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Messages - Dhyerwolf

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1
GODLIKE

Ryu (BoF3) vs. Orlandu (FFT)- Yeah, the core of my disallowance of Force Armor thing is just down to money. You have a limited amount of money at BoF3 considering how expensive the endgame equips are. I basically allowed everything else (even if frankly you wouldn't have the money to buy all of it) because all the other equips at least could be justified as a decent choice in game (Best weapons that aren't horrible to get, Best Helmets, Protectors for obvious reasons, Mind Shield for the best defense, Spiked Gauntlet for attack), while Force Armor (at least for Ryu) is a lot of money you need elsewhere for an effect that only very, very rarely comes up after it can be acquired. Ryu does have the Mind Shield to halve the hit rate, but that leaves it at 50% which hits to me (if...you even see if working. Truth be told, the effect is so useless in game that at this point, I'd see an MP Damage attack that can't really be stopped as getting past it anyways).
Lamington (Disgaea) vs. Riou (S2)- I see Lamington as about 2.3 PC HP, so Riou's 1.7 PC HP Forgiver Sign goes a long way, but not long enough.
Sephiroth (FF7) vs. Rudo (Brig:LoR)


HEAVY

Naoto Shirogane (P4) vs Raze (MK2)- Yeah, I see Naoto blocking ID, not damage
Ness (Earthbound) vs. Millenia (G2)- If this was mathed out by others, happy to go with that.
Margulis (XS2) vs. Golbez (FF4:TAY)- Golbez does make this closer because he can equip Fire res, but the ITE physical will be too much


MIDDLE

Squall Leonhart (FF8) vs Lich (FF1)
Koromaru (P3) vs. Greninja (PKMN)
Stocke (RH) vs. Bowser (SMRPG)

LIGHT
Paula (EB) vs. Sten (BoF2)
Natan (SH3) vs. Kain Highwind (FF4)
Genis Sage (ToS) vs. Aika (SoA)
Zell Dincht (FF8) vs. Palmer (FF7)

2
GODLIKE

Rudo (Brig:LoR) vs. Belial (WA4)
Simeon (Octopath) vs. Shania (SH3)- Not close. Shania with two wins in Godlike!
Yuna (FFX) vs. Riou (Suiko2)
Fou Lu (BoF4) vs. Orlandu (FFT)


HEAVY

Golbez (FF4:TAY) vs. Worker 8 (FFT)
Lady Harken (WA:ACF) vs. Lyon (Suiko5)- Strong gut reaction here.
Raze (MK2) vs. Nel Zelpher (SO3)


MIDDLE

Bartholomew Fatima (XG) vs. Empoleon (PKMN)
Bowser (SMRPG) vs. Kazan (Legaia 2)- Haha, Fear is like the 1 status that doesn't exist in Legaia 2 (also, no Charge Heal for me anymore)


LIGHT

Palmer (FF7) vs. Geela (TriStrat)- Geela with two wins!
Aika (SoA) vs. Locke (FF6)
Ryudo (G2) vs. Kain Highwind (FF4)
Guile (CC) vs. Sten (BoF2)- Guile has about 1.3 Mdur while Sten does 1.25 magic damage over 3 turns. Guile certainly 3HKOs to me if not a 2HKO.

3
Bravely Default 2- Played this a while back. Very uneven game and I don't even just mean in the normal class based game of very uneven classes (although that felt worse than normal here). I don't mind the change from TB to ATB speed, but the game was plagued was serious transparency issues. Both speed and damage mults were way too opaque in a way that just feels like it should have been left far in the past. The counter gimmick was annoying when it was on randoms (bosses depended on the individual boss, but other than 1 particular one it was fine).

Challenge kind of dissapates once you have enough MP regen methods going because you can just have a healer revive everyone if needed. There was definitely a long stretch were bosses were just too much of jokes because of this (Adam was finally the one to break this at least a little).

I did enjoy a lot of classes being remixed.

Sad they got rid of the great chained random mechanic from Bravely Second, since otherwise there was too much random slog at times without anything to spice it up (yes, I know this game had a chaining mechanic, but I didn't like it at all).

Very uneven plot. The Chapter 2 story just needed to be totally flushed, but then the Chapter 3 arc was fantastic. Also, how did they have two tree towns in a game where the only time the graphics are ever interesting is in towns and both of them were total letdowns?! Rimedhal and the Russian city at least made up for that. I certainly wish they were able to pull more of that graphical style into dungeons instead of having many rooms of interchangable boredom.

Giant middle finger to the game though for having class passives with negative features that unlock after a certain point. Why would any designer think that hampering a class with a bad second passive would be a good design decision? I was running a Thief with a Monk secondary and the Artist passive to make the Monk BP costing move free, just to get Thief's second passive that also made the move free but also prevented my ability to gain BP through defaulting? Yikes

Final score was a 4/10. The optional multi boss endgame battles brought it back up from a 3. I loved those in BD, so I'm very glad to have seen those brought back. The ending story structure was also cute enough.

Triangle Strategy- On the other hand, this is the first time the team finally fully knocked a game out of the park. Everything was solid. The branching storylines were handled fairly well within the context of often not changing the general contour of the game until the end, there are a ton of fun battles (especially those in the Salt map or the mines), the system is generally fairly well balanced (I do enjoy the hyper focus on just a few skills for every PC) and the BP system was very elegant. 8/10

4
GODLIKE

Rudo (Brig:LoR) vs. Cloud of Darkness (FF3)- Rudo doesn't get to counter to me since no range supremacy.
Belial (WA4) vs. Ryu (BoF3)
Shania (SH3) vs. Lamington (Disgaea)

HEAVY

Naoto Shirogane (P4) vs. Golbez (FF4:TAY)- No idea what Naoto's actual ID rate is, so...
Edge (FF4) vs. Worker 8 (FFT)- My gut was Edge, but maybe not. If I saw Edge having more than 1 Fuuma, this would be easy. W8 2HKOs w/ Crush + Anything. Edge's issue is that he needs to keep Image up or the physical counter kills him and if Edge uses Image, then I think W8 will have at least 1/8 of his HP left when he gets his second turn and knocks out Edge.
Ness (Earthbound) vs. Lady Harken (WA:ACF)- Shield Beta halves physical damage and reflects the other half back at Harken and Maximum Risk is phyisical base damage, so this one seems pretty clear for me.
Ike (FEs) vs. Lyon (Suiko5)

MIDDLE

Ashley Winchester (WA2) vs. Bartholomew Fatima (XG)- Not that super crappy XG build up being useful, but granted at least it also relies on Bart's fantastic evade game
Bowser (SMRPG) vs. Kent (FE7)- Strong gut
Kazan (Legaia 2) vs. Koromaru (P3)- I don't allow Charge Heal anymore, so this seems right.

LIGHT

Thief (FF5) vs. Palmer (FF7)
Paula (EB) vs. Geela (TriStrat)
Natan (SH3) vs. Aika (SoA)- Well, per my own note of "Panic- Doubles SP Costs (Given that Running out of SP causes characters to act irrationally, it's not unreasonable for this to cover Confuse)"...sure.
Pikachu (PKMN) vs. Locke (FF6)- Oof yeah, Wing Edge 2HKO

5
Tournaments / Re: RPGVO 2022 Nomination Thread
« on: August 20, 2022, 06:30:24 PM »
Godlike
Orlandu (FFT)
Elc (ATL 2)
Riou (S2)
T260G (Saga)
Kefka (FF 6)
Fou Lu (BoF 4)

Heavy
Tosh (ATL 2)
Shadow (FF 6)
Millenia (Grandia 2)
Raze (MK 2)
Nel (SO 3)
Golbez (FF4:TAY)

Middle
White Rose (Saga)
Warlock (S4)
Crono (CT)
Bart (XG)
Hellion (S1)
Ophilia (OT)

Light
Locke (FF 6)
Rico (XG)
Meg (S2)
Vincent (S2)
Sten (BoF 2)
Ricardo (SH 3)

6
RPGDL Discussion / Re: Division Rankings rambling.
« on: August 08, 2022, 02:52:58 AM »
Serenoa- 107% HP, 99% Speed, 55% Damage Twice, 47.6% Damage with 0.5 Turn Delay, Semi Weak Counters. A straightforward Middle, not super impressive. 3.25

Roland- 97% HP, 103% Speed, 105% Damage on Turn 2 (76% being ITD and coming at once). Not all that different from Serenoa, but speed and ITD is an edge. 3.35

Frederica- 92% HP but bad defense, 95% Speed. Solid 2HKO (76%) although not quite a level where many OHKOs will be grabbed. I think I've overrated the effect of elemental resistance in the past. 2.9

Benedict- Fast and physically durable, but 5HKOs sadly. 2.35

Hughette- Relatively average durability, 99% Speed. 3HKOs and can do that while inflicting an effective Blind or Don't Move. Certainly some kind of Middle. Say 3.35

Geela- 10HKOs on average. Sure, infinite healing that can sometimes heal more than 50% HP but that damage stings. Miraculous Light may spoil a few times, I think this is better than Benedict, so...2.5?

Anna- One of the two clear Heavies. 118% Speed, 2HKOs (114.4% over two turns, although a bit more spoilable by evade due to needing to hit 4 times), Sleep is turn 1 to me and has has use as might Take Cover. 3.95

Erador- 110% HP, Decent Physical Defense, horrible Mdef (but Fury helps cover that), 91% Speed. ~35% Damage with mage spoiling. I think that gets him into Middle and Desperate Defense nets him a few more wins too. 3.25

Corentin- Same basic stats as Frederica, but his 71% damage move also inflicts Silence, making him a Middle to me I think. 3.15

Rudolph- A tad slow and undurable, but 54% Damage or 96% damage over two turns where the first one inflicts Sleep. That's a nice boon  that makes him a solid Middle to me. 3.5

Narve- Good in game mage with DL issues. 66% Damage that has turn 2 Paralysis to me and that's about it (other than having a physical that registers on the damage curve; still not good) and a better defensive profile. Still a decent Light. 2.8

Hossabara- Pretty average all around. A tad slow, but damage is a little above average. Desperate Defense is nice though and I think makes her borderline. 3

Julio- 107% HP, 99% Speed, 3HKOs of both types (34.5% Magic, ~42.7% Physical) plus TP Damage (for whatever that is worth. I'd see it do a limit versus FF 7, Legend of Heroes, VP...etc). 3.15

Lionel- 113% HP, 91% Speed, 4HKOs, but status! Turn 1 Fury for Healers/Mages, Turn 1 Sleep or Silence (Sleep is the one he wants. Fury already gets Mages, and Sleep means Brute Force will hit and will likely net him a 3HKO). Gut is Middle. 3.2

Piccolletta- 103% Speed, 98% HP, 5HKO damage. Everything rides on Decoy. I think I see Decoy working on ST damage if the Decoy has less durability than Piccoletta. Piccoletta will often need to take at least 2 hits in Light to be weaker than the Decoy, which has horrible stats. A weird Light, but not necessarily bad. Evade helps. 2.8

Ezana- 65.6% Lightning magic with turn 1 Paralysis. 3.4

Medina- Well, I allow some level of (bad) items. I'm just giving her the same score as Benedict. 2.35

Archibald- 90% HP, 91% Speed, 65% ITD damage though! 3.4

Milo- 98% HP, 107% Speed, 23.7% Physical Damage and 35% Magic Damage with a minor Poison. Turn 2 Evasion is nice as is turn 1 Charm. Still not an impressive Middle, but say 3.3

Groma- 86% HP, but solid defenses and 32% Evade and 110% Speed. 113% Damage total on turn 2, turn 1 Fury for Mages/Healers, Immobilize may have some use versus SR fighters. I feel like she just is slightly over the border for Heavy. 3.8

Flanagan- 119% HP, 95% Speed, about 8% Auto-Regen. Solid Pdef, bad Mdef but another fighter where turn 1 Fury helps there. 33.5% Damage. Middle. 3.25

Maxwell- 104% HP, 110% Speed, OPB Auto Life and 51.5% Damage. 4

Cordelia- Weird. Can use Above and Beyond every other turn against ST fighters, so if you don't 2HKO her you may have issues even with some anti healer stuff. 2.65? Could be misdiagnosing.

Trish- 107% Speed, 48% Fire damage that can be used twice off the bat, 33.5% Damage Otherwise or 31% consistent ITE. I think she scrapes into low Middle. 3.05

Travis- 110% HP, 95% Speed, 56% Damage. 3.15

Quahaug- 93% HP, 118% Speed, bad Defense, weird as hell. One key option:

Attack (he has to since In Due Course needs 4 procs + attack to kill)->Take hit->Stop Time->In Due Course->Enemy is stopped takes damage->in Due Course->Enemy is stopped, takes damage, stop is lifted->In Due Course->Take 2nd hit, in Due Course Procs->In Due course->Take 3rd hit, in Due Course Procs

So basically still needs to be able to take 3 hits to win, which is quite unlikely in Light someone only needs about 20% physical damage ot accomplish that. Granted, Quahaug needs effectively 5 turns to kill and might get a double...which granted just nets him 20% healing, but lets him survive a 25% Phys Damage 3HKO. So he's a kind of fast 4HKOer or something, so technically better than Medina/Benedict...edit: minus his defense making him worse I think. 2.3

Thalas- 1.49 PC HP, decent defenses, 1.111% Turn 1 Speed, 144% After, 36.3% Phys Damage, 38.8% Wind Damage (But needs 4 turns to use three times). Speed and durability gets him into low Heavy. 3.9

Erika- Basically a slightly worse Thalas with a different element. 3.85

Avlora- 1.4 PC HP, 159% long term speed, Good defenses, 57.7% Damage that goes to 75% below 50% HP. Desperate Defense definitely gets her into Godlike. 4.65

Patriette- 1.21 PC HP, 148% Long Term Speed, Nasty Blind against physical fighters (although it leaves him 4HKOing). Edged Arrow is an option, but a costly one. That said, speed is a great DL stat and I can see him at 3.8

Gustadolph- 1.34 PC HP, 148% Long Term Speed, 38% Damage, 22.7% w/ very accurate Silence or 42.4% Ice Magic (albeit one he can use only once every 3 turns). A little better than his siblings, although not too much. 3.95

Kamsell- Sad HP combined with a 3HKO keeps in Light no matter the speed. 2.8

Exharme- 1.3 PC HP, 156% Long Term Speed, 40% damage that makes him pdur a little better. Charm isn't accurate at base to help at 3 TP. 3.6

Lyla- 1.33 PC HP, 148% Long Term Speed. Weird. 42% Magic, but needs 4 turns to use three times with no free damage option. However, she also delays enemies 1 turn using that and slows them a little, so it's more like 3 turns to kill average. Stop is cute, but with the TP cost I don't see it factoring in much. Some healer busting strategies. 3.5

Idore- Some scaling could make him Bluelike, but 112.9% Turn 1 Speed and 75% HP doesn't get him there for me. 4.8. His shield clearly makes him Godlike, meaning you either need to double act or you need to be faster and OHKO him or faster than him long term (no really happening minus a great Haste spell) and outslug. 55% Damage at Worst with spikes of 75.9% (albeit all magical).

7
Unranked Games / Re: Triangle Strategy
« on: August 07, 2022, 10:49:46 PM »
Bosses
1. Taken on two Second Playthrough
2. Most of the bosses have about the same support credit to me. Basically, if a boss and their allies number approximately the same as the PCs facing them when they are actually engaging, I take them against 2 PCs (for the ability to focus). The exceptions are Kamsell and Idore, who can often be faced without any allies around them or minimal numbers.
3. Their speed is often less turn 1. I initially thought to say half the effect, but upon more reflection 1/4 the effect made sense since often you'll be sniping in a few attacks before engaging (and many of them had turn 1 speeds less than Anna, so 1/2 also felt wrong there). Also taking them against 27 speed to account for boosters
4. Damage taken against is a little rough, but accurate enough. It's mostly DL damage with a little boost for various extra equips or effects like insta-turns.

Thalas, Wind Caster
HP: 1037
Str: 63
Pdef: 62.......Cuts by ~20 (14.8%)
Mag: 63
Mdef: 57.....Cuts by ~24 (17.8%)
Luck: 28
Acc: 55.......(~94% base against Average Eva from Side; 91.1% average hit rate)
Speed: 39....(111.1% Turn 1, 144.4% After)
Eva: 52.......(4.9% Evade on Average)
Max TP: 4
Resists Wind 30%, 30% Weak to Lightning
Immune to Poison, Silence, Fury, Charm, ID, ~55% Resistance to Others

Faces: 446 HP
Damage Faced: ~140
Support Credit: Standard support credit = 1.49 PC HP

Tome of the Peafowl: 162 Physical Damage
Good Grief: Increases Ally Str
Flame Ward (1 TP): Increasese Fire Resistance
Windstorm (2 TP): 173 Wind Magic
Fierce Wind (2 TP): 132 AoE Wind Magic

Erika, Bomber
HP: 1043
Str: 64
Pdef: 56.......Cuts by 8 (5.9%)
Mag: 59
Mdef: 56.....Cuts by 22 (16.3%)
Luck: 39
Acc: 51........(~104% base against Average from Side; 91.8% Average Hit Rate)
Speed: 37....(109.2% Turn 1, 137% After)
Eva: 53.......(5.8% Evade on Average)
Max TP: 4
Resists Fire 30%, 30% Weak to Ice
Immune to Paralysis, Silence, Blind, Charm, Death, ~55% Resistance to Others

Faces: 446 HP
Damage Faced: ~135
Support Credit: Standard support credit = 1.49 PC HP

Fang of the Serpent: 166 Phys Damage
You're Welcome: Ally Magic Up
Oil: Creates Oil Tiles (when fire is added, does 50 damage at start of turn)
Playing with Fire (2 TP): 165 Fire Magic

Avlora, Dark General
HP: 1017
Str: 67
Pdef: 74......Cuts by 42 (30%)
Mag: 40
Mdef: 63.....Cuts by 36 (25.7%)
Luck: 52
Acc: 61.......(124% base against Average from Side, 97% Average Hit Rate)
Speed: 43....(114.8% Turn 1, 159.2% After)
Eva: 59.......(12% Evade on Average)
Max TP: 5
Status Immune

Faces: 457 HP
Damage Faced: ~145
Support Credit: Standard support credit = 1.4 PC HP

Passives:
Desperate Strike: Increase Damage 30% under 50% HP
Desperate Defense: Halves Damage taken below 50% HP

Berserker: 176 Physical Damage
Risky Manuever: 264 Physical Damage, Takes 5% MHP Damage
No Escape (2 TP): 140 SR/MR Linear Damage
Bloody Cross (4 TP): 210 Physical Damage in Large Cross around Avlora

Patriette, Marksman
HP: 907
Str: 57
Pdef: 61......Cuts by 14 (9.7%)
Mag: 56
Mdef: 56.....Cuts by 20 (13.8%)
Luck: 8
Acc: 58.......(~106% Base against Average Eva from Side, 92.5% Average Hit Rate)
Speed: 40....(112% Turn 1, 148.1% After)
Eva: 55.......(5.8% Evade on Average)
Max TP: 4
Immune to Poison, Silence, Fury, Charm, ID, ~55% Resistance to Others

Faces: 468 HP
Damage Faced: ~150
Support Credit: Fairly standard of even engagement numbers means standard 2 PC scaling for 1.21 PC HP

Shadow Fox Bow: 134 LR Damage
Blinding Arrow (2 TP): 140 LR Damage + 90% Blind for 2 Turns
Edged Arrow (3 TP): 216 LR ITD Damage

Gustadolph, Frostruler
HP: 1033
Str: 70
Pdef: 75......Cuts by 40 (25.8%)
Mag: 65
Mdef: 75.....Cuts by 56 (36.1%)
Luck: 58
Acc: 69.......(136% Base against Average from Side, 98.6% average hit rate)
Speed: 40....(112% Turn 1, 148.1% After)
Eva: 66........(20% Evade on Average)
Max TP: 5
30% Ice Resistance, 30% Weak to Ice
Immune to Sleep, Silence, Fury, Charm, ID, 50% Resistance Others

Faces: 479 HP
Damage Faced: 155
Support Credit: Standard support credit = 1.34 PC HP.

Blade of Mammon: 182 Physical Damage
Icy Edge (2 TP): 109 AoE Physical Damage + 90% Silence
Blizzard (3 TP): 203 Ice Magic

Kamsell, Master Lancer
HP: 1219
Str: 61
Pdef: 64.......Cuts by 18 (11.6%)
Mag: 43
Mdef: 58......Cuts by 22 (14.2%)
Luck: 61
Acc: 57.......(112% against Average Eva from Side, 94.4% Average Hit Rate)
Speed: 40....(112% Turn 1, 148.1% After)
Eva: 60.......(10.6% Evade on Average)
Max TP: 5
Absorbs Thunder
Immune to Paralysis, Silence, Blind, Charm, Death, ~50% Resistance to Others

Faces: 479 HP
Damage Faced: 155
Support Credit: Kamsell will wait for most of his allies to be wiped out before engaging. He has the worst effective support credit. I'd say 5 PCs at once. I see him around 62.9% PC HP

Passives
Physical Counter: 100% Mighty Lance counter vs SR

Mighty Lance: 101 Physical Damage
Unstoppable Spear (2 TP): 170 ITD Physical Damage
Landing Impact (4 TP): 202 AoE Physical Damage

Exharme, Swordmaster
HP: 1042
Str: 64
Pdef: 60........Cuts by 10 (6.3%)
Mag: 41
Mdef: 57......Cuts by 20 (12.6%)
Luck: 54
Acc: 61........(120% Base against Average Eva from Side, 96.3% average against all PCs from front)
Speed: 42....(113.9% Turn 1, 155.6% After)
Eva: 59........(9.3% Evade on Average)
Max TP: 4
Immune to Immobilize, Blind, Fury, Charm, ID, ~50% Resistance to Others

Faces: 490 HP
Damage Faced: ~160
Support Credit: Exharme has standard support credit, leading to the standard 2 Pcs taken for 1.3 PC HP

Green Viper: 158 Physical Damage
Rouse Troops (1 TP): Str up 3 and 1 TP for all allies (including self)
Sandstorm (2 TP): 197 Physical Damage + Str Down 6 and Def Down 8 for 3 turns (Increases his damage ~16-20 and he takes around 30 less physical damage or 20%)
Charisma (3 TP): 60% AoE Charm for 2 Turns

Lyla, Great Caster
HP: 1060
Str: 23
Pdef: 44....Takes extra 22 (13.8%)
Mag: 56
Mdef: 61....Cuts by 28 (17.5%)
Luck: 50
Acc: 65
Speed: 40....(112% Turn 1, 148.1% After)
Eva: 60....(10.6% Evade on Average)
Max TP: 5
Immune to Poison, Silence, Fury, Charm, ID, ~50% Resistance to Others

Faces: 490 HP
Damage Faced: 160
Support Credit: Fairly standard, so 2 PCs for 1.33 PC HP

Silver Scepter: 1! Damage
Slow (2 TP): 207 Magic Damage + Speed Down -6 for 2 turns (~25% decrease) + 0.5 Turn Delay
Delaying Casting (2 TP): 50% MHP Damage that kicks in right after target takes 2 turns
Temporal Suspension (3 TP): 100% Stop for 2 turns; ignores status immunity

Idore, Demigod
HP: 1202
Str: 28
Pdef: 61.......Cuts by 12 (7.5%)
Mag: 66
Mdef: 70......Cuts by 46 (28.8%)
Luck: 72
Acc: 65
Speed: 41....(112.9% Turn 1, 151.8% After)
Eva: 60.......(10.6% Evade on Average)
Max TP: 5
Status Immune

Faces: 490 HP
Damage Faced: 160
Support Notes: Idore will basically stay in 1 place and allow you to essentially clear the map before going after him. I would give him very little support credit and would see 4 PCs attacking him at once, for about 0.75 PC HP (could also be 5, but I think he's at least getting a little more cover than Kamsell).

Passives:
Acts Twice
Gains 2 TP instead of 1
At end of each turn, places a shield that nulls a single attack

Drain Life: 135 Magic Damage + Steal 1 TP
Issue Orders (1 TP): Grant 1 TP to ally, increases str by 3 and gives them immediate turn
Bolt of Judgement (3 TP): 237 Lightning Damage + Paralysis (likely either 30% or 60%)
Puppet Master (3 TP): Summon a Hierophant; multiple can be out

"The" Hierophant
HP: 853
Str: 29
Pdef: 57
Mag: 67
Mdef: 57
Luck: 34
Acc: 38
Speed: 38....(120.3% Turn 1, 140.7% After)
Eva: 55
Max TP: 4
Status Immune

Faces: 490 HP

Passives
Damage up with TP Up (not really tested but factored into the below damages to some degree)

Goddess Staff: ~30 Physical Damage
Charge TP: Gain 1 TP
Magic Bullet: ~223 Magic Damage at 3 TP
Heed Me (3 TP): 60% Charm
Divine Punishment (4 TP): ~340 Magic Damage to those with 3+ TP

8
Unranked Games / Re: Triangle Strategy
« on: August 07, 2022, 10:49:25 PM »
Averages
Damage
1. Frederica- 287 (Scorch x 3) <193.3 w/o additional credit for KO TP+)
2. Corentin- 233 (Icy Breath, Frosty Fetters x 2)
3. Arcihbald- 218 (Edged Arrow x 2, Bow of Serenity III)
4. Travis- 207.3 (Backward Toss x 2, Mug)
5. Anna- 206 (Fairy Dagger x 2, Fairy Dagger + Deadly Blaze, Fairy Dagger x 2)
6. Serenoa- 197.7 (Hawk Dive x 2, Delaying Strike)
7. Maxwell- 194 (Triple Thurst x 3)
8. Groma- 193 (Fists of Mercy, Skyward Fist, Fists of Mercy)
9. Roland- 188 (Sovereign's Lance of Justice, Four Dragons, Double Thrust)
10. Ezana- 186.3 (Rite of Rain, Rite of Lightning xv2)
11. Narve- 185 (Spark x 2, Silver Birch Rod)
12. Hossabara- 182.5 (Plover's Staff, Pushback x 2)
13. Rudolph- 179 (Straight Shot x 2, Demon Slayer's Bow)
14. Hughette- 173 (Serpent Slayer, Shooting Star, Serpent Slayer)
15. Trish- 163.3 (Flaming Arrow x 2, Trickster's Shortbow)
16. Julio- 160.7 (Not on my Watch x 2, Curved Longsword)
17. Avlora- 159 (Berserker III x 3)
18. Giovanna- 140.3 (Pickaxe of Eternity x 2, Gaia Roar)
19. Erador- 136.7 (Ram Foe x 2, Lion's Shield)
20. Milo- 133 (Green Mist x 2)
21. Flanagan- 126 (Aerial Assualt x 3)
22. Jens- 116.7 (Slumber Strike x 2, Hammer of Creation)
23. Lionel- 111 (Brute Force x 2, Golden Whip)
24. Decimal- 97 (Kaleidoscope x 3)
25. Benedict- 91 (Butterfly Rod x 3)
26. Medina- 84 (Gold Knife x 3)
27. Piccoletta- 78 (Ball Toss x 3)
28. Geela- 40 (Sage's Rod)
28. Cordelia- 40 (Sacred Lotus Rod x 3)
30. Quahaug- 6 (Space-Time Scepter x 3)
Average: 150.4 (Kill Point: 376) <147.2/367.5 w/o KO TP+ for Frederica>

HP
1. Flanagan: 582....119.3%
2. Lionel: 553....113.3%
3. Erador: 538....110.2%
4. Jens: 536....109.8%
5. Travis: 535....109.6%
6. Serenoa: 521....106.8%
6. Avlora: 521....106.8%
6. Julio: 521....106.8%
9. Maxwell: 506....103.7%
10. Hossabara: 502....102.9%
11. Benedict: 500....102.5%
12. Narve: 498....102.0%
13. Anna: 490....100.4%
14. Trish: 487....99.8%
14. Hughette: 487....99.8%
16. Giovanna: 485....99.4%
17. Rudolph: 480....98.4%
17. Milo: 480....98.4%
19. Piccoletta: 476....97.5%
20. Roland: 473....96.9%
21. Decimal: 467....95.7%
22. Ezana: 462....94.7%
23. Medina: 460....94.3%
24. Quahaug: 455....93.2%
25. Frederica: 450....92.2%
25. Corentin: 450....92.2%
25. Geela: 450....92.2%
28. Archibald: 441....90.4%
29. Groma: 420....86.1%
30. Cordelia: 415....85.0%
Average: 488.03

Speed
1. Anna: 31....118.0%
1. Quahaug: 31....118.0%
3. Medina: 29....110.4%
3. Maxwell: 29....110.4%
3. Groma: 29....110.4%
6. Trish: 28....106.6%
6. Benedict: 28....106.6%
6. Milo: 28....106.6%
9. Roland: 27....102.8%
9. Piccoletta: 27....102.8%
11. Serenoa: 26....99.0%
11. Julio: 26....99.0%
11. Rudolph: 26....99.0%
11. Hossabara: 26....99.0%
11. Avlora: 26....99.0%
11. Hughette: 26....99.0%
17. Cordelia: 25....95.2%
17. Decimal: 25....95.2%
17. Flanagan: 25....95.2%
17. Travis: 25....95.2%
17. Ezana: 25....95.2%
17. Narve: 25....95.2%
17. Corentin: 25....95.2%
17. Geela: 25....95.2%
17. Frederica: 25....95.2%
26. Archibald: 24....91.4%
26. Lionel: 24....91.4%
26. Giovanna: 24....91.4%
26. Erador: 24....91.4%
26. Jens: 24....91.4%
Average: 26.27

Pdef
1. Erador: 74....-62.3 Damage
2. Flanagan: 67....-44.8 Damage
3. Benedict: 64....-37.3 Damage
3. Groma: 64....-37.3 Damage
5. Jens: 59....-24.8 Damage
6. Lionel: 58....-22.3 Damage
6. Avlora: 58....-22.3 Damage
8. Decimal: 56....-17.3 Damage
9. Giovanna: 55....-14.8 Damage
10. Travis: 52....-7.3 Damage
10. Anna: 52....-7.3 Damage
12. Milo: 51....-4.8 Damage
12. Maxwell: 51....-4.8 Damage
14. Medina: 50....-2.3 Damage
14. Hughette: 50....-2.3 Damage
14. Serenoa: 50....-2.3 Damage
14. Julio: 50....-2.3 Damage
18. Rudolph: 49....0.2 Damage
18. Trish: 49....0.2 Damage
20. Roland: 48....2.7 Damage
20. Hossabara: 48....2.7 Damage
22. Archibald: 47....5.2 Damage
23. Piccoletta: 45....10.2 Damage
24. Cordelia: 43....15.2 Damage
25. Geela: 40....22.7 Damage
26. Narve: 33....40.2 Damage
27. Ezana: 32....42.7 Damage
28. Quahaug: 28....52.7 Damage
29. Frederica: 25....60.2 Damage
30. Corentin: 24....62.7 Damage
Average: 49.07

Mdef
1. Milo: 67....-49.4 Damage
2. Giovanna: 63....-39.4 Damage
3. Frederica: 59....-29.4 Damage
4. Corentin: 58....-26.9 Damage
4. Quahaug: 58....-26.9 Damage
6. Narve: 57....-24.4 Damage
7. Decimal: 56....-21.9 Damage
7. Ezana: 56....-21.9 Damage
9. Piccoletta: 55....-19.4 Damage
9. Geela: 55....-19.4 Damage
11. Medina: 54....-16.9 Damage
12. Groma: 53....-14.4 Damage
13. Serenoa: 50....-6.9 Damage
14. Maxwell: 49....-4.4 Damage
14. Julio: 49....-4.4 Damage
16. Cordelia: 48....-1.9 Damage
17. Benedict: 47....0.6 Damage
17. Avlora: 47....0.6 Damage
19. Roland: 46....3.1 Damage
20. Rudolph: 44....8.1 Damage
21. Anna: 43....10.6 Damage
22. Trish: 42....13.1 Damage
22. Travis: 42....13.1 Damage
22. Archibald: 42....13.1 Damage
25. Lionel: 41....15.6 Damage
25. Hughette: 41....15.6 Damage
27. Hossabara: 40....18.1 Damage
28. Jens: 22....63.1 Damage
29. Erador: 21....65.6 Damage
30. Flanagan: 12....88.1 Damage
Average: 47.23

Eva
1. Groma: 76....35.6% Raw Evasion
2. Milo: 75....33.6% Raw Evasion
3. Piccoletta: 74....31.6% Raw Evasion
4. Anna: 72....27.6% Raw Evasion
5. Jens: 60....6.5% Raw Evasion
6. Julio: 57....3.3% Raw Evasion
6. Avlora: 57....3.3% Raw Evasion
6. Maxwell: 57....3.3% Raw Evasion
6. Serenoa: 57....3.3% Raw Evasion
10. Flanagan: 56....2.5% Raw Evasion
10. Erador: 56....2.5% Raw Evasion
10. Roland: 56....2.5% Raw Evasion
13. Hossabara: 52....0.5% Raw Evasion
14. Giovanna: 51....0.3% Raw Evasion
15. Lionel: 48....0.0% Raw Evasion
16. Travis: 47....0.0% Raw Evasion
16. Trish: 47....0.0% Raw Evasion
18. Hughette: 46....0.0% Raw Evasion
18. Rudolph: 46....0.0% Raw Evasion
20. Archibald: 45....0.0% Raw Evasion
21. Narve: 43....0.0% Raw Evasion
21. Cordelia: 43....0.0% Raw Evasion
21. Geela: 43....0.0% Raw Evasion
24. Medina: 42....0.0% Raw Evasion
25. Decimal: 40....0.0% Raw Evasion
26. Quahaug: 39....0.0% Raw Evasion
26. Corentin: 39....0.0% Raw Evasion
28. Ezana: 38....0.0% Raw Evasion
28. Frederica: 38....0.0% Raw Evasion
30. Benedict: 27....0.0% Raw Evasion
Average: 50.9

Str
1. Serenoa: 56
1. Roland: 56
1. Avlora: 56
1. Maxwell: 56
1. Travis: 56
6. Hossabara: 55
7. Rudolph: 54
7. Anna: 54
7. Groma: 54
10. Archibald: 53
11. Julio: 52
12. Hughette: 51
13. Trish: 50
14. Erador: 49
15. Decimal: 48
16. Milo: 44
16. Flanagan: 44
18. Jens: 43
18. Lionel: 43
18. Benedict: 43
21. Giovanna: 41
21. Medina: 41
23. Piccoletta: 39
24. Narve: 36
25. Geela: 32
26. Cordelia: 31
27. Corentin: 26
28. Quahaug: 21
28. Frederica: 21
30. Ezana: 18
Average: 44.1

Mag
1. Cordelia: 66
2. Geela: 63
3. Frederica: 62
4. Ezana: 59
4. Corentin: 59
6. Quahaug: 58
7. Milo: 55
7. Narve: 55
9. Giovanna: 51
10. Decimal: 48
11. Piccoletta: 46
12. Maxwell: 39
12. Roland: 39
12. Serenoa: 39
12. Julio: 39
12. Rudolph: 39
12. Hughette: 39
12. Hossabara: 39
19. Avlora: 37
19. Medina: 37
21. Archibald: 27
22. Trish: 18
22. Travis: 18
24. Groma: 14
24. Anna: 14
26. Flanagan: 12
26. Lionel: 12
26. Erador: 12
26. Benedict: 12
26. Jens: 12
Average: 37.33

Acc
1. Decimal: 72
2. Archibald: 70
3. Groma: 68
4. Maxwell: 64
5. Serenoa: 63
6. Giovanna: 62
7. Anna: 61
8. Julio: 60
8. Avlora: 60
10. Trish: 58
10. Travis: 58
12. Hossabara: 57
12. Erador: 57
12. Flanagan: 57
12. Jens: 57
16. Hughette: 55
16. Benedict: 55
18. Roland: 54
19. Rudolph: 53
19. Lionel: 53
21. Milo: 52
22. Piccoletta: 49
22. Narve: 49
24. Medina: 48
24. Geela: 48
24. Cordelia: 48
27. Ezana: 32
27. Corentin: 32
27. Quahaug: 32
27. Frederica: 32
Average: 53.87

9
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

10
Tournaments / Re: Futurama type tournament- hammer time!
« on: May 19, 2022, 12:08:19 AM »
Godlike:

Loki (VP1) vs Myria (BoF3)
Elc (AtL2) vs Orlandu (FFT)- Flame Shield + Weapon Break should do the trick

Heavy:
Daos (Lufia 2) vs Frejyadour (S5)

Middle:
Squall (FF8) vs Setsuna (Setsuna)- Playing a version with Hide working makes this clear since she gets a notable attack boost after she does it that allows her to just flat out 2HKO with Luminaire

Light:

Cecil (FF4) vs Shu (AtL2)- This is so funny.

11
Tournaments / Re: Futurama type tournament- other half of the field
« on: May 10, 2022, 01:02:31 PM »
The counterbalance is that if I factored those turns into her HP, then I'd have to look at her speed. She double-acts on turn 1 (well, potential to gets one action on turn two but also potentially gets no actions turn 1) and then she acts again on turn 4 (Could be turn 3 if broken turn 1. I'm assuming that she must have recovery initiative for both actions that isn't effected by Legtrap Hold). Either I'm double lapping her like crazy or she's very frail. If I didn't prorate her HP and gave her all the actions, based on my game experience (of which I could go into detail, especially in particular on why I think the game kept making weird decisions that felt contrary to RPG player psychology that could directly impact level if you followed the game's suggestions), that would be double-crediting (for her in that case).

Also, I did address your broader point (you quoted my address; it's the first line in your last post); my address was that I didn't quite understand the nuance of the what you were arguing based on your post. Hence why I responded to each previous line you had made in order.

12
Tournaments / Re: Futurama type tournament- other half of the field
« on: May 10, 2022, 03:29:57 AM »
Not sure how it's double crediting weakness, because I'm not seeing her as weak to anything Loki is doing and I'm saying that her HP is a direct function of metrics of breakability. The key is that breaking denies her turns and boosts your damage in a way that made it very easy for me to kill her once broken (Defense Down really helps as well, boosting the two big heavy hitters 50%.). I don't give OT bosses any credit for any PC turns taken while she categorically is unable to act. I consider exploring the map on the way to towns pretty standard and the game has icons pop up on the map if you get close enough and I unlocked all the towns before proceeding to any stories.

Critically, if you mapped the 0.425 PC HP onto a standard formulation, that in no way is an average of 40,000 as 40000 x 4 PCs x 2.5 Turns x 0.425 PC HP 170,000 HP which is much more HP than she has.

13
Tournaments / Re: Futurama type tournament- other half of the field
« on: May 09, 2022, 03:32:45 PM »
I see C4 OT boss HP as derived from their breakability (they get broken, they die) and the realistic chance that you might correctly guess their weaknesses (which generally comes down to first guessing that they are weak to weapons and elements the locked PC is guaranteed to have). Esmerelda is particurlarly heinous on this. 4 Shield and weak to Spears is bad because it means that there is a decent chance she's broken in a single move (I guess it could be worse; she could be weak to Spears and Arrows!). Regardless, 3 guessed moves to break her at worst, 1 at "best". I'd see her broken early turn 2, which means that the rest of turn 2 is spent buffing/debuffing and turn 3 she is blasted into space with 2 Divine Skills that are likely somewhat buffed. The best thing I can say about her breakability is that it's so horribly bad that you might break her too quickly, which is not something I really consider true of any other C4 boss.

I don't see Archmage/other mage as after game anyways. They are in your way and you can defeat them with minimal tactical defensive strategies (which I had spent all game waiting to be used after how important they were in BD/BS; one of the notable marks OT has against it). While they are better than C4 bosses, they also have rewards that any player is going to beeline for the first opportunity. I stole/merchanted items that were top of the line (which did give me notably higher damage than the topic), so that was available in town with a decent level of transparency so I definitely wouldn't consider those aftergame. I also kept a consistent party most of C3 to start, which helps boost damage (and the game's actual design encourages always leaving in some characters because their innates are so absurdly good or because removing them would be mentally antithetical to basically every RPG player (Therion)).

Lucia is durable, some of the others hover around PC HP to me, Esmerelda is bad.

14
Tournaments / Re: Futurama type tournament- other half of the field
« on: May 06, 2022, 09:47:59 PM »
Godlike:

Esmeralda (Octopath) vs Loki (VP1)- Esmeralda's damage is physically dependent. Granted, this is two divisions higher than I see Esmerelda and her 0.425 PC HP.
Elc (AtL2) vs Profound Darkness (PS4)- A lot of HP to chew through means hilarious Divide strategies. Elc won't even need Invincible here to do anything.

Heavy:
Finn (CSH) vs Freyjadour (S5)- Finn hates Fire res and healing.
Stella (Brig:LoR) vs Serge (CC)- Faster and turn 1 Stun to me makes this easy

Middle:
Setsuna (Setsuna) vs Robo (CT)- Setsuna barely outspeeds Robo turn 1 and has much more/better healing.

Light:
Shu (AtL2) vs Locke (FF6)- So, I think evasion tips this. Shu has 31% evade to me. Locke gets 3 attacks (2 of which hit) before the second time bomb kills him and so needs to do half of Shu's HP. Locke does about 6600 damage with Valiant Knife + 1/2 HP Valiant Knife, although Shu cuts the non ITD part by about 30%, so make that 5100. Shu has a little over 11000 equiv FF 6 damage, so Locke doesn't manage to do half his HP. So
Locke->Shu (L2 Time Bomb)->Locke (Misses)->Shu (Uh...unneeded defense buff)->Time Bomb Hits Locke; Locke at 1/2 HP->Locke->Shu (L3 Time Bomb kills Locke, but not Shu)

Edit: That said, if you see Shu countering Locke's physicals this is even worse. L2 Time Bomb + 2 Physicals kill Locke (so at worst 3 physical attempts). The 3 attempts become the counter to Locke's first attack, the counter to Locke's second attack and Shu's second turn.
Primrose (Octopath) vs Noel (SO2)- Celine would live longer in this fight than Noel...

15
Godlike:
Melfice (G2) vs Reicher Wallach (MK2)
Rudo Marco (Brig) vs Yuna (FFX)- Yuna's scaled evade is 49.6% and I use Brig 2 turn order as turn 1 speed so Rudo is notably faster than her turn 1.

Heavy:
Lassic (PS4) vs Hugo (S3)

Middle:
Hahn Mahlay (PS4) vs Guy (Lufia 2)

Light:
Ophilia Clement (Octopath) vs Setzer Gabianni (FF6)- So, Setzer's ID takes too long for me, but isn't it a bit of problem under normal views? 20% ID is turn 5 by 67% threshold and that means Ophilia gets 4 turns. She equips for magic, meaning she does like 545 damage at base and having 4 turns means that she gets 7x mult overall, or 3815 damage, which I would imagine most people see killing.
Thief(male)(FFT) vs Kain Highwind (FF4)- Sure, Steal Weapon

16
Dhyer: Interesting you thought Cyrus's passive was so good in Octopath.  I personally considered it one of the weaker ones.  GRANTED, this is largely because Scholar's skillset was extremely, extremely good for 80% of the game such that you'd want someone running it in your party no matter what, and Scholar job already comes with an Analyze ability that you can even throw some BP at to reveal more weaknesses.

Therion's passive...  I get that psychologically, that one may have been a mistake due to FOMO.  After all, just because the last 10 purple chests weren't worth it doesn't mean the 11th one won't have something insanely broken.  That said, there's nothing that special in Therion chests unless you go diving the dungeons with Level45+.  I made my peace with not getting every bit of purple treasure and it worked out.  (That said, yeah, the speedruns sometimes go dive an optional L45+ dungeon with the reduce encounters passive on, make a beeline to a Therion chest, then teleport the heck out.)

The whole battle system is built around "breaking" all enemies as quickly as possible, so a passive that gives you automatic information on how without wasting turns becomes very useful. I agree on Scholar's skillset being great most of the game, but that just kind of makes it worse since Cyrus will always have the passive and the skillset. And yeah, Therion's is more psychological. The effect of chests tapers off, but if you are going to ram against the psychology of a typical RPG player, this struck me as the exact wrong way to go about it. Granted, I have little interests in using half the passives beyond chapter 1 (any of the "Summons"), so the ones that actually give a solid boon stick out even more.

17
Fell Seal- 7/10. Good overall game. An FFT variant with a lot of great polish points. Plot and characters were very well set up while moving relatively quickly. Basically all scenes felt like they had a purpose and were driving the narrative forward in some way. Character interactions were well done and the villain cast was nice and varied and interesting enough (although two Immortals felt conspicuously missing plot wise). I appreciated the unique art style, although I won't say I loved it. The injury setup was a great balancing mechanic, and there were a great number of core battle features that were enjoyable.

Early game battles really shined to me because it felt like you really had to pay anything to character placement in a way that you really generally don't in this type of SRPG. Creating chokepoints or preventing enemies from creating chokepoints felt really critical to taking control of the battle and it was really enjoyable. However, the game ruins this dynamic when nasty ranged status- mostly guns- comes into play. You don't have to worry about spacing at all when you can shutdown most of what an enemy can do from half the screen away. That nasty physical ranged status really needed a nerf. Had the game maintained the spatial balance better, it would have been an 8 /10. Guns in particular really needed either less range/tolerance/damage/status accuracy (not necessary all, but honestly could still be a phenomenal weapon/class even with all).

Very solid class system implementation on the whole. Spent most of the game constantly switching classes to maximize stat bonuses but I probably could have sat tight and just steamrolled things with more effective classes earlier than I did. Still was enjoyable messing with basically every class. Yates stood as out a great mage mixing together keys of several skillsets and pairing really nicely with Healer (Not sure anything else got Heal Up, which was great as is Counter Cripple). Other than ranged physical status classes, Warmage stood out as nasty class that you generally wanted to neutralize ASAP (also made Secunda a nasty boss).

Saga Frontier: 6/10. Played all paths. When I first played, I only did 1.5 paths, so effectively it was like a whole new game. Definitely more than the sum of it's parts. It covers a lot of fun bases with super quick pacing that doesn't get in your way. I will say that Monsters can make some great Jeigans. A few battles can unlock some very high stats and a decent enough attack move for them. They'll taper off come midgame, but definitely found them very useful early.  The different ways the game plays with randomness is also a fun change of pace.

Brigandine 2- 8/10. Played ~3.3 paths (Stella, Tim, Rubino, a little bit of an effective Rudo solo with 2 Knights only on defense, an even lesser bit of Eliza's). Have probably watched Super beat all paths, some multiple times. Great to see the game randomly resurrected after all these years. The choice of the VP artist(s?) is fantastic and really makes the game come to life.

I'd love to be able to play with the AI in this game, because that is its greatest limitation. The AI keeps consistently making major tactical mistakes and loves to rush Rune Knights into the meat grinder and a good number of them are basically carved to death immediately. Mages are even worse as they are liable to not even get an actual action (although to some degree, there's a limit on what you could do with just AI there). There's so many potential features to play with compared to a normal RPG so that be so fun to mess with). For example:

--Enemy countries attack too little, with means that's it's easy for them to fall behind on EXP.
--Enemy counties don't focus enough on raising monsters via EXP questing. They'll start bleeding monsters and have nothing effective to replace with them, and the jumps in having some promoted monsters would be worth more than the equips.
--Which characters to use and where. AI tends to keep the same failing parties in the same location instead of understanding where there are matchups that might lead to more challenge.

And that's all before all the ways to play with AI in battle. Even just tightening up movement patterns could go very far.

Octopath Traveller- 3/10. Mixed bag. The game is playable enough, with a quick paced battle system that unfortunately sheds aspects of what made the Bravely systems really shine for me, which is the balance of mixing in offensive and defensive aspects as least semi regularly. I'd like it a lot more if this was the first game of this team, as opposed to the third coming after two more interesting battle games. Granted, I spent all game waiting for those defensive skills to be useful and then they throw the mage superboss class fights at you and you proceed to make to a mockery fo them.

However, there are two things that really drag it down for me. The less offensive one is the writing/characters. I really like the vignette concept, but I don't think the game fully capitalized on it. The world felt like an afterthought in a way I'm not sure I've ever seen before. The plot structure decision was just unfortunate and made the characters feel really disconnected from each other.

The more offensive issue is the tangle of character balance, character switching and levelling. Some characters have innate traits that are just way too desirable. Cyrus' Analyze innate is too useful and actively removing Therion from your party leads to unopened chests (which goes against RPG psychology in a bad way). The game wants to you to switch characters a lot. but punishes you for doing it. Either lose those great unreplicatable aspects (on two of the better skillsets at that) or have some characters fall behind (I primarily choose option 1; exploring the world map still gave the left behinds sufficient EXP for their chapters at least). This could have been balanced if at least the EXP curve was more forgiving. Additionally, only being able to change party in a tavern is a hideous design choice. 20+ years after Dragon Warrior gave you the wagon at that. It's sad that even allowing you to change members in town would be a massive improvement. Even just allow you to unequip items from members who aren't in the your party! This mess of design choices was constantly infuriating me, guaranteeing that the game never rose out of the bog.

18
Unranked Games / Re: Octopath Traveler
« on: December 03, 2021, 11:29:41 PM »
A few notes since now I've actually played this game

All mages (and maybe even non-mages) will want to default to the Elemental Hat bought in Stillsnow. This basically has the same defenses as the current choice, but trades 53 SP for a gain of 61 magic.

You don't need to beat the game to unlock the Dragon Saber in stores, making that the best sword (also since Olberic doesn't care about speed; he has a move to give him priority turn 3 and OT speed is really only relevant turn 1 and still probably the worst TB speed stat I've seen since the fastest PC with DL stats will go after the slowest about 10% of the time).

C4 enemies have at least some noticeable evasion. I tested all the randoms in two dungeons (Alfyn's and Ophilia). Amputate was only hitting around 60% of the time (over 11 enemies each with 10 tests), DL legal Therion/Olberic were hitting 80% of the time (didn't matter what the move was, including Divine Skills) and H'aanit is probably around 85%. H'aanit doesn't really care though, because DL wise she'll want to use Acc/Crit up (which I'm guessing adds about 30% Accuracy) since that makes her crit rate around 80% (maximizing her Divine Skill). Without that, her base crit was about 20% (the others were probably more like 5%).


A few notes on what moves bosses can use in combos (AI is fixed to use these combos in order, although the parts of the combo can be switched around)
Lucia
Sweep+Attack, Sweep+Wallop, Wallop+Attack, Attack+Pulverize

Esmeralda
Attack+Red Blade, Hack&Slash+Raven’s Flight, Blue Blade + Attack, Attack+Five Strikes, Violet Blade + Hack&Slash

Mattias
Consuming Darkness+Attack, CD+Black Blade, CD+CD, Black Blade+Attack

Werner
Attack+Oppression, Sweep+Double Strike, DS +Attack, Sweep+Attack

Simeon
Attack+Silence Comes, Attack + Boiling Blood, Hushed Melody + Attack

Darius
Steal Item+Steal HP, Steal SP + Steal HP, Nighthawk+Sweep, Steal BP + Will O Wisp, Steal SP+Steal HP, Steal HP + Hellfire (in lieu of steal item)

Miguel (Version in post game dungeon)
Cross Spear + Attack, Twin Spear + Hurl Spear, TS + CS

19
RPGDL Discussion / Re: Division Rankings rambling.
« on: November 05, 2021, 02:35:31 AM »
Saga Frontier

Quick Notes:
1. I allow GriffinScratch (the damage at least), so most Mystics will be opting for this (Not Nusakan, Rei or White Rose)

2. Kill Point is a little over 8k

3. I am a little more restrictive on spending. Basically, if you have already spent more than $10K, I'm not allowing different setups. Also, if you have empty accessory slots, those will be filled for parity.

4. No expensive, durability shafting ID protection

5. I’m allowing Monsters to opt for the ZeroWorm form. This is a fairly easy form to get (needs 3 68% Skills). However, monsters in this form will only get the moves they start with (and can’t switch back to the other default forms)

6. I believe I adjsuted defense averages based on the same averages NEB did.

7. Ignoring Mystic Coup d’Grace for Mystics as this changes your stat layout if it works in game, and it doesn’t work on either of the absorb monsters. By endgame, you are making your PC worse if this works in game.

And for the rest of Coup d’Grace, I see much lower rates. It’s attached to 2750 Damage. B9 enemy HP with isn’t ID immune is 4000 (5000 average, this falls to 3850 w/o Kraken. They have a lot of HP, but other status defangs them so much more easily than cutting through their damage, so I’m saying 4000). Basically, the formula of

90 * (Lost HP/Current HP) + 9
I make that 90à28. This is 31.25% of 90 to replace the 68.75% of B9 enemy HP where the Coup D Grace kicking in just swipes the kill the damage would do. Then I make that 28->17 (this is the effect of standard prorations I make for all status)
So at various HP losses
25%- 14.6%, 35%- 18.2%, 50%- 26%, 60%- 34.5%, 70%- 48.7%, 80- 77%, 84- 98.25%

8. The big one is that I included what I'd imagine status resistance is based on some cursory tests on PC and testing status on enemies thoroughly. Poor PSY will mean that a lot of status will punish you badly.

Asellus- 54% ITE Damage, Turn 3 ID, 106% Pdur, 93% Mdur, 50% Evade against ST physicals with a chance of adding on more damage (not turn 1 against LR physicals though), but 47.3% weak to a bevy of statuses. -0.47 SD doesn't help. I think there might be a few too holes to float to Heavy (and I might be overrating her now due to biasing her towards her ending rank). Almost might want to go for more JP at the cost of stats, but that runs of the risk of not getting Lifesprinkler. 3.6

Emelia- ~115% PDur, ~118% Mdur. A little weak to status (13.5%) and 47.7% ITE and partially ITD damage off initiative. Doesn't have as large weaknesses as Asellus, but less attack options hurt. 3.65

Fuse- ~110% PDur, 96% Mdur and 8.3% Status res. 41.5% damage that has some anti-healer properties (26% ID at 50% enemy HP, 48.7% at 70%, 77% at 80%). The healing and the stat boosts game rounds out everything fairly well though. 3.9

Gen- More durable than Asellus (114% Pdur, 100% Mdur), but 45% damage in turn and no ID option. A little faster at -0.27 SD. 3.35

Red- ~150% Pdur, 130% Mdur, immune to all the nasty statuses, 1.13 SD, 61% ITE Damage and some bad backup ID should it ever be useful (probably for Ness like situations). Clear Heavy. 4.2

Roufas- 104% PDur, 90% Mdur, a tad status weak, 43% ITE/partial ITD damage off 1.63 SD speed with full healing and the stat boosting (at which point it's ~64% damage). 4.1 works.

Rouge- I do allow him Light magic (ties in with plot of get magic and he's placed so that he can't miss it. He'd prefer that he get guns based on just being the best with them, but his plot says magic over guns) and I do see him using guns about 25% of the time for stats, so he's notably better on some things to me. 80% Pdur, 74% Mdur, 20% Status Res, -0.57 SD (a little gun use goes a long way here) and 36.7% magic damage. The ID is turn 3 including Light Sword used first, so he can try a little evasion game (which is basically 25% to me, so will avoid 1 of 3 attacks if relevant). Don't think that's enough to get out of Light though as a slow, frail turn 3 killer will tread too much water in MIddle. 2.85

T260G- And our first Godlike. The great durability (2.65 Pdur, 3.05 Mdur, ~10% Regen, the VMAX option) and the speed is solid, but can't really rush out of the gate against a foe with great durability (either needing a turn for VMAX or damage dropping off a cliff after Magnify). So high class Godlikes and those with those nasty ITD can take her, but 4.9

TimeLord- And our second Godlike! Initiative 214% Physical Damage or a lot of Stone. Even a magical option for Brahms maybe. Against very durable bosses he'll be in a bit of trouble, but 4.95 works.

White Rose- 77.5% Pdur, 90.5% Mdur, 21% Status Res, 0.03 SD, 38.6% Damage. Light Sword helps everything a little, giving her 25% Evade, a 10% Damage Boost and some more speed/durability, although it's not a great help without a move that gets ShellShield's evade. Still many other Mystics would be quite envious. 3.3

Capt Hamilton- 110% Pdur/~95% Mdur, 22.3% Status Weak, 45% ITE Damage off slightly above average speed or 43% ITE/partial ITD off good speed plus a turn 4 ID option. Solid MIddle slugger. 3.65

Doll- Starts with a gun, wielding a gun in the official art, gets guns in the DL. 90% Pdur, 80% Mdur, light status resistance, 45% fast ITE/partial ITD damage and a draining move that heals 50% of Doll's HP but horrible damage (22HKO!). 3.45

Liza- 122.4% Damage! And it's fairly repeatable, which often isn't the case for PC damage of that level. 104% Pdur, 90% Mdur, 32.5% evade, 0.13 SD...but 39.3% weak to status. It's hard to see her in Godlike because of this since there might be Middles running around who can capitalize on this (or blah, there might even be Lights potentially). 4.4

Lute- 112% Pdur, 98% Mdur, 32.5% Evasion, but 44% weak to status  and -0.97 SD. 46.5% ITE Damage helps, but a very slow 3HKOer with a hideous status weakness sounds like a Light albeit a solid one. 2.95

Mei-Ling- 86% Pdur, 78% Mdur, 12% STatus Res, 45% fast ITE/partial ITD damage plus a slightly above average speed 34% Magic option. Unlike White Rose, the ability to take advantage of ShellShield with her best damage makes Light Sword's Deflect a lot more useful giving her ~45% evade. Probably gets into low Heavy when it all adds up. 3.9

Dr Nusakan- 101% Pdur, 102% Mdur, a sliver above average speed (although I don't think that matters too much). I see him getting the Arcane spells, so he has a 139% Thunder nuke. He has the durability to not be OHKOed in Heavy and has 33% status res, so I think he could be Godlike on just that, but the initiative defenses up + healing clinch it since that 1.5 durability with 60% free infinite healing is solid. 4.6

Mesarthim- 95% Pdur, 85% Mdur, 30% STatus Res, +1 SD Speed, 33% Damage Phys or 18% Water Magic. Cockatrice is out (15% base hit rate if she forgoes GriffinScratch is not going to be helpful). Hide Rune + Vitality Rune is a cute way to spoil non-OHKO ST damage. She can buff damage about 30%  with about a 20% durability buff. Going with 3.5. The ST spoiling does allow for punching far above her weight.

Rei- Hilarious.  That durability is something with 34.5% Pdur and 40.7% Mdur. She is above average speed (barely) at 0.03 SD, so she can get some of the glass shield spoiling against average or slower. The status isn't great (low turn 2 on the ID to me, so slower Lights who don't OHKO might get caught up), but could nab her some wins. 2.65. This could be low or hideously too high.

Zozma- 71.9% Pdur, 84% Mdur, 32% Damage, and 0.63 SD. Runs from Fire/Ice and Thunder isn't much better. While normally Stun in the DL would be a joke, I'm okay with it letting him double if it hits enough times in a row. Despite the stat drop from going for GriffinScratch, my adjustments has Sharp Pain at 96%. It would basically hit 15 times in a row before missing, which will often net him two doubles. Through in Mystic stuff and I could this swing low, low Middle. 3.1

Leonard- 195% PDur, 225% MDur, -0.27 SD and 44% Phys Damage. 10 shots of 70% Healing can extend that durability much further
Damage. Great in a pure-slugfest, although hates ITD and doesn't like fellow good healers much, although Energy Supply does help there. Still in Godlike. 4.65

PzkwV- 356% Pdur, 444% Mdur, 77% Turn 1 Magic damage, but only 17% damage after that. The durability is so good, but the damage options really likely limit to Heavy. 4.4

Rabbit- 220% Pdur, 253% Mdur, 7% Regen, 1.23 SD, but the same damage limitations as PzKwV (although having a little bit more could goa  long way). I think probably about even with PzkwV, so 4.4

ZEKE- 218% Pdur, 251% Mdur, 1.63 SD, 56% Physica Damage (Only 5 shots) or 34% ITE Physical Damage (Only 6 shots). Gut though is that this does work for low Godlike since ZEKE can rack up damage much more quickly than the above two. 4.6

Cotton- 83% Pdur, 90% Mdur, 18% Status Resistant, -0.77 SD and a whopping 7% damage. However, 70% infinite initiative healing covers a lot of flaws. Still a Light, but goodfor the division. 2.9

Kylin- ~91% Pdur, 80% Mdur, -1.17 Speed, 15.6% Damage, a little bit of Regen. Wins or loses on the skin of its teeth turn 2 ID. 3.1?

Riki- 125% Pdur, 293% Mdur, -49% to Status, -1.17 SD and 11% Damage. I allow the itemcast from his starting ring, which gives him 251% PDur and 943%! Mdur. Throwing in Cotton's infinite healing trick. The stone rate is sad, but it's like turn 5 to me so given the durability and 80% infinite healing it's effective enough. It's wacky, but given the status resistance and the durability options, it's hard to see him as even a Middle...so...4...Which needless to say, feels very weird to write.

Sei- ~107% Pdur, ~114% Mdur, 19% Phys Evade, 35% Magic Damage Evasion, lots of status immunity, some regen, but 19% damage adn -0.97 SD. HP Drain is also an option...except he might only get 1/4 of the healing there. Well, assuming he gets it all, that's 51% healing and he'd be a definite Middle.Not big on healers. 3.25

Slime- Last and least. 75% Pdur, 85% Mdur, 5% Damage, -1.07 SD. Heals 37% of its HP off its best damage which is the only thing it has going for it, but it's fragile and slow enough that it will get doubled and might just be killed. Still, beats sad Lights. 2.5

20
RPGDL Discussion / Re: Division Rankings rambling.
« on: October 31, 2021, 11:06:49 PM »
Cthulhu Saves the World

Cthulhu- 4.1. Around 1.25 PC HP damage over 2 turns and he's fast (or against Dark res, falls to a little about PC HP).  Drain Strike protects him well if he's heal locked and needs to stall. No real answer to status or high end evade though, but good slug-fester.

Umi- 4.3. The durability is painful, but if she can shut off your offense, she doesn't really care. If she can't status out someone's offense in Heavy, she's probably losing (sure, she can take time to inflict Poison, inflict Insanity, Buff...but then she's still taking a durability cut). For all that none of the statuses shut off heailng, between Cute Pose, Chaos Trident and Prey on the Weak, that's not really an issue...was my initial thought. But then I realized that Insanity could arguably be status healed.

Reasons why it should
It's reversible in game (albeit not something enemies do)
Prey on the Weak doesn't get a boost from Insanity (other than the typical boost) could be a counter reason, but it also doesn't get a boost from Slow and Slow it cured by status healing on the PC side, so Insanity could still conceivably be a status by that regard

The only solid reason why it shouldn't is enemies can't do it in game, but enemies have no status healing so that's not really a useful comparison. Inclined to say status healing cures it, in which case Umi loses a couple potential fights because neither Seal or Insanity will stop some nasty buffs or healing  + status healing. There is the speed game which I'm not inclined to give much credit to

Sharpe- Above average PDur, 107% Speed, 49% Wind damage (33% Holy as backup or 25% ITD damage). I'm a little torn on Sharpen v Stalwart Heart. Stalwart Heart is a very bad choice in game, and in a game where you can't switch skills, I'm more and more inclined on foucsing on obvious in-game choices over "Only useful in the DL".

With 6 turns of Combo Master accruing, Sharpe will get an OHKO (and still be taking less damage than normal even with the damage penalty). I'd have to see if play out, but Stalwart Heart Sharpe could be a low Heavy. Going to say 3.45 for now which Sharpen though.

October- ID pest with ID gained 3 levels before end-game (granted, her in game strengths aren't really DL applicable, so there's a slight balance). Durability is bad, but how many Middles are running around with 66% Physical Damage? Not enough to see her get OHKOed too often.  3.4

Paws- Think not enough for Middle. Fast 4HKO where the only other strategy is that it can be anti-healing (at cost of 20% durability). Not respecting CSTW stalling really hurts him and his strategies don't play well together (Nuke ignoring insanity, Nuke's damage being locked in when it's used). More SD respect might push him up. 2.95

Dacre- So for me, he's very reliant of turn 1 Seal/Blind. Haste-healing is a good combo...but two major issues: 1. Fails to lap average speed when using Haste, so there's a lot of room to 2HKO him (so for everyone else, he'd lose to an dead average PC; status saves him from that for me). 2. I have disrepect for the stalling that will manifest here. Which is to say, I think I'll see him lose to basically any other half-way decent healer (unless they have Mint or Rena like damage). 3.35

Ember- Decent in game (good MT damage source...which is the most important thing in a game that's basically hordes of trash mobs), lacking in the DL. 5HKO, slow, durability isn't offsetting this, not a single trick. 2.6

21
Tournaments / Re: Futurama type tournament- because why not?
« on: October 20, 2021, 02:34:29 PM »
Godlike:
The Dark One (AtLs) vs Reicher Wallach (MK2)
Genevieve (VP1) vs Rudo Marco (Brig)- Probably
Yuna (FFX) vs Oz (Wizard of Oz)

Heavy:
Eliza Uzala (Brig:LoR) vs Hugo (S3)- Eliza will die to two Final Flames and I think that creates too much of an uphill battle for her.

Middle:
Therion (Octopath) vs Crono (CT)- As noted, Crono 3HKOs even through the draining, and given that OT speed is one of the most meaningless speed stats in an RPG, is certainly gets his third turn first.
Hahn Mahlay (PS4) vs Lion (Wizard of Oz)
Talia (Brig:LoR) vs Guy (Lufia 2)- I only see Counters for Talia when a range advantage exists and she 6-5s to me, so Guy will just heal before heading into a double and I think he should be fine.


Light:
Ophilia Clement (Octopath) vs Lucca Ashtear (CT)- Well, Lucca's status is bad to me so at least I don't have to ponder that (although for those who see it at 70%, if Lucca goes Mdef tank as I would imagine she would need to, goodbye Vigil Helm. If Lucca falls asleep, that gives Ophilia the chance to build up to a nasty Divine Skill->3 BP Boosted blitz which will hurt even Lucca badly). Also, Ophilia is effectively average speed after turn 1 as well.

Assumign a 2600 kill point, Ophilia needs to do 8390 damage. I'm assuming that Ophilia's default is ~460 using the elemental boosting hat which I think is storebought, which means that she needs 19x her normal base. Lucca's issue is that only Flare heal locks and that probably already sinks her and prevents me from needing to do the math. Even Sleep might be a difficult strategy to capitalize on since all it really does is boost Lucca's damage a little while also giving Ophilia a BP build-up. Probably also evidence that I'll see Ophilia as a Middle when I do the rankings, because Lucca is not easy to beat with magic.

Setzer Gabianni (FF6) vs Gen (Child of Light)- Setzer 4HKOs normally, Gen 3HKOs normally (And therefore also Setzer) and while Gen is slower, she's not so slow as to be doubled.

22
Tournaments / Re: Futurama type tournament- because why not?
« on: October 19, 2021, 03:00:25 AM »
I will get to full votes later, but how would Therion beat Crono? Therion needs to hit turn 3 to kill and Crono will kill him with Luminaire before that happens and HP Thief can't stop that mathematically.

23
RPGDL Discussion / Re: Division Rankings rambling.
« on: September 13, 2021, 02:49:43 AM »
Brigandine!

Few notes to start
I take a lower magic defense to reflect in game, boosting both magic damage and magic status hit rates
I include monsters in averages (although Rune Knights outnumber than like 5-1)
I include the part of the starting equips that weren't included in the topic
I dock quest knights for EXP in a similar manner to what the topic does for the late joiners.
I use Level as the speed stat for the first turn (everyone is average afterwards). It also effects status durations for statuses that wear off.
I see all moves as elemental. For Holy/Dark, I probably halve any resistance they face (there are various aspects about this I go back on forth on, but I may also refactor aspects about how I see armor based elemental resistances). I do take 6 orbs as fully elemental, so anything less than 6 orbs isn't as badly hit by elemental resistance.
I don't see defenses as potent as the topic does (I'm at about 60% effect of the topic)
Turn 1 magic/non moving physicals have anti-initiative (if a Brig character is faster normally, they will go right after the opponent. This will lead to an auto-double if the opponent is below average speed however.)

Eliza- 110% HP, 135% PDur, 124% Mdur, 24% Evade (turn 3), 1.89 SD, 51% Physical Damage, 62% Magic Damage (just 2 shots though). Is this enough for Heavy with the additional potential short range tricks and status immunity. Going to say barely. 3.8

Rubino- 122% HP, 145% Pdur, 180% MDur, -0.86 sD, 45% Physical Damage, 57% Magic Damage (jsut 2 shots). Blizzard Shot Faint is 44% to me, so that does definitely have uses if he is 3HKOed and isn't 2HKOing himself, but I don't know how enough it's coming up realistically. 3.6

Rudo- 102% OPB Damage, 60% Otherwise, basically around 150% Durability. Fights like a boss in game and in the DL. +3.25 SD turn 1. 4.5. Very borderline and could be overrating a little, but nasty turn 1 speed + OHKO + durability + status immunity feels right at the borderline.

Stella- 122.4% HP, 139% Pdur, 133% Mdur, 0.24 SD plus 50.3% Phys damage with 50.8% Faint off Ambush, so that being turn 1 is fantastic for her since it means that she'll be seeing Dragon's Destruction. That could make her a low Heavy, but could be a very swingy strategy. 3.8

Talia- 104% HP, 117% Pdur, 109% Mdur, 17% Evasion (turn 4), -0.31 SD, 43.1% Physical Damage. A Middle who wins on either spoiling status or the heal and counter game (She can add another 2.9 PC HP to potentially in this manner). Fittingly the worst duelling ruler. 3.25

Tim- ~120% Pdur, 140% Mdur, 1.34 SD and 63% damage, but can only be used three times before MP is out (then falls back to 42% damage though). Also has 50% magic damage should he needs to just bypass evasion. Solid package overall. 3.6

Adieu- 122.5% HP, 120% Pdur, ~130% Mdur, +1.34 SD, 51.2% Damage with 42% Stun to me is nice. Definitely a good Middle. 3.55

Alsin- During 1.25 Pdur and 1.3 Mdur, +1.89 SD turn 1, 49.6% base damage that also heals about 5% of his HP. Never really sees his nasty damage though (I guess at someone using SR AoE or MT physicals). 3.35

Della- 113% Durability with 46.3% evasion, +0.79 SD and 45.2% Damage. The status is 74% to me, so she'd hit twice in a row should she do that which could be worse (although it's probably nothing to count on too much). 3.5

Elena- Bad translation. Great in game with range and mobility, 94.8% ITE on turn 2, counters short range, but around 90% durability and -0.31 SD to start turn 1. Turn 3 evade against slightly below 100% accuracy when it comes up. 2.7

Emma- 140% Pdur, 125% Mdur, -0.31 SD, can get 90.1 damage on turn 2 (phys+mag). Probably not enough for Middle despite the durability. 2.95

Gilliam- A test of how well the Heal game with nothing else works. If he can heal and counter, he can chain his Pdur up at about 2.3 (poor MP/Int hampers him), so he can take averagish fighter types if anyone who can remotely get around the Counters (or basically any healer) will have no issue. I'm gutting 2.4, so it's hard to pencil in an exact amount of people the strategy actually works against and that's pretty critical to where he falls.

Ginger- This is a place where I would have a hilariously large interp split compared to literally anyone else. My status balancing ends up making Charm 95%. If you are slower than Ginger (she's above average speed slightly), then her game is:

-->Attack-->Charm (Nets an average of 1 excess turn, say 1 for this example)-->Curse-->Charm-->Curse

The magic itself barely 2HKOS, so add in the attack and this is about 1.25 PC HP. The chance of this strategy actually working is 60% (0.95 * 0.95 * 0.67- 0.67 is the chance of her gaining at minimum 2 excess turns from using Charm twice), putting over my 50% status threshold

She's just lacking enough MP to use Charm x 3 and Frost x 3 as a backup if she runs into Dark resistance, but Frost x 2 + Attack does about 95% PC HP damage (this is where Selena has a leg up with 40 more MP)

Also about 74% HP, 67% Pdur to me. I'm going to say 3.45. There's a lot of ways this strategy can be tripped up (OHKO her, resist Dark enough, reduce Charm 10% of more, defensive buffs, but it feels solid-ish in Middle

Ginny- I could list stats, but it's all about his hilarious accuracy at the end of the day. He does have 60% damage off good initiative, but accuracy means that he's needing 3 turns to kill on average. I think he scrapes MIddle thanks to being able to go ITE against short range fighters which really helps. 3.1

Iyona- Troubadour is definitely the worst class for duelling. Iyona can try for a Silence game, which either eats MP quickly or runs out quickly. Going to say 2.2

Jiu- Much better at the Heal+Counter game than Gilliam. Not only can she chain to up to an additional ~2.8 PC HP Pdur, she has a 54% magic spell to help her finish off (this reduces her to about 2 extra Pdur via healing).  I gave Cai a 2.8 back in the day and she feels relatively similar in many ways although the counters are more damaging in her case so 2.9, although could be Middle maybe.

Kyle- 125% HP, 142% PDur, 152% Mdur, 1.89 SD. 52% MAgic damage (used twice) or 43.8% Physical Damage. Can add another 1.15 PC HP, so the Heal+Counter game is there although can't really pump up his durability too much compared to mages (but better durability and twice the physical damage to start). Wishes he can a more overwhelming strategy. 3.6

Medessa- Jiu with a little less in all stats but adding in Paralyze...which effectively gives her somethign similar to Ginger's game (Medessa will need 3 Paralyzes to net 2 turns though and does 1.18 PC HP with an Attack and two Divine Rays. I'm going to say 3.65 as having much better Pdur than Ginger helps as does combining two strategies.

Mu'ah- Turn 1 Stone as long as he can survive a hit. Good damage too, but he's not really going to winning with that in Heavy.  Weakness to Ice isn't a big deal comparatively. 3.95

Pick- Wishes Elena came into a duel with him, because all his strategies are sad otherwise due to bad bad MP for a mage. 55% Pdur, 77% Mdur, turn 2 evade, 45% damage but he can only use it 3 times. He also doesn't have the speed to capitalize on Paralyze/Silence even if he had the MP, so he's hoping to face fighters where he can 2HKO and evade a hit. 2.25

Sid- 112% durability, turn 3 evade, slightly above average speed and 49.7% base damage (which gets much better against melee). Doesn't like being Lightning locked. 3.15

Sin- 91% PDur, 180% Mdur, -0.31 SD and 105% damage on turn 2. The pdur and losing initiative to average seem like they keep him in Light despite the 2HKO. 2.95

Toby- Basically beats evadable physicals. Just throwing him inside low Middle like Gaius is probably the right answer although Gaius isn't elementally locked (but Toby's 36% damage is better so I think it's a winning trade...but weak to Fire, right). 3.2

Tommy- ARound 102% durabilty with some status weakness, turn 3 evade, -0.31 SD and 36.9% damage and a lesser damage that's fully ITE if needed. 2.95

Umimaru- ~145% Pdur, ~110% Mdur, 0.24 SD, Status Immune, 91% damage on turn 3, 128% on turn 3. Not super impressive, but works in Middle. 3.2

24
Discussion / Re: RPG Ratings
« on: April 08, 2021, 05:53:15 AM »
Added Trails 3 at 8. Definitely the best trails game, but it cuts out all the crap I don't care about (NPCs! Endless, endless....endless filler) in place of a tightly crafted story with a great vignette structure. Kevin and Ries are fantastic and the setup of the game is fun. Game was decently balanced as well (well, compared to what comes later), although still a bit too much emphasis on trash mobs.

Added CSTW at 4. It's not...actively bad, just it tossed out parts of BoD 7 that worked well for some boring and endless trash mobs. I did laugh when one of the director's notes at the end of the game was basically insulting their own dungeon design. While it features some polish boosts (the encounter thing is cool!), poor balance really limits it considering it's a 100% gameplay game.

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General Chat / Re: Books
« on: April 07, 2021, 05:17:45 PM »
Night Angel series reread- Finished the series a few weeks ago. I wanted something very, very, very light after Otherland. Rereading this makes patterns in Brent Weeks' writing really clear (he really loves to put people in crazy pits!), and the Lightbringer series definitely refined a lot in Night Angel.

The winning character is definitely Sister Ariel, a mage who reads as being a very high functioning autist with masterful planning abilities that tacitly propels several of the key arcs. Killer intro scene.

The characters that do not work in some way are Durzo Blint and the Jackal. Durzo Blint is a get out of jail free card, who is drawing on thousands of years of experience. Literally half the legendary figures of this world are Durzo Blint in disguise,

The Jackal would be fine, but his book 3 revelation was a very cheap execution execution. Basically, Weeks likely wanted to keep the truth of the MC's power from him (that he was immortal, but every time he died and came back to life, someone else that he loved died in this place, but generally as casualties of war in times that generally made sense).

Durzo Blint would 100% tell the MC this, so to get around that, Weeks had Durzo write a letter which got covered in blood. This becomes in no way believable that Durzo would only pass on the most crucial information the MC would ever receive in his life in a single letter or method. Then the Jackal just assumed the MC read it, and made snide remarks about a power backlash but despite also supposedly being incredibly smart, doesn't catch onto the very obvious fact that the MC doesn't know what his remarks refer to.

That said, the execution of the twist initially is a total copout. The MC died 4 times before learning, and the first 3 otimes the person who died was an adopted sister who either was never really onscreen at all or had a weird relationship with the MC that did not come across as loving. As such, it really didn't have any impact since it just feels like Weeks could have had him die even more and would have been made up more adopted siblings).

A lot of the characters shouldn't really work (Logan and Elene especially, parts of Dorian's story), but Weeks gives them all a lot of character growth that works very well.

Gender balance was something that really failed here. There are great female characters, but there are also too many who are love interests who had no real control (despite one being a ruler of a powerful nation).  Although I guess the MC's love interest does truly completely subvert that in some very specific ways, but the book was in dire need of a few more Sister Ariel's.

There's something in the books that don't quite gel together; a randomness in the world? Lack of good descriptions of magic structures? I'm not quite sure. This was one area where Lightbringer is a great upgrade.

However, unlike Lightbringer, Weeks at least didn't pull so many punches with the final battle. For all that there weren't many deaths or other hideous fates (maybe not any more than Lightbringer), they were central to the plot.

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