning
Demonsbane- 99 Attack, Demon Slayer, 7 Weight
Piercing Edge- 91 Attack, 4 Weight, Casts Weaken
Heat Shotel- 76 Attack, 3 Weight, Fire
Ascension- 70 Attack, Holy, 4 Weight
Ashura Sword- 50 Attack, 3 Weight, +3 to Death
-->Saves his ass; 75% ID resistance; If you allow Talisman, combine the two for 100% resistance

Light Clothing- 16 Defense, 1 Weight (+0.29 SD above average)
DragonShield- 42 Defense, 3 Weight, Absorbs Flame
Mind Shield- 34 Defense, 3 Weight, Int +5, Halve Stat Down and MP Damage Hit Rate, Casts Leech Power
Protectors- 16 Defense, 1 Weight, Halve Status Accuracy

Attack- 115 (110 Base, 5% Crit) (156 Thunder) (106) (101) (86 Fire )(81 Holy)

Restore- 278 Healing, 12 AP
Vigor- 278 MT Healing, +7 to Speed for turn (Doesn’t effect EXAs though), 50 AP
Vitalize- 92 MT Healing, 20 AP
Rejuvenate- 92 Healing, 8 AP
Heal- 46 Healing, 4 AP
Resurrect- Full Revival, 20 AP
Raise Dead- 70%? Chance of Restoring Minimal HP to dead ally; 7 AP
Protect- 20% Def Increase, 2 AP
Shield- 20% MT Def Increase, 4 AP
Barrier- Halves Magic; 4 AP
Remedy- Cures Status 8 AP
Bonebreak- 412 Physical Damage (Untransformed), Usable Once every 3 hours! (Gained about 4 hours before endgame)

Accession: Transforms into a Dragon (Please note that upon transformation, Ryu loses defensive properties from gear. That means that outside of Kaiser and Wildfire, his other dragon forms are susceptible to status, ID and MP busting).
Kaiser Dragon (Infinity+Radiance+Trance): 681 HP, 647 Attack, 625 Def, 198 Int, 57 Agl (64 w/ Light Clothes) (+1.04 SD/+1.42 SD)
-->Takes 53 AP to transform and costs 27 AP at end of each turn after turn 1 to upkeep (4 Turns to Act Without factoring in EXAs)
-->Cuts Physicals by 222  (80% factoring in ITD), Cuts Magic by 22.5%
-->Reduces Flame/Frost/Electric/Earth/Wind by 75% (Misses Holy)
-->Immune to Stat Downs, Status and Draining

Attack- 444 Physical Damage (431 Base, 5% Crit Rate)
Kaiserbreath- 698 ITD MT Damage at Full HP down to 1 damage at 1 HP
Howling- 63% MT Confusion
Bonebreak- 1223 Physical Damage, Usable Once every 3 hours! (Gained about 4 hours before endgame)

BEST DAMAGE
Myrmidion (Force and Trance Alone): 408 HP, 777 Attack, 300 Def, 57 Agl (64 w/ Light Clothes) (+1.04 SD/+1.42 SD)
-->Takes 16 AP to transform, 8 to Upkeep
-->Cuts Physical damage by 45 (50%)

Attack- 554 Damage (538 Base)
Aura- 1,076 Holy Damage, 20 AP
Flame Strike- 554 Fire Physical, 1 AP
ThundrStrike- 554 Thunder Physical+49%* Paralyze, 4 AP
-->49% Assumes this works on the same hit rate as other status, but this isn’t very testable
Frost Strike- 554 Ice Physical+49%*  Sleep, 4 AP
-->49% Assumes this works on the same hit rate as other status, but this isn’t very testable Wind Strike- 554 Wind Physical, 1 AP
Holy Strike- 554 Holy Physical, 2 AP

GOOD DAMAGE/SPEED/COMBO
Warrior (Force+Gross+Thorn): 295 HP, 751 Attack, 421 Defense, 91 Agi (103 w/ Light Clothing) (+2.88 SD/3.5 SD)
-->Takes 24 AP to transform, 12 to upkeep
-->Cuts Physicals by 111  (80% factoring in ITD)

Attack- 528 (513 Base)
Aura- 1026 Holy Physical, 15 AP

GOOD DAMAGE/SPEED COMBO THAT CAN BE COMBINED WITH ELEMENTAL OR STATUS/DEATH DEFENSE
Warrior (Force+Gross+X): 363 HP, 673 Attack, 325 Defense, 171 Int, 79 Agi (90 w Light Clothing) (+2.23 SD/+2.82 SD)
-->Takes 16 AP to transform (without adding an element effect), 8 to Upkeep
-->Cuts Physical damage by 58 (66%), Cuts Magic by 15.6%
-->Can null Fire, Ice, Thunder or Holy with an additional genes that costs 5 extra AP upfront
-->Can get 75% status/death resistance with Shadow Gene (5 extra AP upfront)

Attack- 444 Physical (431 Base)
Aura- 862 Holy Physical, 20 AP
Focus- Increases Power by 50%, Stackable to 100%, Wears away when used
ShadowBreath (Dark)- Unknown Chance MT ID (It wouldn’t make sense that it would be better than Death in hit rate, so it should be 41% at best. Might be more in the 25% range?)
Elemental Claw- 444 Fire/Ice/Thunder/Holy Physical

SOLID CHEAP FORM WITH FULL STATUS/ID DEFENSE
Shadow+Thorn+Gross- 535 HP, 543 Attack, 525 Defense, 68 Agi (77/ w Light Clothes)
-->21 AP to transform, 11 AP to Maintain
-->Cuts Physicals by 168 (80% factoring in ITD)
-->Immunes ID/Status

Attack- 356 (345 Base) Physical
ShadowBreath (Dark)- Unknown Chance MT ID (It wouldn’t make sense that it would be better than Death in hit rate, so it should be 41% at best. Might be more in the 25% range?)

BEST MAGIC DAMAGE OR INSTANT DEATH AND ID/STATUS RESISTANCE w/ HEALING
Eldtrich+Gross+Electric or Shadow- 476 HP, 414 Atk, 450 Def, 211 Int, 57 Agl (64 w/ Light Clothes) (+1.04 SD/+1.42 SD)
-->21 AP to Transform, 11 AP to Maintain
-->Cuts Physicals by 127 (80% factoring in ITD), Cuts Magic by 26%
-->With Shadow, is 75% resistant to Death/Status

Attack- 247 Physical
Myollnir- 223 Thunder Magic, 10 AP or Death- 44% ID, 5 SP
Vitalize- 110 MT Healing, 20 AP
Restore- 295 ST Healing, 12 AP
Remedy- Status Healing, 7 AP

NULL MOST ELEMENTS+COUNTERS
Wildfire (Miracle+Thorn+Reverse): 22 HP, 647 Attack, 750 Defense, 76 Agi (86 w/ Light Clothing) (+2.07 SD/+2.61 SD)
-->27 AP to transform, 14 AP to maintain
-->Cuts physical damage by 291 (80% factoring in ITD)
-->Nulls Fire, Wind, Water, Thunder, Earth, Statuses, ID and Draining, Takes 140% from Holy
-->100% Counter Rate

Attack- 444 Physical Damage (431 Base, 5% Crit Rate)
Charge- 516 Physical Damage (I’m not 100% sure on this…)

REI, L39

HP: 198…………………………..88.5% HP
AP: 64
STR: 206 (116 Base)
DEF: 203 (89 Base)………..Takes 2 extra damage (2.2%)
AGL: 68 (66 Base)..........+1.64 SD
INT: 92…………………………..Takes extra 3.5% damage and 3.6% weak to status (multiplicative)
Critical: 13% (5% Base)
Dodge: 25%
Accuracy: 100%
Counter: 6%

Slicer- 85 Attack, 1 Weight, Crit Hit Up 8%
Burglar Garb- 64 Attack, 0 Weight, 5 Agl <Force Armor- 64 Def, 6 Weight or Amber Plate-45 Def, 4 Weight- If you don't allow Burglar Garb, due to being a very late steal>
Spiked Gauntlets- 28 Defense, 1 Weight, 5 Power
Sun Mask- 22 Defense, 1 Weight, Halves Fire

Alternates:
Piercing Edge- 91 Attack, 4 Weight, Casts Weaken
Heat Shotel- 76 Attack, 3 Weight, Fire
Silver Knife- 12 Attack, 1 Weight, Holy

Manly Clothes- 10 Defense, 3 Weight, OPB Full Auto-Revive
-->These clothes break upon death. As such, you would need to see that being legal (storebought in game and not too expensive)

Mind Shield- 34 Defense, 3 Weight, Int +5, Halve Stat Down and MP Damage Hit Rate, Casts Leech Power
Protectors- 16 Defense, 1 Weight, Halve Status Accuracy

Attack- 77 (66  Base, 13% Crit) (75) (63 Fire) (8! Holy)
Myollnir- 137 Lightning Magic (141 w/ Mind Shield), 10 AP
Lightning- 42 MT Lightning Magic, 7 AP
Death- 34% Chance of ID, 5 AP
Slow- 49% Chance of 50% Speed Decrease,  1 AP
Silence- 44% Chance of Silence, 2 AP
Speed- 50% Speed Increase, Stacks to 100%, 2 AP
-->Once use basically lets him near EXA turn most DL enemies, two near guarantees it.

Weretiger- Triples overall attack (I believe); Automatically uses attack. First attack is always against enemy; after that in game Weretiger can also target allies (only targets enemies in a duel)
Attack- 440 (407 Base, 13% Crit) (442) (396 Fire) (234 Holy)
-->426 (394 Base) w/o Spiked Gauntlet

NINA, L39

HP: 148………………..66.2% HP
AP: 217
STR: 144 (71 Base)
DEF: 173 (69 Base)…….Takes extra 17 damage (19.1% extra)
AGL: 47 (53 Base).......+0.5 SD
INT: 154 (151 Base)…..Cuts magic by 10.9% and Cuts Status by 8.5% (Division)
Crit: 3%
Dodge: 12%
Accuracy: 100%
Nina naturally reduces Wind damage by 25%

Magician’s Rod- 20 Attack, 3 Int, 2 Weight
Holy Robe- 62 Defense, 3 Weight, Halve Status, ID, Draining and Stat Downs
Spiked Gauntlet- 28 Defense, 1 Weight, 5 Power
Gold Hairpin- 14 Defense, 0 Weight

Alternates:
Blessed Staff- 73 Attack, 3 Weight, Resists Death, *Casts Heal
Beryl Rod- 61 Attack, 5 Int, 4 Weight
Lacquer Staff- 50 Attack, 3 Weight, *Casts Silence
Ruby Scepter- 43 Attack, 3 Weight, Fire, Casts Flare
Wind Cutter- 34 Attack, 3 Weight, Wind, Casts Cyclone

Sage’s Frock- 53 Defense, 3 Weight, 5 Int
Robe of Wind- 41 Defense, 0 Weight, Halves Thunder, Reduces Wind by 75% (with her innate) and nulls Earth, Casts Speed
-->+0.67 SD Speed, Takes extra 28 from physicals (31.3% extra)
Protectors- 16 Defense, 1 Weight, Halve Status Accuracy (Null w/ Holy Robe)

Myollnir- 182 Lightning Magic (185 w/ Sage’s Frock) (180 w/ No Mag Boost Weapon) (183 w/ Beryl Rod) (186 w/ Sage’s Frock and Beryl Rod), 10 AP
Siccoro- 111 MT Fire/Wind Magic (Half of each), 12 AP
Blizzard- 73 MT Ice Magic, 10 AP
Blunt- 58% Chance 20% Decrease in Enemy Power, Stacks to 50%, 1 AP
-->Considering her division, this could be worse. Against endgame randoms, this might cut off about 40 damage (Note that this is 45% of an average damage of 0.4 PC HP damage, but an endgame random generally has an attack in the range of 240 attack…and this aspect will basically null any non ITD portion, and might cut damage in game against those it works against by about 60% and gets a little better against low attack. Given that Nina is often dealing with Light, I would say that against damage failures, this is definitely worth something).
Weaken- 58% Chance 20% Decrease in Enemy Defense, Stacks to 50%, 1 AP
Slow- 58% Chance of 50% Decrease, 1 AP
Drain- 20% CHP Draining, 39% Hit Rate, 3 AP
Leech Power- Some Type of AP draining, 0 AP, 39% Hit Rate
*Heal (Blessed Staff): 50 HP Healing
*Speed (Robe of Wind): Increases Speed 50%, Stacks to 100%
-->One casting almost allows to EXA average.
*Silence (Lacquer Staff)- 52% Silence

MOMO,  L38

HP: 185……………………...82.7% HP
AP: 138
STR: 312 (109 Base)
DEF: 184 (80 Base)……Takes extra 11 damage (12.4% extra)
AGL: 35 (40 Base).......-.14 SD
INT: 177 Base……………Cuts magic by 16.9% and cuts status by 13% (Division)
Reprisal: 0
Critical: 0
Dodge: 4
Accuracy: 70%

Atomic Bomb- 198 Attack, 1 Weight
Holy Robe- 62 Defense, 3 Weight, Halve Status, ID, Draining and Stat Downs   
Spiked Gauntlet- 28 Defense, 1 Weight, 5 Power
Gold Hairpin- 14 Defense, 0 Weight

Alternate Equips:
Confuse Shells- 118 Attack, 1 Weight, 41% Chance* of Confusion
Flash Shells- 96 Attack, 1 Weight, 41% Chance* Blindness
Sleep Shells- 80 Attack, 1 Weight, 41% Chance* Sleep
Flame Chrysm- 50 Attack, 1 Weight, Fire
Ice Weight- 50 Attack, 1 Weight, Ice
*This 41% is a little rough since it wasn’t really comforming to how other status accuracy was consistently.

Sage’s Frock- 53 Defense, 3 Weight, 5 Int
Light Clothing- 16 Defense, 1 Weight…(-0.4 SD, but takes 36 extra from Physicals (40%))
Spiked Gauntlet- 28 Defense, 1 Weight, 5 Power
Mind Shield- 34 Defense, 3 Weight, Int +5, Halve Stat Down and MP Damage Hit Rate, Casts Leech Power
Protectors- 16 Defense, 1 Weight, Halve Status (Null w/ Holy Robe)

Attack- 108 (149 Base, 70% Hit Rate) (108 w/o Spiked Gauntlet) (61) (49) (39) (22 Fire) (22 Ice)
Quake- 67 MT Earth Magic (71 w/ Mind Shield or Sage’s Frock, 74 w/ both), 7 AP
Ragnarok- 70 MT Magic/Physical (Checks both Mdef and Def in full) (74 w/ Mind Shield or Sage’s Frock, 77 w/ both), 12 AP
Restore- 332 Healing, +7 to Speed for turn (Doesn’t effect EXAs though), 12 AP
Vitalize- 110 MT Healing, 20 AP
Rejuvenate- 110 Healing, 7 AP
Heal- 55 Healing, 4 AP
Raise Dead- 70%? Chance of Restoring Minimal HP to a dead ally, 10 AP
Remedy- Cures Status, 7 AP
Silence- 55% Chance of Silence, 2 AP
Sleep- 55% Chance of Sleep, 3 AP
Confuse- 55% Chance of Confuse, 2 AP

Protect- 20% Defense Increase, Stacks to 100%, 2 AP
-->Cuts Physicals by 9/29/49/69/90 (Factoring in ITD, this a 10%/32%/55%/77.5%/80% factoring in ITD portion)
Speed- Boosts Speed by 50%, Stacks to 100% 2 AP
Might- 26% Attack Raised, Stacks to 100%, 4 AP

-->Makes Average Damage 155 (221 on hit)/201 (288 on hit)/248 (355 on hit)/288 (412 on hit)
Confuse Shells: 96 (138)/131 (188)/166 (237)/196 (280)
Flash Shells: 80 (115)/112 (160)/144 (205)/170 (243)
Sleep Shells: 69 (98)/98 (140)/127 (182)/152 (217)
Flame/Ice Chrysm: 47 (67)/71 (102)/96 (137)/117 (167)

PECO, L39

HP: 329………………..….147.1%
AP: 120
STR: 232 (154 Base)
DEF: 198 (122 Base)…..…Takes 4 extra damage (4.5% extra)
AGL: 18 (25 Base)..........-1.06 SD
INT: 41…………………..……..Takes 16.6% Extra and adds 12.3% to Status (Multiplicative)
Crit: 3%
Dodge: 0%
Accuracy: 90%
Counter: 50%
Regens 5% of his HP at the end of each turn
Peco naturally halves Death element (ID and draining)

Death Claws- 73 Attack, 1 Weight, Chance of ID
Amber Breastplate- 45 Defense, 4 Weight
Spiked Gauntlets- 28 Defense, 1 Weight, 5 Power
Glass Domino- 6 Defense, 1 Weight

Alternate Equips:
Rockbreaker- 55 Attack, 1 Weight, Earth element

Lacquer Shield- 33 Def, 3 Weight
Protectors- 16 Defense, 1 Weight, Halve Status
Bandana- 1 Defense, 0 Weight

Attack -80 Damage (87 Base, 3% Crit, 90% Base Accuracy) (60 Earth (66 Base))
Dream Breath- 38% Sleep, 3 AP
Venom Breath- 38% Poison, 3 AP
Rejuvenate- 56 Healing, +7 to Speed for turn (Doesn’t effect EXAs though), 7 AP
Icebreath- Peco’s CHP/3 Ice Damage
Firebreath- Peco’s CHP/3 Fire Damage

GARR, L37

HP:  255……………………..114% HP
AP: 25
STR: 277 (162 Base)
DEF: 234 (119 Base)……Cuts by 15 damage (16.8% to average damage)
AGL: 20 (34 Base)………..-0.95 SD
INT: 59………………………..Takes 13.5% extra and multiplies status hit rate by 10%
Crit: 8%
Dogde: 4%
Accuracy: 90%
Counter: 16%
Garr naturally halves Fire damage

Dragon’s Spear- 110 Attack, 6 Weight, Dragon Slayer
Force Armor- 65 Defense, 6 Weight, Reverses Stat Downs and MP Damage cast on Garr
Spiked Gauntlets- 28 Defense, 1 Weight, 5 Power
Sun Mask- 22 Defense, 1 Weight, Boosts Garr’s Fire damage to nullification

Alternate Equips:
Beast Spear- 150 Attack, 15 Weight, Drains 1/20 of Garr’s max HP per turn
Gungnir- 99 Attack, 10 Weight, Accuracy Up
Aries Spear- 88 Attack, 4 Weight, Devil Slayer (Double against Devils)
Gale Javelin- 68 Attack, 4 Weight,Wind
Flying Spear- 50 Attack, 2 Weight   

Light Clothing- 16 Defense, 1 Weight (-.68 SD, but takes 12 extra from Physicals (13.4%)
Protectors- 16 Defense, 1 Weight, Halve Status Accuracy

Attack- 120 (125 Base, 8% Crit, 90% Accuracy) (151 w/ Beast Spear) (127) (103) (87 Wind) (67)
Pyrokinesis- Fire version of basic physical; 1 AP
Gambit- 100% Critical if hit, 25% Hit Rate (Hey…this…might ignore enemy evade?!?!) (290 damage with Beast Spear)
Kyrie- ID against Holy weak enemies. Against an enemy who is 100% weak, the hit rate is 59% (I believe), 5 AP
Inferno- 45 Fire Magic, 10 AP

17
RPGDL Discussion / DL Overview Topic #1: Limit Scaling Views
« on: April 11, 2015, 06:11:06 AM »
I actually meant to potentially make these topic back when I did the TitS topic, but it recently came up and since I have a little time off, I thought it would be fun to explore some old DL views and how they've evolved. The DL definitely used to be a little harder on some limits, and feels like it's gotten a little more lenient now.

First, a note on my general views: I'm not a fan of 100% one size fits all when it comes to limits. I like to find a balance that I think meshes well with in game. So big factors in games where I am more permissive include how quickly limits can be built (theoretically you could allow half for everyone where it applies in all games, but that washes away that in slow to build limit games, the limit just often have no real impact in game. Item use show how restoring limits can be a crucial aspect in this. Generally if a game is easy to refill limits very quickly, I allow the 50% bar).

Here are all the games I could think of where it is of central import:
FIRE EMBLEM 9/10- While FE games rarely features limits, Fire Emblem 9 and 10 (especially 10 since that's the one the DL cares about with good reason) features the somewhat ill fated Laguz. In FE 10, Laguz naturally start 0 energy stored and need 30 to transform. They naturally gain an amount each turn and when attacked (you generally don't want them to be attacked given that when they transform, non HP stats double). I wrote this a little out of order, but this is similar to Mages in TO. You are generally going to use lots of items by endgame to transform ASAP. I allow them to start transformed with 15 energy left and the ability to use Olivi Grass. This generally allows them to attack 2-3 times so they at least have workable strategies that let them having some duelling prowess.

Effect on the Cast: Either you have a horde of poor Lights and Punies or you have a variety of cool slugfesting duellers who also bring some nice elemental weaknesses the matter to the DL (because those are too rare for things that so often matter a lot in game). There's also the effect on averages. I definitely don't believe in including no transformation averages as it hyper inflates the cast (and no transformation is literally the same as no attack, and we generally don't put non-attackers in averages). Half shift feels fair since it reflects that most Laguz will need to be protected at certain points (but at the same time, you should generally be prety good at minimizing danger to them; especially at endgame when you have a fair stock of items that allow for instant transformation, even a few that allow transformation for the whole battle).

FINAL FANTASY VII- Limits Bars- Damage incurred base limits. This was the game that got the discussion going. FF  7 limit scaling has started back in the day by allowing all 4 limits to be reached on a modified damage scale. My personal scale was something like 35-60-80-95. I think I scaled that back a little though to 40-65-85-99. Eventually it came out that different people reached different limit levels at different HP points. I applied the average point of limit per activation per limit level and applied it to my previous system...which came out to the following (excepting Cait Sith for scaling on his L2 since it's a very special case, All L1s can be used twice)
Cloud- 32.6%, 73.1%, 94.5%, xxxx
Barret- 30%, 54.1%, 81.3%, 93%
Tifa- 28%, 75.3%, xxx, xxxx
Aeris- 46.5%, 64%, 70%, 90.2%
Red- 45.4%, 67.6%, 84.6%, xxxx
Yuffie- 46.5%, 67.6%, 87%, 99.2%
Cait Sith- 37.3%, 42%
Vincent- 47.1%, 55%, 69.3%, 89%
Cid- 46.5%, 63.2%, 82.6%, 99.2%

Now it was brought up recently that a lot of people take half bars. So...let's see where the puts everyone
Cloud- 23.25% and 69.75%, 53.8%, 72.2%, 84% (Nasty L1 with Paralysis and Nasty L3 for sheer damage and ID)
Barret- 21.4% and 64.2%, 39.85%, 62.1%, 74.7% (Nasty L1 with MP killing, nasty L2 for ID, nasty L3 for damage...which he does lack)
Tifa- 19.9% and 59.7%, 55.5%, 84.5%, 93.9% (All are somewhat proportionally good in a way)
Aeris- 33.2% and 99.6%, 47.15%, 53.5%, 72.4%
Red- 32.3% and 97%, 49.8%, 64.6%, 80.7% (Nasty L2 for damage, Nasty L3 for Damage)
Yuffie- 33.2% and 99.6%, 49.8%, 66.4%, 79.7% (50% Healing on L1, Nasty L2 for damage, Nasty 3 for damage)
Cait Sith- 26.5% and 79.6%, 29.9% and 89.7% (Great L2 healing game)
Vincent- 33.5%, 40.5%, 53%, 70.7% (All his offer something).
Cid- 33.2%, 46.5%, 63.1%, 80% (Only L3 has a point DL wise)

Needless to say that this is a massive improvement, but these feel way too lenient to me. Cloud and Barret L1's are now even harder to chip around and even L4's feel way too accessible. Games where I allow 50% starting bars have a lot of improvements over FF 7 in terms of getting the bar in other ways; FF7 doesn't have an item to restore and use takes up all of the bar (unlike say LoD). I would probably go for maybe 25% of the bar starting, which gives us...

Cloud- 34.87 and 81.38%, 80.7%, xxx
Barret- 32.1%, 59.8%, 93.1%, xxx
Tifa- 29.9%, 83%, xxx
Aeris- 49.8%, 70.7%, 80.2%, xxx

something clearly worse than my first variant. I suppose that I would probably opt for this one if I wanted to be consistent with always crafting my metric. Starting with 50% starting bars, might give Aeris 2 HW's in Light; she's probably the one who most prefers to stick with my way. I also note that Meeple takes it at 37.5%+25% of the formula rate which isn't bad either; it makes L1 comes later, but other stuff come earlier. FF 7 is definitely a game where you can play around with a lot of numbers. Regarless, the half bar start does feel a bit rushed to me (probably didn't help that Limits could feel a bit slow because of how anemic FF 7 enemies were on damage, but that it turns factors into how often they seemed to come up in battle)

GRANDIA 3- SP used for physical techs; gained naturally over time, by taking damage and by doing damage. Grandia 3 is a weird case where we started with allowing full SP, but only because G1 and G2 used SP in a different way (being restored at inns). As such, this gave a lot of dominance to Ulf especially (while mages were hurt). Some at the time adopted a 0 SP view. While the natural SP gains are incredibly slow, the game has a load of fantastic SP restoring items (both in and out of battle) that makes it pretty easy to keep your SP up. Also, later on, you can use Alfina as amazing SP battery to keep everything going. I allow 100 SP to start; it matches the item that you'll be using most to restore SP. It allows for all moves to be used at least once (and most of them felt like they had decent relevance in game that would deserve to have DL usage) without letting them just spam.

Effect on the Cast: More SP makes Ulf/Yuki better for sure. Alfina likes 100 SP to use Armaggedeon, but anymore than likely makes her damage look worse. Dahna would probably be happiest with 25 SP so she could use Dancing Cards for the status and have the damage average lower. Hect would like 0 SP so that her damage looks amazing.

LEGEND OF DRAGOON- SP used to transform into defensive tank Draggons; Gained through doing damage for the most part (with a few other additional ways). LoD was a game where traditionally for most of it's life, the DL took it at 0 starting SP. I start at 2 of 5 bars (half SP rounded down). The main reason that LoD gets credit is that SP is so easy to come by. Certainly if Goto is allowed to start with any, the LoD PCs should too since they are gained in the same way (and LoD characters are far, far, far better about gaining them).

The effect is pretty dramatical overall. If they don't start with SP, they are all reliant on evadable physicals to unlock anymore skillset. Meru and Rose in particular are very badly hit because they either want to shift into the increased durability or potent skillset ASAP. Two of 5 levels at least gives them moderate access without the limit being overpowering (which is just what I like).

LEGENDS OF HEROES: TRAILS IN THE SKY- CP bar used for unique techs and super moves; Limits based on taking and doing damage.  The bar can go up to 200 CP, although frankly there is no reason for it to get that high as ultimate techs need at least 100 CP, but use the whole CP bar (and tend to blow other uses of CP out of the water). There are two different scalings tossed around for TitS: Half the CP bar filled (100 CP) and half the useful CP bar filled (50) (In the old, old school DL, it probably would have been set at 0 CP).

Personally, I like 50 CP. While 100 CP is technically half the maximum bar, the problem is that any CP over 100 is generally not so useful. You are probably going to want to use the big move and since it blows any spare CP, anything over 100 becomes somewhat pointless. More importantly, 100 CP basically makes them all about the super move in the DL so much more than in game. 50 CP definitely balances everything better than 100 CP, where techs and magic just become far less relevant.

At 50 CP, you'll generally need at least 2 turns for 100 CP if you are slower than the enemy and 3 if you are faster.

Overall, the potency of S-Breaks along with not being that spammable in game definitely feels like they aren't things that should be turn 1 in the DL (I mean...literally all of the cast but a single one being able to unleash at minimum 73% PC Damage on turn 1 really, really doesn't feel balanced, although some of them need to at least slow down their turns a little to get to that mark).

Effect on the Cast: Well, 100 CP gives Estelle that OHKO, and makes most of the cast terrors for anyone below 70% durability (and they can 2HKO pretty well too needless to say). So 100 CP is generally a leg up for them overall, but makes their worth almost just tied to one overcentralizing move. The difference between 50 and 100 CP might be almost half a division for all the them on average?

LUFIA 2/LUFIA 3- IP Bars used for special moves found on equips (L2) or character innate (L3). Bars increased based on % of damage taken compared to current HP (Lufia 3 also adds in set gains every turns as well). IP's definitely used to be set at 0% to start, although I think that's increased over time. I personally start them at 26% IP bar for Lufia 2 (which is equivalent to 50% HP taken). This is obviously a bit more generous than FF 7; Part of this might just come from the fact that FF 7 enemies suck so much; the other part is probably that Lufia IPs feel important, but due to the graduated curve, are harder to access without healing. Against someone dealing average damage to them, an L2 PC will only gain 62% of an IP bar before death without any healing. Lufia 2 also feels like it wants to go full throttle on IPs at the end by always starting you at 100 due to a special event, so being more lenient makes sense there too.

Lufia 3 is just completely designed for IP storage because you have 9 PCs, but only 3 can act. But you also gain IP every turn, so you'll be wracking it up consistently. IP is really flying around a lot here. I don't remember the exact number I use, but I think it's at least 36% (Lufia 2's base+10% gain for waiting since on average every character will have at least 1 waiting from the previous battle due to only 33% acting a round).

Effects on the Cast: For Lufia 2, giving them that start is pretty critical for a few strategies (especially the 50% anti-magic healing strat for the fighters, since they are slow and otherwise they wouldn't have the time to get the IPs going for the most part). Without the boost, the fighters tend to become far more straightfoward and dull.

For Lufia 3, it at least helps get Aima somewhat closer to her insane in game performance. It skews the damage average towards IPs more, but unlike many of the other games on the list, the limits are the core of the battle system in L3, and should be reflected as such in the DL. Mages would cry, but with draining, healing, status and defensive tricks, they are gaining too.

MANA KHEMIA 2- Central import, but only for one character. Everyone's most hated failure Goto gets GP points by using certain attacks. These GP points slightly boost his stats and also power his best attack. Technically the bar taps out at 150 GP, so assuming that 50% is the most lenient, he starts with 75 GP. This makes him feel relatively solid...but his limit system is one of the weakest. He blows it all on his only source of damage, he needs to use 4 specific attacks to get that back up to full damage and there's not other real way to get it. Truth be told, he probably has the worst limit bar of instances were it matter. I said in the topic that 40 GP makes sense, since it's about 25% and also the amount he gets from using the GP building attack once. I...can't see an in game justification for higher than that. I would also be okay with literally 0, in which case he fails very badly and we all laugh. He's like a 3 ranking starting with 40, but starting with 0 he's a poor Light (which...well, I can't underline how bad he is in game).

TACTICS OGRE- Tactics Ogre uses both MP for spells and TP for tech attacks. Both naturally start at 0 and grow naturally with time. TP also grows by taking and doing physical damage and is relatively straightforward in a TO way. MP is a bit different. You can give the mages the shaft, you can allow them Magic Herbs, or in my case, I just see them start with 25 MP. I see them start with it because those were so many wasted 1st turns in TO where there would be literally no reason to do any other action besides tossing MP a mage (and generally by faster PCs, so mages often had some to start). As such, mages basically always had some starting MP in game to at least cast a few spells. If there were other decent turn 1 options, I would have availed. This makes mages decent at least.

Cast Effect: Makes it so mages can attack straight off. They still can't unlock their best damage straight off.

VALKYRIE PROFILE- Energy building system where hitting 100 lets you unleash a Soul Strike/Purify Weird Soul. The big quirk that is changed in the DL is that in game (for the most part), characters can't get 100 energy alone and energy does not naturally carry through turns. Your PCs work together to see 100 energy pretty easily, you are are seeing a lot of these moves in game. Most people allow the energy to carry over in the DL for VP 1. In VP 2, characters are allowed to keep acting after just 3 attacks, so a few character can hit PWSes alone. Granted, I don't think this is a reason to disallow PWSes for the others, since you are generally working as a team (Alicia and Lenneth just get the perk of more PWSes). VP:DS arguably takes it a step further and with it's system you could argue that you can PWS in the middle of a turn and then start rebuilding energy after:

Cast Effect: Not allowing carryover energy averages out since unlike many other games with limits, the only effect is on damage. Low energy builders gain more with no carryover, but no carryover energy leaves out a crucial game part.



Games of Moderate Import
FINAL FANTASY VIII- Limits Based on HP Level; No real controversy here, not many varying opinions beyond the occasional one at letting the PCs start at different HP ranges (you could also argue that there's no reason that they wouldn't come in under a Silence status. And Blind certainly for Squall and Selphie).

FINAL FANTASY X- Overdrive Bar that allows limits when full. Limits built in mulltiple ways based on different choices. Limits in FF X do tend to be nice finishers that complement strategies as opposed to being key driving strategies. For scaling...I don't allow any bar storage. The PCs are all lucky in that uber endgame equips that triple OD gain are thrown at them, already making limits super easy to access in the DL (especially considering that some of those weapons are a nightmare to get in game). They already got their scaling. Limits are mainly used as finishers in select matches due to recharge time (except for Kimahri due to utterly lacking a skillset outside of his limit)

LEGAIA 2- While all of Legaia is based on a straightforward semi limit based AP gaining system, Legaia 2 has Mystic Arts. while cost 100 MP, 100 AP and can only be accessed below 50% HP. IIRC, all Legaia AP bars started at 0 each battle, so that was pretty clear cut. Regardless, MAs definitely were limits, and also extremely powerful overkill attacks.

SHADOW HEARTS 3- Stock allows characters to double act. Stock is gained by giving and taking damage. I personally don't allow any stock to start except for Shania. Stock is a bit slow to grow (You'll generaly need to be attacked or attack about 5 times to gain a bar), but unlike say...TitS or G3 (which are other games with slow to gain similar meters), SH 3 doesn't have an items that you can use to regain it quickly (which is really where G3 and TitS gain their in game argument for being somewhat spammable). SH 3 also takes it a step further in being one of the few (or the only one?) where the enemy can flat out damage your limit bar (and many can and will), so you don't even need to use the bar for it to be reset. That unique aspect definitely puts it down to 0 for me.

SOUL NOMAD- Special attacks unlocked when a certain amount of Stamina is used. These generally equate to pretty hefty damage. Straightforward in scaling, although if you allow fully free counters, they are able to use up Stamina more quickly.

TALES OF-Of the games that come up, ToS, TotA and ToV have overlimit states. ToS needs character to do a certain numbers of hits. It's certainly a very slow limit bar to regenerate. I assuming that you control when you enter OL in Tales games, but even then the slow refill rate that requires attacking doesn't make me want to extend much credit. For TotA, the topic notes they activate after 5-6 rounds, but notes that's a gut check and nothing tested. So basically we aren't 100% sure how they activate since it could be hit count again? It allows for longer combos. Again, not enough knowledge of the game mechanics to really be sure.

Tales of Vesperia has a lot of OL limit use for Yuri and Rita. I mean to someday to go and play around with that since I wasn't following an FAQ too closely, so there were a lot of stuff that I missed (especially with that back half of a final dungeon). Tales of Vesperia also had fatal strikes, where attacks built up and eventually allowed for a character to inflict ID and also to restore HP or TP. I generally gut checked this activating on
Yuri- Turn 1
Rita- Turn 1 (with her spell combos, from what I saw)
Estelle- 4-5?
Judy- Turn 3
Raven- Turn 3ish?
Karol- Turn 4
Repede- Turn 3
 
Just are just gut check vased on my memory though.

Meredy in Tales of Eternia also has a time based limit in Destiny. It's recharge is very quick (30 minutes) and can activate in the middle of a battle, so calling OPB makes a lot of sense.

Games of Little Import
BREATH OF FIRE 3- Bonebreak- Time based limits. The DL has two time based abilities to use, and of the two, Bonebreak is definitely the questionable one. Brought this one up in chat a few weeks ago. Sounds like most would limit to once per season, although given how sick Ryu 3's offense, I do in fact doubt it is ever needed. So whatever view you take doesn't have a large impact.
CHRONO CROSS- Not technically generally thought of as limits, but they almost qualify because they do need to be actively worked up too and evasion ruins them a little.
FINAL FANTASY 6- Desperation Attacks- HP based limits. Super low HP threshold and super low chance of activation makes them completely irrelevant
FINAL FANTASY 9- Limits activate when a bar is filled regardless of when you actually want to use them and by endgame, don't really have many good effects anyways minus for those where it allows double casting. Also incredibly slow to fill anyways. What were they thinking when they designed these?
LUNAR DS- Basically, in this one version, Jessica can use 16-20 physical attacks to gain 100% ID or use massive damage. So...good against healers without status. But 20% regen with her healing was already pretty good at that (so she doesn't gain a lot)
Legaia's- Mystic Artes at the very least, arguably the whole system

Radiant Historia- Overlimits
Tales Games- Overlimits (and Destiny)
Valkyrie Profile Games- PWS
Xenosaga Games- Can't even remember the name

Games of Unknown Import
Phantasy Star 2 Remake- It at least has one player. I don't really know how these works, but I seem to remember that it took a few turns of buildup and had some decent damage and status options.

DL Games with Limits, but are so straightforward that no additional thought is needed for the most part:
MMXCM, Skies of Arcadia, WA Games

So, I'd love to hear what other think and what their methodoligies are in terms of finding a balance (especially on games where it actually matters).

18
Because every Fire Emblem game needs multiple topics, here's another. Most of the topic is based on the other topic, so I'm just going to note the differences or major items:

1. Equal EXP- The first topic mostly followed this, although a few people got a few less levels than equal EXP would grant. This is full equal EXP (and I would also say that for many of those (Taguels, Olivia, Dragons...etc, a level penalization is doubly wrong because if they are given any more EXP than equal EXP, they still increase to far, far greater levels than the other PCs due to the internal mechanics. A few extra maps or battles will be extra beneficial to these PCs, so not taking them at full equal EXP doesn't make much sense to me).
2. Effective Skill Rates- Halved for the same reasons as the previous topics (because skills tend to be overkill and often irrelevant. FE 13 skills become more relevant because enemies are better...minus the new style of support which pushes the importance back down). I didn't halve crit this time because crit helps mages (see the reason below. Anyone using a Brave Weapon really deserves any poke in the eye they can get).
3. Enemy Stats- 25% weight is given to bosses. This boosts Enemy Defense to 26, Resistance to 18. Enemy Luck averaged 20 for me. I normally go back several maps for enemy stats, but I'm not doing that on defense. Fighter gain an absurd damage boost of like 70% on the last map, while Mages are stuck with weapons that near the same power levels as items you can pick up at early with event tiles and barracks items (Celica's Gale and Micaiah's Pyre are both better than endgame legal weapons and I had some prior to C10. Katarina's Bolt is probably on a near level, and of course, Valflame exists and how many mages are you really using?). Hit is 135-140, Avoid is 55.
4. Extra Inclusions- I tried to include weapon triangle when possible
5. Relative Evade- Like all my other topics, this is scaling evade as a relative stat
6. Status Defense- Unlike previous FEs, FE 13 doesn't have status. As such, I would not respect Resistance as helping for FE 13 characters at all (Resistance is overblown in the DL, and good evade should be rewarded! So, status defense=relative evasion to me).
7. Default Class Choice- Only 1 class per PC is taken as default in averages. Generally, the choice is fairly obvious. There's a few ones that want one or the other situationally.
8. AS scaled against enemy AS- The previous topic had numbers, but the big difference is that it rounded (so 33.5 and 34.4 both got rounded to 34). This topic keeps the fractions in place, which smooths the curve out a lot.
9. Averages up Top-
HP: 56.6
Def: 25
Res: 17.1
Threat Range: 7.74
Damage: 47
-->2.5 Kill Point: 117.5

Robin - Grandmaster (6 move, A swords/tomes) [20/20/4] [+Spd/-Lck]
55.8 HP, 29.5 Str, 26.5 Mag, 29.6 Skl, 34.6 Spd, 22.5 Lck, 24.4 Def, 17.3 Res
98.6% HP, Takes extra 0.6 from Physicals (2.2%), Cuts Magic by 0.2 (0.7%)
-6.4% Relative Evade (20.8% Raw), Adds 4.5% to Enemy Crit Rates
DL Damage: 52.3
Double Rate: 61.5% (65.3% double rate, 3.8% doubled rate)
Skills: Veteran, Solidarity, Ignis, Rally Spectrum
-Robin has a 15% chance to add 13 damage to his/her physical attacks, or 15 damage to his/her magical attacks.

Brave Sword: 32.4 physical, (15.5 x 2; 2 per hit Ignis Bonus; 92.5% hit)
-->Against Lances, Does 20.6 Damage Average (11.5 Base; 76.4% Hit). Takes 1 more damage.
-->Against Axes does about 37 Damage Average; Relative Evade goes to 18%. Takes 2 less damage.
Bolganone: 23.9 Fire Magic (23.5; 2.3 Ignis bonus, 92.5% Hit)
Thoron: 24.1 Thunder Magic (25.5; 2.3 Ignis bonus, 82.8% Hit, 2.25% Crit Rate)
Rexcalibur: 23.4 Wind Magic (21.5; 2.3 Ignis bonus, 98.2% Hit)

Chrom - Great Lord (6 move, A swords, B lances)
57.3 HP, 33.8 Str, 4.8 Mag, 32.8 Skl, 32.8 Spd, 31.6 Lck, 27.1 Def, 13.5 Res
101.2% HP, Cuts Physicals by 2.1 (7.8%), Takes extra 3.6 from Magic (13.3%)
-3.8% Relative Evade (22.8% Raw), Cuts Enemy Crit Rates by 4.6%
DL Damage: 70
Double Rate: 48.2% (54.9% double rate, 6.7% doubled rate)
Skills: Dual Strike+, Charm, Aether, Rightful King
-Chrom has a 13% chance to hit twice for each attack (26% activation on first draining hit to me), the first one healing him for half the damage he deals and the second one ignoring half the target's defence (+13 damage)

Brave Sword: 47.2 physical (19.8 x 2, +4.3 a hit from Aether, 98% hit)
Exalted Falchion: 30.2 physical (25.8; +5.0 from Aether, 56.8 vs. dragons, 98% hit); can also be used to heal 20 HP
Noble Rapier: 24.5 Physical (18.8 +4.1 from Aether, +16 versus Beasts/Armor, 5.8% Crit, 99.5% hit)
-->Swords gain 1 damage (at base) against Axes, Cuts Damage by 2 and Increases Relative Evade to 21.2%
-->Swords loses 4 damage (at base), Takes 1 More, and on Brave Sword decreases to 87.5% hit against Spears
Forged Javelin: 16.2 physical (12.8, +3.4 from Aether, 100% hit), 1-2 range
-->Gains 1 damage against Swords, Cuts damage by 4, Increases evade to ~21.2% Relative

Lissa - Sage (6 move, A staves, B tomes)
47.6 HP, 12.5 Str, 34 Mag, 25.1 Skl, 27 Spd, 32.7 Lck, 13.6 Def, 21.1 Res
84.1% HP (83.7% Prorated for Doubled Rate), Takes extra 11.4 from Physicals (42.2%), Cuts Magic by 4 (14.8%)
-14.4% Evade (15% Raw), Cuts Enemy Crit Rate by 5.7%
DL Damage: 29.1
Double Rate: -0.8% (26.6% double rate, 27.4% doubled rate)
Skills: Miracle, Healtouch, Rally Magic, Tomefaire
-Lissa has a 33% chance to survive a fatal attack with 1 HP, unless she already had 1 HP

Thoron- 29.1 Thunder Magic (32, 80.8% Hit, 6.35% Crit), 1-2 Range
Bolganone- 27.4 Fire Magic (30, 91.2% Hit), 1-2 Range
Rexcalibur- 27.3 Wind Magic (28, 97.6% Hit), 1-2 Range

Alternate: War Cleric (6 move, A staves, B axes)
53.5 HP, 19.3 Str, 26 Mag, 22.2 Skl, 25 Spd, 32.7 Lck, 16.6 Def, 22.1 Res
94.5% HP (85.5% Prorated), Takes extra 8.2 from Physicals (30.4%), Cuts Magic by 4.6 (17%)
-17.3% Relative Evade (12.7% Raw), Cuts Enemy Crit Rate by 5.7%
DL Damage: 6.8
Double Rate: -19% (20.1% double rate, 39.1% doubled rate)
Skills: Miracle, Healtouch, Rally Luck, Renewal
-Lissa has a 33% chance to survive a fatal attack with 1 HP, unless she already had 1 HP
-Lissa regens 30% HP at the start of each turn

Silver Axe:  6.8 Physical Damage (8.3  physical, 81.7% hit)
-->Against Lances cuts damage by 3 and does 1 more damage

Frederick - Great Knight (7 move, A swords/lances/axes) (20/1)
50 HP, 26.1 Str, 4 Mag, 23.1 Skl, 20 Spd, 14 Lck, 25.1 Def, 8.1 Res
88.3% HP (59.4% Prorated) Cuts Physicals by 0.1 (0.4%), Takes extra 9 from Magic (33.3%)
-27.5% Relative Evade (5.2% Raw Evade), Adds 13% to Crit Rates
DL Damage: 22.8
Double Rate: -65.5% (0% double rate, 65.5% doubled rate)
Skills: Discipline, Outdoor Fighter, Luna, Dual Guard+
-Frederick has a 11.55% chance to half the target's defence for any attack (+13 damage)
-+5% to Avoid/Hit (Half the boost for Outdoor Fighter since probably a good chunk of maps have it active)

Brave Sword: 22.8 Physical (12.1 x 2; 1.5 for Luna a hit, 84% Hit)
-->Swords: Increase by 1 damage against Axes, Take 2 Less and Hit goes to 93.3%
Forged Javelin: 7.1 Physical (6.1; 1.5 for Luna, 93.3% Hit), 1-2 range
Brave Lance: 19.3 Physical (12.1 x 2; 1.5 for Luna, 70.7% Hit)
-->Lances: Increase by 1 against Swords, Take 4 Less Damage and Hit goes to 89.1%
Brave Ave: 18.2 Physical (13.1 x 2; 1.5 for Luna, 62.5% Hit)
Hand Axe: 6.4 Physical (6.1; 1.5 for Luna, 84% Hit), 1-2 Range
-->Axes: Increase by 1 against Lances, Takes 3 Less Damage and Hit goes to 84%

Sully - Paladin (8 move, A swords/lances)
58.5 HP, 30.4 Str, 9.4 Mag, 32.2 Skl, 32.2 Spd, 28.2 Lck, 26.7 Def, 18.2 Res
103.3% HP, Cuts Physicals by 1.7 (6.3%), Cuts Magic by 1.1 (4.1%)
0% Relative Evade (25.6% Raw), Cuts Enemy Crit Rate by 5.2%
DL Damage: 46.9
Double Rate: 44.7% (52.7% double rate, 8% doubled rate)
Skills: Discipline, Outdoor Fighter, Defender, Aegis
-Sully has a 32% chance to half damage from magic, bows, and dragons
-+5% to Avoid/Hit (Half the boost for Outdoor Fighter since probably a good chunk of maps have it active)

Brave Sword: 32.4 Physical (16.4 x 2, 98.8% Hit)
-->Increases by 1 against Axe, Cuts damage by 2, Increases Relative Evade to 25.5%
Brave Lance: 31.8 Physical (16.4 x, 96.8% Hit)
Forged Javelin: 10.4 Physical (10.4, 99.8% Hit) 1-2 range
-->Increases by 1 against Sword, Cuts damage by 4, Increases Relative Evade to 25.5%

Alternate Class: Great Knight (7 move, A swords/lances, B axes)
60.4 HP, 33.3 Str, 8.4 Mag, 30.3 Skl, 28.3 Spd, 28.3 Lck, 31.6 Def, 12.3 Res
106.7 HP, Cuts Physicals by 6.6 (24.5%), Takes extra 4.8 from Magic (17.8%)
-8.6% Relative Evade (19.2% Raw), Cuts Enemy Crit Rate by 1.3%
DL Damage: 44.8
Double Rate: 8% (30.9% double rate, 22.9% doubled rate)
Skills: Discipline, Outdoor Fighter, Luna, Dual Guard+
-Sully has a 15% chance to half the target's defence for any attack (+13 damage)
-+5% to Avoid/Hit (Half the boost for Outdoor Fighter since probably a good chunk of maps have it active)

Brave Sword: 41.6 Physical (19.3 x 2; +1.95 a hit from Luna, 97.8% Hit)
-->Increases by 1 against Axe, Cuts damage by 2
Brave Lance: 40.5 Physical (19.3 x2; +1.95 a hit from Luna, 95.2% Hit)
-->Increases by 1 against Sword, Cuts damage by 4
Forged Javelin: 15.2 Physical (13.3; +1.95 a hit from Luna, 99.9% Hit), 1-2 range

Virion - Bow Knight (8 move, A bows, B swords)
57.6 HP, 30.3 Str, 11.1 Mag, 38 Skl, 32.2 Spd, 21.8 Lck, 19 Def, 14.1 Res
101.7% HP, Takes extra 6 from Physicals (22.2%), Takes extra 3 from Magic (11.1%)
-11.7% Relative Evade (16.9% Raw) (~10% Evade against Counters), Adds 5.2% to Enemy Crit Rate
DL Damage: 47.2
Double Rate: 44.7% (52.7% double rate, 8% doubled rate) (76.9% with Yewfelle; Doubles 77.2%, Doubled by .3%)
Skills: Skill +2, Prescience, Rally Skill, Bowbreaker
-Virion has +15 hit and evade on his own turn
-Virion has +50 hit and evade if his opponent has a bow equipped (70.6% Evade Relative/78% Raw)

Brave Bow: 32.6 Physical (16.3 x 2, 102.9% Hit, 97% on Counter), 2 Range
Yewfelle: 21.3 Physical (21.3 Base, 117.9% Hit, 102.9% on a Counter), 2 Range
-->Virion is the only PC who can legally equip this weapon outside of children. Others can get up this the needed weapon level with an item or two, so it’s not a truly fully unique weapon, but it’s there.
Silver Sword +1: 18.3 Physical (18.3, 112.9% Hit, 99.9% on Counter), 1 Range
-->With Swords, cuts Axe damage by 1. Does 1 more damage with better hit. Increases Relative Evade to 11%

Alternate Class:  Sniper (6 move, A bows)
52.6 HP, 33.4 Str, 12.1 Mag, 40.9 Skl, 30.2 Spd, 21.8 Lck, 24.9 Def, 15.1 Res
92.9% HP, Takes extra 0.1 from Physicals (0.4%), Takes extra 2 from Magic (7.4%)
-15.2% Relative Evade (14.3% Raw Evade) (~5% Relative against Counters), Adds 5.2% to Enemy Crit Rate
DL Damage: 48.4
Double Rate: 24.9% (39.7% double rate, 14.8% doubled rate) (66.3% with Yewfelle; 69.1% Double, Doubled by 2.8%)
Skills: Skill +2, Prescience, Hit Rate +20, Bowfaire
-Virion has +15 hit and evade on his own turn

Brave Bow: 38.8 physical (19.4 x 2, 107.3% Hit, 98.8% on Counter), 2 Range
Yewfelle: 24.4 Physical (24.4 Base, 117.9% Hit, 102.9% on a Counter), 2 Range
-->Virion is the only PC who can legally equip this weapon outside of children. Others can get up this the needed weapon level with an item or two, so it’s not a truly fully unique weapon, but it’s there.

Stahl:  Great Knight (7 move, A swords/lances, B axes)
66.1 HP, 38 Str, 3.7 Mag, 27.4 Skl, 22.6 Spd, 23.5 Lck, 38.2 Def, 7.6 Res
116.8% HP (92.9% Prorated), Cuts Physicals by 13.2 (48.9%), Takes extra 9.5 from Magic (35.2%)
-20.8% Relative Evade (10.1% Raw), Adds 3.5% to Enemy Crit Rates
DL Damage: 48.9
Double Rate: -40.8% (9.9% double rate, 50.7% doubled rate)
Skills: Discipline, Outdoor Fighter, Luna, Dual Guard+
-Stahl has a 13.5% chance to half the target's defence for any attack (+13 damage)
-+5% to Avoid/Hit (Half the boost for Outdoor Fighter since probably a good chunk of maps have it active)

Brave Sword: 48.9 Physical (24 x 2; +1.75 per hit from Luna, 94.2% Hit)
-->Does 1 More base to Axes, Takes 2 Less
Brave Lance: 46.8 Physical (24 x 2; +1.75 per hit from Luna, 90.2% Hit)
Forged Javelin: 19.6 Physical (18, +1.75 per hit from Luna, 99% Hit), 1-2 range
-->Lances do 1 More to Swords, Takes 4 Less

Alternate Class: - Paladin (8 move, A swords/lances)
64.2 HP, 35.1 Str, 4.7 Mag, 29.4 Skl, 26.5 Spd, 23.5 Lck, 33.2 Def, 13.5 Res
113.3% HP (110.7% Prorated), Cuts Physicals by 8.2 (30.4%), Takes extra 3.6 from Magic (13.3%)
-14.8% Relative Evade (14.6% Raw), Adds 3.5% to Enemy Crit Rates
DL Damage: 40.5
Double Rate: -4.6% (25% double rate, 29.6% doubled rate)
Skills: Discipline, Outdoor Fighter, Defender, Aegis
-Stahl has a 29% chance to half damage from magic, bows, and dragons
-+5% to Avoid/Hit (Half the boost for Outdoor Fighter since probably a good chunk of maps have it active)

Brave Sword: 40.5 physical (21.1 x 2, 96% Hit)
-->Does 1 More base to Axes, Takes 2 Less
Brave Lance: 39.1 Physical (21.1 x 2, 92.7% Hit)
Forged Javelin: 15.1 physical (15.1, 99.7% Hit), 1-2 range
-->Lances 1 More Base to Swords, Takes 4 Less

Vaike - Hero (6 move, A axes, B swords)
68.8 HP, 35.1 Str, 4.6 Mag, 38.4 Skl, 30 Spd, 20.2 Lck, 27 Def, 6.6 Res
121.4% HP, Cuts Physicals by 2 (7.4%), Takes extra 10.5 from Magic (38.9%)
-16.3% Relative Evade (13.4% Raw), Adds 6.8% to Enemy Crit Rates
DL Damage: 50.8
Double Rate: 22.5% (38.3% double rate, 15.8% doubled rate)
Skills: HP+5, Zeal, Sol, Axebreaker
-Vaike has a 38% chance to heal half the damage he does with an attack
-Vaike has +50 hit and evade if his opponent has an axe equipped (64.6% Relative Evade/73.6% Raw)

Brave Axe: 41.5 physical (22.1 x 2, 94% Hit)
Forged Hand Axe: 15.1 physical (15.1, 99.9% Hit), 1-2 range
-->Axes: Increase by 1 against Lances, Takes 3 Less Damage, Against Swords lose 2 damage at base, Take 1 more and hit falls to 79.1%
Silver Sword +1: 23.1 Physical (23.1, 99.9% Hit)

Alternate Class: - Warrior (6 move, A axes, B bows)
74.8 HP, 40 Str, 3.6 Mag, 34.4 Skl, 26 Spd, 20.2 Lck, 26 Def, 6.6 Res
132% HP (126.4% Prorated), Cuts Physicals by 1 (3.7%), Takes extra 10.5 from Magic (38.9%)
-22.3% Relative Evade (9.1% Raw), Adds 6.8% to Enemy Crit Rates
DL Damage: 48.1
Double Rate: -8.4% (23.4% double rate, 31.8% doubled rate)
Skills: HP +5, Zeal, Rally Strength, Counter
-Any non-fatal damage Vaike takes while at melee with his opponent is also dealt to the opponent

Brave Axe: 48.1 physical (27 x 2, 89.1% Hit)
Forged Hand Axe: 19.7 physical (20, 98.6% Hit), 1-2 range
-->Axes: Increase by 1 against Lances, Takes 3 Less Damage, Against Swords lose 2 damage at base, Take 1 more and hit falls to 70.7%
Silver Bow +1: 28.1 physical (29, 96.5% Hit), 2 Range

Miriel - Sage (6 move, A tomes, B staves)
48.6 HP, 6.7 Str, 38.8 Mag, 29.8 Skl, 32.8 Spd, 25 Lck, 14.5 Def, 20.3 Res
85.8% HP, Takes extra 10.5 from Physicals (38.8%), Cuts Magic by 3.2 (11.9%)
-8.5% Relative Evade (19.3% Raw), Adds 2% to Enemy Crit Rates
DL Damage: 59.1
Double Rate: 48.2% (54.9% double rate, 6.7% doubled rate)
Skills: Magic +2, Focus, Rally Magic, Tomefaire

Thoron- 39.9 Thunder Magic (37.8 , 12.5% Crit, 84.5% Hit), 1-2 Range
Bolganone: 35.2 Fire magic (35.8, 2.5% Crit, 93.7% Hit), 1-2 Range
Rexcalibur- 35.1 Wind Magic (33.8, 2.5% Crit, 98.8% Hit), 1-2 Range

Alternate Class:  Dark Knight (8 move, A tomes, B swords)
56.5 HP, 12.6 Str, 30.9 Mag, 29.9 Skl, 30.9 Spd, 25 Lck, 20.5 Def, 20.3 Res
99.6% HP, Takes extra 4.5 from Physicals (16.7%), Cuts Magic by 3.2 (11.9%)
-12.1% Relative Evade (16.6% Raw), Adds 2% to Enemy Crit Rates
DL Damage: 42.2
Double Rate: 33.1% (44.7% double rate, 11.6% doubled rate)
Skills: Magic +2, Focus, Slow Burn, Lifetaker

Thoron- 31.7 Lightning Magic (29.9, 12.5% Crit, 84.7% Hit)
Bolganone: 27.5 Fire magic, (27.9 Magic, 2.5% Crit, 93.8% Hit)
Rexcalibur- 26.9 Wind Magic (25.9, 2.5% Crit, 98.8% Hit)

Sumia - Falcon Knight (8 move, A lances, B staves)
50.5 HP, 30.1 Str, 14.5 Mag, 40.6 Skl, 42.6 Spd, 30.8 Lck, 18.4 Def, 25.2 Res
89.2% HP, Takes extra 6.6 from Physicals (24.4%), Cuts Magic by 8.1 (30%)
19.9% Relative Evade (40.4% Raw), Cuts Enemy Crit Rates by 3.8%
DL Damage: 62.6
Double Rate: 94.5% (94.5% double rate, 0% doubled rate)
Skills: Speed +2, Relief, Rally Speed, Lancefaire

Brave Lance: 32.2 physical (16.1 x 2, 99.7% Hit)
Forged Javelin: 9.1 physical (9.1 Base, 111.3% Hit) 1-2 range
-->Lances: Increase by 1 against Swords, Take 4 Less Damage, Increase Evade to 47% Relative (60.6% Raw). Against Axes, Loses 3 Base Damage, Take 1 More, Hit Falls to 93%
Silver Sword +1: 18.1 (18.1, 106.3% Hit)
-->Swords: Against Axes, Gain 1 Damage, Take 2 Less, Increase Evade to 47% Relative (60.6% Raw)

Alternate Class: Dark Flier (8 move, A lances, B tomes)
49.5 HP, 23.2 Str, 18.4 Mag, 37.7 Skl, 40.7 Spd, 30.8 Lck, 17.4 Def, 25.2 Res
87.4% HP, Takes extra 7.6 from Physicals (28.1%), Cuts Magic by 8.1 (30%)
14.9% Relative Evade (36.7% Raw), Cuts Enemy Crit Rates by 3.8%
DL Damage: 34.4
Double Rate: 90.3% (90.8% double rate, 0.5% doubled rate)
Skills: Speed +2, Relief, Rally Movement, Galeforce

Weapons:
Brave Lance: 18.1 physical (9.2 x 2, 98.7% Hit)
Thoron: 17.5 Thunder magic (16.4, 5.4% crit, 96.6% Hit)
Bolganone- 14.4 Fire Magic (14.4; 99.8% Hit)
Rexcalibur- 12.4 Wind Magic (12.4; 107%)

Kellam - Great Knight (7 move, A lances, B swords/axes)
63 HP, 35.1 Str, 5.1 Mag, 27.7 Skl, 24.3 Spd, 14.9 Lck, 40.8 Def, 14.9 Res
111.2% HP (97.1% Prorated), Cuts Physicals by 16.8 (62.2%), Takes extra 2.2 from Magic (8.1%)
-22.4% Relative Evade (8.9% Raw), Adds 12.1% to Enemy Crit Rates
DL Damage: 39.6
Double Rate: -25.3% (17.4% double rate, 42.7% doubled rate)
Skills: Defence +2, Indoor Fighter, Luna, Dual Guard+
-Kellam has a 14% chance to half the target's defence for any attack (+13 damage)
--5% Hit/Evade Bonus for Indoor Fighter

Weapons:
Brave Lance: 39.6 physical (21.1 x 2, +1.8 per hit from Luna, 86.4% Hit)
-->Against Swords: Takes 4 Less Damage, Does 1 More at Base, Hit increases to 97.6%
-->Against Axes: Does 3 Less at Base, Takes 1 More Damage, Hit Falls to 66.4%
Forged Javelin: 16.5 physical (15.1, +1.8, 97.6% Hit), 1-2 range
Silver Sword +1: 23.7 Physical (23.1, +1.8, 94.9% Hit)
-->Against Axes: Does 1 More, Takes 4 Less Damage
Silver Axe +1: 22.4 Physical (24.1, +1.8, 86.4% Hit)
-->Against Lances, Brave Lance is better anyways

Alternate Class: General (5 move, A lances, B axes)
65 HP, 36.1 Str, 5.1 Mag, 28.7 Skl, 22.3 Spd, 14.9 Lck, 41.8 Def, 17.9 Res
114.7% HP (89.6% Prorated), Cuts Physicals by 16.8 (62.2%), Cuts Magic by 0.8 (3%)
-24.9% Relative (7.2% Raw) , Adds 12.1% to Enemy Crit Rates
DL Damage: 38.7
Double Rate: -43.9% (8.8% double rate, 52.7% doubled rate)
Skills: Defence +2, Indoor Fighter, Rally Defence, Pavise
-Kellam has a 29% chance to half damage from swords, lances, axes, and beasts
--5% Hit/Evade Bonus for Indoor Fighter

Weapons:
Brave Lance: 38.7 physical (22.1 x 2, 87.5% Hit)
-->Against Swords: Takes 4 Less Damage, Does 1 More at Base, Hit increases to ~98%
-->Against Axes: Does 3 Less at Base, Takes 1 More Damage, Hit Falls to ~68%
Forged Javelin: 15.8 physical (16.1, 98%), 1-2 range
Silver Axe: 22 (25.1, 87.5% Hit)
Hand Axe: 14.8 (15.1, 98%), 1-2 range

Donnel - Villager (5 move, A lances) [30/18]
64.4 HP, 24.8 Str, 16.2 Mag, 22.3 Skl, 22.5 Spd, 38 Lck, 24.3 Def, 18.4 Res
113.7% HP (89.9% Prorated), Takes extra 0.7 from Physicals (2.6%), Cuts Magic by 1.3 (4.8%)
-0.6% Relative Evade(26% Raw), Cuts Enemy Crit Rate by 11%
DL Damage: 20.9
Double Rate: -41.9% (9.5% double rate, 51.4% doubled rate)
Skills: Aptitude, Underdog
-Donnel has +15 hit and evade against anyone higher than level 30, which includes the vast majority of lategame enemies, so is factored in

Weapons:
Brave Lance: 20.9 physical (10.8 x 2, 96.9% Hit)
-->Against Swords, Does 1 Extra Damage at Base, Takes 4 Less Damage, Hit increases and Relative Evade increases to 26.2%
-->Against Axes, Loses 3 Damage at Base, Takes 1 More and Hit decreases to 85%

Lon'qu - Swordmaster (6 move, A swords)
52 HP, 33.3 Str, 9 Mag, 40.3 Skl, 42.3 Spd, 26.3 Lck, 19.5 Def, 14.7 Res
91.8% HP, Takes extra 5.4 from Physicals (20.3%), Takes extra 2.4 from Magic (8.9%)
33.3% Relative Evade (50.4% Raw), Adds 0.7% to Enemy Crit Rates
DL Damage: 75
Double Rate: 94.2% (94.2% double rate, 0% doubled rate)
Skills: Avoid +10, Vantage, Astra, Swordfaire
-The non-double portion of Lon'qu's counterattack becomes pre-emptive if he is below half HP
-Lon'qu has a 20% chance to deal 5 hits at half damage, consuming one weapon use

Brave Sword: 38.6 Physical (19.3 x 2, 100% Hit)
-->Against Axes, Gains 1 Damage, Takes 2 Less, Relative Evade increases to 59%
-->Against Lances, Loses 4 Base Damage, Takes 1 More, Hit Falls to 94.6%, Relative Evade falls to 6.6%

Alternate Class:  Assassin (6 move, A swords, B bows)
53 HP, 29.3 Str, 7 Mag, 43.2 Skl, 41.3 Spd, 26.3 Lck, 18.5 Def, 10.8 Res
93.6% HP, Takes extra 6.5 from Physicals (24.1%), Takes extra 6.3 from Magic (23.3%)
30.5% Relative Evade (49.3% Raw) , Adds 0.7% to Enemy Crit Rates
DL Damage: 58.7
Double Rate: 91.9% (92.2% double rate, 0.3% doubled rate)
Skills: Avoid +10, Vantage, Lethality, Pass
-The non-double portion of Lon'qu's counterattack becomes pre-emptive if he is below half HP
-Lon'qu has a 10% chance to inflict instant death with each hit

Brave Sword: 30.6 physical (15.3 x 2, 103% Hit)
-->Against Axes- Gains 1 Damage at Base, Takes 2 Less, Relative Evade increases to 54.9%
-->Against Lances-Loses 4 Damage at Base, Takes 1 More, Hit Falls to 97%, Relative Evade falls to 3%
Silver Bow +1: 18.3 Physical (18.3, 103% Hit)

Ricken - Sage (6 move, A tomes, B staves)
54.6 HP, 11.2 Str, 37.8 Mag, 26 Skl, 26 Spd, 33.4 Lck, 20.6 Def, 17.6 Res
96.4% HP (92.3% Prorated), Takes extra 4.4 from Physicals (16.2%), Cuts Magic by 0.5 (1.9%)
-15.8% Relative Evade (13.9% Raw), Cuts Enemy Crit Rates by 6.4%
DL Damage: 40.6
Double Rate: -8.4% (23.4% double rate, 31.8% doubled rate)
Skills: Magic +2, Focus, Rally Magic, Tomefaire

Thoron- 40.6 Thunder Magic (36.8, 16.7% Crit, 82.8% Hit)
Bolganone: 36.5 Fire magic (34.8, 92.6% Hit, 6.7% Crit)
Rexcalibur- 36.5 Wind Magic (32.8, 98.2% Hit, 6.7% Crit)

Alternate Class: Dark Knight (8 move, A tomes, B swords)
62.5 HP, 17.1 Str, 29.9 Mag, 26.1 Skl, 24.1 Spd, 33.4 Lck, 26.6 Def, 16.7 Res
110.3% HP (95.4% Prorated), Cuts Physicals by 1.6 (5.9%), Takes extra 0.4 from Magic (1.5%)
-18.7% Relative Evade (11.7% Raw), Cuts Enemy Crit Rates by 6.4%
DL Damage: 32
Double Rate: -27.1% (16.7% double rate, 43.8% doubled rate)
Skills: Magic +2, Focus, Slow Burn, Lifetaker

Thoron- 32 Lightning Magic (28.9, 83.1% Hit, 16.7% Crit)
Bolganone: 28.3 Fire Magic (26.9, 92.7% Hit, 6.7% Crit)
Rexcalibur- 27.8 Wind Magic (24.9, 98.3% Hit, 6.7% Crit)
Silver Sword +1: 4.9 Physical (5.1, 96% Hit, 6.7% Crit)

Maribelle - Valkyrie (8 move, A staves, B tomes)
44.4 HP, 7.2 Str, 28.6 Mag, 24 Skl, 27 Spd, 33.8 Lck, 10.4 Def, 30.8 Res
78.4% HP (78.1% Prorated), Takes extra 14.6 from Physicals (54%), Cuts Magic by 13.7 (50.7%)
-13.9% Relative (15.3% Raw), Cuts Enemy Crit Rates by 6.8%
DL Damage: 24.9
Double Rate: -0.8% (26.6% double rate, 27.4% doubled rate)
Skills: Resistance +2, Demoiselle, Rally Resistance, Dual Support+

Thoron: 24.9 Lightning Magic (27.6, 79.4% Hit, 6.9% Crit)
Bolganone: 23.1 Fire Magic (25.6 magic, 90.2% Hit)
Rexcalibur- 22.9 Wind Magic (23.6, 97.1% Hit)

Alternate Class: War Cleric (6 move, A staves, B axes)
51.3 HP, 15.1 Str, 27.7 Mag, 24 Skl, 24.1 Spd, 33.8 Lck, 14.4 Def, 27.9 Res
90.6% HP (78.3% Prorated), Takes extra 10.6 from Physicals (39.2%), Cuts Magic by 10.8 (40%)
-18.5% Relative (11.8% Raw), Cuts Enemy Crit Rates by 6.8%
DL Damage: 3.3
Double Rate: -27.1% (16.7% double rate, 43.8% doubled rate)
Skills: Resistance +2, Demoiselle, Rally Luck, Renewal
-Maribelle regens 30% HP at the start of each turn

Silver Axe: 3.3 physical (4.1, 80.8% Hit)
-->Against Lances cuts damage by 3 and does 1 more damage

Panne - Taguel (6 move) [30/18]
69 HP, 37.6 (32.6) Str, 7.2 Mag, 45.7 (37.7) Skl, 48.75 (40.75) Spd, 30.4 (24.4) Lck, 31.5 (27.5) Def, 13.2 (11.2) Res
121.8% HP, Cuts Physicals by 6.5 (24.1%), Takes extra 3.9 from Magic (14.4%)
36.4% Relative (53.6% Relative even turns) (52.7%/65.6% Raw), Cuts Enemy Crit Rates by 3.4%
DL Damage: 43.1
Double Rate: 99.5% (99.5% double rate, 0% doubled rate)
Skills: Even Rhythm, Beastbane
-Panne has +10 hit and evade during even-numbered turns

Beaststone+: 21.6 physical (21.6 Base, 41.6 vs. beasts, 100% hit Odd, 108.8% Hit Even)

Gaius Assassin (7 move, A swords, B bows)
56.9 HP, 33.4 Str, 5.9 Mag, 44.8 Skl, 42.8 Spd, 17.9 Lck, 18.2 Def, 9.8 Res
100.4% HP, Takes extra 6.8 from Physicals (25.2%), Takes extra 7.3 from Magic (27%)
9.3% Relative Evade (32.6% Raw), Adds 9.1% to Enemy Crit Rates
DL Damage: 75.5
Double Rate: 94.8% (94.8% double rate, 0% doubled rate)
Skills: Locktouch, Movement +1, Lethality, Pass
-Gaius has a 11% chance to inflict instant death with each hit

Brave Sword: 38.8 physical (19.4 x 2, 101.2% Hit)
-->Against Axes- Increases Damage by 1, Takes 2 Less, Evade increases to 36.2% Relative
-->Against Lances- Does 4 Less Damage, Takes 1 More, Hit Drops to 96.2%, Evade decreases to -13.6% Relative
Silver Bow +1: 22.4 physical (22.4, 101.2% Hit)

Alternate Class: - Trickster (7 move, A swords, B staves)
53.9 HP, 27.5 Str, 12.7 Mag, 40.8 Skl, 40.9 Spd, 17.9 Lck, 16.2 Def, 14.8 Res
95.2% HP, Takes extra 8.8 from Physicals (32.5%), Takes extra 2.3 from Magic (8.5%)
40% Relative Evade (55.4% Raw) (2.8% Relative if Lucky Seven Runs out), Adds 9.1% to Enemy Crit Rates
DL Damage: 51.5
Double Rate: 90.8% (91.3% double rate, 0.5% doubled rate)
Skills: Locktouch, Movement +1, Lucky Seven, Acrobat
-Gaius has +20 hit and evade for the first seven turns (factored in)

Brave Sword: 27 Physical (13.5 x 2, 115.2% hit)
-->Against Axes- Increases Damage by 1, Takes 2 Less, Evade increases to 65%
-->Against Lances- Does 4 Less Damage, Takes 1 More, Hit falls to 100.2%, Evade decreases to 11%

Cordelia - Falcon Knight (8 move, A lances, B staves)
57.8 HP, 35.2 Str, 11.4 Mag, 35.2 Skl, 36.2 Spd, 23.4 Lck, 24.4 Def, 22.2 Res
102 % HP, Takes extra 0.6 from Physicals (2.2%), Cuts Magic by 5.1 (18.9%)
-2.2% Relative Evade (24% Raw), Adds 3.6% to Enemy Crit Rates
DL Damage: 69.2
Double Rate: 71.4% (73.2% double rate, 1.8% doubled rate)
Skills: Speed +2, Relief, Rally Speed, Lancefaire

Brave Lance: 40.4 physical (21.2 x 2, 95.2% hit)
Forged Javelin: 15.2 physical (15.2, 100% Hit), 1-2 range
-->Against  Swords takes 4 less damage and does 1 extra at base. Evade increases to 22.9% Relative.
-->Against Axes, does 3 less damage at base (6 on Brave). Accuracy with Brave Lance falls to 81.4%. Takes 1 more damage

Alternate Class: Dark Flier (8 move, A lances, B tomes)
56.8 HP, 28.3 Str, 15.3 Mag, 32.3 Skl, 34.3 Spd, 23.4 Lck, 23.4 Def, 22.2 Res
100.3% HP, Takes  extra 1.6 from Physicals (5.9%), Cuts Magic by 5.1 (18.9%)
-6.4% Relative Evade (20.8% Raw), Adds 3.6% to Enemy Crit Rates
DL Damage: 41.9
Double Rate: 58.8% (63.1% double rate, 4.3% doubled rate)
Skills: Speed +2, Relief, Rally Movement, Galeforce

Brave Lance: 26.4 physical (14.3 x 2, 92.2% Hit)
Thoron: 12 Thunder magic (13.3, 87.7% Hit, 1.7% Crit)
Bolganone- 10.7 Fire Magic (11.3, 95.6% Hit)
Rexcalibur- 9.3 Wind Magic (9.3, 99.5% Hit)

Gregor - Hero (8 move, A swords, B axes)
64.5 HP, 32.4 Str, 3.9 Mag, 34.9 Skl, 28.5 Spd, 21.1 Lck, 27.5 Def, 9.4 Res
113.9% HP, Cuts Physicals by 2.5 (9.3%), Takes extra 7.7 from Magic (28.5%)
-6.2% Relative Evade (20.9% Raw), Adds 5.9% to Enemy Crit Rates
DL Damage: 39.3
Double Rate: 10% (31.9% double rate, 21.9% doubled rate)
Skills: Armsthrift, Patience, Sol, Axebreaker
-Gregor has +10 hit and evade during enemy turns (evade factored in)
-Gregor has a 35% chance to heal half the damage he does with an attack
-Gregor has +50 hit and evade if his opponent has an axe equipped (~85% Relative Evade)

Brave Sword: 35.7 physical (18.4 x 2, 97.1% Hit)
-->Against Lances: Damage falls to 23.6 (14.4 x 2, 85.3% Hit), Takes 1 extra Damage
-->Against Axes: Base Damage increases by 1, Takes 2 Less Damage, Evade goes to 18.1%
Forged Hand Axe: 11.4 physical (11.4, 99% Hit), 1-2 range
Silver Axe: 20.2 Physical (21.4, 94.2% Hit)
-->Against Lances: Damage increases by 1, Takes 3 Less Damage, Evade goes to 18.1%
 
Alternate Class:  Bow Knight (8 move, A swords, B bows)
67.4 HP, 32.4 Str, 2.9 Mag, 33.9 Skl, 28.5 Spd, 21.1 Lck, 24.6 Def, 8.4 Res
119% HP, Takes extra 0.4 from Physicals (1.5%), Takes extra 8.7 from Magic (32.2%)
-8.9% Relative Evade (20.9% Raw), Adds 5.9% to Enemy Crit Rates
DL Damage: 38.9
Double Rate: 10% (31.9% double rate, 21.9% doubled rate)
Skills: Armsthrift, Patience, Rally Skill, Bowbreaker
-Gregor has +10 hit and evade during enemy turns (evade factored in)
-Gregor has +50 hit and evade if his opponent has a bow equipped (76% Relative/82% Raw)

Brave Sword: 35.4 physical (18.4 x 2, 96.3% Hit)
-->Against Lances: Damage falls to 23.4 (14.4 x 2, 83.6% Hit), Takes 1 extra Damage
-->Against Axes: Base Damage increases by 1, Takes 2 Less Damage
Silver Bow +1: 20.6 physical (21.4, 96.3% Hit)

Nowi - Manakete (6 move) [30/17]
69.6 HP, 43 (32) Str, 23.2  (17.2) Mag, 28.5 (23.5) Skl, 28.5 (24.5) Spd, 36 Lck, 43 (30) Def, 32.5 (23.5) Res
122.9% HP, Cuts Physicals by 18 (66.7%), Cuts Magic by 15.4 (57.1%)
5.4% Relative Odd Turns (-9.7% Relative Even) (29.6%/18.1% Raw), Cuts Enemy Crit Rates by 9%
DL Damage: 29.4
Double Rate: 10% (31.9% double rate, 21.9% doubled rate)
Skills: Odd Rhythm, Wyrmsbane
-Nowi has +10 hit and evade during odd-numbered turns

Dragonstone+: 27.8 or 25.6 Physical (29 Base, 53 vs. dragons, 96% Hit Odd, 88.2% Hit Even), 1-2 Range

 Libra - War Monk (6 move, A axes/staves) (20/2)
57 HP, 22 Str, 26 Mag, 24.1 Skl, 24 Spd, 19.1 Lck, 18.1 Def, 24 Res
100.6% HP (86.4% Prorated), Takes extra 6.9 from Physicals (25.5%), Cuts Magic by 6.9 (25.6%)
-25.1% Relative (7% Raw), Adds 7.9% to Enemy Crit Rates
DL Damage: 12.4
DL Double Rate: -25.1% (16.3% double rate, 44.3% doubled rate)
Skills: Miracle, Healtouch, Rally Luck, Renewal
-Libra has a 19% chance to survive a fatal attack with 1 HP, unless he already had 1 HP
-Libra regens 30% HP at the start of each turn

Brave Axe: 12.4 physical (9 x 2, 69.1% Hit)
Forged Hand Axe: 1.8 physical (2, 88.2% Hit), 1-2 range
-->Against Lances, Damage improves by 1. Takes 3 less damage.
-->Against Sword, Loses 2 Damage and hit drops very sad levels. Takes 1 extra damage

Tharja - Sorcerer (6 move, A tomes/dark tomes)
55.2 HP, 12.8 Str, 32.4 Mag, 18.6 Skl, 30.4 Spd, 14.6 Lck, 26.1 Def, 18.7 Res
97.5% HP, Cuts Physicals by 1.1 (4.1%), Cuts Magic by 1.6 (5.9%)
-18.7% Relative Evade (11.7% Raw), Adds 15.4% to Enemy Crit Rates
DL Damage: 41.7
Double Rate: 27.2% (41.1% double rate, 13.9% doubled rate)
Skills: Hex, Anathema, Vengeance, Tomebreaker
-Enemies adjacent to Tharja have -15 evade
-Enemies within 3 squares of Tharja have -10 evade and crit evade (factored in, stacks with the above)
-Tharja has a 38% chance per hit of dealing extra damage equal to half her missing HP
-Tharja has +50 hit and evade if her opponent has a tome equipped (60.5% Relative Evade/71% Raw). Hit jumps on Waste to over 105.2%

Waste: 32.8 Dark magic (27.4 x 2 Base, 59.9% Hit Range 1, 32.3% Hit Range 2)
Forged Nosferatu: 23.4 Dark magic (25.4 Base, 92.2% Hit Range 1, 75.8% Hit range 2), half of damage becomes healing
Thoron: 31.5 Thunder Magic, (31.4 Base, 87.7% Hit Range 1, ~69% Hit at Range 2, 7.3% Crit)
Bolganone: 28.1 Fire Magic (29.4 Base, 95.6% Hit Range 1, 82.2% at Range Range)
Rexcalibur: 27.2 Wind Magic (27.4 Base, 99.5% Hit Range 1, 92.2% at Range 2)

Alternate Class:  Dark Knight (8 move, A tomes, B swords)
58.1 HP, 17.6 Str, 30.4 Mag, 20.6 Skl, 31.4 Spd, 14.6 Lck, 28.1 Def, 15.8 Res
102.6% HP, Cuts Physicals by 3.1 (11.5%), Takes extra 1.3 from Magic (4.8%)
-17.2% Relative Evade (12.9% Raw), Adds 15.4% to Enemy Crit Rates
DL Damage: 42.5
Double Rate: 37.9% (48% double rate, 10.1% doubled rate)
Skills: Hex, Anathema, Slow Burn, Lifetaker
-Enemies adjacent to Tharja have -15 evade
-Enemies within 3 squares of Tharja have -10 evade and crit evade (factored in, stacks with the above)

Thoron: 30.8 Thunder Magic (29.4 Base, 90.5% Hit Range 1, 72.9% Range 2, 7.8% Crit)
Bolganone: 26.6 Fire Magic (27.4 Base, 97.2% Hit Range 1,  85.6% Hit Range 2)
Rexcalibur: 25.4 Wind Magic (25.4 Base, 99.9% Hit Range 1, 94.4% Hit Range 2)
Silver Sword +1: 6.5 physical (6.6 Base, 99.1% Hit)
-->Drops Axe damage by 2; Damage increases by 1

Anna - Trickster (7 move, A swords/staves) (20/2)
52 HP, 20 Str, 26.1 Mag, 35 Skl, 33 Spd, 41.7 Lck, 15.1 Def, 18 Res
91.8% HP, Takes extra 9.9 from Physicals (36.7%), Cuts Magic by 0.9 (3.4%)
40.2% Relative Evade (55.5% Raw) (2.7% Relative if Lucky Seven Runs out), Cuts Enemy Crit Rate by 14.7%
DL Damage: 33.6
Double Rate: 49.4% (55.7% double rate, 6.3% doubled rate)
Skills: Locktouch, Movement +1, Lucky Seven, Acrobat
-Anna has +20 hit and evade for the first seven turns (factored in)

Levin Sword: 22.5 magic, (22.1 Base, 118.35% Hit, 0.85% Crit)
Brave Sword: 12.2 physical (6x2 Base, 118.35% Hit, 0.85% Crit)
-->Against Axes: Gains 1 damage. Evade increases to about 65% relative and takes 2 less damage.
-->Against Lances: Loses  4 damage at base, Hit drops to 103.35%, takes 1 extra damage and evade drops about 13.1% Relative

Olivia - Dancer (5 move, A swords) [30/16]
51.1 HP, 20.6 Str, 12.1 Mag, 38.8 Skl, 39.8 Spd, 35.4 Lck, 14.1 Def, 13.1 Res
90.2% HP, Takes extra 10.9 from Physicals (40.4%), Takes extra 4 from Magic (14.8%)
16.5% Relative Evade (37.9% Raw), Cuts Enemy Crit Rates by 8.4%
DL Damage: 24.8
Double Rate: 87.5% (88% double rate, 0.5% doubled rate)
Skills: Luck +4, Special Dance
-When Olivia uses Dance, her target gets +2 str, mag, def, and res, in addition to the usual extra turn

Brave Sword: 13.2 physical (6.6 x 2, 100.9% hit)
-->Against Axes: Gains 1 damage, takes 2 less damage. Evade increases to about 43.7%
-->Against Lances: Loses 4 damage at base, Takes 1 more. Evade/Acc drop, but her damage is shot so she’s lost already).

Cherche - Wyvern Lord (8 move, A axes, B lances)
63 HP, 39.9 Str, 6.4 Mag, 29.9 Skl, 27.5 Spd, 22.5 Lck, 33.9 Def, 9.1 Res
111.2% HP, Cuts Physicals by 8.9 (33%), Takes extra 8 from Magic (29.6%)
16.6% Relative Evade Turn 1, (~15.5 Turn 2, 13.5% Turn 3, ~11.5% Turn 4 etc…) (38% Raw), Adds 4.5% to Enemy Crit Rates
DL Damage: 54.7
Double Rate: 2% (28% double rate, 26% doubled rate)
Skills: Strength +2, Tantivy, Quick Burn, Swordbreaker
-Chereche has Hit Rate + Avoid +10 if no allies in 3 tile radius (in a duel!)
-Cherche has +15 hit and evade on turn 1, lowers by 1 each turn
-Cherche has +50 hit and evade if her opponent has a sword equipped (Basically ~85% sword evade)

Brave Axe: 53.6 physical (26.9 x 2, 99.7% hit decreasing to 93% over 15 turns)
Forged Hand Axe: 19.9 physical (19.9, 111.1% decreasing to 99.7% over 15 turns), 1-2 range
-->Against Swords: Loses 2 damage at Base (4 on Brave), Hit is still well over 100% thanks to Swordbreaker, Takes 1 extra Damage
-->Against Lances: Gains 1 base damage (2 on Brave), Cuts Damage by 3
Silver Lance +1: 28.9 Physical (28.9, 106.1% hit decreasing to 98.2%)
Javelin: 18.9 (18.9, 111.1% decreasting to 99.7% over 15 turns), 1-2 Range
-->Against Swords: Gains 1 Damage at base, Takes 4 Less

Alternate Class: - Griffon Rider (8 move, A axes)
61 HP, 37 Str, 6.4 Mag, 32.8 Skl, 30.5 Spd, 22.5 Lck, 29.9 Def, 9.1 Res
107.7% HP, Cuts Physicals by 4.9 (18.2%), Takes extra 8 from Magic (29.6%)
-0.7% Relative Evade (~25% Raw), Adds 4.5% to Enemy Crit Rates
DL Damage: 59
Double Rate: 28.3% (41.8% double rate, 13.5% doubled rate)
Skills: Strength +2, Tantivy, Deliverer, Lancebreaker
-Chereche has Hit Rate + Avoid +10 if no allies in 3 tile radius (in a duel!)
-Cherche has +50 hit and evade if her opponent has a lance equipped (~80% Evade)

Brave Axe: 46 physical (24 x 2 Base, 95.8% Hit)
Forged Hand Axe: 17 physical (17 Base, 100.5% hit)
-->Against Swords: Loses 2 damage at Base (4 on Brave), Hit on Brave Axe falls to 82.6%, Takes 1 extra Damage
-->Against Lances: Gains 1 base damage (2 on Brave), Cuts Damage by 4

Henry –  Sorcerer (6 move, A tomes/dark tomes)
57.8 HP, 16.6 Str, 31 Mag, 32.6 Skl, 24.4 Spd, 20.4 Lck, 29 Def, 15.8 Res
102% HP (89.4% Prorated), Cuts Physicals by 4 (14.8%), Takes extra 1.3 from Magic (4.8%)
-24.2% Relative Evade (7.7% Raw), Adds 6.6% to Enemy Crit Rates
DL Damage: 47.6
Double Rate: -24.4% (17.8% double rate, 42.2% doubled rate)
Skills: Hex, Anathema, Vengeance, Tomebreaker
-Enemies adjacent to Henry have -15 evade
-Enemies within 3 squares of Henry have -10 evade and crit evade (factored in, stacks with the above)
-Henry has a 66% chance per hit of dealing extra damage equal to half his missing HP
-Henry has +50 hit and evade if his opponent has a tome equipped (50.4% Relative/63.7% Raw)

Waste: 47.6 Dark magic (26 x 2, 0.2% Crit, 74.6% Hit Range 2, 91.2% Hit Range 1), 1-2 Range
Forged Nosferatu: 24.1 Dark Magic, Equals 12.5 for Henry (24, 0.2% Crit, 97.6% Range 2 Hit, 104.1% Range 1), 1-2 Range
Thoron: (30 Base, 10.2% Crit, 91.2% Hit Range 2, 99.3% Hit Range 1), 1-2 Range
Bolganone: (28 Base, 0.2% Crit, 97.7% Hit Range 2, 104.1% Hit Range 2), 1-2 Range
Rexcalibur: (26 Base, 0.2 Crit, ~99.5% Hit Range 2), 1-2 Range

Alternate Class:  Dark Knight (8 move, A tomes, B swords)
60.8 HP, 21.2 Str, 29 Mag, 34.6 Skl, 25.4 Spd, 20.4 Lck, 31 Def, 13 Res
107.3% HP (99.3% Prorated), Cuts Physicals by 6 (22.3%), Takes extra 4.1 from Magic (15.1%)
-23% Relative Evade (8.6% Raw), Adds 6.6% to Enemy Crit Rates
DL Damage: 34.7
Double Rate: -14.8%  (21.4% double rate, 36.2% doubled rate)
Skills: Hex, Anathema, Slow Burn, Lifetaker
-Enemies adjacent to Henry have -15 evade
-Enemies within 3 squares of Henry have -10 evade and crit evade (factored in, stacks with the above)

Thoron: 34.7 Thunder Magic (28.8, 96.6% Hit Range 2, 102.1% Hit Range 1, 10.2% Crit),1-2 Range
Bolganone: 26.9 Fire Magic (26.8 Base, 99.8% Hit Range 2, 0.2% Crit)
Rexcalibur: 24.9 Wind Magic (24.8 Base, 107% Hit Range 2, 0.2% Crit)
Silver Sword +1: 9.3 physical, (9.2, 0.2% Crit, 107.1% Hit)
-->Drops Axe damage by 2; Damage increases by 1

 Lucina - Great Lord (6 move, A swords, B lances)
60.7 HP, 34.5 Str, 7.5 Mag, 37.7 Skl, 39.7 Spd, 36.7 Lck, 26.4 Def, 17.4 Res
107.2% HP, Cuts Physicals by 1.4 (5.2%), Cuts Magic by 0.3 (1.1%)
17.4% Relative Evade (38.6% Raw), Cuts Enemy Crit Rates by 9.7%
DL Damage: 95
Double Rate: 87% (87.5% double rate, 0.5% doubled rate)
Skills: Speed +2, Dual Strike+, Charm, Aether, Rightful KingQueen
-Lucina has a 14.5% chance to hit twice for each attack (29% activation on first draining attack to me), the first one healing her for half the damage she deals and the second one ignoring half the target's defence (+13 damage)

Brave Sword: 50.8 physical (20.5 x 2, +4.9 a hit from Aether, 100% hit)
Parallel Falchion: 28.8 Physical (23.5, +5.3 from Aether, 53.5 vs. dragons, 100% hit); can also be used to heal 20 HP
-->Against Axes, Swords do 1 more damage at base, take 2 less and evasion goes to about ~44.5% relative
-->Against Lances, Swords do 4 less damage at base, takes 1 more and hit goes to 95.5%
Forged Javelin:  18.4 Physical (14.5+3.9 from Aether, 109.9% Hit) 1-2 range, 111.1% hit

Say'ri - Swordmaster (6 move, A swords)
58.1 HP, 33.5 Str, 10.8 Mag, 36.4 Skl, 39.4 Spd, 29.6 Lck, 20.6 Def, 18.6 Res
102.6% HP, Takes extra 4.4 from Physicals (16.2%), Cuts Magic by 1.5 (5.5%)
28.2% Relative Evade (46.6% Raw), Cuts Enemy Crit Rate by 2.6%
DL Damage: 72
Double Rate: 85.6% (86.1% double rate, 0.5% doubled rate)
Skills: Avoid +10, Vantage, Astra, Swordfaire
-The non-double portion of Say'ri's counterattack becomes pre-emptive if she is below half HP
-Say'ri has a 18% chance to deal 5 hits at half damage, consuming one weapon use

Brave Sword: 38.8 physical (19.5 x 2, 99.4% Hit)
Amatsu: 19.6 physical (22.5, 87.2% Hit), 1-2 Range
-->*Against Lances loses 4 base damage (8 on Brave Weapon). Hit on Brave Sword drops to 92% and Amatsu to 66.7%. Lances do 1 more damage
-->*Against Axes gains 1 base damage. Evade goes to 54% Relative (78% Raw). Axes do 2 less.

Tiki - Manakete (6 move) [30/13]
72.6 HP, 44.2 (33.2) Str, 28 (22) Mag, 34.2 (29.2) Skl, 34 (29) Spd, 38.6 Lck, 43.2 (30.2) Def, 36.2 (27.2) Res
128.1% HP, Cuts Physicals by 18.2 (67.4%), Cuts Magic by 19.1 (70.7%)
21.6% Relative Evade Odd Turns (4.6% Relative Even turns) (41.7%/29% Raw), Cuts Enemy Crit Rate by 11.6%
DL Damage: 46
Double Rate: 55.9% (60.9% double rate, 5% doubled rate)
Skills: Odd Rhythm, Wyrmsbane
-Tiki has +10 hit and evade during odd-numbered turns

Dragonstone+: 30.1 or 28.9 physical (30.2 Base, 54.2 vs. dragons, 99.6% Hit on Odd, 95.8% on Even), 1-2 Range

Basilio - Warrior (6 move, A axes, B bows) [*/18]
75.8 HP, 39.6 Str, 4.8 Mag, 32.8 Skl 29 Spd, 23.6 Lck, 27 Def, 10.6 Res
133.8% HP, Cuts Physicals by 2 (7.4%), Takes extra 5.5 from Magic (20.4%)
-16.2% Relative Evade (13.5% Raw), Adds 3.4% to Enemy Crit Rates
DL Damage: 54.3
Double Rate: 15.2% (34.5% double rate, 19.3% doubled rate)
Skills: HP +5, Zeal, Rally Strength, Counter
-Any non-fatal damage Basilio takes while at melee with his opponent is also dealt to the opponent

*Brave Axe: 47.1 physical (26.6 x 2, 88.6% Hit)
*Forged Hand Axe: 19.3 physical (19.6, 98.4% Hit), 1-2 range
-->*Against Swords, loses 2 base damage (4 on Brave Axe), hit on Brave Axe drops to ~70%; takes 1 extra damage.
-->*Gets extra 1 base against Lances and a good extra chunk of Hit. Takes 3 less damage. Evasion to 4.7%
Silver Bow +1: 27.5 physical (28.6, 96.1% Hit)

Flavia - Hero (6 move, A swords, B axes) [*/18]
60.6 HP, 32.4 Str, 7.6 Mag, 37.6 Skl, 35.2 Spd, 28.4 Lck, 28.2 Def, 15.4 Res
107% HP, Cuts Physicals by 3.2 (11.9%), Takes extra 1.7 from Magic (6.3%)
15.8% Relative Evade (37.4% Raw), Cuts Enemy Crit Rates by 1.4%
DL Damage: 60.9
Double Rate: 66.3% (69.1% double rate, 2.8% doubled rate)
Skills: Armsthrift, Patience, Sol, Axebreaker
-Flavia has +10 hit and evade during enemy turns (evade factored in)
-Flavia has a 38% chance to heal half the damage she does with an attack
-Flavia has +50 hit and evade if her opponent has an axe equipped (~90% Evade)

Brave Sword: 36.6 physical (18.4 x2, 99.6% Hit; 105.6% on Counter)
-->26.6 against Lances (14.4 x 2, 92.5% Hit), Takes 1 extra damage
-->Does 1 extra to Axes at base, takes 2 less, Evasion is near perfect
*Silver Axe: 22 Physical (22.4, 98.1% Hit)
*Forged Hand Axe: 14 physical (11.4, 101.6% Hit; 111.6% on Counter), 1-2 range
-->*Gets extra 1 base against Lances and a good extra chunk of Hit. Takes 3 less damage.

19
Unranked Games / Child of Light
« on: September 21, 2014, 08:20:14 PM »
1. Level/Mode- I took the stat topic at L50 on Normal/Casual Mode. If you fight every enemy, you will naturally end up around L48. Diamond Armor Oculi can boost EXP should raise that a bit (and strike me as clearly better than middling damage reduction as a long term strategy), so L50 should be obtainable. It also makes it easier to make the stat topic, since fewer levels would mean less skills point and even more alternates would be needed. Normal/Casual does give better EXP than Hard as well.

2. Skill Tree- Child of Light has a skill tree that is a cross between DQ 8 and FFX. There are three distinct paths (similar to DQ 8's 5 paths), and you get 1 skill point per level (Most advancements cost 1 point). As noted above, L50 allows me to include larger portions of trees in default setups. Two characters had arguable default setups (Gen and Aurora). For Aurora, she can trade a some speed for some damage (I went for speed). Gen can trade 30% speed for 70% more damage (I went for damage).

3. Stats/Mechanics
On PC Damage Side, Damage = Attack Stat * Attack Mult / Enemy Defense Modifier
-->Enemy Defense Mod Average at Endgame is 0.0489
-->Enemy Mdef Mod Average at Endgame is 0.0633

Defense and Magic Defense- 5 Points cuts damage by 1%
Crit Rate- I believe this is literal % (Testing shows that crit rate is 85%-90% of listed rate, but I’m assuming that’s randomness)
Dodge-  I believe this is literal %. Works on physical attacks

4. Flow of Battle- Child of Light's flow of battle is system to Grandia. Enemies and Allies que up on a speed bar, and when they hit a certain point on the bar they pick a move (each of which have their own charge times). If they are hit during this charge time period, their move is cancelled and they are moved backwards on the bar. I mostly ignore for the DL as very few enemies in the DL have a cancellable period (so it would just mostly penalize the PCs. I would consider it for more special cases; FFT Archer would be a good example). In game, slow characters can get around being cancelled with an awesome Defend command that cuts damage and your speeds up next turn. Since universal Defend commands have gone out of style, I haven't included upgrades to this in the PC notes.

5. Status Protection- There is none!

6. Averages up Top
HP: 446.57
Def: 215.28
Mdef: 204.43
Damage (3 Turn): 259.85
2.5 Kill Point: 649.6

AURORA
HP: 368….(82.4%)
MP: 45
Str: 80
Def: 228…(Takes 97.9%; Pdur: 84.2%)
Mag: 120
Mdef: 181…(Takes 105.6%; Mdur: 78%)
Crit: 7%
Dodge: 10
Speed: 24 (2.9375 Seconds Turn 1, 5.875 After)

Slash: 100 Physical (98 Base), 1.75 CT
Starlight (8 MP): 353 Holy Magic (327 Base), 2.5 CT
Starlight All (8 MP): 213 MT Holy Magic (197 Base), 3.5 CT
Elevate Damate (6 MP): Increase damage by 35% for 4 turns, 1.75 CT
Counterattack: 10% of using Slash as a counter to being targeted (At 50% damage increase) (Can activate on a miss)
-->Can gain Elevate Damage (9 MP): 45% Increase and Starlight All (10 MP):  298 Damage (276 Base)
for 5 Def and Mdef, losing the Counter and normal Starlight falling to 347 Magic (321)

If you only allow for one setup (no switching at all), Aurora chooses to trade 1 MP, 2 Mag, 5 Mdef and Def  (Pdur: 83.3%, Mdur: 77%) and counter in order to have the following damage:

Slash: 162 Physical
Starlight: 347 Holy Magic (321 Base)

Igniculus (By technical rules, Iggy probably isn’t legal, but it fits very, very well with the plot of the game so this just kind of feels natural. I allow him for Aurora personally, but can see why people would not)

Igniculus starts with 1 full Light bar. Every battles at least has 2 Flowers that can be used to fully recharge the Light Bar. Otherwise it naturally takes 50 seconds for the bar to fully refill):
Enemy Slowdown: Ignisculus can approximately halve enemy speed. This includes casting time. Doing this for a full turn would use about 90% of the full bar.

Regen/Heal Effect:
Ignisculus can heal 140 HP on Aurora’s turn (Uses full bar)
If the light bar has run out, Ignisculus will regain enough to get about 20 HP regen a turn.

Speed Breakdowns:
1.75 CT= 4.6875 Seconds Turn 1, 7.625 After (101.7% Turn 1, 98.8% After)
2.5 CT=5.4375 Seconds Turn 1, 8.375 Seconds After (87.7% Speed Turn 1, 90% After)
3.5 CT=6.4375 Seconds Turn 1, 9.375 Seconds After (74.1% Speed Turn 1, 80.3% After)

Alternates:
Light Ray Path:
51 MP
PDef: Take 102.8%, Pdur: 80.1%
Mdef: Takes 104.4%, Mdur: 78.9%
Dodge: 12

Slash: 94 Physical (92 Base), 1.75 CT
Light Ray (12 MP): 399 Holy Magic (373 Base), 10% ID, 3.5 CT
Elevate Damage (6 MP): Increase damage by 35% for 4 turns, 1.75 CT
Counterattack: 20% of using Slash as a counter to being targeted (At 50% damage increase) (Can activate on a miss) (Can boost to 30% for cost of 5 Magic; Light Ray falls to 376 (348 Base))

Physical Setup w/ Best Counter (Lose 4 Magic)
Pdur: 82.2% (Takes 100.3%)
Mdur: 76.2% (Takes 108.1%)

Slash: 152 Physical (148 Base)
Slash All: 87 MT Physical (95 Base)
Light Ray (8 MP): 385 Magic (360 Base)
Counterattack: 30% of using Slash as a counter to being targeted (At 50% damage increase) (Can activate on a miss)

RUBELLA
HP: 468….(108.8%)
MP: 55
Str: 60
Def: 177…(Takes 109.3%, Pdur: 99.5%)
Mag: 36
Mdef: 200…(Takes 100.9%, Mdur: 107.8%)
Crit: 7
Dodge: 11
Speed: 27 (2.625 turn 1 base, 5.25 After)

Tumble: 122 Physical (120 Base), 1 CT
Heal (10 MP): 370 ST Healing, 1.75 CT
Heal All (10 MP): 146 MT Healing, 3.5 CT
Revive (4 MP): 60% Revival, 1 CT
Ailment Protection (2 MP): 4 Turns of Status Protection, 2.5 CT
Counter Heal: 30% Chance to Heal 128 HP if HP drops under 30%

Speed Breakdowns:
1 CT=3.625 Seconds Turn 1, 6.25 After (131.5% Speed Turn 1, 120.6% After)
1.75 CT= 4.375 Seconds Turn 1, 7 After (109% Turn 1, 107.7% After)
2.5 CT=5.125 Seconds Turn 1, 7.75 Seconds After (93% Speed Turn 1, 97.2% After)
3.5 CT=6.125 Seconds Turn 1, 8.75 Seconds After (77.8% Speed Turn 1, 86.1% After)

Alternates:
Rubella can trade Counter Heal or make her physical worse to get better MT Healing. This generally never strikes me as a good trade.

FINN
HP: 425…..(95.2%)
MP: 63
Str: 65
Def 124…(Takes 123.6%, Pdur: 77%)
Mag: 108
Mdef: 281…(Takes 80.9%, Mdur: 117.8%)
Crit: 8
Dodge: 9
Speed: 27…(2.625 Seconds Base Turn 1, 5.25 afterwards)

Knock: 72 Physical (70 Base), 1 CT
Lightning Strike (13 MP): 480 Thunder Magic (444 Base), 2.5 CT
Wildfire (7 MP): 326 Fire Magic (302 Base), 2.5 CT
Lightning Strike/Wildfire All (10 MP): 278 MT Thunder/Fire Magic (258 Base), 3.5 CT
Monsoon (5 MP): 230 Water Magic (213 Base), 2.5 CT
Rage of Capilli: 30% Boost to Spell Power (Passive)

Speed Breakdowns:
1 CT=3.625 Seconds Turn 1, 6.25 After (131.5% Speed Turn 1, 120.6% After)
2.5 CT=5.125 Seconds Turn 1, 7.75 Seconds After (93% Speed Turn 1, 97.2% After)
3.5 CT=6.125 Seconds Turn 1, 8.75 Seconds After (77.8% Speed Turn 1, 86.1% After)

Alternates:
Improved Fire Magic and Physical : Can trade Rage of Capilli falling to 20% and 15 Def (Pdur:  74.8%) for Knock (104; 101 Base) and  Wildfire (443 (410 Base)
-->Better MT Fire: Can further trade 50 Power Lightning Strike for Wildfire All (372 Magic (344 Base))
Improved MT Lightning: Can trade 15 Def (Pdur 72.6%) to get best Lightning Strike All (403 Magic (373 Base), 15 MP)

Water Path
Loses 5 Str, 2 Ddg, Gain 3 MP
Monsoon (13 MP)-  443 Damage (410 Base)
Lightning Strike (7 MP)-  301 Magic (279 Base)

TRISTIS
HP: 426…..(95.4%)
MP: 46
Str: 76
Def: 329…(Takes 72.9%, Pdur: 130.9%)
Mag: 42
MDef: 310…(Takes 73.8%, Mdur: 129.3%)
Crit: 7
Dodge: 21
Speed: 25…(2.8125 on Turn 1, 5.625 After)

Tumble: 121 Damage (119 Base), 1 CT
Tumble All: 72 MT Physical (71), 1.75 CT
Haste (7 MP): Increase Speed 60% for 5 turns, 2.5 CT….(Moves base speed to 3.5625)
Ultimate Armor (8 MP): Cuts damage 20% for 7 turns, 1.75 CT
Unstoppable (8 MP): Protects from interruption while casting for 5 turns, 2.5 CT

Speed Breakdowns:
1 CT=3.815 Seconds Turn 1, 6.625 After (125% Speed Turn 1, 113.8% After)………………..(165.2% under Haste)
1.75 CT= 4.565 Seconds Turn 1, 7.375 After (104.4% Turn 1, 102.2% After)………………….(141.9% under Haste)
2.5 CT=5.315 Seconds Turn 1, 8.375 Seconds After (89.7% Speed Turn 1, 90% After)..…(124.3% under Haste)

Alternates:
Tristis can trade 2 MP, 10 HP to get 1 Dodge and better Tumble All (107 Damage (104 Base)
Tristis can trade some stats to improve some of the already bad buffs or make them MT. Not worth it.

ROBERT
HP: 439……..(98.3%)
MP: 23
Str: 94
Def: 228…(Takes 97.9%, Pdur: 100.4%)
Mag: 56
Mdf: 200…(Takes 100.9%, Mdur: 97.4%)
Crit: 20
Dodge: 28
Speed: 30… (2.375 Second Base on Turn 1, 4.75 Afterwards)

Shoot Arrow: 215 Physical (188 Base), 1.75 CT
Rain Arrow: 100 MT Attack (83 Base), 2.5 CT
Hinder (5 MP)- 157 Physical (138 Base), 50% Slow for 2 Turns (Closer to 37.5% in effect), 3.5 CT
-->Adds on about 5 extra seconds for an enemy action
Antidote All- 69 Healing+Status Healing, 1.75 CT
Sure Shot (Passive): Supposed to boost crit rate; I don’t think this works, so no effect.

Speed Breakdowns:
1 CT=3.375 Seconds Turn, 5.75 Afterwards (141.3% Turn 1, 131% After)
1.75 CT= 4.175 Seconds Turn 1, 6.5 After (114.2% Turn 1, 115.9% After)
2.5 CT=4.875 Seconds Turn 1, 7.25 Seconds After (97.8% Speed Turn 1, 103.9% After)
3.5 CT=5.875 Seconds Turn 1, 8.25 Seconds After (81.1% Speed Turn 1, 91.3% After)

Alternates:
Max Hinder (Lack of MP makes this a very desirable option, but it’s there):
-->Lose 2 Dodge
-->Can further trade 5 HP and 10 Def for 4 Strength (Boosts damage 4.2%)
Hinder (8 MP): 229 Physical (198 Base)+50% Slow for 2 Turns to Enemy, 3.5 CT
Hinder All (6 MP): 144 MT Physical (124 Base)+50% Slow for 2 Turns to Enemy, 3.5 CT
Shoot Arrow: 149 Physical, 1.75 CT

Going on Double Hit Path
HP: 444 (99.4%)
MP: 23
Def: 203….(Takes 104.1%, Pdur: 95.5%)
Mdef: 220…(Takes 96%, Mdur: 103.6%)
Dodge: 24

Shoot Arrow: 111 Damage (98 Base), 1.75 CT
Double Hit (8 MP)- 252 Damage (221 Base), 1.75 CT
Hinder (5 MP)- 176 Damage (154 Base)+ 50% Slow for 2 Turns, 3.5 CT
Rain Arrows: 146 MT Physcal (128 Base), 2.5 CT
Antidote (6 MP)- 96 Healing+Status Healing, 1 CT

-->Can trade 7 Str (6.7% loss on damage), 5 Def, 5 Mdef, 1 Crit for 2 Dodge, 5 HP and 153 Damage Shoot Arrow (134 Base)
-->Hinder becomes (3 MP) and 115 damage (101 Base)

OENGUS
HP: 614……(137.5%)
MP: 18
Str: 105
Def: 303….(Takes 79.4%, Pdur: 173.2%)
Mag: 48
Mdef: 109….(Takes 123.4%, Mdur: 111.4%)
Crit: 20
Dodge: 5
Speed: 22 (3.1875 Seconds Turn 1, 6.375 After)

Kategida Cleave: 293 Physical (257 Base), 20% chance to move enemy 50% back on timeline, 1.75 CT
Kategida Cleave (All): 170 MT Physical (149 Base), 20% chance to move enemy 40% back on timeline, 2.5 CT
Armor of Titans (5 MP): Suffer 30% less damage for 4 turns when hit by a physical, 1.75 CT
Kiss of Death: 15% Chance of ID on any attack (Passive)

Speed Breakdowns:
22 Speed
1.75 CT= 4.9375 Seconds Turn 1, 8.125 After (96.6% Turn 1, 92.8% After)
2.5 CT=5.6875 Seconds Turn 1, 8.875 Seconds After (83.8% Speed Turn 1, 84.9% After)

20 Speed
1 CT=3.625 Seconds Turn 1, 6.25 After (131.5% Speed Turn 1, 120.6% After)
1.75 CT= 4.375 Seconds Turn 1, 7 After (109% Turn 1, 107.7% After)
2.5 CT=5.125 Seconds Turn 1, 7.75 Seconds After (93% Speed Turn 1, 97.2% After)
3.5 CT=6.125 Seconds Turn 1, 8.75 Seconds After (77.8% Speed Turn 1, 86.1% After)

19 Speed
1 CT=3.625 Seconds Turn 1, 6.25 After (131.5% Speed Turn 1, 120.6% After)
1.75 CT= 4.375 Seconds Turn 1, 7 After (109% Turn 1, 107.7% After)
2.5 CT=5.125 Seconds Turn 1, 7.75 Seconds After (93% Speed Turn 1, 97.2% After)
3.5 CT=6.125 Seconds Turn 1, 8.75 Seconds After (77.8% Speed Turn 1, 86.1% After)

Alternates:
Taunt: Can Trade 2 Speed and Kiss of Death falling to 10%, for Taunt (8 MP)- which draws focus for 5 turns and gives 5 turns of 50 HP regen (kicks in when Oengus picks a move to use), 1 CT
Kiss of Death to 20%: Can Trade 10 Defense, Kategida Cleave being reduced to 199 Damage (175 base) (20% of 40% Delay), MT Kategida being reduced to 140 Damage (123 Base) (20% Chance of 20% Delay) for upgrading Kiss of Death to 20%
Best MT: Can Trade 10 HP, Kiss of Death falling to 10%,and 3 Speed to up Kategida Cleave All to 246 Damage (216 Base) (20% chance of 50% Delay)
Slightly Better Attack for Speed: Can Trade 2 Speed, Kiss of Death failing to 10% for 2 Attack (298 Damage Kategida Cleave (262 Base))
More Attack for Speed: Can Trade 10 HP, 3 Speed, Kiss of Death falling to 10%, 5 Defense for 4 Attack and 2 MP (304 Damage Kategida Cleave (267 Base)

Quake Options:
Quake is a move that has a 1 turn cast time. It takes 3.5 CT to cast on the initial turn and 1.75 CT on the 2nd turn when Quake is actually activating. This means that the move effectively activates at 83.1% Speed on Turn 2 for option 1, 78.1% for options 2 and 3 and 72.9% for Option 4
Quake (Better Speed): Loses 5 Def, 1 Str, 5 HP and Kategida Cleave gets must worse for 3 MP, 1 Crit and Quake (Better Attack): Loses 2 Speed, Kiss of Death to 10%, 5 Def and worse K. Cleave for 3 MP, 1 Crit, 4 Attack and Quake (417 Damage (362 Base)
-->Can trade another 1 point of Speed and 10 HP for 2 more attack (424 Damage (369 Base)
Best Quake (Better Speed): Loses 2 Speed, Kiss of Death falls to 10%, 25 Def, 1 Str, 10 HP, Gains 6 MP, 4 Crit, 4 Strength, and Quake (628 Damage (533 Base), 3.5 C
Best Quake (Better Attack): Loses 4 Speed, 25 HP, 25 Def, Kiss of Death and Armor of Titans, Gains 6 MP, 4 Crit, 13 Attack and Quake (680 Damage (577 Base)

GEN
HP: 386……(86.4%)
MP: 44
Str: 81
Def: 143…(Takes 118.9%, Pdur: 72.7%)
Mag: 71
Mdf: 145 (Takes 114.5%, Mdur: 75.5%)
Crit: 16
Dodge: 23
Speed: 25…(2.8125 on Turn 1, 5.625 After)

Slow Strike (12 MP)- 235 Magic (202 Base)+ Reduce Enemy Speed 30% for 4 Turns (Closer to 22.5% in effect), 3.5 CT
Backward Slam- 96 Physical (87 Base)+ 20% Pushback, 1.75 T
Jump Forward Jig (12 MP)- Begin at 50% on Timeline for 4 Turns, 1.75 CT
Battle Cry: Increases speed 50% when HP is below 25% (Passive)

Speed Breakdowns:
1 CT=3.815 Seconds Turn 1, 6.625 After (125% Speed Turn 1, 113.8% After)………………..(197.7% after 50% Battle Cry; 280.4% after 70% Battle Cry)
1.75 CT= 4.565 Seconds Turn 1, 7.375 After (104.4% Turn 1, 102.2% After)………………….(165.2% after 50% Battle Cry, 219.2% after 70% Battle Cry)
2.5 CT=5.315 Seconds Turn 1, 8.375 Seconds After (89.7% Speed Turn 1, 90% After)……(141.9% after 50% Battle Cry, 180% after 70% Battle Cry)
3.5 CT=6.315 Seconds Turn 1, 9.375 Seconds After (75.5% Speed Turn 1, 80.4% After)…(119.4% after 50% Battle Cry, 145.7% after 70% Battle Cry)

Alternates:
Physical/Paralyze Path
Gains 5 Mdef, Loses 2 Dodge, 4 MP and 7 Magic
Backwards Slam: 140 Physical (127 Base)+ 20% Delay, 1.75 CT
Backward Slam All- 83 MT Physical (75 Base) 20% Delay, 3.5 CT
Paralyze (16 MP): Stop Enemy for 12 Seconds (Works on Everything; Status can be refreshed), 2.5 CT
Slow Strike (6 MP)- 99 Magic (85 Base)+Slows Enemy 30% for 2 turns (Closer to 22.% in effect), 3.5 CT
Jump Forward Jig (8 MP)- Ally beings at 30% on Timeline for 4 Turns (Cuts off 1.6875 Seconds), 1.75 CT
Battle Cry: Increases speed 70% when HP is below 30% (Passive; Pair with Paralysis and she can squeeze out 3-4 attacks. If saves the MP to use Paralysis twice, then she's probably looking at potentially 6 turns)

20
RPG Stats Forum / Star Ocean 3
« on: July 06, 2014, 09:44:40 PM »
1. Intro- This topic is a long time in coming, needless to say. Nearly a decade after SO 3 in some form first hit the market, here's finally some more balanced, tested DL notes.

2. Combo Methodology- I took combos against 12 enemies of various sizes in the battle arena. As such, these are effectively an average of how the combos work in 1 on 1 scenarios (which can be backed up in game. It often feels like the AI will be focusing on other enemies while you are handling 1 yourself).

I put in notes on how well skills combo. I sometimes listed alternate combos below the skills that looked like they mathematically had the potential to be better than one of the primary combos, but didn't work as well in practice. These are mostly listed so that if you are interested in a combo, you can know whether it was explicitly tested.

3. Tech Notations- 14 CP, L10/L3, L2 Crit, 1/1.83- This would mean a given combo costs 14 CP, the first tech use is at L10 and the second is at L10, the crit skill is at L2, and in an average combo, the first tech is successful  once and the second is successful 1.83 times (1, then 0.83).

4. Allowance of Skills- When CP allowed, I allow HP or MP damage increase (PCs only get one or the other) and No Guard. Given how I tested (trying to allow for very clean combo setups), if there wasn't enough CP for No Guard, I prorated the damage (between 10 or 30% depending on how good the combo is without No Guard in play). Nothing major, but it's definitely a potent effect. I probably should have tested with No Guard with less clean combo setups, but I figured that out later, didn't feel like re-testing everything, and this should still be pretty close.

5. Tech Level Increases – Note that there are generally 5%. The FAQ bases are a little wrong (always within +/- 7.5% minus scenarios where they are very wrong). For any skills where the FAQs are wrong, the change is noted in the tech description area. Generally early super spammable skills will end up at L10. Spells increase more quickly than techs naturally, which is why Sophia can tend to gain spell levels quickly.

6. Item Creation- Is allowed for weapon/armor (minus any that can only be made by Boyd, who takes an average of 135 Bunny Races to get. That's beyond level grinding to me). I'm allowing 1 Orihalcum and 1 Dark Crystal (good balance of doing some item creation, but not going all the way out to insane levels. Also serves to better smooth out attack curves to better match in game a bit). On items that have increasing innate effects, these have been increased to max.

7. Speed- Turn 1 speed is a combination of running speed+attacking speed+time gap until the first tech starts (often the initial basic physical can miss)+a few misc speed penalties in certain cases (namely for Cliff and Mirage, whose basic physicals have some serious problems).

LATER SPEED HAS NOT YET BEEN TESTED!

8. Evade- Evade is a combination of running speed (including take off time) squared (because Fayt being double the speed of Maria will lead to better than double base evasion rate) plus/minus bonuses from techs. Since this is a nebulous stat, relative evasion comes in even better use here than normal! Basically, Side Kick is awesome for evasion, most everything else won't be coming up.

Evade covers both magic and physicals since it's a literal barometer of the character running out of the way.

50% Bonus for knocking an enemy down and tieing them up when PC can move far quicker.
Bonus of 5%-25% for movement (tech naturally moves PC out of way partially so they don't get hit as much)
Bonus of 10% for clean knockdown
-25% Penalty for No Guard (Inability to get away from multi hit attacks, which are most of the attacks in game)

9. Status/Status Protection (PLEASE NOTE THAT STATUS CAN NOT RESTACK)
Confuse- 2.2% MHP and 1.1% MMP damage every 2 second, Character wanders around. Note that it's easy for additional hits to knock off the Confuse, so it's never a great strategy for any SO 3 PCs in the DL.
Poison- 4.167% MHP damage every 3 seconds (Doesn't seem to wear off)
Freeze- Enemy is frozen and is instant death shattered upon being attacked by most non-elemental physicals (Note that in battle arena it's not 100%, but it seems to be outside of it)
Paralysis- Enemy can't move or attack; Evasion drops to 0. Lasts about ~17 seconds.
Stone
Instant Death- You are dead
Silence- Can't use magic. Haven't tested duration or anythign

The PCs can block Poison, Silence, Freeze, Paralysis, Stone and ID with accessories.

10. Balancing of HP/MP Damages for Average and MP Kills:
In game, an SO 3 character can kill or be killed by MP damage. I don't factor this aspect in the DL and instead just see it as normal MP damage. In terms of averaging MP damage, I take the best MP damage, then prorate by how much HP damage a character is losing (since if they end up with 100% MP damage and 1% HP damage, they will generally lose even to the likes of Estella as they won't have the ability to outslug).

11. Averages up Top
HP: 13,395
MP: 2,287
Att: 1,690
Def: 334.7
HP Damage (3 Turn): 90,256.5
-->225,641.25 Kill Point for 2.5 Damage
MP Damage (3 Turn): 4,234 (4,970.5 without Proration noted above in item 10)
-->10,585 (12,426) MP Kill Point

21
RPG Stats Forum / Grandia 2
« on: January 19, 2014, 05:57:25 AM »
1. Stats and Level- Taken at L51 (Including Mareg). Here are the relevant stat notes besides speed, which has it's own header:
Attack/Magic: Determine attack or magic damage. Just to note that techs/spells are generally Base Damage+(Relevant Attack Stat-Relevant Defense Stat)
Defense- Each point cuts damage by about 2.5 Points
Mentality- Each point cuts magic damage by 3.5 Points (Enemy Magic Mults might be a bit stronger overall), Also Improves Healing
Move- Movement and also base Evasion (which is pretty middling at default)

2. Speed- Grandia speed effectively has 3 parts. Normal speed (bars filling up for characters waiting to get their turns), charge times (time it takes for move to activate once it is chosen) and recharge time (time it takes after move is used for bars to start filling back up). I tested these with 1 PC alive due to simplicity (so any factors that change when multiple are alive is lost). I suspect that recharge time is greatly increased when you killed something and when there are more PCs alive (but hopefully this factor should mostly balance).

Obviously my tests are approximations given that unlike say, Star Ocean 2, I had no way to reasonably slow down the game to make these precise.

Speed Turn 1- Characters start out with half of their speed bars filled up. As such, for turn 1, speeds are half factored, with charge times mattering.

3. IP Damage and Cancel- A plethora of moves do IP damage, which delays enemies as long as they are not in the charge part of their turns. Of course, given that many bosses have resistance to this (and many randoms just die in a hit), I'm estimating that only damage more than 20% IP counts. Since it doesn't have an effect when enemies are in the charge section, it's of questionable DL worth anyways beyond either preventing a double against a faster opponent or causes a double against a much, much slower opponent. IP Damage can not set a bar back below 0.

Cancel effects cancel an enemy's turn in the charging section and knock them back massive (50% of the turn wait). Basically occurs when an enemy is slightly slower than the cancel move. Again, little overall DL effect as this isn't going to allow for a double, but can prevent a double against some speedy types.

4. Techs (and Magic)- Ignore in game evasion. Good enough to get basic evasion, although not really so thorough to get past comprehensive evasion ala Fire Emblem or Disgaea 2 (to me at least)

5. Skills- I'm taking Millenia and Elena's magic as having generalized skill boosts. Note that this both increases power (although not 10-50% as the skill notes; the effect is a bit more muted than that) and decreases casting time (approximately 60-65% at level 5).

6. Statuses
Confuse- Use random move against an enemy or ally (could be seen as nothing in the DL, could be seen as partial chance of doing nothing to reflecting attacking an enemy, could at least be seen as making the enemy use something random); Knocks target back to beginning of bar; Lasts about 1 enemy turn
Instant Death- PC Side Only
Paralysis- Character is paralyzed and their accumulated turn order is set to 0. Lasts about 8 seconds on enemies.
Poison- Slight damage every few seconds. Don't believe this wears off
Silence- No spells. Don't believe this wears off
Sleep- Character is put to sleep and their accumulated turn order is set to 0. Cancelled by damage or wears off naturally. Lasts about 1.5 turns.
Tech Lock- No physical techs. Don't believe this wears off

Weapon Status- Appears to be 25% per string barring Ryudo's ID

7. Averages up Top
HP- 3076
Defense- 323
Mentality- 189
Turn 1 Speed: 3.625 Seconds
Damage (Three Turn)- 3760 (3811 w/ Full King's Pride Boost)
Kill Point (2.5x)- 9401 (9528)


RYUDO
HP: 3173 (103.2%)
SP: 224
ATK: 407......(382) (379) (342) (301)
DEF 336........(Cuts by 33 or 2.7%)
ACT: 122.......(5 Seconds to Fill up Bar; 2.5 Seconds Turn 1)
MOV: 115
MEN: 171......(Takes extra 63 or 5.1%)

Granasaber (150 Attack, Cuts SP costs 15%, Already Factored in)
Aura Armor- 64 Def; Increases Power of Moves
Charisma Helm- 38 Def, 5 Act
Battle Boots- 12 Def, 12 Mov

Thor Sword- 125, Thunder Physical, ~3.5% Less Tech Damage
Icefang Sword- 122, Ice Physical (For Persona type weaknesses, ~3.5% Less Tech Damage)
Blazing Sword- 120, Fire Physical (For Persona type weaknesses, ~3.5% Less Tech Damage)
Silence Sword- 85 Attack, 25% Silence on Final Attack of Normal Attack String, ~9.5% Less Tech Damage
Shadowblade- 44 Attack, 5-10% ID on Final Attack of Normal Attack String, ~16% Less Tech Damage
Crampons (Shoe)- 4 Defense, 20% Ice Resistance

Physical: 700 (650 Thunder) (645 Ice) (640 Fire) (550+25% Silence) (490+5%-10% ID), ~2.5 Seconds to Resolve on average

TECHS
Tenseiken Slash (20 SP): 2075 Physical Damage+Cancel Effect, 5% Bar Delay, 0 CT, 0.5 RT
Flying Tenseiken (34 SP): 3535 Physical Damage, 15% Bar Delay, 0.75 CT, 1.5 CT
Purple Lightning (27 SP):  2830 Physical Thunder Damage, 5% Bar Delay, 0.5 CT, 1.25 CT
Sky Dragon Sword (84 SP):  3965 MT Phyiscal Damage, 30% Bar Delay, 1.75 CT, 2.25 RT

Turn 1 Speeds:
Physical
Tenseiken Slash: 143%
Flying Tenseiken: 110%
Purple Lightning: 119.4%

Turn 2 Speeds (Average Turn 2 Speed is 11.33)
Flying Tenseiken x2: 108%
Tenseiken Slash, Flying Tenseiken: 129.5%
Flying Tenseiken, SDS: 98.5%

Turn 3 Speeds (Average Turn 3 Speed is 19.625, Turn 4 is 27.3 and Turn 5 is 34.875)
Flying Tenseiken x 3: 110.5% (Relatively the same through turn 5)
Tenseiken Slash, Flying Tenseiken x 2: 122.6% (Falls to about 118%, then 114% turn 5 spamming FT)
Flying Tenseiken x 2, SDS: 104.7% (Relatively the same through turn 5)


ELENA
HP: 2826 (91.9%)
SP: 206
MP: 263
STR: 327..........(307) (297) (249) (200)
DEF: 307..........(Takes extra 40 or 3.3%)
ACT: 102.........(6 Seconds to Fill Up Bar; 3 Seconds Turn One)
MOV: 107
MAG: 162
MEN: 265........(Cuts by 266 or 21.6%)

Holy Ghost Staff- 138 Attack, Cuts MP costs by 10%)
Priestess' Robe- 68 Def, Status Immunity (Would extend this to ID personally, although Grandia 2 doesn't have any enemy side ID, G1 and G3 general blockers get ID)
Priest's Hat- 36 Def. Immune Magic/Move block.
Battle Boots- 12 Def. 12 Mov

Alternates
Guardian Staff- 118 Attack, Earth Based Damage
Decalogue Staff- 108 Attack, 25% Tech Lock +15% Silence
Blazing Staff- 60 Attack, Fire Based Damage
Whirlwind Staff- 60 Attack, Wind Based Damage
Dragon Wand- 11 Attack, Lightning Based Damage
Red Fur Coat- 46 Defense, 20% Ice Resistance (Stacks with Crampons)
Magnolia Bandana- 16 Def, 10% Earth Resistance
Crampons (Shoe)- 4 Defense,20% Ice Resistance (Stacks)

Attack:  540 (500 Earth) (480+25% Move Block and 15% Silence) (385 Fire) (385 Wind) (285 Thunder), ~2.5 Seconds to Resolve on average

TECHS
Impact Bomb (25 SP):  1600 Physical Damage+Cancel Effect, 0 CT, 0.5 RT
Nightmare Ball (18 SP): 1380 AoE Magical Damage+92% Sleep, 0.5 CT, 1.25 RT
-->Sleep lasts about 1.5 turns and resets enemy turns. This means that if someone is weak to Sleep and the hit rate is 100%, Elena could spam this endlessly.
Droplets of Life (90 SP): Full MT Healing+Revival; 1.25 CT, 4 RT
White Apocalypse (80 SP): 4315 MT Magical Damage, 15% Bar Delay, 1.75 CT, 2.25 RT

SPELLS
Heal (5 MP)- 1730 ST Healing (1060; MEN based), 0.25 CT, 0 RT
Healer (10 MP)- 2730 ST Healing (2060;  MEN based), 0.5 CT, 0 RT
Healer+ (21 MP)- 3850 ST Healing (3180;  MEN based), 0.75 RT, 0.75 RT
Alhealer (19 MP)- 2510 MT Healing (1840;  MEN based), 0.75 CT, 1.25 RT
Tremor (15 MP)- 1700 AoE Earth Magic, 0.75 CT, 1.25 RT
Quake (40 MP)- 2950 MT Earth Magic, 1.25 CT, 1.25 RT
Crackle (16 MP)- 2120 Ice Magic, 20% Bar Delay, 0.75 CT, 1.25 RT
Crackling (52 MP)- 2750 MT Ice Magic, 5% Bar Delay, 1.5 CT, 1.75 RT
Snooze (5 MP)- 60% MT Sleep, 0.5 CT, 0 RT
Fiora (10 MP)- 72% small AoE Move Block, 0.5 CT, 0 RT
Shhh! (9 MP)- 72% small AoE Magic Block, 0.5 CT, 0 RT
WOW! (5 MP)- Increases Physical Attack (up to 5 Levels); 0.25 CT, 0 RT
-->Improves Physical Damage about 5% per casting
Diggin (4 MP)- Increases Defense, MT (up to 5 Levels), 0.25 CT, 0 RT
--<Each level raises defense 10%
Speedy (7 MP)- Increases Speed (up to 5 Levels); 0.5 CT, 0 RT
-->Maybe 10% speed per cast, but it only effects the bar until the charge time kicks in. At level 5 cuts off 3 seconds.
Runner (3 MP)- Boosts Movement and Evasion (up to 5 Levels), MT, 0.5 CT, 0 RT
-->Maybe worth 10% evade per cast. At level 5 gives perfect evasion

Turn 1 Speeds
Impact Bomb: 119.4%
White Apocalypse: 75.4%
Nightmare Ball/Fiora/Shh!: 102.3%
Heal: 110%
Healer: 102.3%
Healer+: 95.6%
Tremor, Crackle: 95.6%
Quake: 84.1%
Crackling: 79.6%

Turn 2 Speeds (Average Speed is 11.33)
WA x 2: 76.8%
Quake, WA: 85.%

Turn 3 Speeds (Average Turn 3 Speed is 19.625, Turn 4 is 27.3 and Turn 5 is 34.875)
Quake, WA x 2: 84.4%
Quake x 2, WA: 90.2%


MAREG (Stats are estimated based off L46 and L41 growth comparison, as well as L41, L46 and L51 growth comparison for Ryudo and Tio. It appears that stat growth slows slightly in later levels)
HP: 3621 (117.7%)
SP: 242
ATK: 423.......(404) (401) (381)
DEF: 357.........(Cuts by 87 or 7.1%)
ACT: 98...........(6.25 Seconds to Fill up the Bar, 3.125 Second Turn 1)
MOV: 112
MEN: 138........(Takes extra 179 or 14.6%)

Leo Rex Battleax- 150 Attack, +3 SP on Physicals (Note that this is actually 120 Attack, but since I'm scaling Mareg to endgame, I'm scaling this up too)
Aura Armor- 64 Def; Increases Power of Moves
Charisma Helm- 38 Def, 5 Act
Battle Boots- 12 Def, 12 Mov

Alternate Equips:
Tundra Battleax- 131 Attack, Ice Base, Item Cast Burnstrike (Not effected by elemental skill, so not winning with item cast spells), ~2.5% Less Tech Damage
Inferno Battleax- 128 Attack, Fire Base, Item Cast Crackle, ~2.5% Less Tech Damage
Earth Axe- 108 Attack, +10 Defense, Earth Based, ~6% Less Tech Damage
Crampons (Shoe)- 4 Defense, 20% Ice Resistance

Attack: 733 (695) (689) (649), ~2.5 Seconds to Resolve on average

TECHS
Beast-Fang Cut (26 SP)- 2065 Physical+Cancel, 0 CT, 0.5 RT
Beast-King Smash (44 SP)- 3660 Physical Damage, 30% Bar Delay, 0.75 CT, 1.5 RT
Beast-King Blast (52 SP)- 2850 AoE Fire Physical, 5% Bar Delay, 1.25 CT, 1 RT
Lion's Roar (18 SP)- +1 to Attack, MT (Might raises Mareg's damage about 6% per cast), 0.5 CT, 0.5 RT

Turn 1 Speed:
Beast-Fang Cut: 114.6%
Beast-King Smash: 92.4%
Beast-King Blast: 81.9%

Turn 2 Speeds (Average Speed is 11.33)
Beast King Smash x 2: 91.6%
Beast Fang Cut, Beast King Smash: 106.6%

Turn 3 Speeds (Average Turn 3 Speed is 19.625, Turn 4 is 27.3 and Turn 5 is 34.875)
Beast King Smash: 94%
Beast Fang Cut, Beast King Smash x 2: 102.6%


MILLENIA
HP: 2826 (91.9%)
SP: 264
MP: 202
ATK: 324
DEF:  292........(Takes extra 78 or 6.3%)
ACT: 103........(6 Seconds to Fill Up Bar; 3 Seconds Turn One)
MOV: 106
MAG: 265
MEN: 161.......(Takes extra 98 or 8%)

Black Angel Bow (135 Attack, Drains MP as 10% of damage)
Priest's Robe- 54 Def. Immunes Poison/Paralysis/Plague
Priest's Hat- 36 Def. Immunes Magic and Move Block
Battle Boots- 12 Def, 12 Mov

Red Fur Coat- 46 Defense, 20% Ice Resistance (Stacks with Crampons)
Magnolia Bandana- 16 Def, 10% Earth Resistance
Ruby Barrette- 8 Def, 10% Fire Resistance (Starting Equip)
Crampons (Shoe)- 4 Defense, 20% Ice Resistance (Stacks)

Attack: 535 Damage+53 MP Recovery,~1.5 Seconds to Resolve on average

TECHS
Arrow Shot (25 SP): 1600 Physical Damage+Cancel, 0 CT, 0.5 RT
Heel Crush (20 SP): 1300 Physical Damage+-1 to Enemy Attack/Defense/Speed/Evasion (Up to 5 Levels), 0.75 CT, 1 RT
-->Each level reduces enemy physicals by about 60 and slows them down 10% (minus the charge time part of the bar)
-->At Level 5, enemies basically can't move, which means no basic physicals (or melee attacks)
Fallen Wings (75 SP): 4620 MT Magical Damage, 10% Bar Delay, 1.75 CT, 2.25 RT
Starving Tongue (55 MP): 2300 MT Magical Draining Damage, 1.25 CT, 1 RT
Spellbinding Eye (60 SP): 105 ITD Damage+Enemy is Disabled for 25 Seconds (Unblockable), 1.75 CT, 2.25 RT
-->22.5 Second after the Recharge Time gives her time for 2 Grudging Claws, with another 6 second left over (Against faster opponents, generally going to squeeze in a third). About the same for Starving Tongue or Heel Crush
Grudging Claws (42 SP): 4180 Magical Damage, 30% Bar Delay, 0.75 CT, 1.5 RT

SPELLS
Healer- 1850 (1360) Healing, 0.5 CT, 0 RT
Burnflame (16 MP)- 1850 AoE Fire Magic, 0.75 CT, 0.5 RT
Burnstrike (20 MP)- 2375 Fire Magic, 0.75 CT, 1 RT
Hellburner (42 MP)- 2780 MT Fire Magic, 1.25 CT, 1.25 RT
Howlslash (14 MP)- 1750 Linear Wind Magic, 0.75 CT, 0.5 RT
Howlnado (45 MP)- 2520 MT Wind Magic + 35% Confuse, 1.25 CT, 1.25 RT
Zap! (24 MP)- 2700 AoE Lightning Magic, 1 CT, 1 RT
Zap All (36 MP)- 2980 MT Lightning Magic, 1.25 CT, 1.25 RT
DragonZap (58 MP)- 3400 Linear Lightning Magic+35% Paral, 1.5 CT, 1.75 RT
Snooze (5 MP)- 60% MT Sleep
Fiora (10 MP)- 72% Move Block, 0.5 CT, 0 RT
Runner (3 MP)- Boosts Movement and Evasion (up to 5 Levels), MT; 0.5 CT, 0 RT
-->Maybe worth 10% evade per cast. At level 5 gives perfect evasion
Stram (6 MP)- -2 Attack Levels to Enemy (up to 5 Levels), 0.5 CT, 0 RT
-->Each level cuts off about 60 off damage, so one casting is 120.
Cold (7 MP)- -2 Act Levels to Enemy (up to 5 Levels), 0.5 CT, 0 RT
-->Each level is about 10% to the charging part of the bar. So at level 5, cuts about 30-40% (since it doesn't effect charge times)

Turn 1 Speed
Arrow Shot: 145%
Fallen Wings/Spellbinding Eye: 75.4%
Grudging Claws/Heel Crush: 95.6%
Burnflame/Burnstrike/Howlslash: 95.6%
Zap: 89.5%
Hellburner, Howlnado, Zap All!: 84.2%
Dragonzap: 79.6%
Healer/Fiora: 102.3%

Turn 2 Speeds (Average Speed is 11.33)
Arrow Shot, Grudging Claws: 110.5%
Grudging Claws x2: 88.5%
Grudging Claws, Fallen Wings: 81.7%
Burnflame, Howlslash x2: 103%
Zap X2: 94.4%
Howlnado x2: 88.9%
Dragonzap x2: 82.4%

Turn 3 Speeds (Average Turn 3 Speed is 19.625, Turn 4 is 27.3 and Turn 5 is 34.875)
Arrow Shot, Grudging Claws x2: 106.1% (104% Turn 4, 101.8% Turn 5)
Grudging Claws x3: 96.9% (Fairly steady through turn 5)
Grudging Claws x2, Fallen Wings: 92.3% (Fairly Steady through turn 5)
Burnflame, Howlslash x3: 107.5% (Fairly steady through turn 5)
Zap x3: 98.1% (Fairly steady through turn 5)
Howlnado x3: 92.4% (Fairly steady through turn 5)
Dragonzap x3: 85.3% (Fairley steady through turn 5)


ROAN
HP: 3077 (100%)
SP: 209
ATK: 369..........(339) (279) (273)
DEF: 321...........(Takes extra 5 or 0.4%)
ACT: 124..........(5 Seconds to Fill up Bar; 2.5 Seconds Turn 1)
MOV: 107
MEN: 207..........(Cuts by 63 or 5.1%)

Dirk (140 Attack, Itemcast Wow!)
Aura Armor (Priest's Robe)- 64. Raises power of moves. (Priest's Robe- 54 Def. Resists poison, paralysis, and plauge)
Charisma Helm (Priest's Hat)- 38 Def. 5 Act. (36 Def. Resists Magic/Move block)
Battle Boots- 12 Def, 12 Mov
King’s Pride (25 Attack, Increases Special Attack Strength)
-->Increases Tech Strength by 16%; There is a storebought accessory that is an 8% increase. I probably only give him the 8% boost over that

Alternate Equips
Magnolia Bandana- 16 Def, 10% Earth Resistance
Crampons (Shoe)- 4 Defense, 20% Ice Resistance 

Attack: 675), ~2.5 Seconds to Resolve on average

TECHS
Golden Hammer (22 SP): 2360 (2545 w/ Full King's Pride Boost) Physical Damage, 0 CT, 0.5 RT
True Dragon Rise (42 SP): 3825 (4130 w/ Full King's Pride Boost) Physical Damage, 5% Bar Delay, 0.75 CT, 1.5 RT
Ice Prison (30 SP):  3090 (3340 w/ Full King's Pride Boost) Physical Ice Damage, 0.5 CT, 0.75 RT
Vitality March (20 SP): MT Status Healing, 0.5 CT, 1.25 RT

Turn 1 Speed:
Golden Hammer: 143%
True Dragon Rise: 110%

Turn 2 Speeds (Average Turn 2 Speed is 11.33)
True Dragon x2: 108%
Golden Hammer, True Dragon: 129.5%

Turn 3 Speeds (Average Turn 3 Speed is 19.625, Turn 4 is 27.3 and Turn 5 is 34.875)
True Dragon x 3: 110.5% (Relatively the same through turn 5)
Golden Hammer, True Dragon x 2: 122.6% (Falls to about 118%, then 114% turn 5 spamming FT)


TIO
HP: 2931 (95.3%)
SP: 201
ATK: 359..........(345) (339) (309)
DEF: 327..........(Cuts by 10 or 0.8%)
ACT:  140 …...(4.25 Seconds to Fill Up bar; 2.125 Seconds on Turn 1)
MOV: 129
MEN: 193........(Cuts by 14 or 1.2%)

Phoenix Ring (142 Attack, +1 SP recovery)
Aura Armor (Priest's Robe)- 64. Raises power of moves. (Priest's Robe- 54 Def. Resists poison, paralysis, and plauge)
Priest's Hat- 36 Def. Resists Magic/Move Block.
Shadow Shoes- 10 Def. 15 Mov. Adds 10% to evasion chances.
Meteor Earring- 20 Mov. Adds 25% to evasion chances.

Alternate Equips
Demon Shuriken- 128, +5 Act->Takes 4.125 Seconds to Fill up the Bar, ~2.5% Less Phys Tech Damage
Wind Cutter- 122, Wind Based Physical, ~2.5% Less Phys Tech Damage
Binding Circle- 92 Attack, Normal Attack is Lightning Elemental, 25% Chance of Paralysis, ~8.5% Less Phys Tech Damage
Red Fur Coat- 46 Defense, 20% Ice Resistance (Stacks with Crampons)
Magnolia Bandana- 16 Def, 10% Earth Resistance
Crampons (Shoe)- 4 Defense, 20% Ice Resistance

Attack: 605 (575) (560 Wind) (530) (500 Thunder+25% Paralysis), ~2.5 Seconds to Resolve on average

TECHS
Lotus Flower (28 SP):  1635 Physical Line Damage+Cancel Effect (1365 w/o Aura Armor), 0 CT, 0.5 RT
Fast Dance Whirl (38 SP): 3230 Physical Damage (2900 w/o Aura Armor), 15% Bar Delay, 0.75 CT, 1.5 RT
Tornado (48 SP): 2770 MT Wind Magic (2420 w/o Aura Armor), 1.25 CT, 1 RT
Whisper to the Stars (36 SP): Increases Attack, Defense, Speed and Evade 1 Level (up to 5), 0.5 CT, 0.5 RT
-->Improves Physical Damage approximately 5% each casting
-->Improves evasion by about 10-15% each casting. After 5 castings, Tio's evasion is perfect while in ready state.
-->Improves speed by 10% (for the non-charging part). At L5 cuts about 2.125 seconds off Tio's turn

Turn 1 Speed
Lotus Flower: 168.5%
Fast Dance Whirl: 124.6%
Tornado: 106.2%
Whisper to the Stars: 136.5%

Turn 2 Speeds (Average Speed is 11.33)
Lotus Flower, Fast Dance 148.2%
Fast Dance x2: 120.5%
Tornado x2: 114.4%

Turn 3 Speeds (Average Turn 3 Speed is 19.625, Turn 4 is 27.3 and Turn 5 is 34.875)
Lotus Flower, Fast Dance x2: 139% (Falls to 132% turn 4, 128.5% turn 5)
Fast Dance x3: 123.6% (Fairly steady through turn 5)
Tornado x3: 120% (Fairly steady through turn 4; Doesn't have the SP for 5 of the same)

22
RPG Stats Forum / Breath of Fire 2
« on: January 12, 2014, 05:33:28 AM »
1. Differences from the Last Topic
-->Shaman Stats: I did partially factor in Shaman stats, as I thought that they better overall reflect in game. Note that what I did include was relatively minimal (averages out to 10% approximately, so a far cry from the approximate 40% boosts they are getting from their best transformations) and factors in how effectively a character can use Shamans (for example, Spar can use the most combos very effectively and has the most stats included).
-->A few equips dropped (more on that later)
-->Defenses tested
-->The other topic has extremely low enemy defense

2. Level and Experience
Ryu is taken at 1,000,000 EXP to match Meeple's old topic (I finished at 900,000ish, but the difference is a single level). Everyone else fluctuates slightly based on their joining time. Deis is taken upon gaining the Great Bird (200,000 EXP for Ryu) although could be taken earlier. Most of the levels are the same as the old topic

3. Stats
Offense- Do more physical damage...in theory. The BoF 2 physical formula is questionable in that some multiplier get significantly worse with more offense.
Defense- Take less physical damage. As noted, the formulas are kind of wonky, so stacking a lot of defense doesn't always mean much. I suspect that like PCs, when enemy offense is too much higher than PC defense, it gets hits with a low extra mult to keep in check.
(I think that when Enemy Att- PC Def is between 100 and 200, the formula is (E. Att-Pc. Def)*0.75 +20. When it is above 200, the formula uses 0.6 instead. There is a base floor of about 20 damage when enemies are attacking.
Wisdom- Affects Magic Crit Rate (Believe that Wisdom/510 is the crit rate. Magic Criticals are 50% more damage). I am working under the assumption that it effects status hit rate, although I'm not 100% sure it does.
Vigor- Speed. Relatively little random variance
Luck- Determine some level of physical damage (There are 4 physical damage tiers; higher luck takes you to a higher damage tier, although the effect isn't great. For example, Ryu is listed as tier 2; this means that all his physical average being on tier 2 of the 4)
Guts- Determine rate of random auto-revival (Restores 12.5% HP; preserves actions that turn?)

B. Cond- Assumed “Super” for this topic, it probably has an effect on a bunch of internal things (crit rate? Counter rate? Evasion?) that are hard to test
Evade- All character evade seems to be 10%-20% for monsters I tested on. For relative scaling, this basically means none of them have any evade that matters
Counters- Triggered against basic physical where the hit connects (not on evaded hits; Ryu and Katt Only)
Criticals- Seem to be innate to characters (and maybe dependent on B. Cond); Double Damage

4. Criticals
Physical criticals are 2x damage. Magic criticals are 1.5x damage

5. Drops
There are a few items from Meeple's topic that I did not allow. The big ones are Katt's MeowST and Katt/Rand's MammothCL. These are 1/64 drops (and the second item isn't even unique)

6. Statuses
Curse- Luck to minimum
Death
Paralysis- Idle; Only used by PCs (B. Siron calls this sleep, but given that no enemy has this, and it works differently than sleep on PCs and has a different animation, I'd say these aren't the same)
Rotting- Evil version of Confuse (but also Zombie)
Sleep- Enemy Side Usage Only
Silence- When used by PCs, has a chance to wear off every round

PCs can block Curse, Rotting or Sleep with a storebought accessory

7. Itemcasts- If an item is in the inventory, anyone can itemcast off it. An equipped item can only be used to cast by the equipping PC. For storebought non-uniques (like Medusa Shield), I would not allow the itemcasts. For unique items, I am allowing (Since only one person can equip the one copy, they have a uniqueness)

8. Enemy Stats Used
Defense: 140
Magic Susceptability for Damage: -1
Magic Susceptability for Status: 0 (Because that -1 includes magically status immune -3. Without those, the average is close to 0)

9. Averages up Top
HP: 303.5
AP
Defense
Vigor: 114.4 (49.8 Standard Deviation)
Wisdom:
Damage Average: 150 (179 w/ G. Dragon)
2.5 Kill Point: 375 (448)


RYU
Level: 44
HP: 331.......(109%)
AP: 77
Offense: 295 (330) (170 Base)
Defense: 286 (121 Base)...................(Cuts physicals by 15 or 12%)
Vigor: 105 (100 Base).......................(-0.19 SD)
Wisdom: 124 (119 Base)....................(Takes 103% from Magic)
Luck: 110 (105 Base) (Tier 2/Tier 2.025)
Guts: 5 Flames (~20% of Revival on Death)
Critical Hit Rate: 40%
Counter Attack Rate: 67%
**I've seen some variance on the counter attack rate that Ryu has against enemies, so there must be some weird checks here.

Equips
Dragon Sword- 125 Attack, Fire Physical, +5 Def, Vig, Wis and Luck, Casts Flame
-->(Empire Sword- 160 Attack, Thunder Physical, Casts S Boom)
Medusa Shield- 55 Defense
Dragon Hat- 32 Defense, +1 Fire Resistance
Dragon Armor- 78 Defense, 0 Weight, +1 Fire Resistance

Max Resistances
Fire Resistance: 31% Default, 44% for 3 Defense
Thunder Resistance: 19% for 28 Defense, 31% for 62 Defense and 15 Speed
Holy Resistance (Note that enemies don't actually use Holy elements in game):
Shiny Hat- 30 Defense, +1 Holy Resist

Physical- 139 Fire (170 Thunder) (99 Base/122)
G. Dragon- 999 ITD Damage; Costs all AP
Cure 2- 100 HP Healing; 7 AP
Guts- Restores HP based on current HP; 12.5% Failure Rate
-->Above 50% HP=16% HP Restored
-->Between 25%->50% HP=35% HP Restored
-->Between 12.5%->25% HP=60% HP Restored
-->Below 12.5%= 80% HP Restored


BOW
Level: 47
HP: 285.........(93.9%)
AP: 177 (175 Base)
Offense: 216 (119 Base)
Defense: 234 (79 Base).....................(Takes extra 8 or 6.5%) (Cuts by 13 or 10.5% under Def up)
Vigor: 99 (101 Base).........................(-0.31 SD)
Wisdom: 152 (143 Base)....................(Takes 103% from Magic)
Luck: 69 (Tier 1.775)
Guts: 4 Flames (~15% Chance of Revival)
Critical Hit Rate: 25%

Equips
Death Bow- 90 Attack
-->(Twin Bow- 30 Attack, Double Attack)
-->(Ice Bow- 70 Attack, Ice Physical)
-->(Fire Bow- 42 Attack, Fire Physical)
Medusa Shield- 55 Defense
Shiny Hat- 30 Defense, +1 Holy Resist
Mother Robe- 66 Defense, 8 Weight, +1 Holy Resist
-->(Spirit Robe- 12 Defense, 0 Weight, +1 Holy/Fire/Thunder Resist)

Max Resistances
Fire Resistance: 19% for 5 Defense, 31% for 59 Defense and 7 Speed
Thunder Resistance: 19% for 28 Defense, 31% for 82 Defense and 7 Speed
Holy Resistance (Note that enemies don't actually use Holy elements in game): 31% Default

Physical- 84 (44 over 2 Hits; Good against Low Def) (72 Ice) (35 Fire) (67 Base/18x2/58/28)
Shot- 32.5% Instant Death; 1 Damage on Failure
**I believe that Shot does make a check that might include luck and maybe some unknown stat. There is definitely a difference between some enemies over 200 tests (to each). Shot may run on a few stats of Bo's

Spells
Cure 3- 120 MT Healing, 20 AP
Cure 4- Full ST Healing; 14 AP
Def Up- 20% Defense Up (See Defense Section above for effect); 5 AP
Heal- Recovers from Status Effects; 8 AP
RenewX: 100% Revival; 20 AP


DEIS
Level: 45
HP: 314.....(103.4%)
AP: 295
Offense: 203 (129 Base)
Defense: 290 (156 Base)...(Cuts by 17 or 14%)
Vigor: 187 (195)................(+1.46 SD)
Wisdom: 240....................(Takes 85% from Magic)
Luck: 162 (Tier 2.4)
Guts: 0 Flames
Critical Hit Rate: 25%

Equips
Amber Ring- 74 Attack
Holy Shield- 43 Defense
Sunmask- 25 Defense, +1 Fire Resistance
Mother Robe- 66 Defense, 8 Weight, +1 Holy Resist
-->(Spirit Robe- 12 Defense, 0 Weight, +1 Holy/Fire/Thunder Resist)

Max Resistances
Fire Resistance: 19% Default, 31% for 54 Defense, Gain of 8 Speed (Spirit Robe)
Thunder Resistance: 19% for 54 Defense, Gain of 8 Speed (Spirit Robe)
Holy Resistance (Note that enemies don't actually use Holy elements in game): 19% Default, 31% for 12 Default (Royal Hat)

Physical: 73 (58 Base)
Attack Up Physical: 234 (180 Base)

Shed- 100% Healing, but halves defense

Spells
Bolt X- 225 MT Lightning Magic (180 Base; 47% Crit Rate); 30 AP
Missile- 189 MT Wind Magic (150 Base; 47% Crit Rate); 26 AP
Fireball- 152 MT Fire Magic (120 Base; 47% Crit Rate); 20 AP
Freeze- 127 ST Ice Magic (100 Base; 47% Crit Rate); 10 AP
Death- 78% Instant Death; 8 AP
Attack Up- Doubles Attack; 6 AP
Defense Up- Increases Defense 20%; 5 AP
Agility Up- Doubles Vigor (Bugged in SNES version, fixed in GBA); 5 AP
Power Down- 55% Chance of Lowering Enemy Physical Damage 12.5%; 5 AP
Agility Down- 55% Chance of Halving Enemy Speed; 5 AP
Defense Down- 55% Chance of Halving Enemy Defense; 5 AP
Sap- 25% CHP Drain; Caps at 30 Damage, 55%? Hit Rate, ; 5 AP
Drain- 25% CAP Drain; Caps at 30 Damage, 55%? Hit Rate; 0 AP


JEAN
Level: 42
HP: 317......(104.4%)
AP: 117 (110 Base)
Offense: 236 (129 Base)
Defense: 271 (111 Base)................(Cuts by 10 or 8%)
Vigor: 64 (62 Base)........................(-1.01 SD)
Wisdom: 97 (83 Base)....................(Takes 107% from Magic)
Luck: 181 (Tier 2.45)
Guts: 1 Flame (5% Chance of Revival)
Critical Hit Rate: 30%

Equips
Holy Rapier- 95 Attack, Holy Physical
-->(Emblem Rapier- 79 Attack)
-->(Thunder Rapier- 65 Attack, Thunder Physical)
Medusa Shield- 55 Defense
Shiny Hat- 30 Defense, +1 Holy Resist
Mother Robe- 66 Defense, 8 Weight, +1 Holy Resist
-->(Spirit Robe- 12 Defense, 0 Weight, +1 Holy/Fire/Thunder Resist: Gains 8 Speed)

Max Resistances
Fire Resistance: 19% for 5 Defense, 31% for 42 Defense and 44% for 73 Defense and 7 Speed
Thunder Resistance: 19% for 28 Defense, 31% for 54 Defense and 7 Speed
Holy Resistance (Note that enemies don't actually use Holy elements in game): 31% Default, 44% with 45 Defense Loss (Demon Shield)

Physical: 83 Holy (69) (57 Thunder) (64 Base/53/44)
Jab: 64 MT Physical

Spells
Cold- 36 ST Ice Magic; (30 Base; 19% Crit Rate), 4 AP
Death- 71% Instant Death; 8 AP
Angel- 71 MT Instant Death to Undead; 12 AP
Hush- 47% Silence; 5 AP
-->For Jean, lasts on average for 3 turns including the cast turn (This has wide variance)
-->You can't tell when this wears off enemies
Idle- Chance of Inflicting Paralyze; 5 AP
-->Doesn't work on enemies with average Magic Defense (it hits, but doesn't have an effect)
-->65% Chance on Enemies with +1 MS (Gets better with lower MS; Note that at endgame, approximately 25% of enemies have this magic defense or worse)
-->For Jean, lasts on average for 3 turns including the cast turn (This has wide variance)
Agility Up- Doubles Vigor (Bugged in SNES version, fixed in GBA); 5 AP
Power Down- 47% Chance of Lowering Enemy Attack 12.5%; 5 AP
Renew: 70% chance of reviving PC to 25% MHP; 10 AP


KATT
Level: 45
HP: 233......(76.7%)
AP: 17
Offense: 301 (192 Base)
Defense: 217 (78 Base).................(Takes extra 20 or 16.5%)
Vigor: 181 (172 Base)
Wisdom: 73 (69 Base)....................(Takes 117% from Magic)
Luck: 155 (Physical Tier: 2.35)
Guts: 4 Flames (15% Chance of Revival)
Critical Hit Rate: 30%
Counter Rate: 50%

Equips
Riot Staff- 90 Attack
-->(Thunder Staff- 62 Attack, Thunder Physical, Casts S. Boom)
-->(Birch Staff- 58 Attack, Ice Physical)
-->(Heat Staff- 43 Attack, Fire Physical)
Holy Shield- 43 Defense
Sunmask- 25 Defense, +1 Fire Resistance
Mother Robe- 66 Defense, 8 Weight, +1 Holy Resist
-->(Spirit Robe- 12 Defense, 0 Weight, +1 Holy/Fire/Thunder Resist)

Max Resistances
Fire Resistance: 19% Default, 31% for 54 Defense and Gain of 8 Speed
Thunder Resistance: 19% for 54 Defense and Gain of 8 Speed
Holy Resistance (Note that enemies don't actually use Holy elements in game): 19% Default

Physical: 138 (114 Thunder) (111 Ice) (98 Fire) (106/88/85/75)

Spells
Hail: 110 MT Ice Elemental (100 Base; 14.5% Crit Rate); 17 AP


NINA
Level: 44
HP: 223.......(73.4%)
AP: 313 (277 Base)
Offense: 151 (68 Base)
Defense: 206 (64 Base)................(Takes extra 30 or 25%)
Vigor: 107 (104 Base)..................(-0.15 SD)
Wisdom: 210 (183 Base)....................(Takes 85% from Magic)
Luck: 138
Guts: 4 Flames (15% Chance of Revival)
Critical Hit Rate:

Equips
Amber Ring- 74 Attack
Holy Shield- 43 Defense
Sunmask- 25 Defense, +1 Fire Resistance
Mother Robe- 66 Defense, 8 Weight, +1 Holy Resist
-->(Spirit Robe- 12 Defense, 0 Weight, +1 Holy/Fire/Thunder Resist)

Max Resistances
Fire Resistance: 19% Default, 31% for 54 Defense, Gain of 8 Speed (Spirit Robe)
Thunder Resistance: 19% for 54 Defense, Gain of 8 Speed (Spirit Robe)
Holy Resistance (Note that enemies don't actually use Holy elements in game): 19% Default, 31% for 12 Default (Royal Hat)

Physical: 11 Base Power

Will- 70% Chance of Restoring 16 AP (24 if at 0 AP)

Spells
Bolt X- 220 MT Lightning Magic (180 Base; 41% Crit Rate); 30 AP
<Missile- 184 MT Wind Magic (150 Base; 41% Crit Rate); 26 AP> (This spell is far aftergame)
<Fireball- 148 MT Fire Magic (120 Base; 41% Crit Rate); 20 AP> (This spell is far aftergame)
Freeze- 124 ST Ice Magic (100 Base; 41% Crit Rate); 10 AP
Death- 77% Instant Death; 8 AP
Angel- 77% MT Instant Death to Undead; 12 AP
Power Down- 53% Chance of Lowering Enemy Attack 12.5%; 5 AP
-->For a low defense PC like Nina, this generally equates to a 35 damage reduction (Or she takes 5 less than average or 4%)
Agility Down- 53% Chance of Halving Enemy Speed; 5 AP
Defense Down- 53% Chance of Halving Enemy Defense; 5 AP
Sap- 25% CHP Drain; Caps at 30 Damage, 53%? Hit Rate; 5 AP
Drain- 25% CAP Drain; Caps at 30 Damage, 53%? Hit Rate; 0 AP
*This is so worthless in game that no credit should be given


RAND
Level: 42
HP: 437.........(143.9%)
AP: 160 (156 Base)
Offense: 302 (224 Base)
Defense: 311 (212 Base)....................(Cuts by 25 or 20.5%)
Vigor: 56 (50 Base)............................(-1.17 SD)
Wisdom: 136 (124 Base)....................(Takes 103% from Magic)
Luck: 68 (Tier 1.75)
Guts: 1 Flame (5% Chance of Revival)
Critical Hit Rate: 45%

Equips
Kaiser Knuckle- 56 Attack
-->(Final Knuckle- 48 Attack, Extremely Low ID Chance (Sub 5%))
-->(Burn Knuckle- 18 Attack, Fire Physical)
Medusa Shield- 55 Defense
Bronze Hat- 5 Defense
Spirit Robe- 12 Defense, 0 Weight, +1 Fire Resistance, +1 Thunder Resistance, +1 Holy Resistance

Max Resistances
Fire Resistance: 19% Default
Thunder Resistance: 19% Default
Holy Resistance (Note that enemies don't actually use Holy elements in game): 19% Default, 31% for 28 Defense (Demon Shield)

Physical: 147 (140+5% ID) (112 Fire) (101 Base/96/77)
Wake: Unknown Chance of Reviving Party Member with 1 HP

Spells
Cure 3: 120 MT Healing; 20 AP
Cure 4: Full ST Healing; 14 AP
8.0: 83 MT Earth Magic, Misses Flying Enemies (70 Base; 26.5% Crit Rate); 14 AP
Thunder: 32 MT Thunder Magic (25 Base; 26.5% Crit Rate); 6 AP
Renew: 70% chance of reviving PC to 25% MHP; 10 AP


SPAR
Level: 42
HP: 332.........(109.3%)
AP: 278 (226 Base)
Offense: 168 (81 Base)
Defense: 217 (66 Base).....................(Takes extra 20 or 16.5%) (Cuts by 5 or 4% under Def up)
Vigor: 79 (72 Base)...........................(-0.71 SD) (+0.9 under Ag-up; if you allow to work)
Wisdom: 221 (190 Base)....................(Takes 85% from Magic)
Luck: 83 (Tier 1.85)
Guts: 1 Flame (5% Chance of Revival)
Critical Hit Rate: 32.5%

Equips
Nature Whip: 76 Attack
-->(LopOff Whip: 10 Attack, ID Weapon with extremely low activation rate; Sub 5%)
Holy Shield- 43 Defense
Shiny Hat- 30 Defense, +1 Holy Resist
Mother Robe- 66 Defense, 8 Weight, +1 Holy Resist
-->(Spirit Robe- 12 Defense, 0 Weight, +1 Holy/Fire/Thunder Resist)

Max Resistances
Fire Resistance: 19% for 5 Defence, 31% for 59 Defense with Gain of 8 Speed (Sunmask, Spirit Robe)
Thunder Resistance: 19% for 54 Defence with Gain of 8 Speed (Spirit Robe)
Holy Resistance (Note that enemies don't actually use Holy elements in game): 31% Default

Physical: 50 (0+5% ID) (38 Base)
Att Up: 164 (124 Base)

Spells
Freeze- 125 ST Ice Magic (100 Base; 43.5% Crit Rate);  10 AP
Cure 2- Heals 100 HP, 7 AP
Attack Up- Doubles Attack; 6 AP
Defense Up- Increases Defense 20% (See notes in defense section for effect); 5 AP
Shield- Doubles Magic Defense (No real effect for Spar in practice); 6 AP
Agility Up- Doubles Vigor (Speed to +0.9 SD); Bugged in SNES, works in GBA; 5 AP
Hush- 54% Silence; 5 AP
-->For Spar, lasts on average for 4 turns including the cast turn (This has wide variance)
-->You can't tell when this wears off enemies
Idle- Chance of Inflicting Paralysis (Unlike Hush, you can tell when this wears off)
-->Doesn't work on enemies with average Magic Defense (it hits, but doesn't have an effect)
-->71% Chance on Enemies with +1 MS (Gets better with lower MS; Note that at endgame, approximately 25% of enemies have this magic defense or worse)
-->For Spar, lasts on average for 4 turns including the cast turn (This has wide variance)
Power Down- 54% Chance of Lowering Enemy Attack 12.5%; 5 AP
-->For a low defense PC like Spar, this generally equates to a 35 damage reduction (Or she takes 15 less than average or 12.5%)
-->Note that this doesn't really stack well with Defense Up against low attack enemies, but it already better against low attack enemies regardless
Agility Down- 54% Chance of Halving Enemy Speed; 5 AP
Defense Down- 54% Chance of Halving Enemy Defense; 5 AP
Sap- 25% CHP Drain; Caps at 30 Damage, 54% Hit Rate?; 5 AP
Drain- 25% CAP Drain; Caps at 30 Damage, 54% Hit Rate?; 0 AP


STEN
Level: 43
HP: 261..........(85.9%)
AP: 73
Offense: 233 (130 Base)
Defense: 238 (87).................(Takes extra 5 or 4%)
Vigor: 152 (147)...................(+0.76 SD)
Wisdom: 89 (81)....................(Takes 107% from Magic)
Luck: 164 (Tier 2.425)
Guts: 2 Flames (9% Chance of Revival)
Critical Hit Rate: 35%

Equips
Slicer Dagger: 90 Attack
-->((Shadow Dagger: 86 Attack, Casts Idle)
-->-->Doesn't work on enemies with average Magic Defense (it hits, but doesn't have an effect)
-->-->65% Chance on Enemies with +1 MS (Gets better with lower MS; Note that at endgame, approximately 15% of enemies have this magic defense or worse. This is lower than Spar/Jean because the weapon is late in the final dungeon and doesn't get all the enemies realistically)
-->-->For Sten, lasts on average for 3 turns including the cast turn (This has wide variance)
-->(Banana Dagger: 70 Attack, Fire Physical)
-->(North Dagger: 63 Attack, Ice Physical)
-->(Silver Dagger: 14 Attack, Holy Physical)
Medusa Shield- 55 Defense
Shiny Hat- 30 Defense, +1 Holy Resist
Mother Robe- 66 Defense, 8 Weight, +1 Holy Resist
-->(Spirit Robe- 12 Defense, 0 Weight, +1 Holy/Fire/Thunder Resist: 8 More Speed)
-->(Hero Armor- 71 Defense, 16 Weight, +5 Attack; 5 More Physical Damage, 8 Less Speed)

Max Resistances
Fire Resistance: 19% for 5 Defense (Sunmask)
Ice Resistance: 19% for 12 Defense (Moonmask)
Thunder Resistance: 19% for 28 Defense, 31% for 54 Defense and 7 Speed (Thunder GL; Earth Armor)
Holy Resistance (Note that enemies don't actually use Holy elements in game): 31% Default, 44% for 45 Defense (Demon Shield)

Physical: 84 (80) (66 Fire) (59 Ice) (27 Holy) (62 Base/59/49/44/20)

Spells
Missile- 166 MT Wind Magic (150 Base; 17.5% Crit Rate); 26 AP
Fireball- 134 MT Fire Magic (120 Base; 17.5% Crit Rate); 20 AP

23
RPG Stats Forum / Shadow Hearts 3
« on: December 02, 2013, 06:50:54 AM »
1. Rings: I tested on Normal and Technical. Normal because I find technical perfects a bit constantly difficult to consider; the advantages of technical is that buffs and non-full healing are advanced, which helps Shania a bit. Relative damage doesn’t change. Also, for basic physicals, the first number I listed is prorated 10% for normal ring (the logic for me is that it's far harder to hit 3-5 sweet spots than a single one). Technical ring effects/damages are listed within brackets.

2. Recharge Time- Many moves have fast and slow recharge times (Buffs minus Gale tend to be fast, many damage techs are slow). A move listed as 133.3% recharge time means that the recharge time is 33% faster than average.

3. Doubles- SH 3 has doubles, where a character can use two different moves in a row. Doubles cost 1 stock, and the recharge times of the two moves are multiplied together and then multiplied by 0.67. As such, doubles are best as finishers since the minimum recharge time for even the lightest on recharge damage moves is 0.67 (and two techs in a row can easily be around 0.4)

4. Stock Gain- You gain approximately 20% of a bar from taking damage. You gain a varying amounts for doing damage (25% for basic physicals, 15%-50% per tech) and healing HP. You don't gain any by buffing. As such starting at 0, you generally need to attack/be attacked a combo of 5 times generally before a double can be used.

5. Status Blockers- These are the legal status blockers
Instant Death
Petrify
Paralysis
Poison
Mental Break- 20% MP Damage Each Turn
SP Lowering- Between this and Panic, I would say one of these should get Confuse and Berserk
Panic- Doubles SP Costs (Given that Running out of SP causes characters to act irrationally, it's not unreasonable for this to cover Confuse)
Silence- Covers both Magical and Physical Techs
Apathy- Prevents Stock Accumulation
Ring Abnormalities- Blind

6. Buff Duration- Unless otherwise noted, buffs last for 5 turns including the turn it is cast on and wear off at the beginning of the PC's turn. I believe that this includes most of Ricardo's Serenata's.

7. Stats
Attack and S. Attack- Add 1 to base damage.
Physical Attack Formula- (Att-Def)x(0.95)X(1+Number of Hits-1)
-->So each extra attack is a 10% approximate damage bonus. The 0.95 is the randomness factor.
Magic/Tech Attack Formula- Spell Base + S. Atk – S. Def
Defense and S. Defense- Cut 1 from damage...technically. I increased this to 1.25 to account for the fact that often you face doubles/combos/d. Combos and having increased defenses are more slightly advantageous
Speed- Appears literal, randomized first turn to a large degree
Luck- Doesn't cover turn 1 speed (as noted in OK's topic). Could be a variety of minor items (drop rates, crit, evade...etc)

8. Basic Physicals- Can crit and miss. Both are rare enough that they most cancel out for the damage average

9. Averages up Top
HP: 561
Pdef: 179
Sdef: 178
Speed: 58.4
Damage: 208 (236 w/ Ether Purge)
2.5 Kill Point: 520 (590)
Damage (Technical Ring): 267 (299 w/ Ether Purge)
2.5 Kill Point: 668 (748)


JOHNNY
HP: 544 (97%)
MP: 591
SP: 15
P-ATK: 182 (53 Str)
P-DEF: 172 (52 Vit)...(Takes extra 9 or 1.6% Damage)
S-ATK: 182 (53 Int)
S-DEF: 186 (59 Pow)...(Cuts by 18 or 3.2% Damage)
AGL: 64 (104.75% Turn 1, 109.5% Afterwards)
LUC: 64
Cherry Bowie, Liberty Ghost, Panoramic Lens, **Flare Brooch (Halves SP Consumption)
**Halves SP Consumption

Normal Attack: 130 (140) <170> physical-based damage, 25% Stock Gain

Handy Tools
Snap: Takes a picture of a target! (1 MP), 133.3% Recharge
Vacuum: Sucks up all of a target's stock (44 MP)
Phone Call: 170 <200> AoE Magic+Destroys 1 Stock per enemy, +30% Stock, 80% Recharge

Stellar Chart: Cancer
Earth Edge (8 MP)- Adds earth element to physical attack, 133.3% Recharge
*Hail Dust (16 MP)- 130 <150> Linear Ice/Water Magic, +20% Stock
*Cure (6 MP)- Heals 190 <220 HP>, +25% Stock

*Usable in Awaker form - Awaker improves potency by 25-30 on top of list damage.

Awaker- Transform into Awaker, accessing extra stats and changing unique skillset
SP Cost Per Action: 2 (4 w/o Flare Brooch)
P-ATK: 222 (73 Str)
P-DEF: 198 (65 Vit)...(Cuts by 24 or 4.2%)
S-ATK: 206 (65 Int)
S-DEF: 206 (69 Pow)...(Cuts by 35 or 6.2%)
AGL: 74 (126.6% Speed)
LUC: 74

Normal Attack: 165 (180) <230> physical-based damage, +25% Stock

Unique Abilities
Dual React  (88 MP): 240 <280> AoE Magic+Destroys 1 Stock per enemy, +37.5% Stock, 75% Recharge
Ether Purge (300 MP): 985 <1150> MT Magic, +37.5% Stock, 67% Recharge


SHANIA
(25% Dark Resistance, 25% Weak to Holy)
HP: 603 (107.5%)
MP: 586
SP: 54
P-ATK: 195 (59 Str)
P-DEF: 185 (59 Vit)...(Cuts by 8 damage or 1.3%)
S-ATK: 195 (60 Int)
S-DEF: 176 (54 Pow)...(Takes extra 3 or 0.4%)
AGL: 57 (98.8% Turn 1)
LUC: 52
Wild Mist, Nigvast, *Dream Porter, **Flare Brooch
*This allows Shania to start with 2 full stock gauges in battle
**Halves SP Consumption

Normal Attack: 165 (180) <215> physical-based damage, 25% Stock Gain

Thunderbird (25% Dark Resistance, 25% Weak to Holy)
SP Cost Per Action: 2 (4 w/o Flare Brooch)
P-ATK: 209 (66 Str)
P-DEF: 195 (64 Vit)...(Cuts by 20 or 3.6%)
S-ATK: 209 (67 Int)
S-DEF: 184 (58 Pow)...(Cuts by 8 or 1.3%)
AGL: 67 (114.6% Speed)
LUC: 61

Normal Attack: 185 (200) <235> physical-based damage, 25% Stock Gain

Magic
Mind Assault (1 MP): Drains Enemy MP (Only good for restoring Shania's own MP; has no effect on enemy abilities), 116.7% RT
Bar Blast (18 MP):  175 <205> Linear Thunder Magic, +25% Stock, 93% Recharge
Evil Eye (10 MP):  160 <185> AoE Dark Magic, +20% Stock
Evil Shade (24 MP): 175 <205> AoE Dark Magic+Destroys 1 Stock per enemy, +25% Stock, 87.5% Recharge

Tatan'ka (25% Dark Resistance, 25% Weak to Holy)
SP Cost Per Action: 2 (4 w/o Flare Brooch)
P-ATK: 215 (69 Str)
P-DEF: 199 (66 Vit)...(Cuts by 25 or 4.5%)
S-ATK: 213 (69 Int)
S-DEF: 188 (60 Pow)...(Cuts by 13 or 2.2%)
AGL: 61 (104.4% Speed)
LUC: 58

Normal Attack: 195 (210) <245> physical-based damage, 25% Stock Gain

Magic
Howling (22 MP): ~80% MT MSP Restoration
Arc Rage (18 MP): 36% MT Attack Up, 116.6% Recharge
Arc Surge (18 MP): 36% MT Special Attack up, 116.6% Recharge
Rock Bump (10 MP):  165 <190> Linear Earth Magic, +20% Stock
Rock Burst (18 MP): 180 <210> Earth Magic, +25% Stock, 93% Recharge
Red Nova (14 MP): 165 <190> AoE Fire Magic+Destroys 1 Stock per enemy, +20% Stock, 90% Recharge
Red Bounce (18 MP): 180 <210> AoE Fire Magic, +25% Stock, 93% Recharge
Dusk Proud (10 MP): 165 <190> Linear Dark Magic, +20% Stock
Rumble Roar (34 MP): 200 <230> Linear Dark Magic, +30% Stock, 87.5% RT

La Sirene (25% Dark Resistance, 25% Weak to Holy)
SP Cost Per Action: 2 (4 w/o Flare Brooch)
P-ATK: 203 (63 Str)
P-DEF: 203 (68 Vit)...(Cuts by 30 or 5.3%)
S-ATK: 205 (65 Int)
S-DEF: 196 (64 Pow)...(Cuts by 23 or 4%)
AGL: 64 (109.5% Speed)
LUC: 59

Normal Attack: 175 (190) <225> physical-based damage, 25% Stock Gain

Magic
Cure Plus (12 MP): 460 Healing, +25% Stock
Resurrection (20 MP): 100% Revival, +15% Stock
Arc Shield (18 MP): 36% MT Special Defense Up, 116.6% Recharge
Arc Barrier (18 MP): 36% MT Defense Up, 116.6% Recharge
Hail Dust (10 MP): 155 <180> AoE Ice/Water Magic, +20% Stock
Hail Solid (Aerial Only, 18 MP): 170 <205> AoE Ice/Water Magic, +25% Stock, 93% Recharge
Bright Rage (10 MP): 155 <180> Holy Magic, +20% Stock
Bright Oracle (18 MP): 170 <205> AoE/Linear Holy Magic, +25% Stock, 93% Recharge
Dusk Proud (10 MP): 155 <180> Linear Dark Magic, +20% Stock
Current Breath (34 MP): 190 <205> AoE/Linear Magic, +30% Stock, 87.5% RT

Tirawa (25% Dark Resistance, 25% Weak to Holy)
SP Cost Per Action: 4 (7 w/o Flare Brooch)
P-ATK: 225 (74 Str)
P-DEF: 215 (74 Vit)...(Cuts by 45 or 8%)
S-ATK: 225 (75 Int)
S-DEF: 206 (69 Pow)...(Cuts by 35 or 6.2%)
AGL: 72 (123.2% Speed, 166% Speed under Sanlittobell)
LUC: 67

Normal Attack: 210 (230) <270> physical-based damage, 25% Stock Gain

Magic
Shining Zephyr (42 MP): 250 <290> ST Magic, heals party for 300 <409> HP, +20% Stock, 80% Recharge
Sanlittobell (36 MP): Raises all stats by 36%, MT, 80% Recharge
-->In Tirawa, Equates to the following bonuses
-->Basic Physical Increases by 110 <130>
-->All Magic Damage Increases 80 <100>
-->Cuts Physical damage by 141 or 25.2% <160 or 28.5%>
-->Cuts Magical damage by 128 or 22.7% <146 or 26.1%>
Sun Flare (60 MP): 345 <405> AoE Magic, +40% Stock, 75% Recharge


FRANK
(25% Holy Resistance, 25% Weak to Dark)
HP: 675 (120.3%)
MP: 528
SP: 17
P-ATK: 203 (64 Str)
P-DEF: 197 (64 Vit)...(Cuts by 23 or 4%)
S-ATK: 171 (49 Int)
S-DEF: 160 (49 Pow)...(Takes extra 21 or 3.7%)
AGL: 55 (97% Speed Turn 1, 94.1% Speed Afterwards)
LUC: 56
Spicy Skewer, Phoenix Suit, Hooligan Lantern (10% Increase to Frank's Crit Rate)

Normal Attack: 180 (195) <230> physical-based damage, 25% Stock Gain

Ninja Arts
Seismic Wave (36 MP):195 <230> Linear Holy Physical Damage, +25% Stock, 89% Recharge
Demon Bomb (68 MP): 220 <255> AoE Holy Physical Damage MP, +20% Stock, 83.3% Recharge Time
Fast Snowball (84 MP): 255 <300> Linear Holy Physical Damage, +37.5% Stock, 75% Recharge Time

Stellar Chart - Aries
Holy Edge (8 MP) - Adds light element to physical attack, 133.3% Recharge
Rock Bump (16 MP) - 105 <120> Linear Earth Magic, +20% Stock


HILDEGARDE VALENTINE
(25% Earth Resistance, 25% Weak to Wind/Thunder)
*Stats are listed: Slim/Curvy/Pink Bat
HP: 514/660/294 (91.6%/117.6%/52.4%)
MP: 675/516/298
SP: 40
P-ATK: 175/199/281 (51/63/57 Str)
P-DEF: 160/190/176 (49/64/57 Vit)...(Adds +24/Cuts -14/ Adds+4 or +4.2%/-2.5%/+0.6%)
S-ATK: 203/179/193 (64/52/59 Int)
S-DEF: 197/181/189 (64/56/60 Pow)...(Cuts by -24/-4/-14 or -4.2%/-.6%/-2.5%)
AGL: 59/54/57 (100.5%/96.2%/98.8% Speed Turn 1, 101%/92.4%/97.5% Speed Afterwards) (131.3%/120.1%/126.8% under Gale)
LUC: 53
Magical Key Hilding, Funny Peach, Devil Straw

Normal Attack: 120/145/250 (130/160/275) <150/190/320>, 25% Stock Gain
Energy Charged Physical (Pink Bat): 635 (705) <785>

Slim Hilda's Magic Arts
Floral Ray (84 MP): 235 <275> AoE Earth Magic , +37.5% Stock, 80% RT

Curvy Hilda's Magic Arts
Grand Slam (48 MP): 190 <220> Physical+Destroys 1 Stock+100% Instant Death, +20% Stock, 83.3% Recharge
**275 <330 under Rage>
Happiness Gift (36 MP): 100% Revival, +15% Stock
Full Bloom (54 MP): 100% MT Healing, +35% Stock

Pink Bat's Magic Arts
Energy Charge (25% MMP): Raises user's physical attack power by 150% for the next attack (25% MMP), 133.3% Recharge

Stellar Chart - Virgo
*Unusable while in Pink Bat form; [] indicate Curvy damages
Earth Edge (8 MP) - Adds Earth element to physical attack, 133.3% Recharge
Rage (12 MP)- Raises P-atk by 36% <43%>, 133.3% Recharge
Shield (12 MP)- Raises P-def by 36% <43%>, 133.3% Recharge
-->Effect in Curvy Form: Cuts by 99 or 17.6% <116 or 20.7%>
Surge (12 MP)- Raises S-atk by 36% <43%> (Increases Magic Damage by 88 <122>), 133.3% Recharge
Barrier (12 MP)- Raises S-def by 36% <43%>, 133.3% Recharge
-->Effect in Curvy Form: Cuts by 85 or 15.2% <108 or 18.9%>
Gale (12 MP)- Raises speed by 30% <36%>, 80% Recharge
Entrance (25% MMP)- Raises target's special attack power by 150% <175%> for the next attack; Can not self target, 133.3% Recharge
-->Adds 285 <330> damage approximately
Rock Bump (16 MP) - 150 [120] <175/140> Linear Earth Magic, +20% Stock
Hail Dust (16 MP) - 150 [120] <175/140> Linear Ice/Water Magic, +20% Stock
Red Nova (24 MP) - 150 [120] <175/140> 150 AoE Fire Magic+Destroys 1 Stock per enemy, +20% Stock, 90% Recharge Time
Gale Rod (16 MP) - 150 [120] <175/140> ST Thunder Magic, +20% Stock
Bright Rage (16 MP) - 150 [120] <175/140> AoE Holy Magic, +20% Stock
Evil Eye (16 MP) - 150 [120] <175/140> AoE Dark Magic, +20% Stock


MAO
(25% Water/Ice Resistance, 25% Weak to Fire)
HP: 586 (104.4%)
MP: 562
SP: 19
P-ATK: 183 (55 Str)
P-DEF: 166 (51 Vit)...(Takes extra 16 or 2.9%)
S-ATK: 203 (64 Int)
S-DEF: 177 (55 Pow)...(Takes extra 1 or .2%)
AGL: 58 (99.6% Speed Turn 1, 99.2% Speed Afterwards)
LUC: 61
Dragonspring, Cat Gold Medal, *Cat Rush
*This prevents Mao from receiving any stock damage

Normal Attack: 140 (150) <175> physical-based damage, 25% Stock Gain

Drunken Fist
Cat Touch (64 MP): 190 <220> Water Physical Damage, +30% Stock, 87.5% Recharge,
Purifying Spree (18 MP) : MT Status Healing
Sake (64 MP):30% MT Revival
Sake Cup Purge (88 MP): 220 <255> Linear/AoE Water Physical+ Destroys 1 Stock per enemy, +35% Stock, 67% Recharge

Stellar Chart - Capricorn
Aqua Edge (8 MP) - Adds water element to physical attack, 133.3% Recharge
Surge (12 MP) - Raises S-atk by 36% <43%> (Increases Magic Damage by 88 <122>), 133.3% Recharge
Hail Dust (16 MP)- 150 <175> Linear Ice/Water Magic, +20% Stock
Red Nova (24 MP)- 150 <175> AoE Fire Magic+Destroys 1 Stock per enemy, +20% Stock, 90% Recharge Time
Gale Rod (16 MP)- 150 <175> ST Thunder Magic, +20% Stock


NATAN
(25% Wind/Thunder Resistance, 25% Weak to Earth)
HP: 609 (108.6%)
MP: 526
SP: 18
P-ATK: 196 (61 Str)
P-DEF: 189 (61 Vit)...(Cuts by 13 or 2.2%)
S-ATK: 192 (59 Int)
S-DEF: 162 (49 Pow)...(Takes extra 20 or 3.6%)
AGL: 60 (101.3% Speed Turn 1, 102.6% Speed Afterwards)
LUC: 56
Missing 51, Arkin Apron, *Wise Calmet
*This accessory regenerates 10% MMP each action 

Normal Attack: 155 (170) <200> physical-based damage, 25% Stock Gain

Gun Fu
Slug Shell (64 MP): 190 <220> Wind Magic, +15% Stock, 87.5% Recharge Time
Rapid Shot (68 MP) : 190 <220> AoE Wind Magic, +15% Stock, 85% Recharge
Soul Valet (Aerial Hit Range Only, 84 MP): 220 <255> AoE Wind Magic,  +35% Stock, 75% Recharge

Stellar Chart - Libra
Heal (8 MP) - Cures status effects, 133.3% Recharge Time
Air Edge (8 MP) - Adds wind element to physical attack, 133.3% Recharge
Evil Eye (16 MP) - 140 <165> AoE Dark Magic, +20% Stock


RICARDO
(25% Fire, 25% Weak to Water/Ice)
HP: 565 (100.7%)
MP: 604
SP: 16
P-ATK: 192 (59 Str)
P-DEF: 178 (56 Vit)...(Takes extra 1 or 0.2%)
S-ATK: 186 (56 Int)
S-DEF: 177 (56 Pow)...(Takes extra 1 or 0.2%)
AGL: 62 (103% Speed Turn 1, 106% Speed Afterwards) (137.9% under Gale)
LUC: 53
Diosa, Charo Passion, *Sarape Adorno
*This grants Ricardo 10% MHP regen each action

Normal Attack: 150 (165) <190> physical-based damage, 25% Stock Gain

Serenata (Buffs Effect all Non-Ricardo Allies when MT is specified; Serenata effects do stack)
Hot Blood (36 MP): 155 <180> Linear Fire Magic, +25% Stock, 93% Recharge
Fated Day's End (68 MP): 180 <210> AoE Fire magic, +30% Stock, 87.5% RT
Meteor Shower (35 MP): MT Status Immunity for 3 Actions
Don't Cry, Baby (50 MP): MT 30% Attack and Magic up 30% for 3 Actions
Eternal Treasure (50 MP): MT Defense+S. Def up 30% for 3 Actions
Sunset Memories (65 MP): MT Strike Effect up 20% for 3 Actions
Spring Breeze (65 MP): 24% <28%> MT MHP regen for 3 actions; 25% Stock
Twilight's End (65 MP): 24% <28%> MT MMP regen for 3 actions
For You, Forever (65 MP): 72% MT MSP Healing
Flame in My Soul (750 MP): MT Third Key effect (all physical sequences attack 3 times)
Fighting Spirit (35 MP): MT Crit Rate up 50% for 3 Actions
Moonlight Poem (35 MP): MT Evasion Rate up 100% for 3 Actions
Distant Tomorrow (35 MP): MT Stock Gain up 50%

Stellar Chart - Sagittarius
Heat Edge (8 MP)- Adds fire element to physical attack, 133.3% Recharge
Arc Cure (16 MP)- Heals 200 HP, MT, +35% Stock
Gale (12 MP)- Raises speed by 30%, 80% Recharge Speed
Red Bounce (32 MP)- 140 <165> AoE Fire Magic, +25% Stock, 93% Recharge
Gale Blast (32 MP)-  140 <165> Linear Wind Magic, +25% Stock, 93% Recharge

24
Unranked Games / Legend of Heroes: Trails in the Sky
« on: September 30, 2013, 01:55:37 AM »
Just in time in 2nd game announcement hype, a slightly updated LoH: TitS topic. There's two major changes; the first is that enemy defenses in Pyro's topic are very high. Now they are taken against 180 Def/25 Adf. The second is that I removed orbment stat boosts.

1. Orbment Setup and Stats from Orbments
I kept orbment setups the same as Pyro's topic, but two small exceptions in that I gave Estelle Freeze and Joshua Blind to round out having all the types of one orbment class to throw them a bone. The other notable thing is I gave Olivier the spell “Saint” as he is the only one to be able to access it and keep his DL grid intact, making it somewhat unique.

I did not include stat boosts from Orbments however. These basically effect the cast equally, and just serve to put more weight on joining later. So the only orbments listed are basically the status ones and , as all other effect stats or speed in some manner.

2. Statuses and Status Blockers-
The PCs can buy accessories to block any of the following-
- Poison (take ~10% damage/turn)
- Freeze (no actions and take ~10% damage/turn)
- Petrify (no actions and Instant Death if attacked)
- Sleep ( no actions until woken up by an attack)
- Mute (no Artes)
- Confuse (basic physical random ally or enemy, or do nothing. Does not target self)
- Blind (Hit rate and evade reduced)
- Seal (stop physical skills)
- Faint [disable/paralysis]
- Instant Death

3. Buffs and In Game Numbers
At least for defense, the in game buff numbers are wrong. This is relevant for Kloe's 200 CP S-Craft and Zane's defense buffer. If I had to guess, the effects are about half as potent as they should be.

4. Starting CP
CP, which is used for Crafts, carries over from battle to battle. There are a few places you could see CP start in the DL (0, 50, or 100 might be common views), but I personally see 50 as a pretty neutral point. It allows any normal Crafts to be used, but doesn't allow S-Crafts to immediately be used (which are limitesque). The best analogy to CP gain is Grandia 3 SP, but I would say that G3 SP restores are a bit more potent (G3's storebought equivalent is 99 SP, and Trails range from 20-40 CP per use). Trails also tends to blow through CP a bit quicker at times due to S-Crafts. Everyone starting with 100 basically kind of wrecks the natural balance of normal attack versus spell versus craft damage, so 50 also gives us a better reflection of in game balance.

5. Charge and Recharge Time
Spells have charge and recharge times. Healing spells basically have shorter CT and RT, so it can be difficult to double a character in heal mode. Most other spells have the same CT and have no RT; this is a DL negative for status and defense buff spells (PCs will often have to face a turn against even a slower enemy with the buff/status help). Some higher tier spells have a slower CT and a RT time worse than the basic physical (the 100% RT base)

6. Speed
Generally linear, somewhat randomized on turn 1

7. Accuracy
All non S-Craft physicals can miss. At endgame, hit rate is 90% across the board for starting DEX (and since no stat boosters to me, that's just 90% for everyone)

8. General Mechanic Info
General Damage Formula: Move Base + 3 (Att – Def) + Variance. Variance can run pretty heavily (0-50 is the range I saw for an attack that barely does damage). As such, defenses are great against really bad attacks, and not worth so much against good attacks. Moves that do multiple hits double the effect of attack and defense stats (of which are very few in game, so they are not given much credence in how much defenses are worth)

9. Averages up Top
HP: 1903
Str: 268
Ats: 132
Spd: 16.25 (Everyone but Joshua is 16 Speed)
Def: 230
Adf: 21!!! (All PCs)
Damage (W/o S-Craft): 467
-->2.5 Kill Point: 1168
Damage (W/ 100 CP/Full S-Craft Counted): 763
-->2.5 Kill Point: 1908

ESTELLE BRIGHT
HP: 1892 (99%)
EP: 290
Str: 272
Ats: 132
Spd: 16 (99% Turn 1, 98% After)
Def: 231 (Cut Damage by 3 or 0.5%)
Adf: 21 (100% modifier)

Orbment: Freeze: All 10% chance of Freeze to all damage moves

Attack: 315 damage

Artes:
Teara (20 EP): 1000 healing, 10% Charge Time, 120% recharge speed (fast)
Tearal (40 EP): 2000 healing, 15% Charge Time, 115% recharge speed (fast)
Blue Impact (20 EP): 560 ST Water Magic, 25% Charge Time
Diamond Dust (30 EP): 465 AoE Water Magic+20% Freeze, 25% Charge

Crafts:
Morale (20 CP): Boosts Damage (Game Claims that it's +20% to Strength, but honestly it seems to just add 100 points flatish at endgame to physicals)
Hurricane (30 CP): 285 medium AoE physical damage
Comet (20 CP): 380 linear physical damage
Taunt (20 CP): Enemy focuses on Estelle.
Hard Break (20 CP): 380 ST Physical+Cancels Charging Magic
Barrage (S-Craft): 1580 physical damage to one. 75% speed factor.

JOSHUA BRIGHT
HP: 2081 (109%)
EP: 360
Str: 279
Ats: 145
Spd: 18 (106% Turn 2, 111% After)
Def: 221 (Takes extra 29 Damage or 4%)
Adf: 21 (100% modifier)

Orbment: Blind: 10% chance of adding Blind to all damage moves

Attack: 335 damage.

Artes:
Clock Up (10 EP): Speed +25% buff for ~5 Turns, 25% Charge Time
Clock Up EX (30 EP): Speed +50% buff for ~5 Turns, 25% Charge Time
Anti-Sept (20 EP): Inflicts Mute on target 100%. Permanent, 25% Charge Time
Shadow Spear (20 EP): 520 Dark/Time/NE? Magic+20% ID, 25% Charge Time
Soul Blur (10 EP): 485 Dark/Time/NE? Magic+20% Faint, 25% Charge Time

Crafts:
Dual Strike (20 CP): 670 Physical Damage (over 2 hits, 1 accuracy check); 80% Recharge Speed
Flicker (30 CP): 400 Linear Physical Damage+Knocks off an 75% of an enemy turn for average speed enemies (Note that on the 2nd turn, he can probably use this twice and squeeze in an extra physical)
Taunt (20 CP): Enemy focuses on Joshua.
Cloak & Dagger (20 CP): 430 ST Physical + 20% ID, 120% Recharge Time
Evil Eye (40 CP): 400 AoE Physical Damage + Decent Delay, 75% Recharge Speed
Black Fang (S-Craft): 1130 damage to every enemy on the field. 75% speed

SCHERAZAD HARVEY
HP: 1986 (104%)
EP: 360
Str: 262
Ats: 145
Spd: 16 (99% Turn 1, 98% After)
Def: 234 (Cuts damage by 13 or 2%)
Adf: 21 (100% modifier)

Orbment: Sleep- 10% chance to inflict Sleep on all damage moves

Attack: 285 ST Physical Damage

Artes:
Sylphen Guard (10 EP): 50% Evade for 3-5 Turns, 25% Charge Time
Chaos Brand (10 EP): Inflicts Confuse 100%, 25% Charge Time
Flare Arrow (20 EP): 575 ST Fire Magic, 25% Charge Time
Spiral Flare: (30 EP): 610 AoE Fire Magic, 40% Charge Time, 85% Recharge Time (Slow)
Air Strike (10 EP): 485 ST Wind Magic
Aero Storm (40 EP): 610 AoE wind damage, 40% Charge Time, 85% Recharge Time (Slow)
Lightning (20 EP): 550 Linear wind damage, 20% chance of inflicting Seal.

Crafts:
Sylphen Whip (20 CP): 325 AoE Physical Damage
Bind Whip (20 CP): 360 ST Physical Damage+Cancels Charging Spells
Heaven's Kiss (20 CP): Grants a turn to allies in range.
Sadist Whip (S-Craft): 920 damage to one. 75% speed factor.

OLIVIER LENHEIM
HP: 1702 (89%)
EP: 583
Str: 235
Ats: 159
Spd: 16 (99% Turn 1, 98% After)
Def: 222 (Takes extra 26 Damage or 3.5%)
Adf: 21 (100% modifier)

Attack: 205 Ranged Physical Damage

Artes:
Earth Guard (10 EP): Grants immunity to the next attack that would hit Oliver, 25% Charge Time
Clock Up (10 EP): Speed +25% for 5 turns, 25% Charge Time
Chaos Brand (10 EP): Inflicts Confuse, 100%, 25% Charge Time
Petrify Breath (30 EP): 570 earth damage, 20% chance of Petrify, 25% Charge Time
Soul Blur (10 EP): 540 Dark/Time damage. 20% chance of Faint, 25% Charge Time

Crafts:
Quick Draw (20 CP): 220 AoE Physical Damage
Sniper Shot (20 CP): 265 ST Physical Damage+Cancels Charging Spells
Happy Trigger (20 CP): 800 healing to an area; 150% recharge speed.
Howling Bullet (S-Craft):  860 damage to an area. 75% speed factor.

KLOE RINZ
HP: 1608 (84%)
EP: 530
Str: 261
Ats: 158
Spd: 16 (99% Turn 1, 98% After)
Def: 225 (Takes extra 16 or 2%) (Cuts by 167 or 21% under 200 CP Radiant Plash)
Adf: 21 (100% modifier)

Attack:  280 damage.

Artes:
Teara (20 EP): 1000 healing, 10% Charge Time, 120% recharge speed (fast)
Tearal (40 EP): 2000 healing, 15% Charge Time, 115% recharge speed (fast)
Revive (8 EP): Revives with 100 HP, 20% Charge Time, 110% recharge speed (fast)
Curia (8 EP): Remove all abnormal status, , 20% Charge Time, 110% recharge speed (fast)
Earth Guard (8 EP): Grants immunity to next attack that would hit Kloe, 25% Charge Time
Clock Up (8 EP): Grants +25% speed for 5 turns, 25% Charge Time
Chaos Brand (8 EP): Inflicts Confuse, 100%, 25% Charge Time
Anti-Sept (15 EP): Inflicts Mute, 100%. Permanent, 25% Charge Time
Petrify Breath (23 EP): 570 earth damage, 20% chance of inflicting Petrify, 25% Charge Time
Blue Impact (15 EP): 660 water damage, 25% Charge Time
Shadow Spear (15 EP): 605 Time/Dark damage, 20% chance of inflicting Instant Death, 25% Charge Time

Crafts:
Impose (20 CP): 320 ST Physical Damage; Reduces Atk/Ats/Def/Adf of taget by 50% until shortly before Kloe's next turn (target's damage tinks, and they take more damage although Kloe can't take advantage of that in a duel)
Encroach (20 CP): 320 ST Physical Damage+Cancels Charging Spells
Radiant Plash (S-Craft): All allies recover 1500 HP and are revived. If CP=200, this also buffs defense by 50%**. 75% speed factor.
**Really seems to be have an effect that 25% more defense would have

TITA RUSSELL
HP: 1323 (70%)
EP: 270
Str: 272
Ats: 132
Spd: 16 (99% Turn 1, 98% After)
Def: 222 (Takes extra 26 or 3.5% Damage)
Adf: 21 (100% modifier)

Attack: 315 AoE Physical Damage

Artes:
Earth Guard (10 EP): Grants immunity to next attack that would hit Tita, 25% Charge Time
Clock Up (10 EP): Grants +25% speed for 5 turns, 25% Charge Time
Chaos Brand (10 EP): Inflicts Confuse, 100%, 25% Charge Time
Petrify Breath (30 EP): 465 Earth damage, 20% chance of inflicting Petrify, 25% Charge Time
Aqua Bleed (10 EP): 435 water damage to one, 25% Charge Time
Flare Arrow (20 EP): 525 fire damage to one, 25% Charge Time
Soul Blur (10 EP): 435 Time/Dark damage, 20% chance of inflicting Faint, 25% Charge Time

Crafts:
Smoke Canister (30 CP): 355 AoE Physical Damage+100% Blind (80% Accuracy reduction for 3-5 turns)
Vital Cannon (20 CP): 500 AoE Healing
Cannon Impulse (S-Craft): 935 damage to an area. 75% speed factor.

AGATE CROSER
HP: 2174 (114%)
EP: 240
Str: 285
Ats: 106
Spd: 16 (99% Turn 1, 98% After)
Def: 238 (Cuts damage by 26% or 3.5%)
Adf: 21 (100% modifier)

Orbment: Seal: Attaches 10% Seal chance on all damage moves

Attack: 360 damage

Artes:
Earth Guard (10 EP): Grants immunity to next attack that would hit Agate, 25% Charge Time
Sylphen Guard (10 EP): 50% Evade for 3-5 Turns, 25% Charge Time
Petrify Breath (30 EP): 370 earth damage, 20% chance of inflicting Petrify, 25% Charge Time
Aqua Bleed (10 EP): 340 water damage, 25% Charge Time
Napalm Strike (40 EP): 550 fire damage, 40% Charge Time, 85% Recharge Time (Slow)
Flare Arrow (20 EP): 430 fire damage, 25% Charge Time
Air Strike (10 EP): 340 wind damage, 25% Charge Time

Crafts:
Wild Rage (0 CP): CP+50, Max HP -30%
Flame Smash (20 CP): 390 AoE Physical Damage
Draguna Edge (20 CP): 420 Linear Physical Damage+Cancels charging spells, 65% Recharge Speed
Spiral Edge (20 CP): 440 ST Physical+Minor Speed Delay;  65% Recharge Speed
Final Break (S-Craft): 1155 AoE Physical Damage; 10% Seal, 75% speed factor

ZANE VATHEK
HP: 2458 (129%)
EP: 220
Str: 283
Ats: 79
Spd: 16 (99% Turn 1, 98% After)
Def: 246 (Cuts damage by 52 or 7%) (Cuts damage by 169 or 22% under Distend)
Adf: 21 (100% modifier)

Attack: 350  [485 under Distend]

Artes
Earth Guard (10 EP): Grants immunity to next attack that would hit Zane, 25% Charge Time
Clock Up (10 EP): Grants +25% speed for 5 turns, 25% Charge Time
Anti-Sept (20 EP): Inflicts Mute on target 100%. Permanent, 25% Charge Time
Petrify Breath (30 EP): 260 earth damage, 20% chance of inflicting Petrify, 25% Charge Time
Aqua Bleed (10 EP): 230 water damage, 25% Charge Time
Flare Arrow (20 EP): 320 fire damage, 25% Charge Time
Soul Blur (10 EP): 230 time/dark damage, 20% chance of inflicting Faint, 25% Charge Time

Crafts:
Taunt (20 CP): Makes enemies target Zane.
Distend (20 CP): Buffs attack and defense (physical/magic) by 30%** for 5 turns.
**The effect only lines up with increasing defense by 15%
Composure (20 CP): Heals 800 HP and removes all negative status.
Smite (30 CP): 445 ST Physical Damage [580 with Distend] + 50% Confuse
Aural Blast (S-Craft): 1180 damage to an area. 75% speed factor.

25
RPG Stats Forum / Mana Khemia 2
« on: August 27, 2013, 07:21:32 AM »
Notes
1. Speed- After turn 1, Actual Speed=Numerical Speed+500, so it's relatively unpotent. I'm calling Turn 1 Speed the same speed. Against bosses, initial speed has no randomness, but turn 1 speed doesn't much because bosses don't get killed too quickly and nothing crucial is gained going first. Against randoms, speed is somewhat meaningless (You get initiative, which is randomized. After that it's based on speed with approximately 10% variance). So having Turn 1 Speed not mean a lot makes sense.

2. Equip Choices- Characters are equipped for "Immeasurable," which cuts recharges times by 15% (as everything has a recharge time), this is actually best the speed booster in game. Generally the PCs give up a little in defenses for a notably large speed boon.  Puniyo and Pepperoni are the only 2 who don't have this skill by default setup (Puniyo can cut recharge by 10%, but loses about 25% durability, Pepperoni can cut by 15% RT, but loses 20% damage).

Most other armor choices are pretty situational because they technically make the characters slow. Often blocking ID/Fire/Water/Dark are the most notable ones. Weapon choices are generally for status chances.

3. Status and Status Protection- Characters can block status with the accessory Aroma Material (per normal I only let them block one at a time with this, but some may see this as getting all status). This does not include Instant Death, which is only blocked by some armor. Here are the statuses:

Poison- 4% MHP Damage before a character acts
Seal- Characters can not use any skills (Enemies can use some skills, generally physical ones)
Curse- Healing no longer works
Sleep- Character skips next turn, cancelled by damage
Slow- Recharge Time multiplied by 1.5
Lock-On- Character takes damage every time before they act
Freeze- Takes 1-20% extra Water/Ice Damage

3. Random Skill Notes- Kill on both armor and weapon appears to stack.
Strong Pinch (Evade at low HP) does not seem to work against single hit moves and is baaad against multi hit moves (Probably Bugged)
Deadly is definitely just 50%

5. Stun- Everyone can Stun the enemies, but I wouldn't take it very seriously because randoms don't have the HP for it to actually happen and it takes a while.

6. Recharge/Charge Times- All moves have different recharge times. I just kind of picked what I saw at average recharge time and compared all moves to that.

7. Timed Cards- Several PCs can use Timed Cards, which activate effects as certain set times and activate whether or not the PC is alive or not the field. There can only be 5 time cards up at a time, but I put the max in a duel at 3. This is because in game there is a limit of other PCs using timed cards. Note that this doesn't effect damage average within the first three turns, but does limit a bit later.

8. Damage Optimization and Speed- In each character section, there is a section noting maximum damage at certain intervals, generally covering up to turn 7-8.

9. Damage Averages- I am counting Time Cards because they are both prevalent and a key source of damage in game (Why does Yun have some of the worst damage on Raze's path? Only one without Timed Cards). There are a few PCs that have questionable moves for the damage average.
-->Puniyo can store monsters ala FF 5 Trainer. She can store 3 monsters and release them for decent damage with a really short recharge time (So basically she can do approxiamtely PC HP damage in a very short time frame). I'm okay counting this as a replacement for her awesome awesome in game skill where she can double casts common skills for free.
-->Ulrika has Intent to Destroy, which uses all her SP, but it's easy to use, and she can stall and heal lock with weaker items without hitting it's effectiveness.
-->Goto is a mess, and his three turn damage depends on starting Goto points, as well as basically one big shot of damage that he must work up to.

10. Averages up Top
HP: 540
DEF: 541
MDEF: 536
SPD: 206
Damage:
Full Average: 1959/1945/1938     (Goto with 75 GP, Goto with 50 GP, Goto with GP)
W/ Just Puni Breath: 1903/....
W/o Puni Breah: 1824/....
2.5 Kill Point: 4,897/4,863/4,845
W/ Just Puni Breath: 4,758...
W/o Puni Breath: 4,560...

RAZE

HP: 573 (106.2%)
SP: 227
ATK: 601
DEF: 563 (Cuts by 4.5%)
MGK: 417
RES: 583 (Cuts by 9%)
SPD: 225 (103% Speed)
Element Dark: Halves Dark
Counter: 20% Chance to counter offensive attacks with basic physical
Blessing of Light: Auto Revive once to full HP/SP. Any status or MP damage done by killer attack is sustained

Hell Moonlight: 165 Atk, 33 Magic, 33 Def, 33 Res, 8 Stun
---->50% Crit Rate, Decreases Special Skill Costs 25% (Already factored in)
Godly Chain Robe: 122 Def, 138 Res, 61 Act
---->-15% Action Speed

Alternate Equips
Bandit Dagger: Loses 43% of Damage, Gains 1.5% Speed and 25% ID

Damage/HP/SP: Man Uniform: Gains 15% Damage, 5% HP and 30 SP,  Loses 61 Spd, 3% Def and 7% MDef
Damage/Guts: Man Uniform v2: Gains 15% HP, 50% Guts, Loses 61 Spd, 5% Def and 9% Mdef
HP and HP Regen: Chimera Skin: Gains 9% HP and 30 HP Regen; Loses 61 Spd, 2% Def and 6% MDef
Immune Dark: Holy Chain: Gains 1% Mdef, Loses 3% Def and 61 Spd, , Immunes Dark
Immune Fire: Sea BDU: Loses 61 Speed, 2% Def and 5% Mdef, Immunes Fire (Keeps -15% to Act)
Immune ID: Silver Threads: ID Immunity and 15% Magic Block, Loses 61 Speed, 9% Def and 10% Mdef,
Immune Water/Ice: Sun BDU: 50% Guts, Loses 61 Sped, 5% Def and 8%, Immunes Water
Magic Block: Mana-eurism Coat: Gains 2% Def, 1% Mdef and 20% chance of blocking magic, Loses 61 Spd
Phys Block and Regen: Pumpking Armor: Gains 20% Phys Block and 30 HP Regen, Loses 61 Spd and 4% Mdef
Phys and Mag Block: Sea Roar Armor: Gains 3% Def and 20% Phys and Mag Block, Loses 61 Spd and 12% Mdef
SP Max: Moon Trench: Gains 50 SP, 12% Def, and 6% Res, Loses 61 Spd

ACTIVE SKILLS
Attack: 440 Physical Damage (361 Base, 50% Crit Rate), +0.8 RT
Analyze (11)- 1118 Holy Physical Damage (916 Base, 50% Crit Rate), +0.85 RT
Photo Silhouette (24)- +0.7 RT
--->Silhouette first acts at: 0.55 RT
Twin Calibur (45)- 1527 Holy Physical Damage (1252 Base, 50% Crit, Medium Range) +1.1 RT
Falling Blades (22)- 817 Holy Physical Damage (670 Base, 50% Crit) +1.1 RT
--->Timed Cards At: +0.75 RT, 1.15 RT, 1.8 RT, 2.05 RT, 2.45 RT, 3.1 RT (Last 3 are renewals of first 3)
Drive Calibur (105)- 2053 Holy Physical Damage (1683 Base, 50% Crit) +1.1 RT

2.15. 4,504 (FB w/ 2 TC, DC , 127)
2.8: 5,321 (FB w/ 3 TC, DC, 127)
2.95: 6,349 (FB w/ 3 TC, Analyze, DC, 138)
3.1: 7,166 (FB/ w 4 TC, Analyze, DC, 138)
3.2: 7,665 (FB/ w 4 TC, DC, TC, 172)
3.45: 8,482 (FB w/ 5 TC, DC, TC, 172)
4.05: 9,600 ((FB w/ 5 TC, Analyze, DC, TC, 183)
4.15: 10,417 (FB w/ 6 TC, Analyze, DC, TC, 183)
4.3: 10,826 (FB w/ 6 TC, DC, TC x 2, 217)
4.9: 11,535 (FB w/ 6 TC, Analyze x 2, DC, TC 194)
5.2: 12,868 (FB w/ 6 TC, Anal, DC, FB w/ 2 TC, TC, 205)
5.45: 13,685 ((FB w/ 6 TC, DC, Anal, FB w/ 3 TC, TC, 205)
5.85: 14,502 ((FB w/ 6 TC, DC, Anal, FB w/ 4 TC, TC, 205)
6: 15,620 ((FB w/ 6 TC, DC, Anal, FB w/ 4 TC, Anal, TC, 216)
6.25: 16,437 (FB w/ 6 TC, DC, Anal, FB w/ 5 TC, Anal, TC, 216)
6.9: 18,372 (FB w/ 6 TC, DC, Anal, FB w/ 6 TC, Anal x2, TC, 227)
7.7: 19,081 (FB w/ 6 TC, Anal x2, FB w/ 6 TC, Anal x3, DC, 193)

LILY

HP: 412 (392 base) (76.4%)
SP: 294 (274 base)
ATK: 266 (246 base)
DEF: 531 (361 base)....(Takes extra 1.5%)
MGK: 602 (417 base)
RES: 583 (397 base)....(Cuts by 9%)
SPD: 172 (152 base)....(104%)
Element Water: Halves Ice/Water
Blocking: 20% chance to block Physical Attacks
Tea Break: Restores 18 SP at beginning of turn

Southern Cross: 165 Magic, 28 Def, 28 Res, 8 Stun
--->+15% to Special Damage and +20% to Water
Godly Chain Robe: 122 Def, 138 Res, 61 Act
---->-15% Action Speed

Alternate Equips
Scarf of Darkness: Gains 15% chance of ID on attacks and 1% Def, Loses 33% Damage and 4% Mdef
Seele Necklace: Gains 16% HP, loses 12% of damage, 5% Defense and 4% Mdef
Magic Stone Collar- Gains 25% Silence, Loses 36% of damage and 5% of Def

Damage Max: Sea BDU v3: Gains 20% Tech Damage and 20% chance of halving Act, Loses 61% Act, 2% Def and 5% Mdef;
Def/Mdef Max: Peacock Dress: Gains -10% Act Cut, 6% Def and 12% Res,, Loses 61 Speed
HP/HP Regen: Chimera Skin: Gains 12% HP and 30 HP, Loses 61 Spd, 2% Def and 6% Res
ID Attack: Bloody Magic Robe: 15% ID on attacks, Loses 61 Spd, 12% Def and 4% Res
Immune Dark: Saint's Garb: Immunes Dark and Gains 3% Res, Loses 61 Spd and 8% Def
Immune Fire: Sea BDU: Immunes Fire and -15% Act, Loses 2% Def, 5% Res and 61 Speed
Immune ID/Mag Block: Silver Threads: Immunes ID and gains 15% Mblock, Loses 61 Speed, 10% Def and 10% Res
Immune ID/Phys Block: Gothic Dress: Immunes ID and gains 5% HP and 20 SP or 20% Pblock, Loses 61 Speed, 10% Def and 12% Res
Immune Water: Sun BDU: Immunes Water and Gains 50% Guts, Loses 61 Speed, 6% Def and 8% Res
Phys Block w/ Defense Max: Peacock Dress v2: 20% Pblock, Gains 3% Def and Res, Loses 61 Spd
Magic Block/Guts: Eternal Cape: Gains 20% Mblock and 50% Guts, Loses 61 Speed, 11% Def and 2% Res

ACTIVE SKILLS
Attack: 386 Magic Damage, +0.8 RT
Blizzard Axel (20)- 1122 Ice Magic (Large Range) + 90% Freeze (Adds trivial Ice damage), +0.9 RT
Frozen Sweets (30)- 1625 Ice Magic, +1 RT, 15 to Unite Gauge
Rainy Mega Spear (38)- 742 Ice Magic (Large Range), +0.95 RT
--->Timed Cards +0.8 RT, +1.25 RT and +1.6 RT
Frozen Cannon (50)- 1371 MT Ice Magic + 40% Slow, +1.1 RT
Glacieration (40)- 512 Ice Magic, +1.2 CT and RT
--->1977 (Resist-Ignoring?) Ice Magic upon 1.2 CT

1.95: 3109 (RMS w/ 1 TC, FS, 50)
2.25: 3851 (RMS w/ 2 TC, FS, 50)
2.6: 4593 (RMS w/ 3 TC, FS, 50)
2.95: 6218 (RMS w/ 3 TC, FS x 2, 62)
3.95: 7,843 (RMS w/ 3 TC, FS x 3, 74)
4.2: 8,444 (RMS w/ 3 TC, FS, RMS w/ 2 TC, FS, 82)
4.55: 9,186 (RMS w/ 3 TC, FS, RMS w/ 3 TC, FS, 82)
4.9: 10,811 (RMS w/ 3 TC, FS, RMS w/ 3 TC, FS x2,  94)
5.9: 12,436 (RMS w/ 3 TC, FS, RMS w/ 3 TC, FS x3,  106)
6.15: 13,037 (RMS w/ 3 TC, FS, RMS w/ 3 TC, FS, RMS w/ 2 TC, FS, 114)
6.5: 13,779 (RMS w/ 3 TC, FS, RMS w/ 3 TC, FS, RMS w/ 3 TC, FS, 114)
6.85: 15,404 ((RMS w/ 3 TC, FS, RMS w/ 3 TC, FS, RMS w/ 3 TC, FS x2, 126)
7.85: 17,029 ((RMS w/ 3 TC, FS, RMS w/ 3 TC, FS, RMS w/ 3 TC, FS x3, 138)

ET

HP: 528 (508 base) (97.9%)
SP: 233 (213 base)
ATK: 637 (398 base)
DEF: 586 (354 base)...(Cuts by 8%)
MGK: 276 (256 base)
RES: 542 (354 base)...(Cuts by 2%)
SPD: 231 (178 base)....(103.5% Speed) (112.5% with Godly Chain Robe)
Element Wind: Halves Wind/Thunder
Quick: 20% chance of halving action wait time
High Speed Action: 25% chance of gaining first strike in battle

Dance-Linda Londe: 219 Attack, 33 Speed
-->-15% Action Time
Parade Star: 212 Def, 168 Res

Alternate Equips
Phantom Gear: -34% Damage, 33 Speed and 15% Action Time Cut, +50 SP and 25% Seal
Anti-Darkness Sun: -16% Damage, 33 Speed and 15% Action Time Cut, +15% ID

Damage/SP Max: Retro-Cute Sailor- Gains 9% Damage and 50 SP, Loses 22% Def and 15% Res
Immune Dark: Holy Chain: Immunes Dark, Loses 18% Def and 5% Res
Immune Fire : Sea BDU: Fire Immunity and -15% Act, Loses 17% Def and 11% Res
Immune ID: Gothic Dress: Immunes ID, Gains either 4% HP and 20 SP or 20% Phys Guard, Loses 24% Def and 18% Res
Immune Water: Sun BDU: Immunes Water and Gains 50% Guts, Loses 20% Def and 13% Res
Speed Max: Godly Chain Robe: Gains 62 Act and -15% Act, Loses 17% Def and 6% Res
SP Max: Sea BDU v2: Gains 50 SP and -15% Act, Loses 17% Def and 11% Res

ACTIVE SKILLS
Attack: 388 Damage, +0.8 RT
Swallow Chakram (24)- 785 Damage, +0.9 RT
--->Timed Cards At +0.75 RT and +1.35 RT
Lock On Arrow (40)- 1096 Damage, +0.95 RT
-->80% chance of inflicting Lock-On, which does 560 physical damage at the beginning of a target's turn
No Hand Loop (15)- +0.5 RT
--->Support Chakrum status inflicts 388 extra physical damage before every offensive action Et takes.
Twinkle Moon (38)- 828 Damage, +1.25 RT
--->95%/65%/45%...45% Chance of Gaining Extra Turn upon use
Et Circle Rondo (95)- 785 Damage (Medium Range), +1.1 RT
--->Timed Cards At +0.65 RT, +1.2 RT, +1.65 RT and +2.1 RT (Don't count either the 2nd or 3rd)

Turn 1.9: 2,666 (SC w/ 1 TC, LoA, 64)
Turn 2.35: 3,452 (SC w/ 2 TC, LoA, 64)
Turn 2.8: 5,021 (SC w/ 2 TC, SC w/ 1 TC, LoA, 88)
Turn 3.25: 5,806 (SC w/ 2 TC x 2, LoA, 88)
Turn 3.55: 6,280 (SC w/ 2 TC, SC w/ 2 TC, SC w/ 1 TC, 72)
Turn 3.7: 7,376 (SC w/ 2 TC x2, SC w/ 1 TC, LoA, 112)
Turn 4.15: 8,472 (SC w/ 2 TC x3, LoA 112)
Turn 4.45: 8,635 (SC w/ 2 TC x3, SC w/ 1 TC, 96)
Turn 4.6: 9,731 ((SC w/ 2 TC x3, SC w/ 1 TC, LoA, 136)
Turn 5.05: 10,516 (SC w/ 2 TC x4, LoA 136)
Turn 5.35: 10,990 (SC w/ 2 TC x4, SC w/ 1 TC, 120)
Turn 5.5: 12,086 (SC w/ 2 TC x4, SC w/ 1 TC, LoA 166)
Turn 5.95: 12,871 (SC w/ 2 TC x5, LoA 166)
Turn 6.25: 13,345 (SC w/ 2 TC x5, SC w/ 1 TC, 144)
Turn 6.4: 14,441 (SC w/ 2 TC x5, SC w/ 1 TC, LoA, 184)
Turn 6.85: 15,226 (SC w/ 2 TC x6, LoA, 184)
Turn 7.15: 15,700 (SC w/ 2 TC x6, SC w/ 1 TC, 168)
Turn 7.3: 16,796 (SC/ w 2 TC x 6, SC w/ 1 TC, LoA, 208)
Turn 7.75: 17,581 (SC w/ 2 TC x 7, LoA, 208)

YUN

HP: 571 (551 base) (105.8%)
SP: 211 (191 base)
ATK: 598 (416 base)
DEF: 493 (351 base)....(Takes extra 9%)
MGK: 320 (300 base)
RES: 533 (375 base)....(Cuts by 0.5%)
SPD: 240 (159 base)....(105% Speed)
Element: Fire: Halves Fire
Last Stand: Boosts all stats by 10% when below half HP  (Improves damage 21%)
Willpower at Pinch: Gets one double action when below 20% HP

Calm Tranquil: 162 Atk
-->50% Crit Rate, 15% Boost to Special Skills
Godly Chain Robe: 122 Def, 138 Res, 61 Act, -15% Action Speed

Alternate Equips
Forbidden Claw: -50% Damage, 25% Seal and Curse
Stinger: -57% Damage, 25% ID

Damage and HP: Man Uniform: Gains 15% Damage, 5% HP, and 30 SP, Loses 61 Act, 4% Def and 7% Res
Damage/Guts: Man Uniform v2: Gains 15% Damage, 50% Guts, a, Loses 61 Act, 7% Def and 10%
Immune Dark: Holy Chain: Loses 3% Def and 61 Act, Immunes Dark
Immune Fire: Resist Clothes: Loses 61 Act, 11% Def and 5% Res, Immunes Fire, Choice of 30 SP or 20% Magic Block
Immune Water: Fiery Martial Suit v2: Gains 9% Def and 11% Mdef, Immunes Ice/Water, Loses 61 Act
SP Max: Fiery Martial Suit: Gains 50 SP and 6% Mdef, Loses 61 Act

ACTIVE SKILLS
Attack: 443 Physical Damage (363 base; 50% Crit), +0.8 RT
Fiery Fist (26) - 1251 Fire Physical Damage (1025 Base, 50% Crit), +0.95 RT      
Blazing Cloth (40) - 1592 Fire Physical Damage (1305 Base, 50% Crit), +1 RT   
-->Lowers Enemy Defense 5% each use, Stackable            
Flame Pillar (120)- 2526 Fire Physical Damage (2071, 50% Crit, Small Row), +1.2 RT   
--->Delays Target Turn ~10-15%
Speedy Flame Bomb (80)- 1918 Fire Physical Damage (1569, 50% Crit, Medium Range) +1.1 RT
--->Delays Target Turn ~10-15%

Turn 2.1: 4,444 (SFB, FP; 200)
Turn 2.95: 5,369 (FF, BC, FP; 186)
Turn 3: 5,710 (BC x 2; FP; 200)
Turn 4: 6,694 (BC x 3; SFB; 200)
Turn 5: 7,960 (BC x 5; 200)
Turn 5.9: 8,529 (FF x3, BC x 3, 198)
Turn 6.8: 9,439 (FF x 5, BC x 2, 210)
Turn 7.65: 10,008 (FF x 8; 208)

PUNIYO

HP: 501 (365 base) (92.8%)
SP: 318 (298 base)
ATK: 268 (248 base)
DEF: 567 (348 base)...(Cuts by 5%)
MGK: 651 (416 base)
RES: 580 (402 base)...(Cuts by 8.5%)
SPD: 137 (117 base)....(90.5% Speed)
Guts: 25% chance of reviving with 1 HP
Element Light: Halves Holy

Tie-Families- 66 HP, 215 Mgk, 42 Def, 42 Res
Puni King Crown: 50 HP, 157 Def, 116 Res
-->Evasion up as HP falls (50% at 1 HP)

Alternate Equips
Tie-Families v2: -16% Damage, 3% HP, 2% Def and Mdef, +20% phys block,
Tie-Families v3: -3% Damage, 3% HP, 2% Def and Mdef, and 20% mag block, +20% phys block
Rainbow Gem: -18% Damage, 13% HP, and 2% Def, +1% Mdef, 15% ID & 25% Sleep (or 25% Sleep/Curse in order)

Damage/SP Max: Retro-Cute Sailor- Gains 9% Damage, 50 SP and 28 Speed, Loses 10% HP, 9% Def and 5% Res
Guts Max: Eternal Cape: Gains 2% Mdef, 50% Guts and 20% Magic Block, Loses 10% HP and 17% Def
Healing Max: Saint's Garb: Boosts Healing 33%, Gains 30 SP and 7% Res, Loses 4% HP and 14% Def Boosts Healing 33%
ID Attack: Bloody Magic Robe: 3% Damage Gain, 15% Chance of ID on attack, Loses 10% HP and 18% Def
Immune Dark: Saint's Garb v2: Immune Dark and Gain 7% Mdef, Loses 10% HP and 14% Def
Immune Fire: Dancing Water Cape: Immune Fire and Gains 10 SP, Loses 8% HP, 23% Def and 8% Mdef 10
SP Max: Best Costume: Adds 5% HP and 73 SP, Loses 16% Def and 9% Res
Speed Max: Heaven's Silk- Gains 24 Speed, -10% to Skill RT, 10% chance of having act, Loses 10% HP, 20% Def and 11% Res

ACTIVE SKILLS
Attack: 313 Magic Damage, +0.9 RT
Puni Cureheal (29)- 191 Healing+Status Healing, 65 Revival, +1.15 RT   
Puni Suction (15)- 823 Magic Damage,+1.15 RT
-->If enemies are killed by this, they are kept as a ball which can be spit out with Puni Breath. Puniyo can store up to 3 balls.               
Puni Breath (0)- Spits out one of the following (all at +0.25 RT):
Darkness Soul Ball: 1611 Darkness Magic
Bound Ball: 1538 Magic+Delay
Vortex/Calamity/Teraflame/Heaven's Rebel/Blizzard Ball: 1538/1538/1472/1417/1417 MT Wind or Lightning/Earth/Fire/Holy/Ice Magic
Puni Barrier (103)- MT Status Immunity for 5 Turns+1.15 RT         
Puni Allheal (115)- 143 MT Healing+Status Healing+457 Revival, +1.4 RT               
Dropping Puni Puni (50)- Adds repeating time card; Damage increases for number of time cards that are present (929 for 1, 1145 for 2, 1380 for 3, 1640 for 4), +1 RT         
--->Timed Card At: +1.3 RT, 2.6 RT, 3.9 RT and 5.2 RT

If Allowed 3 Stored Balls
Turn 1.25: 3222 (DSBall x 2)
Turn 1.5: 4833 (DSBall x 3)
Turn 1.75: 5,656 (DSBall x 3, PS, 15)
Turn 2.8: 6,479 (DSBall x3, PS x 2, 30)
Turn 3.75: 7,408 (DSBall x 3, DPP w/ 1 TC, PS x 2, 80)
Turn 4.05: 7,946 (DSBall x 3, DPP x 2 w/ 1 TC, PS, 115)
Turn 4.35: 9,091(DSBall x 3, DPP w/ 2 TC, DPP w/ 1 TC, PS, 115)
Turn 4.9: 9,914 (DSBall x 3, DPP w/ 2 TC, DPP w/ 1 TC, PS x2, 130)
Turn 5.05: 10,941(DSBall x 3, DPP w/ 2 TC, DPP w/ 1 TC x 2, PS, 165)
Turn 5.35: 12,321 (DSBall x 3, DPP w/ 2 TC, DPP w/ 2 TC, DPP w/ 1 TC, PS, 165)
Turn 5.65: 13,701 ((DSBall x 3, DPP w/ 3 TC, DPP w/ 2 TC, DPP w/ 1 TC, PS, 165)
Turn 6.05: 14,524 (DSBall x 3, DPP w/ 3 TC, DPP w/ 2 TC, DPP w/ 1 TC, PS x2, 180)
Turn 6.35: 15,904 (DSBall x 3, DPP w/ 3 TC, DPP w/ 2 TC x2, PS x2, 180)
Turn 6.65: 17,284 (DSBall x 3, DPP w/ 3 TC x2, DPP w/ 2 TC, PS x2, 180)
Turn 6.95: 18,664 (DSBall x 3, DPP w/ 4 TC, DPP w/ 3 TC, DPP w/ 2 TC, PS x2, 180)
Turn 7.2: 19,487 (DSBall x 3, DPP w/ 4 TC, DPP w/ 3 TC, DPP w/ 2 TC, PS x3, 195)
Turn 7.65: 20,632 ((DSBall x 3, DPP w/ 4 TC, DPP w/ 3 TC x2, , PS x3, 195)
Turn 7.95: 21,777 (DSBall x 3, DPP w/ 4 TC x2, DPP w/ 3 TC PS x3, 195)

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