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RPG Debate => RPG Stats Forum => Topic started by: Pyro on April 04, 2008, 03:21:20 AM

Title: Wild Arms: XF
Post by: Pyro on April 04, 2008, 03:21:20 AM
Wild Arms XF Stat topic. Warning: Minor spoilers (well, maybe not minor but come on).

Stats taken at Level 60. Lets get this show on the road.

Stat definitions:

HP:  Standard issue Hit Points.
MP: Standard issue Magic Points. Also used for physical abilities.
VP:  Stat unique to WAXF. A character starts the battle with full VP and at the end of each round this is decremented by their equipment WGT. When VP reaches 0, the WGT deduction starts shaving off HP instead of VP. Said damage is never fatal.
ATK: Stat that determines physical damage.
DEF: Stat that reduces physical damage. 1 point reduction for every 6 points of defense.
MAG: Stat that determines magical damage/healing.
RES: Stat that reduces magic damage. 1 point reduction for every 6 points of Res.
AIM: Accuracy. Higher = better hit rate..
EVA: Evade. Higher = enemy hits you less. 1% hit rate reduction for every 4 points of Eva.
RFX: Speed. Determines turn order and double-turns. Exactly linear.
WGT: See the definition of VP.

Other definitions:
Original Commands: A characters command skillset, I.e. the attacks and abilities they can use on their turn.
Innate skills: Skills that grant passive effects to the characters. Specific to each PC.
Equipment: A character’s weapon and armor. These usually have passive abilities on them. I assumed penultimate synthesizable stuff (Ultimates that require all item scopes and massive amounts of money are outside the realm of reason and push aftergame, sorry. If you want them, get them all yourself. Penultimate stuff is even pushing it...). If you only allow store-bought stuff, Alexia is boosted a little and Clarissa all ^_^ ^_^. Everyone else takes a serious nosedive.
Effective Evade: Evade rate against 350 AIM. This is about average for enemies on the last maps.
Elemental Resist: Listed resistance against the 4 elements in XF: Fire, Earth, Water, and Wind. This listed resistance appears to be against the attack power of an attack before defense is factored in, so their actual affect is more than the flat rate.

Assumed enemy stats: 350 DEF, 350 RES, 325 EVA, 150 RFX, and 350 AIM.

A special note: For each attack a PC does, a "Hit" counter is incremented. This counter affects damage dealt by the attacker, and is reset when either an enemy takes an action (or just gets a turn) or one of your PCs doesn't attack/misses. Each hit in the chain increases damage over the base by 4%, so 4% for 1, 8% for two, 12% for 3, and so on. Matters only when a PC doubles or steals/cancels the enemy's turn, in Clarissa/Levin's case.

Things remaining: Critical rates, Counter rates, bosses.

Now for the PCs.

(http://www.wildarmsxf.com/images/icon-1.jpg)
Clarissa Arwin:
HP: 254
MP: 296
VP: 279

DEF: 335
RES: 478
AIM: 316
EVA: 331
RFX: 183

ATK: 254
MAG: 311
WGT: 12

Equipment:
Strahl Gewehr: Atk+135, Mag+155, Aim+160, Wgt+3. Weapon with infinite range in a straight line.
Four Leaf Clover: Def+207, Res+287, Eva+207, Wgt+9. Halves the HP cost of Sacrifice (takes 50%CHP instead of HP-1)

Effective Phys durability: 75%
Effective Mag durability: 90%

Attack: 26 physical damage.  (80% accuracy)

Original Commands:
Howling Shot (32MP): 68 physical damage to a straight line. (80% accuracy, 54 average damage). Only usable if a direct hex connection can be made between Clarissa and her foe at the start of her turn.
Sacrifice (16MP): 206 magical damage. Ignores target defense. Damage is dependant on Clarissa's current HP % and decreases linearly to 0 at 1 HP. Reduces Clarissa to half her current HP after use.
Encourage (8MP): Boost nearby allies current Rfx so that they usually get a near-instant turn. Doesn't affect Clarissa.
Rob Turn (32MP): 75% chance to cancel the targeted enemies next turn when it comes and grant Clarissa a turn at that time (increases her CTB to 100). Some bosses immune this, others do not. Not subject to evade or reduction outside of immunity.

Skills:
Soul Survivor: Immunity to Instant Death
Throw Block: Nullifies thrown weapon attacks.
Courageous Heart: Increases Mag, Res, and Eva when in Crisis. Eva becomes 392.
Extra Critical: Increases damage done by critical attacks (rate to be tested)

Effective Evade: 14% (32% in critical condition)
Earth, Fire, Wind, Water resist: 20%


(http://www.wildarmsxf.com/images/icon-2.jpg)
Felius Arwin:
HP: 384
MP: 149
VP: 418

DEF: 479
RES: 257
AIM: 345
EVA: 302
RFX: 143

ATK: 423
MAG: 251
WGT: 24

Equipment:
Bardiche: Atk+255, Mag+159, Aim+207, Wgt+11: Ignores Hard attribute when attacking
Force Eater: Def+257, Res+159, Eva+191, Wgt+13. Randomly protects allies.

Effective Phys durability: 138%
Effective Mag durability: 103%

Attack: 82 physical damage. (86% accuracy)

Original Commands:
Shockwave (12MP): 117 physical damage. (86% accuracy, 101 average damage)
Upper Hand (20MP): 82 physical damage. Ranged attack. Ignores evade. Deals more damage to targets that are at a higher elevation than Felius.
Disarm (8MP): 82 physical damage.  ~40% chance of breaking/removing opponent's equipped weapon if it connects (86% accuracy)
Status Absorb (16MP): Absorbs allies status effects into himself, healing them and inflicting him with whatever was ailing his allies.

Skills:
Overflow: Increase damage done for each enemy defeated.
Crisis AIM up: Increases AIM when below 20%. This increases his AIM to 514, (~145% accuracy)
Counter Rate Up: Increases Counter Rate depending on number of enemies around Felius.
Attack Assist: When an ally attacks an enemy Felius is adjacent to, he will attack that enemy with his physical as well.

Effective Evade: 7%
Water Resist: 50%


(http://img239.imageshack.us/img239/9075/labbyvd6.png)
Labyrintha Woodsworth:
HP: 236
MP: 407
VP: 251

DEF: 277
RES: 444
AIM: 297
EVA: 277
RFX: 111

ATK: 252
MAG: 479
WGT: 12

Equipment:
Cardia: Atk+159, Mag+287, Aim+191, Wgt+5. Innate Weapon Guard.
Raziel Ribbon: Def+175, Res+271, Eva+175, Wgt+7. Turns counterattacks into Analyze.

Effective Phys durability: 65%
Effective Mag durability: 80%

Attack: 22 physical damage (66% accuracy)

Original Commands:
Lightning (8MP): 123 magical lightning damage (not specifically elemental in game, but hits weakness on mechs and is absorbed by one enemy.
Revive (48MP): Revives 1 fallen ally with 85% max HP.
Warp (8MP): Labyrintha warps up to 6 panels somewhere. Can not be used after moving, but good for crossing cliffs and whatnot.
Replica (32MP): Creates a Replica of Labyrintha that has 1 HP and can not attack.

Skills:
Attack and Aim Down: Decreases target's AIM after a physical attack by 50%. This translates into an 80% reduction in accuracy for an enemy with average (350) hit.
Critical Extra Turn: Labyrintha gets an additional turn if she scores a critical hit.
Distortion: Nullifies any damage that would not deal more than 25% of Labyrintha's maximum HP
Magic Effect +25%: Increases magic effects by 25%. Already factored into damage.
Weapon Guard: Nulls enemy ordinary physical attacks 25% of the time.

Effective Evade: 0% (80% after Attack and Aim Down takes effect)
Fire Resist: 50%



Tony:
HP: 425
MP: 121
VP: 452

DEF: 257
RES: 258
AIM: 281
EVA: 190
RFX: 117

ATK: 310
MAG: 104
WGT: 0

Equipment: None. He’s a freaking dog.

Effective Phys durability: 115%
Effective Mag durability: 119%

Attack: 59 physical damage (60% accuracy, 35 average damage).

Original Commands: None

Skills: Dogs have no skillz.

Effective Evade: -23%
Earth, Fire, Wind, Water resist: 40%


(http://www.wildarmsxf.com/images/icon-4.jpg)
Levin Brenton:
HP: 329
MP: 340
VP: 235

DEF: 306
RES: 342
AIM: 352
EVA: 366
RFX: 211

ATK: 307
MAG: 288
WGT: 14

Equipment:
Super Mystere: Atk+175, Mag+175, Aim+191, Wgt+5. Six independent hit checks
Coat of Valor: Def+191, Res+207, Eva+223, wgt+9. Increases defenses the higher up on a map Levin is.

Physical: 46 physical damage over 6 hits (87% accuracy)

Effective Phys durability: 92%
Effective Mag durability: 96%

Original Commands:
Blast (16MP): 87 non-elemental magic damage.
Rushing Beat(16MP):130 physical damage. Reduced by enemy Rfx. (87% accuracy, 113 average)
Cancel Strike (24MP): 46 physical damage. Cancels enemy's turn. (87% accuracy). Works on bosses. No. Seriously. Do note that this cancellation doesn't just reset enemy CTB to 0, it puts it into the negatives. So the turn after the one that got canceled doesn't come any faster.
Graviton: Deals (12+2*wgt)% in gravity damage to an enemy. Hit rate looks like 100% against generics/randoms with a 25% hit rate against more minor bosses and a 0% against major ones.

Skills:
Skip Enemies: Allows unit to move through enemies without obstruction.
Detonation!: Increases chance of skills activating until Levin is first damaged. Useless for him.
Execrate: Raises the odds of Levin landing negative status effects on enemies. Nigh useless.
Counter-Counter: Allows Levin to counter an enemy's counterattack. Near useless since his counter rate is pretty small anyway.

Effective Evade: 26%
Wind Resist: 50%


(http://www.wildarmsxf.com/images/icon-3.jpg)
Ragnar Blitz Lebrett:
HP: 418
MP: 204
VP: 340

DEF: 366
RES: 286
AIM: 325
EVA: 456 (547)
RFX: 161

ATK: 371
MAG: 315
WGT: 18

Equipment:
Grand Train: Atk+223, Mag+191, Aim+175, wgt+7. Long ranged. Ignores flying.
Aymur Band: Def+223, Res+175, Eva+271, wgt+11. Increase counterattack rate when evading.

Effective Phys durability: 129%
Effective Mag durability: 116%

Physical: 66 ranged physical damage (83% accuracy)

Original Commands:
Orbital Ring (8MP): 125 physical damage to a circular area. Ranged attack. (83% accuracy, 104 average) (223 after Hyper Attack)
Raving Rage (32MP): Multi hit attack. 66 damage per hit (128 after Hyper Attack) (83% accuracy). Attacks the enemy for  as many empty Hexes as there are behind the target, up to 4 times. Can only be used at point blank range before moving. Only makes one hit check for the entire chain.
Hyper Attack (32MP): Multiplies the target's Atk by 1.5x. Effect nearly doubles damage. Lasts 3 turns, not counting the one it is used on.
Provoke (8MP): Select one enemy and force them to attack Ragnar over other targets.

Skills:
Anti Critical: Prevents critical hits.
Move and Heal VP: Ragnar heals 16 VP when he moves in a round.
Tactical Evasion: Eva goes up 4% for every empty hex that surrounds him. So his effective EVA at melee range is 547, and at long range it is 565
Raving Revenge: Ragnar uses Raving Rage as his counterattack instead of a basic physical.

Effective Evade: 81%
Earth Resist: 50%




(http://img61.imageshack.us/img61/130/alexia2od2.jpg)
Alexia Lynn Elesius:
HP: 292
MP: 268
VP: 309

DEF: 400
RES: 366
AIM: 456
EVA: 391
RFX: 87

ATK: 478
MAG: 348
WGT: 20

Equipment:
Mary Magdalene: Atk+287, Mag+207, Aim+271, Wgt+9
Pallas Athena: Def+239, Res+223, Eva+239, Wgt+11: Reduces target's Eva when calculating hit % (I‘ve never seen Alexia miss in her base class)

Effective Phys durability: 94%
Effective Mag durability: 89%

Attack: 99 physical damage.

Original Commands:
Revolver Sweep: 138 physical damage to all HEXs surrounding Alexia.
Exhaustion Strike: Deals 1/4th the targets VP in VP damage.
Royal Cheer (8MP): Increases surrounding allies' stats by 25% for one turn. Does not affect Alexia herself.
Status Lock (24MP): Renders Alexia immune to changes in her status (positive or negative) for 3 of her turns, not counting the turn it is used on. Wears off on the end of her 3rd turn. Note that this immunity extends to XF stat-downs, which work on everything in the game outside of Status Lock.

Skills:
Anti-ZOC: Alexia is not subject to the Sentinel skill Zone of Control that reduces Movement around the user.
Leader’s Duty: Alexia gets CTB-styled initiative at the beginning of any battle. This means she starts the battle with 100CT and acts before anyone starts accumulating CT.
Strong Heart: Increases Alexia’s RFX based on the VP she has lost. Effectively increases her RFX by 5/turn until she runs out of VP.
Skill Success Up: Increases the chance of skills activating with each passing turn. Useless for her.


Effective Evade: 30%
Earth and Fire Resist: 20%
Water and Wind Weakness: 30%


Averages:

Damage: 95 (108 without accuracy factored in.) [98 with Hyper + three turn average, 112 without accuracy)
Alexia: 138
Labyrintha: 123
Levin: 113
Ragnar: 104
Felius: 101
Clarissa: 54
Tony: 35


HP: 334
Tony: 425
Ragnar: 418
Felius: 384
Levin: 323
Alexia: 292
Clarissa: 254
Labyrintha: 236


Def: 346
Felius: 479
Alexia: 400
Ragnar: 366
Clarissa: 335
Levin: 306
Labyrintha: 277
Tony: 258


RES: 353
Clarissa: 478
Labyrintha: 444
Alexia: 366
Levin: 342
Tony: 297
Ragnar: 286
Felius: 257


EVA: 330 (19%)
Ragnar: 456 (547) (81%)
Alexia: 391 (30%)
Levin: 366 (23%)
Clarissa: 331 (14%)
Felius: 301 (7%)
Labyrintha: 277 (0%)
Tony: 190 (-23%)


RFX: 144.71
Levin: 211 (146%)
Clarissa: 183 (126%)
Ragnar: 161 (111%)
Felius: 143 (99%)
Tony: 117 (81%)
Labyrintha: 111 (77%)
Alexia: 87 (60%)

AIM: 339

Earth/Fire Resist: 18.57
Water/Wind Resist: 11.43



***

Okay, time for +6 equips only. Basically I am the opposite of Tal and feel that Pyro was too generous with the weapons used. +8's are a pain to get (getting that many item scopes is bordering on FAQ-bait honestly) and there's a lot of work synthing them for a full party. The game gives you +5's with the occasional +6 as late as the second to last "dungeon" (no treasure in the Final Act maps) suggesting that you should be hovering around +5 for said dungeon at most (it makes little sense for you to be getting equips worse than your ordinary equips). Kicking it up to +6 for endgame seems fair.

What this affects: The cast is worse at accuracy and evasion, the former benefits the mages (and Alexia since she has overkill hit). Clarissa's Strahl Gewehr isn't hurt at all. Cancel Strike gets worse. Tony is less horrible.

All PCs can exchange a trivial amount of EVA for an even more trivial amount of DEF or RES. This should probably be ignored. Levin is optimising HIT (for Cancel Strike), eveyone else is optimising their primary offence, and generally the differences don't matter much (about 8 points to the appropriate stat).

Assumed enemy stats: 350 DEF, 350 RES, 325 EVA, 150 RFX, and 350 AIM. In the original post but worth reminding.

Away we go! I am ripping off Pyro's format mainly, so yeah.

(http://www.wildarmsxf.com/images/icon-1.jpg)
Clarissa Arwin:
HP: 254
MP: 296
VP: 279

DEF: 299
RES: 427
AIM: 316
EVA: 303
RFX: 183

ATK: 254
MAG: 311
WGT: 11

Equipment:
Strahl Gewehr: Atk+135, Mag+155, Aim+160, Wgt+3. Weapon with infinite range in a straight line.
Pine Corsage +6: Def+171, Res+236, Eva+179, Wgt+8. Halves the HP cost of Sacrifice (takes 50%CHP instead of HP-1)

Effective Phys durability: 75%
Effective Mag durability: 88%

Attack: 26 physical damage.  (78% accuracy)

Original Commands:
Howling Shot (32MP): 68 physical damage to a straight line. (78% accuracy, 53 average damage). Only usable if a direct hex connection can be made between Clarissa and her foe at the start of her turn.
Sacrifice (16MP): 206 magical damage. Ignores target defense. Damage is dependant on Clarissa's current HP % and decreases linearly to 0 at 1 HP. Reduces Clarissa to half her current HP after use.
Encourage (8MP): Boost nearby allies current Rfx so that they usually get a near-instant turn. Doesn't affect Clarissa.
Rob Turn (32MP): 75% chance to cancel the targeted enemies next turn when it comes and grant Clarissa a turn at that time (increases her CTB to 100). Some bosses immune this, others do not. Not subject to evade or reduction outside of immunity.

Skills:
Soul Survivor: Immunity to Instant Death
Throw Block: Nullifies thrown weapon attacks.
Courageous Heart: Increases Mag, Res, and Eva when in Crisis. Eva becomes 363.
Extra Critical: Increases damage done by critical attacks (rate to be tested)

Effective Evade: 7% (24% in critical condition)
Earth, Fire, Wind, Water resist: 20%


(http://www.wildarmsxf.com/images/icon-2.jpg)
Felius Arwin:
HP: 384
MP: 149
VP: 418

DEF: 428
RES: 229
AIM: 309
EVA: 276
RFX: 143

ATK: 388
MAG: 223
WGT: 20

Equipment:
Bullova +6: Atk+220, Mag+131, Aim+171, Wgt+9: Ignores Hard attribute when attacking
Vambrace +6: Def+236, Res+131, Eva+165, Wgt+11. Randomly protects allies.

Effective Phys durability: 134%
Effective Mag durability: 103%

Attack: 71 physical damage. (75% accuracy)

Original Commands:
Shockwave (12MP): 103 physical damage. (75% accuracy, 77 average damage)
Upper Hand (20MP): 71 physical damage. Ranged attack. Ignores evade. Deals more damage to targets that are at a higher elevation than Felius.
Disarm (8MP): 71 physical damage.  ~40% chance of breaking/removing opponent's equipped weapon if it connects (75% accuracy)
Status Absorb (16MP): Absorbs allies status effects into himself, healing them and inflicting him with whatever was ailing his allies.

Skills:
Overflow: Increase damage done for each enemy defeated.
Crisis AIM up: Increases AIM when below 20% by 50%. This increases his AIM to 463, (~110% accuracy)
Counter Rate Up: Increases Counter Rate depending on number of enemies around Felius.
Attack Assist: When an ally attacks an enemy Felius is adjacent to, he will attack that enemy with his physical as well.

Effective Evade: -1%
Water Resist: 50%


(http://img239.imageshack.us/img239/9075/labbyvd6.png)
Labyrintha Wordsworth:
HP: 236
MP: 407
VP: 251

DEF: 246
RES: 396
AIM: 264
EVA: 253
RFX: 111

ATK: 224
MAG: 440
WGT: 10

Equipment:
Infatuation +6: Atk+131, Mag+248, Aim+158, Wgt+4. Innate Weapon Guard.
Cute Ribbon +6: Def+144, Res+223, Eva+151, Wgt+6. Turns counterattacks into Analyze.

Effective Phys durability: 65%
Effective Mag durability: 78%

Attack: 16 physical damage (57% accuracy)

Original Commands:
Lightning (8MP): 110 magical lightning damage (not specifically elemental in game, but hits weakness on mechs and is absorbed by one enemy)
Revive (48MP): Revives 1 fallen ally with 85% max HP.
Warp (8MP): Labyrintha warps up to 6 panels somewhere. Can not be used after moving, but good for crossing cliffs and whatnot.
Replica (32MP): Creates a Replica of Labyrintha that has 1 HP and can not attack.

Skills:
Attack and Aim Down: Decreases target's AIM after a physical attack by 50%. This translates into a 73% reduction in accuracy for an enemy with average (350) hit.
Critical Extra Turn: Labyrintha gets an additional turn if she scores a critical hit.
Distortion: Nullifies any damage that would not deal more than 25% of Labyrintha's maximum HP
Magic Effect +25%: Increases magic effects by 25%. Already factored into damage.
Weapon Guard: Nulls enemy ordinary physical attacks 25% of the time.

Effective Evade: -8% (65% after Attack and Aim Down takes effect)
Fire Resist: 50%



Tony:
HP: 425
MP: 121
VP: 452

DEF: 257
RES: 296
AIM: 281
EVA: 190
RFX: 117

ATK: 310
MAG: 104
WGT: 0

Equipment: None. He’s a freaking dog.

Effective Phys durability: 119%
Effective Mag durability: 123%

Attack: 59 physical damage (60% accuracy, 35 average damage).

Original Commands: None

Skills: Dogs have no skillz.

Effective Evade: -23%
Earth, Fire, Wind, Water resist: 40%


(http://www.wildarmsxf.com/images/icon-4.jpg)
Levin Brenton:
HP: 329
MP: 340
VP: 235

DEF: 273
RES: 306
AIM: 326
EVA: 336
RFX: 211

ATK: 276
MAG: 257
WGT: 12

Equipment:
Falcon Baton +6: Atk+144, Mag+144, Aim+165, Wgt+4. Six independent hit checks
Blue Gale +6: Def+158, Res+171, Eva+193, wgt+8. Increases defenses the higher up on a map Levin is.

Physical: 34 physical damage over 6 hits (80% accuracy)

Effective Phys durability: 93%
Effective Mag durability: 97%

Original Commands:
Blast (16MP): 70 non-elemental magic damage.
Rushing Beat(16MP): 108 physical damage. Reduced by enemy Rfx. (80% accuracy, 87 average)
Cancel Strike (24MP): 34 physical damage. Cancels enemy's turn. (80% accuracy). Works on bosses. Do note that this cancellation doesn't just reset enemy CTB to 0, it puts it into the negatives. So the turn after the one that got canceled doesn't come any faster.
Graviton: Deals (12+2*wgt)% in gravity damage to an enemy. Hit rate looks like 100% against generics/randoms with a 25% hit rate against more minor bosses and a 0% against major ones.

Skills:
Skip Enemies: Allows unit to move through enemies without obstruction.
Detonation!: Increases chance of skills activating until Levin is first damaged. Useless for him.
Execrate: Raises the odds of Levin landing negative status effects on enemies. Nigh useless.
Counter-Counter: Allows Levin to counter an enemy's counterattack. Near useless since his counter rate is pretty small anyway.

Effective Evade: 16%
Wind Resist: 50%


(http://www.wildarmsxf.com/images/icon-3.jpg)
Ragnar Blitz Lebrett:
HP: 418
MP: 204
VP: 340

DEF: 327
RES: 255
AIM: 294
EVA: 409 (490)
RFX: 161

ATK: 341
MAG: 282
WGT: 15

Equipment:
Delta Force +6: Atk+193, Mag+158, Aim+144, wgt+6. Long ranged. Ignores flying.
Luchs Band +6: Def+184, Res+144, Eva+234, wgt+9. Increase counterattack rate when evading.

Effective Phys durability: 128%
Effective Mag durability: 116%

Physical: 55 ranged physical damage (70% accuracy) (112 after Hyper Attack)

Original Commands:
Orbital Ring (8MP): 112 physical damage to a circular area. Ranged attack. (70% accuracy, 78 average) (197/138 after Hyper Attack)
Raving Rage (32MP): Multi hit attack. 55 damage per hit (112 after Hyper Attack) (70% accuracy). Attacks the enemy for  as many empty Hexes as there are behind the target, up to 4 times. Can only be used at point blank range before moving. Only makes one hit check for the entire chain. 220 total, 154 average at max. 448, 312 average after Hyper)
Hyper Attack (32MP): Multiplies the target's Atk by 1.5x. Effect nearly doubles damage. Lasts 3 turns, not counting the one it is used on.
Provoke (8MP): Select one enemy and force them to attack Ragnar over other targets.

Skills:
Anti Critical: Prevents critical hits.
Move and Heal VP: Ragnar heals 16 VP when he moves in a round.
Tactical Evasion: Eva goes up 4% for every empty hex that surrounds him. So his effective EVA at melee range is 490, and at long range it is 507
Raving Revenge: Ragnar uses Raving Rage as his counterattack instead of a basic physical.

Effective Evade: 60%
Earth Resist: 50%




(http://img61.imageshack.us/img61/130/alexia2od2.jpg)
Alexia Lynn Elesius:
HP: 292
MP: 268
VP: 309

DEF: 358
RES: 327
AIM: 408
EVA: 358
RFX: 87

ATK: 439
MAG: 312
WGT: 17

Equipment:
Claymore +6: Atk+248, Mag+171, Aim+223, Wgt+8
Wind Plate +6: Def+197, Res+184, Eva+206, Wgt+9: Reduces target's Eva by 10% when calculating hit %

Effective Phys durability: 93%
Effective Mag durability: 88%

Attack: 88 physical damage. (109% accuracy)

Original Commands:
Revolver Sweep: 125 physical damage to all HEXs surrounding Alexia.
Exhaustion Strike: Deals 1/4th the targets VP in VP damage.
Royal Cheer (8MP): Increases surrounding allies' stats by 25% for one turn. Does not affect Alexia herself.
Status Lock (24MP): Renders Alexia immune to changes in her status (positive or negative) for 3 of her turns, not counting the turn it is used on. Wears off on the end of her 3rd turn. Note that this immunity extends to XF stat-downs, which work on everything in the game outside of Status Lock.

Skills:
Anti-ZOC: Alexia is not subject to the Sentinel skill Zone of Control that reduces Movement around the user.
Leader’s Duty: Alexia gets CTB-styled initiative at the beginning of any battle. This means she starts the battle with 100CT and acts before anyone starts accumulating CT.
Strong Heart: Increases Alexia’s RFX based on the VP she has lost. Effectively increases her RFX by 5/turn until she runs out of VP.
Skill Success Up: Increases the chance of skills activating with each passing turn. Useless for her.


Effective Evade: 23%
Earth and Fire Resist: 20%
Water and Wind Weakness: 30%


Averages:

Damage: 81 (98 without accuracy factored in.) [83 with Hyper + three turn average, 101 without accuracy)
Alexia: 125
Labyrintha: 110
Levin: 87
Ragnar: 78
Felius: 77
Clarissa: 53
Tony: 35


HP: 334
Tony: 425
Ragnar: 418
Felius: 384
Levin: 323
Alexia: 292
Clarissa: 254
Labyrintha: 236


Def: 312
Felius: 428
Alexia: 358
Ragnar: 327
Clarissa: 299
Levin: 277
Labyrintha: 246
Tony: 257


RES: 318
Clarissa: 427
Labyrintha: 396
Alexia: 327
Levin: 306
Tony: 296
Ragnar: 255
Felius: 229


EVA: 315 (19%)
Ragnar: 409 (409) (60%)
Alexia: 358 (23%)
Levin: 336 (16%)
Clarissa: 303 (7%)
Felius: 276 (-1%)
Labyrintha: 253 (-8%)
Tony: 190 (-23%)


RFX: 144.71
Levin: 211 (146%)
Clarissa: 183 (126%)
Ragnar: 161 (111%)
Felius: 143 (99%)
Tony: 117 (81%)
Labyrintha: 111 (77%)
Alexia: 87 (60%)

AIM: 314

Earth/Fire Resist: 18.57
Water/Wind Resist: 11.43
Title: Re: Wiild Arms: XF
Post by: Pyro on April 04, 2008, 03:27:21 AM
Character Breakdowns:

Clarissa: Clarissa puts her skillset to bloody good work. Individually Sacrifice or Rob Turn wouldn't be that owning for her, but combined she becomes a 126% speed PC overkilling monstrosity. Probably a Heavy or so. Just... She beats PCs slower than her with a vengeance rarely seen. 350 damage with 3 turns from Rob Turn is gruesome, especially considering its ITD.

Felius: Middle. Damage is decent, durability is good. Weapon breaking in a pinch. The weapon break is kind of unreliable, but what can you do. Also has ranged ITE damage for those pesky FEers.

Labyrintha: Light. That durability and speed combo is sad. Her damage is decent though, Weapon Guard could prove useful against failure fighters, and she is a bona-fide Mint slayer. She'd have loved for Revive to be healing instead.

Tony: Light. MAGIC ELEMENTAL TANK with crap damage and speed. Pretty funny considering the plot.

Levin: High Heavy? Lets recap: 146% speed + turn cancelling that deals damage. Isn't fond of physical evade or counters, but he can do some cruel things, even to bosses. He really can rape the slow, but despises the fast.

Ragnar: Heavy. Bloody awesome physical slugger thanks to that evade and durability. Throw in damage that pushes OHKO after Hyper and he's cool. I'll let people form their own opinion about Raving Rush, but I'd say it pretty handedly crushes pure melee opponents when combined with the evade.

Alexia: High Middle? CTB initiative is cool, status immunity is always a plus, and the damage is good (and accurate! and MT!)... but that speed, it hurts really, really, really bad.
Title: Re: Wild Arms: XF
Post by: Pyro on July 30, 2008, 03:38:40 AM
The 16 Wild Arms XF Generics!

Some intro notes:

Stats: The same as in the PC topic.

- Enemy stats were taken to be the same as for the PC topic.
- Level was taken as 60.
- I'm not going to mix the Rankable/Plot PCs and generics, and strongly suggest others to take them separately as well.
- All the penultimate equips were assumed. Reasonable? Whatever, I took them. It wouldn’t change much regardless, so don’t fret even if you disagree.
- As far as what kind of PC was generated, I assumed that they were of the average in all stats. In-game you can make a generic with high stats of your choice, but you generally have to accept a trade-off with other stats if you do that and I’m not going to screw with that concept. Average in all stats shouldn’t change much regardless, since EVERYONE is the same way.
- Classes have equipment skills and class skills. I’ve listed both where applicable. They also have a mastery skill that each class learns after reaching max class level (for main characters this is skill slots +3). Doesn’t matter for the DL, but these skills are only active for a character in that class and can not be equipped as a transferable skill. These are the last skill listed and I have denoted them with a *
- I included relative physical/magical durability taken against an attack that deals 40% PCHP damage. I also threw in evade (against 350 Hit).
- Reminder: Crisis condition is triggered below 20% MHP. All status effects/buffs/debuffs wear out on the end of the third turn the target has after receiving it (not counting the casting turn, in the case of a self-buff)
- There is no difference between male generics and female generics. So I took everyone as a female because girls kicking ass is cooler than boys doing it. If you disagree… well you don’t matter.

Averages up top!
HP: 307
Def: 364
Res: 354
Aim: 367
Rfx: 167.63
Damage: 117 (2.5x Kill point of 293)




(http://thumbnails.imajr.com/Secutor-Gal-1154298.jpg)
Secutor:
HP: 279
MP: 226
VP: 337
Atk: 220 (558)
Def: 139 (426
Mag: 102 (230)
Res: 104 (296)
Aim: 141 (364)
Eva: 128 (367)
Rfx: 154 (92%)
Wgt: 21 (23 w/ Axe)

Equipment:
Vorpal Blade: 271 Atk, 128 Mag, 223 Aim
(Battle Tomahawk): 319 Atk, 128 Mag, 128 Aim
Valiant Barrier: 64 def/res/eva. Reduces damage from attacks made at a range by 10%
Ferdinand: 223 Def, 128 Res, 175 Eva.

Effective Phys Durability: 99%
Effective Mag durability: 84%
Effective Evasion: 23%

Physical: 127 physical damage. 91% accuracy.
Hard Smash (16MP):  173 physical damage to a single melee target. 91% accuracy. 158 average damage
Smart Drive (16MP):  A basic physical attack. However, instead of RNGing the hit-rate, this attack multiplies hit-rate  and damage and deals that damage at 100% accuracy. Hit-rate for calculation does not exceed 100%. 115 against average.
MP Burst (0MP):  85% chance of tripling current MP. If this move fails, it reduces Secutor's MP to 0. Not exactly a huge asset to Secutor (now, if High Cavalier had it…)
Change Equipment (0MP):  Secutor can change equipment! No use whatsoever.

(If Secutor equips an Axe, her accuracy goes to 60%. Her damage goes to 147 on the physical, 198 on Hard Smash)

Skills:
Wait and Heal VP: If Secutor passes her turn, she heals VP. Tends not to exceed the subtraction from wgt anyway.
Blood Heat: Increases counterattack damage.
Weapon Block: Randomly nullifies basic physical attacks. 25% rate.
Secutor EQ
ATK +25%: Increases attack stat by 25%. This applies to both base stats AND the atk from an equipped weapon.
*Retaliate: Reflects attacks blocked by Weapon Block back at the attacker.

Comments: She's got good damage, but the durability isn't special and her speed could use work. Middle.

(http://thumbnails.imajr.com/Elementalist-Gal-1154266.jpg)
Elementalist:
HP: 261
MP: 316
VP: 261
Atk: 102 (230)
Def: 104 (232)
Mag: 220 (618)
Res: 141 (380)
Aim: 124 (252)
Eva: 135 (326)
Rfx: 165 ( 98%)
Wgt: 13

Equipment:
Fortune Tell: 128 Atk, 319 Mag, 128 Aim
Moebius Ring: 128 Atk, 239 Res, 191 Eva.  If Elementalist passes her turn (without moving), her Eva stat is boosted by 50% (to 489)

Effective Phys Durability: 72%
Effective Mag Durability: 88%
Effective Evasion: 13%

Physical: 18 physical damage. 53% accuracy. Low vertical tolerance.
Crush (16MP): 145 earth elemental magic damage. (can't be used after moving)
Freeze (16MP): 145 ice/water elemental magic damage. (can't be used after moving)
Fire (16MP): 145 fire elemental magic damage. (can't be used after moving)
Vortex (16MP): 145 wind elemental magic damage. (can't be used after moving)

Skills:
Elementalist EQ
Wait and Heal MP: If Elementalist passes her turn, she gets 7MP.
Crisis Conserve MP: Originals cost 75% the normal cost when in Crisis condition.
Magic Block: Randomly nullifies Magic attacks. 25% rate.
MAG +25%: Increases Magic stat by 25%. This applies to both base stats AND from an equipped weapon.
*Reflect: Reflects spells blocked by Magic Block back at the caster.

Comments: Ouch. That pdurability and speed combo don't work too well, even with decent damage. Light.


(http://thumbnails.imajr.com/Fantastica-Gal-1154271.jpg)
Fantastica:
HP: 265
MP: 320
VP: 261
Atk: 128 (335)
Def: 122 (297)
Mag: 139 (378)
Res: 150 (405)
Aim: 139 (346)
Eva: 148 (355)
Rfx: 148 (88%)
Wgt: 14

Equipment:
Sistram: 207 Atk, 239 Mag, 207 Aim, Ignores evade bonus for flying.
Griffin Badge: 175 Def, 255 Res, 207 Eva. Increases damage done by formation arts.

Effective Phys Durability: 79%
Effective Mag durability: 93%
Effective Evade: 21% (47% if Zone Effect is active on her foe)

Physical: 53 ranged physical damage. 86% accuracy. Ignores flying (45 average damage)
Slow Down (12MP): Lowers target's Rfx to 50%. (can't be used after moving). Works on everything in the game.
Feeble Mind (16MP): Deals 60 MP damage. Generally a 4-5HKO against enemies.
Invoke (28MP): Target gains perfect accuracy, high critical rate, and enhanced skill activation. Can't be self-targeted. One turn only.
Rush (8MP): Allows moves that normally can't be used after moving to be usable after moving. Lasts 2 turns. Can't be self-targeted.

Skills:
Fantastica EQ
Zone Effect: Increases AIM and EVA of adjacent allies by 20% (not Fantastica herself), reduces AIM and EVA of adjacent enemies by 20% Takes effect at the start of a turn (so doesn't take effect if someone moves adjacent and attacks on the same turn, but can't be avoided by the target moving out of contact with her)
CSP up: Increases CSP acquisition rate. Think Gained JP Up from FFT.
Object Attack: Allows Fantastica to move/destroy objects with her attack.
*Extra Support: Increases the effectiveness of Art Support and Zone Effect. (already factored in)

Comments: Sexy santa girl... sucks. Regardless, Slow Down and Zone Effect may net her some wins against really scrubby Lights. Light


(http://thumbnails.imajr.com/Gadgeteer-Gal-2-1154272.jpg)
Gadgeteer:
HP: 285
MP: 298
VP: 250
Atk: 117 (292)
Def: 126 (317)
Mag: 128 (335)
Res: 139 (362)
Aim: 148 (403)
Eva: 137 (408)
Rfx: 189 (113%)

Equipment:
Rippifier: 175 Atk, 207 Mag, 255 Aim. Physical damage is increased against mechanical enemies drastically. Adds 100 ITD damage to the attack, I believe.
Battle Apron: 191 Def, 223 Res, 271 Eva. After using an item (Mystic usage included), Gadgeteer's reflex doubles to 378.

Effective Phys durability: 87%
Effective Mag durability: 94%
Effective Evade: 36%

Physical: 38 physical damage. 100%(+) accuracy. Reduces foe's accumulated Rfx (CTB?) by 25%. +100 ITD damage to machines.
Mystic (20MP): Allows Gadgeteer to use a healing item as AoE.

Items: Gadgeteer has a claim to items based on Mystic, Item Effect Up, and generally items being her schtick. High Class Items are also completely unique to her, and generally what she'll be using ANYWAY. As a reminder, Gadgeteer can only bring 7 items into a battle. Worth noting that items aren't really spells even if they hit Mdef. They aren't subject to Prevent, Magic Block, or Reflect. Might get past Illusion too...
Break/Ice/Fire/Cyclone Gem+1: 244 earth/ice/fire/wind magic damage.
Exploder Gem+1: 328 non-elemental AoE magic damage. This attack can damage allies, but not Gadgeteer herself.
Potion Berry: 300 HP healing.
Mega Berry: 450 HP healing.
Holy Root+1:  Full status healing and 150 HP healing.
Holy Root+2: Full status healing and 300HP healing.
Magic Berry: 100 MP restoration.
Magic Berry+1: 200 MP restoration (not easy to get)
Unholy Berry: HP-1. Accuracy is 75% on your own PCs, 100% on most enemies. Kind of a pain to make. And expensive.
Smart Bomb: Halves target's HP.
Revival fruit: Revives one PC to 60% MHP
Great Apple: Raises all stats by 50% Not easy to get and I don't allow it so I won't get exact translations for this. Suffice to say its pretty amazing for damage purposes, though.
Nectar: Cures “Max HP Down” status, and heals 100 VP.

Skills:
Gadgeteer EQ
Decelerate: When Gadgeteer's physical hits an opponent, their accumulated CTB is reduced by 25%.
Item Effect Up: Items used by Gadgeteer have 150% effectiveness. Already factored in where appropriate.
Item Range Up: Expand item range, allowing them to be used on others. Gadgeteer should generally win range-based intiative tiebreaks.
Item Carry Up: Allows Gadgeteer to carry up to 8 items (instead of the usual 4).
*High Class Item: Allows Gadgeteer to use High Class items that are unusable by the other classes.

Comments: The WA series' best PC dueler? Probably. Comfortably OHKOing damage with double speed after her first turn, full healing, status and HP healing at the same time for non-fatal status, and a few gimmicks for magic-immune robots!  Gadgeteer's offense/speed combo once she gets going is insurmountably awesome. She's not too durable or great enough on base speed to be a stunning one, but this gal makes Godlike. OHKO her, status her, or eat it.





(http://thumbnails.imajr.com/Sentinel-Gal-1154299.jpg)
Sentinel:
HP: 335
MP: 285
VP: 364
Atk: 150 (389)
Def: 228 (626)
Mag: 113 (272)
Res: 111 (254)
Aim: 148 (371)
Eva: 126 (269)
Rfx: 128 (76%)
Wgt: 26

Equipment:
Varja: 239 Atk, 159 Mag, 223 Aim. Sentinel's attacks ignore the enemy “Hard” attribute (large damage reduction property). Maces never make a critical hit.
Maximillian: 319 Def, 143 Res, 143 Eva

Effective Phys durability: 169%
Effective Mag durability: 96%
Effective Evade: 0%

Physical: 71 physical damage. 93% accuracy. Ignores enemy Hard attribute (physical resistance)
Heavy Strike (24MP): 135 physical damage. 93% accuracy. (126 average damage). Knocks the enemy back 1 space if they have less Wgt than Sentinel (so pretty much everything).
Force Field (28MP): Nullifies all damage and special effects on Sentinel until the beginning of his next turn. Stalling tactic/avoiding doubles, basically. Is subject to the game's Dispel.
Amplifier (32MP): Doubles the damage dealt by Sentinel on her next attack. (Will remain as long as Sentinel does not attack). This can be stacked onto itself once for a 3x damage blow.

Skills:
Anti-Knockback: Nullfies Knockback effects.
ZOC Effect: Upon entering contact with Sentinel, enemy movement is reduced. Makes Sentinel good for protecting things by not allowing others to sneak by her.
DEF+25%: Increases Sentinel's defense by 25%. This applies to both her base stats AND any equipment she may have on. (already factored in)
Sentinel EQ
Defender: Randomly takes close-range physical attacks targeted at adjacent allies. (50%?)
*Auto Guard: Randomly reduces damage taken from physical attacks. Always activates if Defender kicks in.

Comments: Decent damage and good physical durability. The speed is rather bad, but Force Field can take the bite out of enemy doubleturns and her damage is decent. If she can survive 3 attacks from her enemy then she can Amplifier twice and put out overkill on her third attack. Middle works.


(http://thumbnails.imajr.com/Sacred-Slayer-Gal-1154297.jpg)
Sacred Slayer:
HP: 298
MP: 333
VP: 250
Atk: 117 (292)
Def: 139 (362)
Mag: 117 (292)
Res: 228 (626)
Aim: 130 (289)
Eva: 137 (344)
Rfx: 137 (82%)
Wgt: 12

Equipment:
Violater: 175 Atk, 175 Mag, 159 Aim. Critical hits kill undead instantly.
Elder Sign: 223 Def, 319 Res, 207 Eva.

Effective Phys durability: 97%
Effective Mag durability: 154%
Effective Evade: 20%

Physical: 38 physical damage. 68% accuracy. (26 average damage). (68 physical damage after Fragile)
Heal (12MP): Heals 219 HP.
Sanctify (24MP): 12 magic damage. Instantly destroys undead (can't be used after moving) (43 magic damage after Fragile)
Fragile (20MP): Target's Def and Res is reduced to 50%. Effects on damage are shown in attacks. (can't be used after moving). Works on everything in the game.
Turn Shift (32MP): Sacred Slayer may target an ally (or enemy) and give that target her turn. Sacred Slayer gains the target's CT, and in addition her Rfx is doubled until her turn arrives.

Skills:
Sacred Slayer EQ
Crisis Rfx Up: Increases Sacred Slayer's Rfx by 10% for each ally in critical condition AND 20% for each dead ally. Not including herself.
Damage Recovery: Random chance to recover HP after taking damage.
Res+25%: Increases Sacred Slayer's Res by 25%. This applies to both her base stats AND any equipment she may be wearing.
Widespread: Any of Sacred Slayer's magics (barring Turn Shift) can be made GT.
*Paladin: Increases status resistance (it says it does. I don't see lower status rates against her compared to others). Sanctify destroys undead targets in a single casting.

Comments: That damage. Its HORRIBLE. Not even the good durability and healing make up for it. Speeds kinda scrubby too. Light Turn Shift makes her utterly sadistic in team matches though. Tripling the turncount of whomever she chooses is definitely a plus.


(http://thumbnails.imajr.com/Excavator-Gal-1157851.jpg)
Excavator:
HP: 272
MP: 268
VP: 274
Atk: 113 (272)
Def: 119 (278)
Mag: 135 (358)
Res: 132 (339)
Aim: 150 (421)
Eva: 150 (437)

Rfx: 196 (117%)
Wgt: 12

Equipment:

Barbatos: 159 Atk, 223 Mag, 271 Aim, Physicals will not deal more than 1 damage to ally units.
Rad Sneakers: 159 Def, 207 Res, 287 Eva, After the end of her turn, if Excavator moved during her action her defense is increased to 150% the original value (417). Essentially, Excavator will always get this bonus after her first turn unless she is rendered unable to move or wants to use Switch.

Effective Phys durability: 79% (95% after moving)
Effective Mag durability: 87%
Effective Evade: 44%

Physical: 32 physical damage. 100% accuracy. Very long range. Does not deal more than 1 damage to an ally unit.
Analyze (4MP): Displays detailed information on a target on the status screen. IN A DUEL!
Switch (16MP): Target's HP and MP values are swapped (but can not exceed the original maximums, so 100/100 HP and 30/30 MP would become 30/100 HP and 30/30MP). If the enemy has 0 MP, they die. 85% accuracy. (can't be used after moving)
In & Out (12MP): Uses the current turn to change equipped items. If you allow this, I've listed some below that Excavator may want.

Items: Excavator may have a claim to some items base on her unique In & Out skill. I don't allow this. It may be recommendable that if you do allow this, you force her to use it to get items rather than allowing her to enter a fight with them. As a reminder, She only has 4 item slots, and HP/status healing can only be self-targeted.
Break/Ice/Fire/Vortex Gem: 59 earth/water/fire/wind magic damage.
Exploder Gem: 118 non-elemental magic damage.
Potion Berry: 200 HP healing
Revival fruit: Revives one PC to 40% MHP.
Nectar: Cures “Max HP Down” status, and heals 100 VP.
Status healing items: Can cure... confusion, stone, sleep, misery (silence), Disease (healing lock), and poison. Self only stone curing. Hype it.

Skills:
Attack High/Low: Extends the vertical range of thrown weapons.
Gella Bonus: Obtains Gella upon defeating an enemy.
Item Bonus: Sometimes obtains an item upon defeating an enemy.
Excavator EQ
Discover Item (Discovers item randomly when moving around).
*Rare Item Bonus: Adds a chance of obtaining a rare item and doubles the Gella Bonus from defeating an enemy.

Comments: Allowing item-switching gives her some healing and good damage off of solid evade and speed... after she wastes a turn. Not allowing them means her sole saving grace is Switch, which is likely to flat-out kill some entire casts in the DL. Light/Middle works.


(http://thumbnails.imajr.com/Geomancer-Gal-1154273.jpg)
Geomancer: (Quick note: Ley points aren't nearly as common as they were in WA4/5. They are neither guaranteed to be on a map or easily accessible if they are. As such, they should probably just be ignored in the DL)
HP: 311
MP: 285
VP: 350
Atk: 141 (322)
Def: 132 (339)
Mag: 128 (335)
Res: 132 (339)
Aim: 141 (284)
Eva: 128 (287)
Rfx: 148 (88%)
Wgt: 10

Equipment:
Shusui: 191 Atk, 207 Mag, 143 Aim. Ignores Flying Attribute.
Kohinoor: 207 Def, 207 Res, 159 Eva. Geomancer resists XF elemental attacks 30%. See note about XF elemental resists. (more effective than they sound)

Effective Phys Durability: 98%
Effective Mag durability: 99%
Effective Evade: 0%

Physical: 51 ranged physical damage. Can not be used from melee range. 66% accuracy. (37 average damage)
Translate (8MP): Warps the user between leypoints of the same element.
Replace (12MP): Swaps the position of Geomancer and her target. (can't be used after moving)
Shut Out (16MP): Locks the HEX of Geomancer's target. (can't be used after moving... ouch).
Ley Spread (32MP): Extends the element of a Leypoint Geomancer is standing on to the entire field.

Skills:
Ley Attack: Geomancer's attacks take the element of a Leypoint she is standing in.
Move and Heal HP: If Geomancer moves in a round, she regens 5% MHP (17 HP)
Geomancer EQ
Ignore Move Cost: Geomancer can move without being penalized due to water, uneven terrain, etc...
Crisis Mov Up: Geomancer's Movement (and climb) increases when an ally is in Crisis or Fallen status.
*Ley Boost: Increase parameters according to specific ley point when user is standing in a ley point.

Comments: No damage. Her one trick lets her own poor melee fighters with Shut Out in Light.


(http://thumbnails.imajr.com/Berserker-Gal-1154265.jpg)
Berserker:
HP: 348
MP: 250
VP: 261
Atk: 143 (398)
Def: 154 (425)
Mag: 113 (272)
Res: 143 (302)
Aim: 143 (382)
Eva: 143 (398)
Rfx: 183 (109%)
Wgt: 18

Equipment:
Brionac: 255 Atk, 159 Mag, 239 Aim.
High Gear: 271 Def, 159 Res, 255 Eva. Reduces damage taken from formation arts. IN A DUEL!

Effective Phys durability: 124%
Effective Mag durability: 106%
Effective Evade: 34%

Physical: 74 physical damage. 97% accuracy. Can be used from a range of 2 HEXs.
Charging Thrust (12MP): Physical attack in a straight direct line that becomes stronger the farther away from an opponent Berserker is. 67 at range 1, increases by 50% (33 damage) for every panel Berserker is away from her target. 97% accuracy (can't be used after moving, which means this move is worthless unless a doubleturn happens. In which case, Berserker can move 8 spaces and attack for 331 damage.
Sonic Boom (12MP): 66 physical damage that hits everything adjacent to a line directly from Berserker. 97% accuracy.
Quick Step (8MP): Increases Mov and Clm by 1 (adds 33 to the maximum damage of Charging Thrust? Arguably? Not useful)
HP Burst (4MP): 85% chance to multiply Berserker's current HP by 3 (but not above max HP).  If this fails, she is reduced to 0HP and dies.

Skills:
Move and Heal MP: If Berserker moves during her turn, she regens 4 MP.
Penetrator: Allows thrown weapons to penetrate obsticles (would be useful if Berserker had thrown weapons, maybe)
Berserker EQ
Exp Up: Increase experience gained after battle. Not factored in for Berserker's level, if you so choose to be so lenient.
Mov Up: Increases Movement range by 1.
*Valiant: Adds (MHP-CHP) to Bersererk's damage. So at 200 she would gain 348-200 = 148 damage to all her attacks. This damage is ITD. This doesn't get multiplied by Charging Thrust's mult, just direct addition.

Comments: Uh, wow. Nice limit fighter here. HP Burst is either going to be full healing or you are giving her a turn with 215 extra damage on that physical. I'd wager she's a Heavy, although hardly a stellar one.



(http://thumbnails.imajr.com/Enigmancer-Gal-1154268.jpg)
Enigmancer:
HP: 248
MP: 368
VP: 287
Atk: 117 (276)
Def: 150 (405)
Mag: 154 (473)
Res: 132 (339)
Aim: 137 (328)
Eva: 141 (380)
Rfx: 170 (101%)
Wgt: 12

Equipment:
Caduceus: 159 Atk, 319 Mag, 191 Aim. Uses target’s Res to calculate physical damage.
Magius Robe: 255 Def, 207 Res, 239 Eva. When Enigmancer is hit with an attack that costs MP to use, she regens MP equal to the spell's/skill's cost.

Effective Phys durability: 86% (121% after Protect)
Effective Mag durability: 79% (102% after Protect)
Effective Evade: 30%

Physical: 31 physical damage. 80% accuracy. Checks target Res instead of Def (25 average damage)
Devastate (20 MP): 175 non-elemental magic damage to everything in a 2 HEX range next to Enigmancer. (can't be used after moving). Disputable whether or not this can be used against ranged opponents due to 2 HEXs being a relatively small range.
Dispel (16MP): Removes positive and negative status from the target. Buffs, invulnerability negative status, you name it. Very encompassing.
Protect (12MP): Increases the target's Def and Res by 50%. (can't be used after moving). So Enigmancer's Def becomes 607, and her Res 508. This lasts 6 turns instead of the usual 3 thanks to Extend.
Prevent (8MP): Target receives Prevent status. All offensive magic spells (status, damage, debuffs) have their accuracy halved to 50%. This ability itself does not count as a magic attack for the purposes of Magic Blocker or Prevent. (nor is it physical)

Skills:
Enigmancer EQ
Caution: Raises the HP level at which Enigmancer enters Crisis status (doesn't matter for her)
IFF: Enigmancer's abilities will neither harm/status an ally nor heal/buff an enemy. Even if you wanted it to. (doesn't affect Dispel. Saves Devastate from reaming your party)
Extend: Extends the duration of Enigmancer's positive buffs (Protect, in her case).
Levitation: Enigmancer is not subject to Poison or Lava damage panels.
*Mag Charge: At the end of any turn taken by anyone on the battlefield, Enigmancer's Mag goes up by 5. Devastate's damage increases by only about Mag/2 or so so not a huge deal. Bonus resets after Enigmancer uses a damge-dealing attack.

Comments: Good damage, but her durability leaves something to be desired and her speed doesn't make up for it. Prevent is cool, and Dispel is always nice to have in a pinch. Middle



(http://thumbnails.imajr.com/Strider-Gal-1154300.jpg)
Strider:
HP: 322
MP: 274
VP: 300
Atk: 117 (292)
Def: 139 (362)
Mag: 106 (249)
Res: 126 (317)
Aim: 225 (623)
Eva: 139 (362)
Rfx: 176 (105%)
Wgt: 14

Equipment:
Ranger Strike: 175 Atk, 143 Mag, 319 Aim. Ignores flying.
Eye of Horus: 223 Def, 191 Res, 223 Eva. Increases Aim based on Height.

Effective Phys durability: 105%
Effective Mag durability: 100%
Effective Evade: 24% (~130% after Mesmerize kicks in. Hard to quantify without knowing more about how XF Aim works. She still dodges 100% against enemies with 400 original Aim, though.)

Physical: 39 ranged physical damage. 100% (See that Aim stat? Strider doesn't miss.) accuracy. 33% chance for a critical at double damage. Can not be used from melee range.
Swift Shock (12 MP): 39 melee physical damage. Strider's Rfx is doubled until her next turn. Same insane accuracy.
Drop Kick (20 MP): 71 physical damage. Deals more damage to target's at a lower elevation than Strider. Still doesn't miss.
Mesmerize (24MP): Magic debuff that reduces the AIM of all targets within a 3 HEX radius of Strider by 50%. This improve's her evasion to well over 100%. Works on everything in the game. Should note that despite being a magical ability, it ignores the magic blocker skill. Given that, 100% hit rate on everything, and its AoE style, I'd certainly view this as unevadable.

Skills:
Remove Trap: Strider is unaffected by traps. If she waits in a HEX that has a trap in it, the trap will be disarmed. (Strider can also see traps on the map)
CLM up: Strider's Climb parameter is incremented by 1. DL irrelevant.
Strider EQ
Aim +25%: Strider's Aim stat is increased by 25%. This applies to both her base stats AND any equipment she may be wearing (already factored in)
Critical Rate Up: Strider's critical Rate is increased (already factored)
*Sniper Shot: Further increases the odds of critical hits and their power. (already factored)

Comments: Strider lives and dies by Mesmerize. Her damage is poor and she isn't special otherwise. Evadable physical fighters eat it to her, though. Spoiler Middle.


(http://thumbnails.imajr.com/Grappler-Gal-1154274.jpg)
Grappler:
HP: 355
MP: 250
VP: 517
Atk: 139 (362)
Def: 154 (425)
Mag: 113 (272)
Res: 122 (297)
Aim: 152 (439)
Eva: 130 (305)
Rfx: 161 (96%)
Wgt: 8

Equipment:
Gold Finger: 223 Atk, 159 Mag, 287 Aim. Increases damage done by throw attacks.
Black Belt: 271 Def, 175 Res, 175 Eva

Effective Phys durability: 126%
Effective Mag durability: 107%
Effective Evade: 9%

Physical: 62 physical damage. 100% accuracy.
Heavy Throw (20 MP): Throws the target to a chosen HEX, both moving them and causing 123 physical damage. Note that this can be evaded, but the target is still moved. Damage increases with enemy Wgt and is subject to Def.
Item Toss (8 MP): Throws a chakram-class item in inventory at an enemy.  See below for damages.
Transport (4 MP): Picks up a target adjacent to Grappler and moves the target to a chosen HEX adjacent to Grappler. Does not deal damage to her target.

Thrown Weapons:
Ring Edge: 100 ITD damage  to the target of Item Toss.
Large Moon: 150 ITD damage to the target of Item Toss. (Requires synthesis with ingredients only found via search)

Skills:
Acclerate: 33% chance of making Grappler's turn come faster. If it does come faster, there is about a 50/50 chance of Grappler either getting her turn immediately (i.e. Double-acting), or Grappler getting enough of a bonus to lap someone up to 150% faster than her.
Red Zone: Grappler takes an immediate turn when an ally enters Crisis status. This includes Grappler herself.
Throw Range Up: Increases the range of thrown weapons.
VP + 25%: Increases Grappler's VP score by 25%. Already factored into her stats.
*Atk Charge. As per Enigmancer's Mag charge, Grappler gains +5 Atk at the end of any turn taken by anyone. This bonus does little to damage and resets upon a damaging action.

Comments: Good durability and damage. Speed leaves something to be desired but Accelerate can help with that. I guess you could allow her high rank throwing weapons, but I would view those as unreasonable myself. Low Heavy?


(http://thumbnails.imajr.com/Nightstalker-Gal-1154296.jpg)
Nightstalker:
HP: 235
MP: 274
VP: 287
Atk: 106 (234)
Def: 132 (339)
Mag: 123 (315)
Res: 126 (317)
Aim: 150 (421)
Eva: 126 (349)
Rfx: 277 (165% O_o)
Wgt: 14

Equipment:
Pretzel Pierce: 128 Atk, 191 Mag, 271 Aim. Takes target  at ¼ Def for damage calculation.
Diamond Eye: 207 Def, 191 Res, 223 Eva. Allows Nightstalker to counter Original Attacks (magic/physical abilities).

Effective Phys durability: 74%
Effective Mag durability: 73%
Effective Evade: 21%

Physical: 63 physical damage. 100% (+) accuracy. This attack is partially ITD in that it takes target defense at 1/4th its normal value.
Six Shooter (24 MP): Six hits of 0 damage. 54% accuracy. (designed to be a high mult-low power attack, this ability can put out thousands of damage upon setup with a decent Atk weapon...)
Innocent Blow (12 MP): 78 ITD physical damage. 100% (+) accuracy.
MP Shift (0 MP): Shifts all of the User's MP to Nightstalker‘s target. (can't be used after moving)
Blackout (32 MP): Makes Nightstalker invisible until her next turn. Invisibility makes Nightstalker no longer a valid target for enemies. Essentially this is Invincibility until her next turn.

Skills:
HP Recovery: Nightstalker recovers 5% (11 HP) at the start of her turn.
Counter Rate Up: Increases Nightstalker's counterattack rate. Largely doesn't matter for her and the % is still low, but I can get the exact value someone pushes.
Nightstalker EQ
Illusion: 25% chance to negate any damaging attack directed at Nightstalker.
Rfx+25%: Increases Nightstalker's Rfx by 25%. Already factored into her Rfx stat.
*Inertia Cancel: Nightstalker may take a turn instead of performing a counterattack if she would perform a counterattack.

Comments: Blackout off of 165% speed means she can put out some damage without being targeted. However it isn't that much, it varies with target speed, and she really has little to no recourse against healers. Oh and counters rip her apart. Middle


(http://thumbnails.imajr.com/Emulator-Gal-1154267.jpg)
Emulator:
HP: 329
MP: 309
VP: 237
Atk: 106 (249)
Def: 111 (254)
Mag: 143 (430)
Res: 161 (448)
Aim: 130 (289)
Eva: 124 (252)
Rfx: 141 (84%)
Wgt: 12

Equipment:
Adept Bomb: 143 Atk, 287 Mag, 159 Aim.
Wind-Up #160: 143 Def, 287 Res, 128 Eva. Emulator's defense is recalculated at the end of her turn to be original + max MP – Current MP.  Includes originals used that turn.

Effective Phys durability: 93%
Effective Mag durability: 123%
Effective Evade: 0% (-5% or so)

Physical: 24 physical damage. 68% accuracy. Damages those around the target as well.
Emulate (0MP): Gives access to the blue-magic styled Emulator abilities. Including Download (used to acquire them)

Emulator Abilities: (note that these percentages vary WILDLY in-game depending on the target. I took it against other PCs, which also happens to be what most enemies have for a particular status)
Download (0 MP): 75% chance to learn target's Emulator skill. If they don't have one or its already been learned, this drains 32 MP from the target instead.
Kirilian Buster (36 MP): 25% to inflict Max HP Down on target (reduces max HP to 50% original for the rest of the battle).
Stink Cloud (36 MP): 100% chance to inflict Disease status, preventing the target from restoring HP.
Petrify (36 MP): 25% chance to inflict petrification on target. In petrified state, a target can not act for three turns, and a single physical attack will shatter them, killing them. This does NOT null enemy evade... for whatever reason.
Slumber Fog (36 MP): 25% chance to inflict sleep on target, preventing them form acting for three turns. Damage does not awaken the target.
Toxic Breath (36 MP): 100% chance of inflicting poison, which deals 5% Max HP damage at the end of a target's turn and can prove fatal. Does not wear off.
Luminous Moss (36 MP): 50% chance to inflict confusion on a target, causing them to either waste their turns pointlessly moving or using a physical attack on the nearest target (friend or foe)
Downhearted (36 MP): 50% chance to inflict Misery status on a target, preventing them from using Original Commands (i.e. Anything other than basic physicals and items in XF).
Asphyxiate (36 MP): 25% chance to instantly kill a target.
Dangerous Matter (36 MP): 100% chance to halve a target's HP. Has a 25% hit rate on some bosses and major enemies.
Buried Alive (24 MP): 82 Earth elemental damage. Freaking awesome range.
Hydro Pressure (24 MP): 82 Ice elemental damage. Freaking awesome range.
Crimson Cremation (24 MP): 82 Fire elemental damage. Freaking awesome range.
Storm Blade (24 MP): 82 Wind elemental damage. Freaking awesome range.
Electrigger: Thunder magic attack. I can't get this for some reason, but it should be 82 thunder magic damage. Anyone want to lend a brother a hand?

Skills:
Action Replay: Chance to copy an allies action against an enemy adjacent to both allies.
MP Recovery: Recovers 2% (6 MP) at the start of Emulator's turn.
Emulator EQ
Exploit Weakness: If Emulator strikes an opponent's elemental weakness, she gets her damage multiplied by an additional 1.5x
Conserve MP: Reduces MP costs of originals by 25%. Already factored into Emulator's MP costs.
*Replay Master: Increases the chance of Action Replay working, and increses the odds of Download working to 75% from 50%.

Comments: Status whore! The status isn't too good. Neither is the damage. Nor the speed. Disease is cool, and confuse/misery are at least accurate enough to warrant mention. HP halving is nice... she's really kind of a Low Middle. FEAR her if you have a significant elemental weakness she can Exploit, though.


(http://thumbnails.imajr.com/Extremist-Gal-1154270.jpg)
Extremist:
HP: 359
MP: 237
VP: 313
Atk: 154 (393)
Def: 115 (322)
Mag: 117 (292)
Res: 126 (317)
Aim: 141 (332)
Eva: 220 (618)
Rfx: 161 (96%)
Wgt: 18

Equipment:
Dainslef: 239 Atk, 175 Mag, 191 Aim. Increases damage on Extremist's basic physical by 4 for each turn she has taken. Does not reset upon attacking.
Radiant Jewel: 207 Def, 191 Res, 319 Eva. If Extremist moves during a turn, her evade will be increased by 50% (to 927) after the end of her turn.

Effective Phys durability: 111%
Effective Mag durability: 111%
Effective Evade: 97% (174% after moving O_o)

Physical: 104 physical damage. 82% accuracy. For each turn that Extremist takes, this goes up by 4.
Debilitator (32 MP): Decreases every one of the target's stats by 25%. Adds 21 to Extremist's damage, raises her hit rate to 100% against average, and reduces damage dealt by the enemy to under 70%. Works on everything in the game (and stacks with other debuffs).
High Slugger (16 MP): Physical attack based on Extremist's Eva. 195 damage. 82% accuracy. After Extremist's first turn, this becomes 288 damage at 82% accuracy Courtesy of Move & Eva up. If Command Critical activates (33% chance), damage is  increased by 50%. This attack is supposed to halve Extremist's evade, but her armor skill takes priority and cancels this penalty.
Anchor Hook (4 MP): When used on a pole, zips Extremist to the pole. If used on an enemy or ally, it brings the enemy or ally to her without doing damage. Can not be used after moving. (GET OVER HERE!)

Skills:
Eva+25%: Increases Extremist's Evade by 25%. This applies to both her base evade AND the evade of any equipped items she may have. Already factored into her stats.
Attack & Heal HP: Upon using a basic physical, Extremist regens 5% HP (17)
Attack & Heal MP: Upon using a basic physical, Extremist regens 2% MP (4)
Extremist EQ
Command Critical: Allows Original Commands (High Slugger, for her) to score critical hits.
*Concentration: Increases the effectiveness of Attack and Originals, as well as the chance of skills activating. (already factored in) (badass)

Comments: Hello, perfect evasion. Extremist bring's Strider's trick to the table by default, and then she moves and is just unhittable barring flat out ITE. Far be it for Extremist to be a one-trick pony. Debilitator is a nice add on to her skillset, as it both handles accuracy concerns, raises her damage, lowers her enemy's, and may allow her to lap an enemy so as not to even waste her turn. Indeed, if she can lap her foe with the speed debuff on her first turn, she can skip the first turn "good" damage of High Slugger and skip straight to the "Awesome" damage. Command Critical lets her keep the pressure up even against durable and fast healers. She's even durable. All around good, but wanted some magic damage and healing to seal the deal. Heavy.



(http://thumbnails.imajr.com/High-Cavalier-Gal-1154295.jpg)
High Cavalier:
HP: 409
MP: 292
VP: 274
Atk: 135 (358)
Def: 154 (425)
Mag: 143 (366)
Res: 132 (339)
Aim: 137 (328)
Eva: 124 (252)
Rfx: 148 (88%)
Wgt: 20

Equipment:
Zafar Takieh: 223 Atk, 223 Mag, 191 Aim. Physical uses H.C's Mag instead of Atk for damage calculation
Noblesse Oblige:  271 Def, 207 Res, 128 Eva, HP healing is increased by 50% for H.C. (already factored into Wait+HP up).

Effective Phys durability: 145%
Effective Mag durability: 131%
Effective Evade: 0% (-5% or so)

Physical: 63 physical damage. 80% accuracy. Based off of HC's Mag stat. (51 average damage)
Quicken (20MP): Raises the target's Rfx to 150% the original value (speed buff that wears off on the number of turns taken. <_<)
Status Transfer (4 MP): High Cavalier transfers all status effects onto the target. Physical damage is dealt based on the number of statuses transferred. 31 base damage. +20% damage (6 damage) for each status transferred.
Intrude (64 MP): High Cavalier takes another turn. Can't be used after moving, but nothing prevents her from using it and then moving. Can be chained (so HC can take 5 turns if she burns all of her MP to start with)
Remain (32 MP): High Cavlier's target gains auto-life status. Upon death, they will revive with 1 HP. CT is reset upon revival (i.e. A faster opponent will get another turn to kill them with). Can not self-target. (can't be used after moving)

Skills:
Wait & Heal HP: If High Cavalier passes her turn without moving, she regens 7.5% MHP (30 HP)
Distribute: If HC kills an enemy, she distributes the damage by which she overkilled the target to nearby enemies. Extra recovery amounts are similarly handled with allies, but she has no healing abilities.
Defeat & Rfx Up: When HC Defeats an enemy, her Rfx doubles until her next turn.
High Cavalier EQ
*Holy Order: Undead units close to HC will have their parameters reduced.

Comments: Oh wow. For the last class, we have another damage failure. In fairness, High Cavalier's Intrude skill lets her control the fight to a degree, but only to a degree, and she has SERIOUS resource issues if she tries to go all out. Intrude could help her blitz things but its just as likely to leave her penniless against halfway competent healing. Durability helps sell her has a good Middle, I think.




Averages again:
HP: 307
MP: 286
VP: 301
Atk: 323
Def: 364
Mag: 343
Res: 354
Aim: 367
Eva: 356 (20.5% average effective evade)
Rfx: 167.63
Wgt: 12.75
Damage: 117


Damage Curve:
328: Gadgeteer’s Exploder Gem+1
245: Extremist’s High Slugger 3-turn average.
175: Enigmancer’s Devastate.
158: Secutor’s Hard Smash
150: Grappler’s Large Moon
145: Elementalist’s Crush
126: Sentinel’s Heavy Strike
117: Average
102: High Cavalier’s Intrude +physical*2
82: Emulator’s Buried Alive.
78: Nightstalker’s Innocent Blow
74: Berserker’s physical attack
71: Strider’s Drop Kick
45: Fantastica’s physical
37: Geomancer’s physical
32: Excavator’s physical
26: Sacred Slayer’s physical
Title: Re: Wild Arms: XF
Post by: Dark Holy Elf on August 15, 2008, 07:17:43 AM
Boss stats! Some notes.

-Remember, elemental resistances are better than the numbers indicate, at least against non-ITD. Multiplying them by about 1.5x gives you something a bit closer to the truth, though naturally it varies.
-I'm assuming 1.5x multiplier as average for judging how enemy defences work. Most XF attacks have a multiplier of 1, but a few have much more, such as Six-Shooter. I feel this is fair.
-I'm using the generic averages, since they seem to fit in-game a bit better. Note that the PC topic assumed ultimate equips, which are extremely difficult to get in-game (and not even possible until the last two bosses). I will still assume them here because I feel the numbers they produce is a fair reflection of the twinking you can pull off, even if you don't have those equips.
-Amending the previous, checking my own files, I have slightly better (~10%) damage average than this extrapolation, but also considerably lower durability, evade (mainly affects Rupert), and accuracy.
-I'm assuming the formula for accuracy is 1.8 - EVA/AIM. Fits the numbers Pyro has gathered extremely well.
-Assume everything physical bosses do is evadable.
-"Pseudomagic" is a term I will use a lot in this topic. It means the attack is based off the caster's Magic stat and hits the target's Res, but it is not classed as magical, i.e., not subject to Prevent, Reflect, or Magic Blocker. They are similar to Sabin's blitzes or Lulu's Fury Overdrive. Due to their ignoring of Magic Blocker and Prevent I would view them as ITE.
-XF bosses face six PCs. Most have support, usually around 10 or so competent units, and usually those need to be killed too. Scale as you will. I'll note specifics for each fight.
-Status susceptibility is the rate of that status' success on the boss. When the move has a base hit rate other than 100%, I'll note the relative change compared to ordinary human PCs. For instance, Asgard is hit by Misery 75% of the time, which is 25% more than average. As such I'd see a 70% accurate silence attack hit him 95% of the time in the DL. If a susceptibility is not listed, assume it is 0.
-All bosses are vulnerable to MP damage (but not Switch), VP damage, stat downs, Shut Out (but not Anchor Hook), and Cancel Strike (but not Rob Turn). I view this as these attacks being badass, generally, rather than a weakness of the bosses, so I'd see XF bosses as vulnerable to Grandia and DDS stat downs, say, but not PS4's.

Samille
Lv 42 Geomancer

678 HP, 642 MP, 1486 VP, 4 Move, 3 Climb, 7 Weight
277 Atk, 342 Def, 277 Mag, 345 Res, 247 Aim, 263 Eva, 127 Rfx

93% speed, 15% p. reduction, 16% m. reduction, 82% hit, 25% evade.
After Zone Effect: 91% hit, 37% evade.

80% resistance to earth, 14% to fire, 22% to wind. 27% weakness to Water

Equipment: Kyokko +4 (ranged weapon), Serpentine +5

Skills:
-Resist Elements (from armour. 30%(?) reduction to all elements, applied after the above listed resistances/weaknesses)
-Move and Heal HP (Samille regains 33 HP whenever he moves)
-Ignore Move Cost (terrain doesn't slow him down!)
-Crisis Move Up (+1 to Samille's Move and Climb for every ally in Crisis, +2 for every ally dead. Caps at +4 overall)
-Weapon Block (parries basic physicals, 25% rate)
-Zone Effect (decreases foe's AIM/EVA by 10% if they begin their turn beside Samille. Increases ally's AIM/EVA by 10% in the same situation)
-Ley Attack (Samille's attacks are Earth elemental while on his leypoint)
-Ley Boost (Samille gains DEF/RES while on his leypoint, already factored in)

Attack: 100% power physical, long range, can't be used at melee. 51 damage. Earth elemental unless Samille moves off his leypoint.
Translate (8 MP): Warps between leypoints. Useless.
Replace (12 MP): Trades positions with target, can't be used after moving.
Shut Out (16 MP): Locks the target's hex, preventing movement for 3 turns.
Ley Spread (32 MP): Spreads the leypoint to other leypoints. Useless.

Level 40 averages
PC: 95 damage, 251 HP, 248 Def, 241 Res, 250 Aim, 243 Eva, 137 Rfx
Enemy: 286 Def/Res/Aim

Notes: Samille and El Jackson are fought together, along with 9 underlings, and you have to kill them all. Samille and El Jackson stand side by side, giving each other Zone Effect bonuses. There is a switch on the battlefield which allows you to change the type of leypoint Samille is fighting on from Earth (def/res) to Fire (atk) to Wind (Aim/Eva/Rfx) to Water (Mag). All stat boosts are 20% (so a 17% loss to Def/Res, since that one's already factored in).

Comments: See DL Geomancer, he's similarly screwed over. His entire skillset is useless (well, Shut Out sees use if he can doubleturn a really sluggish fighter). His elemental resistance and Weapon Guard + good evade are all he really has going for him. Zone Effect is nearly worthless to him, too (helps his Hit against melee opponents), because he's long ranged himself. Light, may spoil some opponents kinda.

El Jackson
Lv 42 Elementalist

564 HP, 713 MP, 1130 VP, 3 Move, 2 Climb, 8 Weight
199 Atk, 209 Def, 505 Mag, 325 Res, 212 Aim, 281 Eva, 132 Rfx

96% speed, 20% p. weakness, 10% m. reduction, 65% hit, 32% evade.
After Zone Effect: 77% hit, 45% evade.
After waiting: 89% evade.
After waiting and Zone Effect: 108% evade.

6% resistance to earth, 30% to water, 30% to fire, 22% to wind.

Status susecptibilities:
50 Sleep, 50 Confuse, 25 (-75) Gravity, 10 (-15) Death.
Couldn't test Disease, Misery. Need to test Switch, Provoke.

Equipment: Mystic Wand +4, Phantom Ring +5

Skills:
-Wait and Evade (from armour. El Jackson raises his EVA by 50% if he waits)
-Wait and Heal MP (El Jackson regains 14 MP if he waits)
-Crisis Conserve MP (spells cost 75% their normal cost when in crisis)
-Magic Block + Reflect (reflects spells, 25% rate)
-Mag+25% (obvious effect, already factored in)
-Zone Effect (decreases foe's AIM/EVA by 10% if they begin their turn beside El Jackson. Increases ally's AIM/EVA by 10% in the same situation)

Attack: 100% power physical. 25 damage.
Crush (16 MP): 100% power Earth magic, long range. 128 damage.
Freeze (16 MP): 100% power Water magic, long range. 128 damage.
Fire (16 MP): 100% power Fire magic, long range. 128 damage.
Vortex (16 MP): 100% power Wind magic, long range. 128 damage.

Level 40 averages
PC: 95 damage, 251 HP, 248 Def, 241 Res, 250 Aim, 243 Eva, 137 Rfx
Enemy: 286 Def/Res/Aim

Comments: Obviously the better of the duo. He actually manages a low 2HKO, and while his mdur is mediocre and his pdur is terrible, he's fairly dodgy against both damage types to make up for it, particularly against melee types due to Zone Effect. Wait and Evade could have uses, too. Probably a Middle, if not a great one.


(http://www.rpgdl.com/Images/WA3_Asgard.png)
Asgard
Lv 46 Golem

2850 HP, 604 MP, 1231 VP, 4 Move, 2 Climb, 5 Weight
440 Atk, 380 Def, 433 Mag, 570 Res, 361 Aim, 277 Eva, 285 Rfx

199% speed, 20% p. reduction, 43% m. reduction, 96% (+17) hit, 8% (avg) evade.

30% resistance to earth, water, fire, and wind.
Lightning attacks made against Asgard become ITD and get their power upped by 50%. ITD adds about 75% to their damage in addition to ignoring Asgard's damage reduction, so the total improvement is about 2.63x. Yikes.

Status susecptibilities:
75 (+25) Misery, 25 (-25) Confuse, 25 (-75) Gravity.

Skills:
-Anti-Knockback (can't be moved around)
-Ignore Move Cost (terrain doesn't slow him down!)
-Levitate (nor damage him!)

Barrier Fist: 250% power physical. 315 damage.
Fortress of the Gods (32 MP): Asgard is invincible until his next turn. Blocks all HP damage and status, but remains vulnerable to stat downs and MP/VP damage. Dispellable.
Barrier Storm (20 MP): 9999 non-typed damage, AoE. Range 1, can not be used after moving.
Mode Change: Disables the above skillset and enables Spread Barrier, or disables Spread Barrier and enables the above skillset.
Spread Barrier (10 MP): 150% power pseudomagic, long range AoE. 167 damage. Initially disabled.

Level 44 averages
PC: 100 damage, 262 HP, 311 Def, 302 Res, 313 Aim, 304 Eva, 143 Rfx
Enemy: 299 Def/Res/Aim

Notes: Asgard fights alone in this battle, rare for an XF boss. If you give support credit and allow earlier forms, he has a form about 3 battles earlier that is basically the same thing with decent support.

Comments: Charge enemy and use Fortress of the Gods until a doubleturn, then unleash 9999 damage. Kills everything slower than him pretty much, and he has 199% average speed. A total waste of the insane offence with Barrier Fist, too! Badass durability if it ever matters. Yeah. Loses to Belial and that's about it, I think.


(http://img371.imageshack.us/img371/3335/rupertcg9.png) (http://imageshack.us)
Rupert Dandridge
Lv 53 Blade Snapper

1550 HP, 571 MP, 1060 VP, 4 Move, 4 Climb, 4 Weight
377 Atk, 326 Def, 377 Mag, 306 Res, 289 Aim, 257 Eva, 204 Rfx

134% speed, 2% p. reduction, 3% m. weakness, 68% (-11) hit, 0% (-11) evade.

20% resistance to earth, water, and fire. 99% resistance to wind.

Status susceptibilities:
75 Rob Turn, 85 Switch, 25 HP Down.

Equipment: Iskender Bey (plot-nerfed), Siren Edge (weapon in shield slot), Sunset Poncho

Skills:
-Anti-Knockback (can't be moved around)
-Crisis Rfx Up (Rupert gains 10% speed for each ally in critical, and 20% for each ally killed)

Double Fast Draw: 100% power physical. 72 damage.
Speed Fang (22 MP): 100% power Atk+Spd physical, hits every target in a ray, range 3. 141 damage.
Blade Pulsar (26 MP): 75% power Atk+Spd physical, hits everything on the map except Rupert (might have a range limit, vertical 2). 92 damage. Tends not to use this until at lower HP, below half?
Maximum Risk (32 MP): 150% power Atk+Spd physical, Valiant effect. 237 damage at full HP, increases linearly to 1786 damage at 1 HP. I've never seen him use it at full HP, but he'll use it as soon as he's even slightly injured.

Level 50 averages
PC: 106 damage, 279 HP, 331 Def, 322 Res, 333 Aim, 323 Eva, 152 Rfx
Enemy: 318 Def/Res/Aim

Notes: Rupert fights with 10 allies, two of them being tanky High Cavaliers who will boost his speed (and thus, damage). You only need to kill Rupert to end the fight. He himself may kill some with Blade Pulsar, but this only makes him scarier (Crisis Rfx Up).

Comments: Well Maximum Risk is the best move ever pretty much. Owned by evade whores, misses his speed game, but doesn't really need it much, and really likes the fact that Rob Turn vulnerability is unimportant in the DL.


(http://img372.imageshack.us/img372/6734/eisenqe9.png) (http://imageshack.us)
Eisen Brenton
Lv 55 Knight Captain

2221 HP, 378 MP, 956 VP, 3 Move, 3 Climb, 6 Weight
416 Atk, 374 Def, 141 Mag, 411 Res, 287 Aim, 170 Eva, 187 Rfx

120% speed, 11% p. reduction, 19% m. reduction, 64% (-15) hit, 0% (-38) evade.

10% resistance to earth, water, fire, and wind.

Status susceptibilities:
25 HP Down, 100 (+50) Sleep, 100 Gravity

Equipment: Vivra Shield, Heavy Metal

Skills:
-Crisis Rfx Up (Eisen gains 10% speed for each ally in critical, and 20% for each ally killed, not that you can kill any of his allies in-game)

Shield Attack: 100% power physical. 82 damage.
Dynamite Tackle: 150% power physical. 151 damage.
Straight Crush (14 MP): 125% power physical, hits closest enemy on a ray. 117 damage.
Circle Slash (20 MP): 112.5% power physical, hits all targets within 2 hexes. 99 damage.

Level 53 averages
PC: 109 damage, 287 HP, 340 Def, 331 Res, 343 Aim, 333 Eva, 156 Rfx
Enemy: 327 Def/Res/Aim

Notes: Six units as support, victory condition is to reduce everyone to critical HP, including Eisen himself. It's a game over if you kill Eisen or any of his support. This should probably be thrown out in a DL-type setting.

Comments: The current numbers I'm using probably undersell his accuracy, but it's still not very good. Anyway, low 2HKO, and has some multitarget and long-range backup for certain types of spoilers. Not too impressive, but the stats rescue him - good speed for a knight type, and excellent durability outside being raped by gravity. The only plot-heavy XF boss who has no argument whatsoever for Godlike, but should still make Heavy, though he's a worse one than his son.


(http://img205.imageshack.us/img205/4606/chelleit6.png) (http://imageshack.us)
Chelle
Lv 56 Shadow Servant

1516 HP, 451 MP, 705 VP, 4 Move, 4 Climb, 3 Weight
420 Atk, 315 Def, 432 Mag, 354 Res, 359 Aim, 317 Eva, 216 Rfx

138% speed, 3% p. weakness, 5% m. reduction, 87% (+8) hit, 12% (+4) evade.

20% resistance to earth, 80% to water, 30% to fire, 70% to wind.

Status susceptibilities:
50 Sleep, 20 (-80) Gravity, 75 (-25) Provoke*

*Completely pointless because Provoke only lasts one turn, and her first turn each round is always used for... you'll see.

Equipment: Swift Claw, Artemisia

Skills:
-Levitate (terrain doesn't damage her!)
-Throw Block (from Artemisia, didn't see it kick in, but didn't really test. Might be 25%, blocks thrown weapons if so)
-Counter Barrage (chance of counter being Predator Barrage. Saw counters, but didn't see this, might be 25%)

Claw Laser: 100% power physical. 83 damage.
Predator Barrage (32 MP): 100% power physical, hits 1 + the number of empty spaces behind the target, and knocks them back. If the target is knocked into lower terrain than Chelle, hit count is automatically 4. 333 damage.
Battle Cry: Gives Chelle two immediate turns, which can not be used for Battle Cry. So she gets two actions every round, three movements, and gets three turns towards VP damage and status effects wearing off. Always uses this when able.

Level 53 averages
PC: 109 damage, 287 HP, 340 Def, 331 Res, 343 Aim, 333 Eva, 156 Rfx
Enemy: 327 Def/Res/Aim

Notes: She has ten units for support, and they're generally rather good (including two physically immune Forsaken Mutants who will buff/heal her). You have to kill them all. Chelle starts on a high plateau which makes Predator Barrage's knockback impossible to defend against when using a lone unit.

Comments: 666 damage! Really isn't much else to say, good thing Godlike has physical spoiling, because double Predator Barrage is a nightmare.


(http://img205.imageshack.us/img205/246/piedrasblancasdr3.png) (http://imageshack.us)
Piedras Blancas
Lv 57 Worm Lord

4801 HP, 402 MP, 1170 VP, 5 Move, 1 Climb, 8 Weight
466 Atk, 286 Def, 424 Mag, 347 Res, 315 Aim, 169 Eva, 286 Rfx

181% speed, 10% p. weakness, 4% m. reduction, 73% (-6) hit, 0% (-39) evade

99% resistance to earth.

Status susceptibilities:
25 HP Down, 25 (-75) Gravity, 100 Provoke.

"Skills":
-Sand Movement (Piedras Blancas can only move to sand hexes. This lets you get physical immunity from him pretty easily in-game if you aren't melee, though his magic has the range to hit you everywhere. It also lets you get Rfx+20% from the non-sand tiles, so you could reduce his speed to 150% due to this...)

Devour: 125% power physical. 137 damage.
Sand Eater: 125% power Earth pseudomagic, long range AoE. 121 damage.
Devour (Ally): Non-typed ITE melee attack against an ally. Kills ally. Piedras' stats double for the rest of the battle, NOT dispellable. This makes him into a ridiculous stat god in everything except evade, which is now average! Still, gains OHKO damage to either defence off 3x average speed with insane accuracy, and ridiculous defences. Only used below half HP, I believe. OPB.

Level 54 averages
PC: 111 damage, 290 HP, 344 Def, 335 Res, 347 Aim, 336 Eva, 158 Rfx
Enemy: 331 Def/Res/Aim

Notes: Piedras has four Forsaken Mutants as his support. You have to kill them all. Preferably before he Devours one.

Comments: 5.50 Godlike if you let him eat a baby right before the match! Without that, he's reduced to 3HKO damage. Not that he's a bad dueller (sadly), the speed/durability combo is nothing short of amazing. How you want to take that movement restriction could affect him a fair deal.


(http://img129.imageshack.us/img129/8620/charltonqu0.png) (http://imageshack.us)
Charlton Blunt
Lv 60 Aristocrat

2180 HP, 551 MP, 646 VP, 4 Move, 2 Climb, 4 Weight
416 Atk, 383 Def, 658 Mag, 372 Res, 422 Aim, 340 Eva, 283 Rfx

174% speed, 9% p. reduction, 7% m. reduction, 98% (+19) hit, 15% (+7) evade

90% resistance to earth.

Status susceptibilities:
Nothing whatsoever. It's freaking Charlton.

Equipment: Ex Mortes, Hope Diamond

Skills:
-Gun Block (can not be damaged by firearms)
-Weapon Block (parries basic physicals, 25% rate)
-Mag+25% (obvious effect, already factored in)
-Anti-Knockback (can't be moved around)
-Ignore Move Cost (terrain doesn't slow him down!)
-Levitate (nor damage him!)
-MP Recovery (regens 11 MP at the start of each turn)
-Awesome Battle Music (negates effect of Laguna plot hype in a duel)

Negative Aura: 100% power physical, BOOK elemental. 80 damage.
Energy Drain: Non-typed ITE melee attack. Drains HP equal to 16% of the Charlton's missing HP, and drains MP equal to 50% of Charlton's missing MP. Can't be used on undead. HP damage rises linearly from 0 at full HP to 348 at 1 HP.
Dark Destruction (18 MP): 100% power magic, long range, inflicts Misery at 50% success rate. 162 damage.
Black Corrosion (32 MP): 90% power pseudomagic, massive MT of range 18, inflicts Disease at 100% success rate. 140 damage.

Level 57 averages
PC: 114 damage, 299 HP, 354 Def, 344 Res, 357 Aim, 346 Eva, 163 Rfx
Enemy: 340 Def/Res/Aim

Notes: Charlton fights with eleven units... but they aren't his support; they're third party and will attack both him and your PCs. Victory condition is to defeat Charlton. He has a form almost immediately earlier with the same stats that trades away Black Corrosion for Call Servant, a 100% counterattack that summons a disease-inflicting mook. However it's implied that said power comes from the dungeon in which you fight him, so I'd lean towards the last form regardless, personally.

Comments: Isn't it awesome how the boss who uses a book as a weapon has both more attack and more accuracy than the one with the dual swords? Yeah, anyway. Lacks the awesome damage most other XF bosses have despite that ridiculous Magic stats, but he can toss status around while doing damage, his limit/drain game is deadly if you don't have great offence, and of course he's super fast.


(http://img146.imageshack.us/img146/4055/weisheitob0.png) (http://imageshack.us)
Weisheit
Lv 61 Death Merchant

1980 HP, 422 MP, 523 VP, 4 Move, 2 Climb, 5 Weight
495 Atk, 470 Def, 433 Mag, 473 Res, 444 Aim, 360 Eva, 321 Rfx

195% speed, 27% p. reduction, 28% m. reduction, 101% (+22) hit, 20% (+12) evade

No elemental resistances

Status susceptibility:
50 (-50) Disease, 25 (-75) Gravity, 75 Rob Turn, 5 (-95) Provoke

Equipment: Aleadrex, White Darkness

No skills

*Stab: 100% power physical. 106 damage.
*Divider (10 MP): Non-typed gravity damage, 44% of target's current HP, long range.
Black Testament: Charge turn for Rank of Death. Weisheit must declare his target. Next turn she must either hit at least the chosen target with Rank of Death, or he forfeits her turn.
Rank of Death: 400% power pseudomagic attack to all targets in a ray, long range (5?), vertical tolerance of 2. Power drops by 1/12 of the total (33% raw) for each target beyond the first, counting closest to Weisheit first. 519 damage.

*I couldn't actually coax Weisheit to use these attacks in this form. Assuming they are unchanged from previous forms, though...

Level 58 averages
PC: 115 damage, 301 HP, 357 Def, 348 Res, 360 Aim, 349 Eva, 165 Rfx
Enemy: 344 Def/Res/Aim

Notes: Weisheit's support consists of eight or so (forgot to count) grunts and one Asgard II, who while distinct from Asgard in both plot and class, basically operates the same way scaled. Killing Weisheit ends the battle.

Comments: Shaming the likes of Ramus and Gobi by actually being a good merchant in a duel is heresy! That Rank of Death thing? It hurts. Opponents aren't really going to be avoiding it even if you see the DL arena as very varied terrain, since Weisy is so crazy fast. Losing every other turn to charge time brings his speed to slightly below average overall, but with that damage, she isn't going to be picky. And yes, Weisheit is listed as "?" gender, for those curious.


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(http://img116.imageshack.us/img116/2245/katrinaio5.png) (http://imageshack.us)
Katrina Liane Elesius
Lv 64 Disaster Maiden

6000 HP, 655 MP, 1084 VP, 3 Move, 2 Climb, 5 Weight
347 Atk, 339(508) Def, 334 Mag, 348 Res, 379 Aim, 343 Eva, 180 Rfx

107% speed, 2% p. weakness, 0% m. weakness, 86% (+7) hit, 13% (+5) evade
After Defence Up/Form Shift: 34% p. reduction or 37% m. reduction

40% resistance to earth, water, fire, and wind.

Status susceptibilities:
She's the final boss, silly.

Skills:
-Defence Up (Katrina begins with a Def+50% stat up, lasts three turns)
-Anti-Knockback (can't be moved around)
-Ignore Move Cost (terrain doesn't slow her down! Actually matters for her map, everyone suffers -1 move here more or less)
-Crisis Move Up (+1 to Katrina's Move and Climb for every ally in Crisis, +2 for every ally dead. Caps at +4 overall)
-Ignore Friendly Fire (Katrina's multitarget attacks can only affect enemies)
-Terrifying Heart (hidden; Katrina's speed rises linearly from its base value to three times its base value (540) as her HP drops)
-Teleport (instead of countering, will teleport to another hex on the battlefield. Counters with a physical as normal if blocked by Shut Out)

Black Wing: 150% power physical. 113 damage.
Shrine Maiden Glancer: 200% power pseudomagic, hits closest enemy on a ray. 164 damage.
Vapour Blast: 200% power Fire pseudomagic, long range AoE. 164 damage.
Sharp Ice: 200% power Water pseudomagic, long range AoE. 164 damage.
Planet Breaker: 200% power Earth pseudomagic, long range AoE. 164 damage.
High Speed Ripper: 200% power Wind pseudomagic, long range AoE. 164 damage.
Form Shift: Places a Def+50% or Res+50% status on herself, and dispels any other such status. Lasts three turns.
Advanced Guard: Triggered automatically at 3600 HP, and reduces damage such that her HP is 3600 after the current attack. Katrina becomes invincible, and her speed drops to 22. Also immediately uses Teleport. The only way to continue damaging her is to hit her with 10 hits from combo attacks. Until then, any turns she gets will be used for Critical Heal, which restores 1000 HP. This move probably should be completely ignored in the DL.
Materialise: Summons a Fright Knight. Fright Knights are OHKO-bait to anyone who has a chance in hell of beating her, 4HKO damage, and can heal her for a small amount (250ish? Didn't note it). More importantly, they have Defender and Magic Defender, at 100% activation rate, and will protect her from any ST damage. Usable below 40% HP only.

Level 60 averages
PC: 117 damage, 307 HP, 364 Def, 354 Res, 367 Aim, 356 Eva, 168 Rfx
Enemy: 350 Def/Res/Aim

Notes: Decent amount of support, and apparently she summons a whole new wave if you kill them all. Victory condition is a simple Defeat Katrina.

Comments: Insane durability (ridiculous HP, three turns of good defence, strong elemental resistance...) and the looming threat of 300% speed make her the best dueller but Asgard in the cast, even if the damage could be a bit better. If you consider the Fright Knights tanking for her, then she beats anyone who relies on ST damage, too (dodging 2400 XF HP... basically is not happening).
Title: Re: Wild Arms: XF
Post by: Talaysen on November 04, 2008, 12:10:05 AM
First, some extra mechanical notes:

-Upper Hand starts at a 2 mult and gains 0.1 for every height unit above Felius the target is.
-Weapon Block actually nulls any physical attack.
-Rushing Beat's formula: damage=(ATK*(3+(LevinRFX-TargetRFX)/100)-DEF)/6
-Strong Heart is a linear increase of RFX to 200% at 0 VP.  This means it's more like +5.9/turn.

Second:

PCs with ultimate equips!  Because I allow overlevelled skills and this is basically the same thing.  Also I got them in-game anyways.  Levels taken at 63, because that's what Clarissa was at for the final boss.  Actual levels ranged between 61 and 65, so this works.

Clarissa Arwin
Dandelion Shot
LV: 63
HP: 268
MP: 304
VP: 286
ATK: 261
DEF: 354 (Takes 102% physical.)
MAG: 319
RES: 505 (Takes 83% [71% in crisis] magic.)
AIM: 324 (80% accuracy)
EVA: 350 (20% evasion [40% in crisis])
RFX: 187
WGT: 13
MOV: 3
CLM: 3

Earth, Fire, Wind, Water Resist: 20% (Takes 73% physical, 54% [42% in crisis] magical.)

Equipment
Strahl Gewehr: ATK+139 MAG+159 AIM+164 WGT+3.  Parameters increase with experience level.  Infinite range in a straight line, barring large height differences.
Tiny Flower: DEF+223 RES+309 EVA+223 WGT+13.  Halves the HP cost of Sacrifice (takes 50%CHP instead of HP-1).

Attack: 28 physical damage, 80% accuracy.

Original Commands
Howling Shot (32MP): 72 physical damage, ignores flying, line, 80% accuracy.  Cannot be used after moving, and Strahl Gewehr must be equipped.
Sacrifice (16MP): 212 magical damage, ignores target defense.  Damage is dependant on Clarissa's current HP % and decreases linearly to 0 at 1 HP. Reduces Clarissa to half her current HP after use.
Encourage (8MP): Boost nearby allies current Rfx so that they usually get a near-instant turn. Doesn't affect Clarissa.
Rob Turn (32MP): 75% chance to cancel the targeted enemies next turn when it comes and grant Clarissa a turn at that time (increases her CTB to 100). Some bosses immune this, others do not. Not subject to evade or reduction outside of immunity.

Skills
Soul Survivor: Immunity to Instant Death
Throw Block: Nullifies thrown weapon attacks.
Courageous Heart: Increases Mag, Res, and Eva when in Crisis by 20%.
Extra Critical: Increases damage done by critical attacks (rate to be tested)

Felius Arwin
Halberdier
LV: 63
HP: 394
MP: 153
VP: 429
ATK: 447
DEF: 506 (Takes 83% physical.)
MAG: 266
RES: 272 (Takes 111% magical.)
AIM: 364 (91% accuracy)
EVA: 320 (11% evasion)
RFX: 146
WGT: 26
MOV: 4
CLM: 3

Water Resist: 50% (Takes 11% physical, 39% magical.)

Equipment
Gram-Zamber: ATK+275 MAG+172 AIM+206 WGT+12.  Ignores Hard attribute when attacking.
Airgetlum B/V: DEF+309 RES+172 EVA+206 WGT+14.  Randomly protects adjacen[bt allies.

Attack: 90 physical damage, 91% accuracy.

Original Commands
Shockwave (12MP): 127 physical damage, hits the three targets in front of and adjacent to Felius, 91% accuracy.
Upper Hand (20MP): 90 physical damage. Ranged attack. Ignores evade.  Gains 7.45 damage for every height unit the target is above Felius.
Disarm (8MP): 90 physical damage, 91% accuracy.  ~40% chance of breaking/removing opponent's equipped weapon if it connects.
Status Absorb (16MP): Absorbs allies status effects into himself, healing them and inflicting him with whatever was ailing his allies.

Skills
Overflow: Increase damage done for each enemy defeated.
Crisis AIM up: Increases AIM when below 20%. This increases his AIM to 546, (~120% accuracy)
Counter Rate Up: Increases Counter Rate depending on number of enemies around Felius.
Attack Assist: When an ally attacks an enemy Felius is adjacent to, he will attack that enemy with his physical as well.

Labyrinthia Woodsworth
Arcanist
LV: 63
HP: 242
MP: 418
VP: 257
ATK: 267
DEF: 293 (Takes 109% physical.)
MAG: 506
RES: 469 (Takes 87% magical.)
AIM: 314 (76% accuracy.)
EVA: 293 (4% evasion [87% after Attack and AIM Down])
RFX: 114
WGT: 12
MOV: 3
CLM: 2

Fire Resist: 50% (Takes 37% physical, 15% magical.)

Equipment
Elizabeth: ATK+172 MAG+309 AIM+206 WGT+5.  Innate Weapon Block (~25% chance to null physical attacks).
Loco Attis: DEF+189 RES+292 EVA+189 WGT+7.  Turns counterattacks into Analyze.

Attack: 30 physical damage, 76% accuracy.

Original Commands
Lightning (8MP): 137 magical lightning damage (not specifically elemental in game, but hits weakness on mechs and is absorbed by one enemy).
Revive (48MP): Revives 1 fallen ally with 85% max HP.
Warp (8MP): Labyrintha warps up to 6 panels somewhere. Can not be used after moving, but good for crossing cliffs and whatnot.
Replica (32MP): Creates a Replica of Labyrintha that has 1 HP and can not attack.

Skills
Attack and Aim Down: Decreases target's AIM after a physical attack by 50%. This translates into an 83% reduction in accuracy for an enemy with average (350) hit.
Critical Extra Turn: Labyrintha gets an additional turn if she scores a critical hit.
Distortion: Nullifies any damage that would not deal more than 25% of Labyrintha's maximum HP
Magic Effect +25%: Increases magic effects by 25%. Already factored into damage.
Weapon Block: Nulls enemy physical attacks 25% of the time.

Tony
LV: 63
HP: 436
MP: 124
VP: 464
ATK: 318
DEF: 284 (Takes 110% physical.)
MAG: 106
RES: 265 (Takes 112% magical.)
AIM: 288 (67% accuracy)
EVA: 195 (-24% evasion)
RFX: 120
WGT: 0
MOV: 5
CLM: 5

Earth, Fire, Wind, Water resist: 40% (Takes 52% physical, 54% magical.)

Equipment: None. He’s a freaking dog.

Attack: 47 physical damage, 67% accuracy.

Original Commands: None

Skills: Dogs have no skillz.

Levin Brenton
Martial Mage
LV: 63
HP: 337
MP: 349
VP: 241
ATK: 324
DEF: 324 (Takes 105% physical.)
MAG: 305
RES: 361 (Takes 101% magical.)
AIM: 371 (92% accuracy)
EVA: 387 (31% evasion)
RFX: 216
WGT: 15
MOV: 5
CLM: 4

Wind Resist: 50% (Takes 33% physical, 28% magical.)

Equipment
Messerschmitt: ATK+189 MAG+189 AIM+206 WGT+5.  Six independent hit checks.
Shade Wielder: DEF+206 RES+223 EVA+241 WGT+10.  Increases DEF, RES, and EVA by 2% for every height unit Levin is on the map above 0.

Attack: 49 physical damage over 6 hits, 92% accuracy.

Original Commands
Blast (16MP): 94 non-elemental magic damage.
Rushing Beat(16MP): 139 physical damage, depends on the Rfx difference between Levin and his target, 92% accuracy.  [Formula is Damage=(ATK*(3+(LevinRFX-TargetRFX)/100)-DEF)/6.]
Cancel Strike (24MP): 49 physical damage, cancels enemy's turn, 92% accuracy. Works on bosses. No. Seriously. Do note that this cancellation doesn't just reset enemy CTB to 0, it puts it into the negatives. So the turn after the one that got canceled doesn't come any faster.
Graviton: Deals (12+2*wgt)% in gravity damage to an enemy. Hit rate looks like 100% against generics/randoms with a 25% hit rate against more minor bosses and a 0% against major ones.

Skills
Skip Enemies: Allows unit to move through enemies without obstruction.
Detonation!: Increases chance of skills activating until Levin is first damaged. Useless for him.
Execrate: Raises the odds of Levin landing negative status effects on enemies. Nigh useless.
Counter-Counter: Allows Levin to counter an enemy's counterattack. Near useless since his counter rate is pretty small anyway.

Ragnar Blitz Lebrett
Stormrider
LV: 63
HP: 429
MP: 209
VP: 349
ATK: 393
DEF: 387 (Takes 98% physical.)
MAG: 333
RES: 303 (Takes 108% magical.)
AIM: 343 (85% accuracy)
EVA: 482 [559/578] (58% [80%/85%] evasion)
RFX: 165
WGT: 19
MOV: 4
CLM: 3

Earth Resist: 50% (Takes 25% physical, 35% magical.)

Equipment
Brutal Boomerang: ATK+241 MAG+206 AIM+189 WGT+7.  Long ranged. Ignores flying.
Wolves' Bandana: DEF+241 RES+189 EVA+292 WGT+12.  Increase counterattack rate when evading.

Attack: 72 (138 after Hyper Attack) physical damage, long range, 85% accuracy.

Original Commands
Orbital Ring (8MP): 138 (236 after Hyper Attack) physical damage to a circular area, 85% accuracy. Ranged attack.
Raving Rage (32MP): Multi hit attack. 72 (138 after Hyper Attack) damage per hit, 85% accuracy. Attacks the enemy for as many empty Hexes as there are behind the target, up to 4 times. Can only be used at point blank range before moving. Only makes one hit check for the entire chain.
Hyper Attack (32MP): Multiplies the target's Atk by 1.5x. Effect nearly doubles damage. Lasts 3 turns, not counting the one it is used on.
Provoke (8MP): Select one enemy and force them to attack Ragnar over other targets.

Skills
Anti Critical: Prevents critical hits.
Move and Heal VP: Ragnar heals 16 VP when he moves in a round.
Tactical Evasion: Eva goes up 4% for every empty hex that surrounds him. So his effective EVA at melee range is 559, and at long range it is 578.
Raving Revenge: Ragnar uses Raving Rage as his counterattack instead of a basic physical.

Alexia Lynn Elesius
Royal Fencer
LV: 63
HP: 299
MP: 275
VP: 317
ATK: 505
DEF: 423 (Takes 93% physical.)
MAG: 367
RES: 387 (Takes 97% magical.)
AIM: 482 (113% accuracy)
EVA: 414 (38% evasion)
RFX: 89 (94)
WGT: 21
MOV: 4
CLM: 3

Earth and Fire Resist: 20% (Takes 64% physical, 69% magical.)
Water and Wind Weakness: 30% (Takes 137% physical, 141% magical.)

Equipment
Anastasia: ATK+309 MAG+223 AIM+292 WGT+9
Warrioress Garb: DEF+258 RES+ 241 EVA+258 WGT+12.  Reduces target's EVA by 10% when calculating hit % (I‘ve never seen Alexia miss in her base class).

Alternate weapon:
Iskander Bey: ATK+207 MAG+149 AIM+194 WGT+6.  Parameters increase with experience level.  Allows an extra turn after defeating an enemy, 25% damage bonus to critical hits.

Attack: 110 physical damage, 119% accuracy.

Original Commands
Revolver Sweep (16 MP): 152 physical damage to all HEXs surrounding Alexia, 119% accuracy.
Exhaustion Strike: Deals 1/4th the target's max VP in VP damage.
Royal Cheer (8MP): Increases surrounding allies' stats by 25% for one turn. Does not affect Alexia herself.
Status Lock (24MP): Renders Alexia immune to changes in her status (positive or negative) for 3 of her turns, not counting the turn it is used on. Wears off on the end of her 3rd turn. Note that this immunity extends to XF stat-downs, which work on everything in the game outside of Status Lock.

Skills
Anti-ZOC: Alexia is not subject to the Sentinel skill Zone of Control that reduces Movement around the user.
Leader’s Duty: Alexia gets CTB-styled initiative at the beginning of any battle. This means she starts the battle with 100CT and acts before anyone starts accumulating CT.
Strong Heart: Increases Alexia’s RFX based on the VP she has lost. Effectively increases her RFX by 5.86/turn until she runs out of VP.
Skill Success Up: Increases the chance of skills activating with each passing turn. Useless for her.

Averages
LV: 63
HP: 342
MP: 262
VP: 367
ATK: 359
DEF: 367
MAG: 315
RES: 366
AIM: 355
EVA: 360
RFX: 149
WGT: 15
MOV: 4
CLM: 3.3
Damage: 114
Title: Re: Wild Arms: XF
Post by: Glen Veil on June 19, 2009, 09:01:10 AM
I was reading over this and just wanted to add one little correction to the stats.  Once VP reaches a number below the characters weight it drains 10% MaxHP per turn that character takes.  Probably not important but I figured I would throw that out there.
Title: Re: Wild Arms: XF
Post by: Rozalia on June 28, 2009, 10:49:18 AM
I just faced faced Charlton first form and looking at this thread its far better then his last. Doesn't his last form have the sacred slayer skillset like his first form? If not then his first form is undoubtably better due to fragile.

Quote
Couldn't test Death

He immunes it in the first fight so I'm guessing he does later as well.
Title: Re: Wild Arms: XF
Post by: Dark Holy Elf on June 28, 2009, 08:12:20 PM
Seems a safe bet.

I recall Charlton 1 having lower speed relatively, and he lacked... one of his signature moves (Energy Drain or Dark Destruction) either of which is more important than Sacred Slayer OC. Charlton really doesn't get much from Sacred Slayer OC, since Energy Drain isn't affected by Fragile and makes Heal obsolete, Sanctify is useless unless he fights an undead (none of those in Heavy/Godlike I think?), and Turn Shift is just useless outside team matches.
Title: Re: Wild Arms: XF
Post by: Rozalia on June 28, 2009, 11:43:18 PM
He has Dark Destruction but no Energy Drain from what I saw. I see the first form as having better damage but no draining game, so the third form might be better overall for most fights (Besides team matchs of course).

Oh yeah also even though this is proberly 99% useless, Piedras Blancas can't be lifted by any of the grappler's moves. I tried to hit him with one and the game just wouldn't let me.
Title: Re: Wild Arms: XF
Post by: DjinnAndTonic on June 29, 2009, 12:08:31 AM
Well there goes Phantom Brave 'Ring Out' hype...
Title: Re: Wild Arms: XF
Post by: Dark Holy Elf on June 29, 2009, 11:59:42 PM
I thought all bosses were immune to the Grappler moves, just like they are Anchor Hook.

Really don't think the first form has better damage. First of all, once he's at remotely low HP, Energy Drain >>> Dark Destruction. Second of all, his Magic stat gets better between fights, not worse, where your durability hardly changes, so if anything damage should be improving. And Energy Drain is sooo much of what makes Charlton a good dueller. Even if he had, say, 5% more damage, it wouldn't be worth giving up the evil limit parasitic healing, not to mention 100% Disease + near-2HKO damage.
Title: Re: Wild Arms: XF
Post by: Rozalia on July 01, 2009, 08:10:42 PM
I thought all bosses were immune to the Grappler moves, just like they are Anchor Hook.

Really don't think the first form has better damage. First of all, once he's at remotely low HP, Energy Drain >>> Dark Destruction. Second of all, his Magic stat gets better between fights, not worse, where your durability hardly changes, so if anything damage should be improving. And Energy Drain is sooo much of what makes Charlton a good dueller. Even if he had, say, 5% more damage, it wouldn't be worth giving up the evil limit parasitic healing, not to mention 100% Disease + near-2HKO damage.


I'll concede to you on Charlton (Though his first form is evil in team matchs).

As for the grappler moves, I've just tested them out on Asgard and Rupert and they aren't immune to them (Are to Anchor Hook as you said though). So I think there should be a special note for Piedras Blancas stating he immunes grapple or lift moves. What duelers this would actually affect I'm not quite sure.
Unless of course you judged things based on the look of the attack (I've seen this come up a few times before).
Would you say consider PB immune to Melfices WSS as the move clearly knocks the enemy in the air (Something which can't actually happen to PB)? If so then he spoils a lot of people but I doubt anyone would take this view as this would make PB far better then he actually is.

Quote
Couldn't test Death, HP Down, Confuse, Disease.

This is for Rupert. Immune to all of them except Hp Down which hits at its usual poor 25%

Quote
Couldn't test Petrify, Death, HP Down, Poison, Sleep, Confuse, Disease. Maybe on a replay.

For Asgard.

Immune to Death, Hp down and poison. 25% chance to be hit by confuse status. Couldn't test the other status as I don't think you can actually have them at that point. Would testing on Asgard II do as they are virtually the same all things considered.
Title: Re: Wild Arms: XF
Post by: Dark Holy Elf on July 01, 2009, 08:52:40 PM
Many thanks for those tests.

IIRC Asgard II had a completely different class than Asgard (he's immune to Misery, for instance, I want to say), though any notes would of course be appreciated.
Title: Re: Wild Arms: XF
Post by: Meeplelard on July 02, 2009, 05:38:45 PM
As for the Grappler thing?

It really depends.  For example, FF6 Suplex I'd definitely treat as that, especially since the game has a designated byte that says "Cannot be hit with Suplex."  I think Xenogears has a classification "Grappling" which tends to get resisted in the sense that it misses often, hence where Rico's Bad Accuracy claims come from, since so many of his moves are Grappling classed, and large targets tend to resist/immune that. 

I think Ayla's Rock Throw will also fail on really large enemies, like I seem to recall trying to throw Black Tyrano, only for her to try, and then do a tired out stance.

Merely being "Hit in the air" is not enough for it to be immuned, though.  There's a difference between "Being Thrown" and "Being launched."  Though, I'd still let something like Tifa's Grappling Limits hit him, since an animation quirk isn't quite enough for me in this case; she can, after all, use those moves on something similarly illogical like Ruby Weapon with his arms burrowed.

I guess it just matters if the game actually bothers to distinguish Grappling type moves. 

There aren't many examples of this admittedly.  A few attacks from Xenogears (primarily from Rico), Sabin's Suplex, Ayla's Rock Throw, Kevin's Throw Techs (he'll never use them on large enemies, so I think that's close enough)...probably others exist, but there are moves that are Grappling based, and have special "Cannot be used on certain enemy" type features that are akin to the Grapplers throws.
Title: Re: Wild Arms: XF
Post by: Dark Holy Elf on August 21, 2009, 01:00:35 AM
As I've mentioned in chat a couple times, I've been working on an XF battle mechanics guide of sorts. It's definitely a work in progress, but still, here's what I have so far (notably, includes damage formulas for all OCs, and all the class multipliers and PC base stats). If any XF players with a head for this sort of thing could read it and give feedback, that'd be awesome.

XF BMG (http://docs.google.com/View?id=d55b59k_0c8nfrdht)
Title: Re: Wild Arms: XF
Post by: OblivionKnight on August 21, 2009, 03:11:24 PM
*peruses*

Looks sexy.  Did a quick scan while waiting for my attending to get here.  Well-written, organization is good, easy to read and understand.  Thank you for the list of abreviations at the front.  I'll take a more in-depth look when I get back today.
Title: Re: Wild Arms: XF
Post by: Jo'ou Ranbu on August 21, 2009, 05:27:03 PM
/me makes a quick read.


Ohhhh, looks pretty good and friendly. It just looks like it needs minor spellchecking when it's done, but it's a WIP, so that's no big. Past that, seems like the kind of mechanics guide I'd recommend.
Title: Re: Wild Arms: XF
Post by: Talaysen on August 21, 2009, 08:13:20 PM
Looks nice.  Are you going to add passive skills and special equip effects in there too?  Seems like those would be helpful.
Title: Re: Wild Arms: XF
Post by: Dark Holy Elf on August 24, 2009, 06:42:06 PM
One of the things I was looking for suggestions on was where to go from here, so yeah, adding descriptions of passives (and maybe more detailed descriptions of non-attack OC moves) seems like it'd be a good next step.

I'm a little worried about presenting all the info on the OCs, though, since many of them are relatively complex (damn you XF~) and it'll take a lot of space.
Title: Re: Wild Arms: XF
Post by: Jo'ou Ranbu on August 24, 2009, 06:59:40 PM
I wouldn't be hugely concerned about space issues besides pure elegance worries. Battle mechanics guides that go in-depth are inevitably fairly dense, and you can mitigate -that- problem by having text shortcut methods and a comprehensive index, which is an intelligent solution in and out of itself to begin with. Feels like it's worth taking the extra space for a good, intelligible read.
Title: Re: Wild Arms: XF
Post by: Talaysen on August 24, 2009, 10:52:17 PM
Agreeing with Snow here.  To make a good BMG, you... kind of have to use up a lot of space.  It's just how it works.  Just add in section headers, Ctrl+F codes, table of contents, etc. and it'll still be relatively easy to read.

Of course, this means there's more formatting work required, but it can be done.
Title: Re: Wild Arms: XF
Post by: Excal on August 25, 2009, 02:09:48 AM
Yeah, seems two things that'd be worth checking out now would be Monster skillsets as well as listing class skills (as opposed to skillsets).
Title: Re: Wild Arms: XF
Post by: Dark Holy Elf on August 25, 2009, 04:50:52 AM
Many monsters just use an attack command clone and an Emulator skill, although some do have others, certainly (such as the Harpies' status-inflicting attacks, and the beasts' melee counter drain). Still, it'd be worth doing at some point. The boss stat topic has already laid the ground work with a bunch of the unique commands being well-documented (although documenting exact vertical range will be annoying without a cheat device).
Title: Re: Wild Arms: XF
Post by: Talaysen on August 25, 2009, 05:53:00 PM
I have a way to input cheats, so if needed, I can see what I can do there.
Title: Re: Wild Arms: XF
Post by: Dark Holy Elf on August 28, 2009, 04:42:37 AM
Posted an update with a whole bunch of stuff about equipment (it starts around the 60% mark in the file). Please give it a look!

I'll probably be doing more OC and detailed ability descriptions next.
Title: Re: Wild Arms: XF
Post by: Dark Holy Elf on September 18, 2009, 01:05:32 AM
Another update, redid all the OC data, including descriptions for all the non-damage moves. Hopefully it's more readable now. Also added a section on all the status effects and how they work.

Still to come before this feels complete enough to be a v1 and published on GameFAQs or anywhere like it: skill descriptions (the abilities gained from Job Levels 3 through 7), equipment abilities, and items. I think I'll save some of the other things I have planned (forging/prices, monster info) for a later version.
Title: Re: Wild Arms: XF
Post by: Glen Veil on October 26, 2009, 06:18:02 AM
As per Tides' Request:

(http://static.huddler.com/imgrepo/thumbs/3/34/ragu.jpg/265x265px-LS-ragu.jpg)
Ragu O Ragla
Level 99 King of Monsters

9998 HP, 997 MP, 997 VP, 4 Move, 3 Climb, 0 Weight
997 Atk, 592 Def, 997 Mag, 997 Res, 997 Aim, 592 Eva, 997 Rfx

501% Speed vs average at level 99 with main 7 characters in base classes, 761% speed if you take them at level 50, which is around when you can first fight Ragu in game.  Effect of defensive stats to come later when I get the party up high enough so they can actually get attacks off on him without cheesing with Bluelike Alexia.

9% resistance to earth, 49% weak to ice, 99% resistance to fire, 19% resistance to wind

Status susceptibilities:
None, zero, zilch, nada, not even provoke :-(.

Skills:
Blood Heat
Weapon Block
Retaliation
Magic Block
Reflect
Anti-Knockback
Ignore Move Cost
MOV Up
Caution
Levitation
Critical Rate Up
Sniper Shot
Accelerate
Red Zone
Counter Rate Up
Illusion
Attack & Heal HP
Crisis RFX Up
Throw Block
Counter Rate Up
Critical Extra Turn

All of these do the same things as the versions found on the normal classes, so if you're not familiar you can look them up there.

Attacks:
Impulse Bomber: 200 non stat based ITD MT Earth/Fire Elemental damage, ignores targets innate elemental resist, but is subject to resist on equipment and given by spells, is also subject to non defense related damage reduction(Shields still reduce it by 10% for example).  Ragu has two forms of this, one hits all characters on a stone tile for earth damage, while the other hits all characters on Lava tiles for fire damage.  Ragu can only use the form of Impact bomber relative to which type of tile he is on, so stone if he’s currently on stone or lava if he’s on lava, 4 of the starting positions are stone while two are lava, Ragu himself starts on stone but can reach a lava tile turn 1, take this as you will.

Giant Impact:  Targets adjacent for 498 base physical damage before defense, 33% chance to crit for 2x damage after defense. Formula = (Ragu's Attack*3-Target Defense)/6
One Trillion Degrees:  Targets in a line for 750 base fire damage before defense, has a 1 Hex spread where it hits. Formula = (Ragu's Magic*4.5-Target Res)/6

Some Damage figures:

level 100 Untwinked:
Physicals average ~50 at ~30% chance to hit
Laby's lightning fails to hurt Ragu, and Levin's Blast only would do 16

I managed to Beat Ragu without relying on twinked Alexia, but it was using a heavily specific setup with the second most broken thing in the game used for damage. Anyways, here's some damage figures from that, my party average was ~80.

Note: Ragu was under the debilitator debuff for all of these, all characters minus Laby had atk & aim +25%

Clarissa: 68 damage(using shoot command for decelerate effect)
Felius) Axe to face: ~150 at 40% accuracy
SIX SHOOTER: 4006/6009 crit(Note, achieving this means spending 2 rounds giving Felius every buff in game while giving Ragu Fragile and Debilitator, Felius must also spend two turns using Amplifier, since he can't use this after moving and due to the nature of the map, he has to waste 2 turns moving towards the center before he can even use it, along with the other things, effectively makes this attack unusable until around five rounds in.  This is the most damage you can do to Ragu period(ninja edit: I totally forgot about striders crit damage boost which could bring that up to 8012, so it's not the max!) barring some ridiculous Extra Critical cheese from Clarissa occurring)
Levin's Cancel Strike: 86 damage, 84% accuracy
Ragnar: 138 damage(using attack command for decelerate effect)

Labby and Alexia where to busy reapplying buffs/debuffs/reviving dead people every turn to get damage from

Comments: Ragu has a field wide MT ITD 2HKO, a OHKO physical that heals him for 499, and an attack that probably deals 2xaverage PC HP off of 501% speed, yeah no questions about him being an optional superboss <.<.  Ragu  also basically gets a 25% chance to reflect melee and magic, and has another 25% chance to outright dodge anything from debuffs to damage with those chances not being related to stats in any way.  He also gets a free turn when he reaches below 33%, along with Accelerate cheese off of HIS speed.  All that said, clearly PUNY.

Title: Re: Wild Arms: XF
Post by: SnowFire on January 18, 2010, 08:01:52 PM
A few comments:

On Rupert's moveset:
Quote
Double Fast Draw: 100% power physical. 72 damage.
Speed Fang (22 MP): 100% power Atk+Spd physical, hits every target in a ray, range 3. 141 damage.
Blade Pulsar (26 MP): 75% power Atk+Spd physical, hits everything on the map except Rupert (might have a range limit, vertical 2). 92 damage. Tends not to use this until at lower HP, below half?
Maximum Risk (32 MP): 150% power Atk+Spd physical, Valiant effect. 237 damage at full HP, increases linearly to 1786 damage at 1 HP. I've never seen him use it at full HP, but he'll use it as soon as he's even slightly injured.

He'll use the last two moves even at full health, but he does take awhile to do so.  I just fought final Rupert and didn't realize quite how the Crisis RFX Up worked (didn't know dead allies counted), and also wanted to steal the treasure, so I ignored Rupert to off the deserters(...whom he openly scorns, and possibly kills with Blade Pulsar, but they stick to it!).  I'm not sure what the trigger is - a certain number of turns passed, a certain number of allies dead - but he'll do it.  The distinction is probably irrelevant in-game but potentially relevant in the DL.  (If it's based on number of dead allies, he can use Maximum Risk turn 1!  If it's after 10 actions, he's boned!  ....unless it's "10 actions or takes damage, whichever comes first" of course.)  I DID debuff him some, so it's vaguely possible that "any hostile action against Rupert" is the trigger.

I'd also note that Blade Pulsar has accuracy problems, it hits maybe 50% of the time?  Dodgy characters like Nightstalkers I never saw take the damage, and non-dodgy characters like Alexia always took the damage, but I'd say it hovers there on average.  His High Cavaliers seem to always get hit, but the Striders and Enigmancers fare a bit better.  Double Fast Draw isn't great either.  I saw Maximum Risk miss several times as well but that may have been Nightstalker's Illusion kicking in.  Speed Fang on the other hand I never saw miss.

Also, I know it's listed in the moveset already, but it bears repeating that all of Rupert's good moves cost MP.  (The second time I fought the battle, I debuffed Rupert, MP-drained him, THEN killed everyone else off.  Much better plan.)  If you don't see Orlandu as OHKOing Rupert he probably wins anyway thanks to this.  His MP reserves are good enough that this doesn't really matter when the opponent can't MP-drain except against insane resources, at least.  If Rupert does get MP-drained he really is screwed, though.  The Double Fast Draw damage figure even sounds a bit generous - Labyrinthia the squishy mage took only ~80 or so, and I presume the damage would be way worse if he'd attacked sluggers like Ragnar or Felius instead.  (And the +25% DEF skill is one of the easier stat buffs to get.)

On Asgard:
Dark Holy Elf mentions that for those who give support credit, Asgard has a form just a few battles earlier with support.  Well, this is true, but it's not very good support for the record.  All the enemies have set wake-up ranges, and it's pretty easy to kill the early enemies and then activate just Asgard and an easily OHKOed undead Sniper (yay Sanctify).  The High Cavalier may wake up but she'll just waste turns Quickening not-woken-up enemies and herself, so eh, whatever.  Guess the support does matter a little since you can't quite go completely nuts on MP-intensive abilities as you might otherwise, but not too much; you can still easily Slow Down-> Cancel Strike -> no more turns for you.  Make of that what you will.

On Labyrinthia:
Should be noted that Lightning has an annoyingly short range of 3 hexes, similar to the problems Enigmancer's Devastate has.  Labyrinthia has enough problems in the DL already so I'm not sure if this should be held against her too much, but since she can't use it after moving, I'd say she's out of luck against enemies with notably good range, at least (even if I'd be hesitant to hold that against enemies in systems without movement).  Mustadio gets a win?  If his guns can beat the Distortion, at least.
Title: Re: Wild Arms: XF
Post by: Rozalia on January 20, 2010, 04:59:35 PM
Quote
If it's after 10 actions, he's boned!  ....unless it's "10 actions or takes damage, whichever comes first" of course.)  I DID debuff him some, so it's vaguely possible that "any hostile action against Rupert" is the trigger.

Might not have a trigger at all considering what you said. Might be there is a low chance of him using it whenever but as he takes damage the odds of him using it increase.
Would make some sense I think.
Title: Re: Wild Arms: XF
Post by: SnowFire on January 22, 2010, 06:08:44 AM
Rozalia: Possible.  Towards the end of that first battle, with Rupert's HP still untouched but all his allies dead (and everyone except Nightstalker Clarissa & Nightstalker Felius), he was pretty well constantly spamming Maximum Risk & Blade Pulsar.  Could be that his likelihood of using them just goes up as the battle continues.  In the DL, think I'd lean toward not letting him use it turn 1 no matter what the trigger "really" is since no one seems to have seen him use it turn 1 in-game, then let him go nuts on turn 2 and afterward.

Going back to boss notes, some additions...

On Eisen:
Should be mentioned again that if you kill him *you lose*.  This is practically impossible given his tankiness and a presumption that you'd stop hitting him when he enters his critical range, but in the DL?  Uhhhh.  Hard to square the flavor with "Ha, psychotic killer boss dude with no chipping, you killed Eisen so somehow you lose the duel!"  Also headachey scaling question, since if you don't give him much support credit then it's actually quite easy to kill scaled Eisen "accidentally" unlike in-game when your damage is basically being multiplied by 6 in the DL.

On Chelle:
Quote
Claw Laser: 100% power physical. 83 damage.
Predator Barrage (32 MP): 100% power physical, hits 1 + the number of empty spaces behind the target, and knocks them back. If the target is knocked into lower terrain than Chelle, hit count is automatically 4. 333 damage.
Battle Cry: Gives Chelle two immediate turns, which can not be used for Battle Cry. So she gets two actions every round, three movements, and gets three turns towards VP damage and status effects wearing off. Always uses this when able.
On Predator Barrage...  there are several issues with it.

First off, I haven't tested this, but I'd be shocked if Sentinel's Anti-Knockback didn't hose it.  (I know Anti-Knockback hoses Ragnar's Raving Rage, which is a very similar move.)  This means just 1 hit, which is about equivalent to Claw Laser.  Let the FE9 Oscar > Chelle hype begin.  More pertinently Anti-Knockback is *very* popular on bosses in-game, including the one-mission "Hi I am the boss" types.  And is weirdly popular even among a lot of random mooks.  As such, there's a good argument that at least some bosses should generally be assumed to spoil the move as well, though which ones is obviously open to interpretation.  Any notably "heavy" boss (i.e. Jade, Jecht) seems safe, as would non-moving bosses a la Nergal.  But since even people like Rupert & the Tormenta Triad have Anti-Knockback maybe you toss in Margulis & Ramsus, or just any boss with full status immunity?  I dunno.

Secondly.  Terrain issues.  I'm inclined to give Ragnar some credit for Raving Rage in the DL (well, against melee opponents) since he's a PC, you fight on a lot of different types of fields, you can set things up so that Ragnar can exploit a big knockback.  However, Chelle's a boss, and she always fights in the same location.  She'll hang out there until you wake her up, as well.  Thing is she's in the corner of the map, not the center of a wide-open field, and the mystical "edge of the map" works fine as a backstop to screw up Predataor Barrage.  IOW, in a hypothetical deploy-one-person and have all enemy support insta-die version of the map, Chelle will still hang out there, and you can move your one PC duelist along the edge of the map.  Chelle will charge, but even if she didn't, a ranged character could pelt her with arrows / spells to make her want to attack anyway.  If you just hug the edge of the map then Chelle is once more stuck with 1-hit Predator Barrages of suck.  (Now, in fairness, Chelle's support tends to draw you out in-game to not be *completely* flush against the edge, at least if you're using Nightstalkers and Innocent Blow rather than, say, Elementalists.  But then it's more of an AI issue, Chelle would do things like a 2-hit knockback to the edge when she could have walked the long way around to get a 4-hit knockback.)

As an addendum to the above, even if you *do* force opponents to, say, start right next to Chelle, she will likely only get one full-power Predator Barrage off, as she'll shove opponents to the edge of the map or some other blockage on the first PB, then be stuck with bad damage afterward.

So.  Predator Barrage has issues of working against bosses (who generally immune knockback); ranged PCs (who can shell Chelle from afar and force her to come to the edge of the map); and melee PCs, arguably, if they're willing to cede initiative and if your interpretations force bosses to attack rather than wait (Go to edge of map, waste turn, let Chelle come to the melee PC.).  Needless to say, if you hold to any of these propositions, Chelle isn't making Godlike.  Given lots of support credit, she's a tanky Heavy (with 5HKO doubleacted damage); given little support credit, she's more like Miluda+ who spoils debuffers in Low Middle.

Personally, I'm definitely inclined toward the low end of the respect curve here; Nightstalker Felius could have soloed her since she was doing 29 damage to his 270 HP, Felius had regen, and he was faster.  And this was with old, out-of-date +3 level armor too (okay, and Def+25% / Atk+25%, but you have so many skill slots by endgame that I definitely think they should be held against bosses somehow).
Title: Re: Wild Arms: XF
Post by: Rozalia on January 22, 2010, 02:27:42 PM
Quote
On Eisen:
Should be mentioned again that if you kill him *you lose*.  This is practically impossible given his tankiness and a presumption that you'd stop hitting him when he enters his critical range, but in the DL?  Uhhhh.  Hard to square the flavor with "Ha, psychotic killer boss dude with no chipping, you killed Eisen so somehow you lose the duel!"  Also headachey scaling question, since if you don't give him much support credit then it's actually quite easy to kill scaled Eisen "accidentally" unlike in-game when your damage is basically being multiplied by 6 in the DL.

Don't think anyone would pull that crap because thats like saying Adel is safe from MT moves becauce they'd hit Rinoa. I personally am all for ranking Eisen because he is a fine heavy boss (Too many godlikes these days), with somewhat crippling weaknesses (Gravity).
As for the support credit thing couldn't that be said of all bosses in SRPGs?
Title: Re: Wild Arms: XF
Post by: dude789 on January 22, 2010, 02:37:44 PM
Snowfire, I really don't think you're giving Chelle enough credit. She's like 140% average speed and ends up getting three times to move due to her double acting move so chances are she's getting off at least one predator barrage in that first turn before the ranged unit can run away. Even without giving her credit for Predator Barrage she still ends up with an effective 2HKO off of that speed and with decent durability. It's really unfair to take bosses against an optimum set up to fight them especially with a game as abusable as WA:XF. 
Title: Re: Wild Arms: XF
Post by: Talaysen on January 22, 2010, 08:03:44 PM
It's really unfair to take bosses against an optimum set up to fight them especially with a game as abusable as WA:XF. 

No it's not.  Especially with a game as easily abusable as WA:XF.  Bosses get inflated in the DL anyway, so it's completely fair.
Title: Re: Wild Arms: XF
Post by: dude789 on January 22, 2010, 11:12:17 PM
It's really unfair to take bosses against an optimum set up to fight them especially with a game as abusable as WA:XF. 

No it's not.  Especially with a game as easily abusable as WA:XF.  Bosses get inflated in the DL anyway, so it's completely fair.

I'm not saying that you have to fight her with a handicapped party, but common sense should be used in determining what type of party to compare her to. It we took the best possible party than all WA XF bosses would be OHKO bait because the PC's would just use intrude spam until they died. Predator Barrage does have distinct disadvantages, but her stats and touble acting ability help to really make those limitations less of a factor.
Title: Re: Wild Arms: XF
Post by: SnowFire on January 23, 2010, 04:07:20 AM
Quote
On Eisen:
Should be mentioned again that if you kill him *you lose*.  This is practically impossible given his tankiness and a presumption that you'd stop hitting him when he enters his critical range, but in the DL?  Uhhhh.  Hard to square the flavor with "Ha, psychotic killer boss dude with no chipping, you killed Eisen so somehow you lose the duel!"  Also headachey scaling question, since if you don't give him much support credit then it's actually quite easy to kill scaled Eisen "accidentally" unlike in-game when your damage is basically being multiplied by 6 in the DL.

Don't think anyone would pull that crap because thats like saying Adel is safe from MT moves becauce they'd hit Rinoa. I personally am all for ranking Eisen because he is a fine heavy boss (Too many godlikes these days), with somewhat crippling weaknesses (Gravity).
As for the support credit thing couldn't that be said of all bosses in SRPGs?

Well, I personally give support credit, but I know that many people don't, so I was "throwing that out there" if you will.  It's a similar issue with limits that fire off very fast - take a game with a 9999 damage cap and a boss who does something cool at 10,000 life.  In-game it's impossible to miss the limit, but multiply all damage by (# of PCs) and suddenly it's quite doable.

I actually do let Adel fight with a Rinoa that if killed loses the match instantly, because that's how the boss fight is structured in-game.  So at least I'm consistent, Adel spoils MT.

dude: Actually, Dark Holy Elf made a good point in chat which is that the other edge is more amenable to Chelle.  i.e. the North edge is a 3-5-3-5-3 formation where if a dueler stands in a hex with only three bordering hexes, Chelle is just plain out of luck with Predator Strike.  But the east edge is 4-4-4-4 where she can always shove either north or south.  Now I don't think her AI is smart enough to actually do this - so hanging out around that edge is also a decent idea in-game - but there's something to be said that you're not safe there.

Also.  I agree with you in general that bosses should not be held against highly-twinked parties.  I assume for Sephiroth that you just rush through FF7, or for FFT that you're not using some kind of MP-Switch / Move-MP UP / Calculator nonsense.  Just...  I feel a twinked party would be one with Anti-Knockback equipped.  In a duel situation, you can get the same effect as Anti-Knockback in-game with the edge trick I just mentioned, or at the very least a "knocked back to barrier, not a full PS" issue.  Dunno, just feel this is a relevant trick to hold against her, though I can understand your position, too.  At the very least, the Anti-Knockback issue creates strange situations.  For example Lunar is a game with knockback, so Xenobia *wails* on Chelle, and Alex probably wins as well - his good Defense makes it so that Alex isn't weak enough to get knocked back for too long.  I should add that I *do* in fact give Chelle at least some support credit, so she's not quite as bad as my most apocalyptic notes to me.  An above average speed dueler with a 2HKO and non-fail durability can't be too bad, even if it's *barely* a 2HKO and is owned by Defense if she's stuck with Claw Laser.

Anyway...

One last boss note.  Charlton's last form...  I don't think any of his spells can kill undead.  IOW, whenever Black Corruption killed a zombie, it always came back with some life.  I think it may even have gotten a stat buff (that or zombie damage is Maximum Risk style, and goes up at very low HP, since zombie hits went from 100 damage against Charlton to 250 damage).  The same may have been true of his book strike Negative Aura, that never got anywhere either.  I have no idea what to make of this in the DL, as you can credibly argue this is also a feature of XF undead rather than just Charlton.  Spoiled by Pamela who always insta-revives?!  (Reminiscient of how negative energy / death magic often heals undead.)
Title: Re: Wild Arms: XF
Post by: Cmdr_King on January 23, 2010, 04:14:12 AM
In Charlton's case, the same is true of the party as well.  Only specific anti-undead attacks (ie the Sacred Slayer attack spell) permanently kill the zombies on that map.  I guess they're supposed to be super-charged by Charlton's spell going out of control or something.
Title: Re: Wild Arms: XF
Post by: Tide on January 23, 2010, 05:39:30 AM
I was pretty sure that was the reason behind it plotwise. Edna does something to his necromancy book and the zombies basically are out of control (or "super charged").
Title: Re: Wild Arms: XF
Post by: Talaysen on January 29, 2010, 11:35:43 PM
Charlton's second form.  Ripping off most of the format from NEB.  Note that my stats are much different from NEB's due to different setups, but shouldn't be hard to scale to NEB's setups.

Charlton Blunt
Lv 59 Aristocrat

2180 HP, 496 MP, 535 VP, 4 Move, 2 Climb, 4 Weight
390 Atk, 339 Def, 652 Mag, 324 Res, 399 Aim, 315 Eva, 270 (324) Rfx

149% (154%) speed, 9% p. reduction, 20% m. reduction, 88% hit, 12% evade

90% resistance to earth.

Status susceptibilities:
Nothing whatsoever. It's freaking Charlton.

Equipment: Ex Mortes, Hope Diamond

Skills:
-Weapon Block (parries basic physicals, 25% rate)
-Mag+25% (obvious effect, already factored in)
-Anti-Knockback (can't be moved around)
-MP Recovery (regens 9 MP at the start of each turn)
-Awesome Battle Music (negates effect of Laguna plot hype in a duel)

Negative Aura: 100% power physical, BOOK elemental. 69 damage.
Energy Drain: Non-typed ITE melee attack. Drains HP equal to 16% of the Charlton's missing HP, and drains MP equal to 50% of Charlton's missing MP. Can't be used on undead. HP damage rises linearly from 0 at full HP to 348 at 1 HP.
Dark Destruction (18 MP): 100% power magic, long range, inflicts Misery at 50% success rate. 154 damage.
Call Servant: Summons a John Doe.  Used only as a counterattack (100%) after taking damage.  This can be one of two types, differing only in HP.  There can only be 5 of each type on the battle field at the same time.  He can use this in addition to a normal counterattack.

John Doe
Lv 56 Nameless Corpse
490 or 170 HP, 235 MP, 580 VP, 3 Move, 2 Climb, 4 Weight
315 Atk, 266 Def, 125 Mag, 166 Res, 330 Aim, 115 Eva, 90 (108) Rfx

50% (60%) speed, 69% hit, -47% evade

Corpse Touch: 44 physical damage.
Stink Cloud (36 MP): 100% chance to inflict Disease, 3 range.

Charlton starts with five of each type of John Doe on the field, totalling to 3300 HP.

Level 57 averages
PC: 149 damage, 311 HP, 285 MP, 366 Def, 361 Res, 344 Aim, 367 Eva, 181 (211) Rfx
Title: Re: Wild Arms: XF
Post by: SnowFire on February 06, 2010, 05:31:09 AM
Re Charlton 3: Interesting.  Didn't know your stuff would always fail to kill the zombies as well.  Makes sense, though.

On Weisheit: This is actually a note for pretty much all bosses, but it's worth noting that skill slots mean that an army of in-game generics is better than the DL-legal generics average, because they can cover weaknesses, equip other class's OCs for better damage, get extra stat boosts, equip better out-of-class equipment, etc.  Anyway, the "fairest" way would probably be some variant of equal selection where all the skills are assumed used equally, or you could assume better setups.  Most notably, the Accelerate skill exists for Grappler.  I personally found it totally awesome and equipped it on basically everyone, but it will randomly speed you up, sometimes a lot - as in, insta-double turn ahoy.  Less reliable than REF+25%, but that's the capstone skill for Nightstalker and difficult to get.  Anyway, since Weisheit's speed is *very very* relevant, if you hold even a little tiny Accelerator against him, it's notable.

I actually did an average of my own stats immediately after the Weisheit battle (so...  an extra level or two too good), which is pretty close to Dark Holy Elf's numbers, except with higher RFX (180 vs. 165), but that'd make sense since I had two Nightstalkers in the party.  So nothing much to report there!  Just figured I'd toss another data point in confirming.  Also confirming that I never saw final Weisheit use Parry or Divider either, so definitely think it's unlikely he can use them.

On the final boss:

-Teleport (instead of countering, will teleport to another hex on the battlefield. Counters with a physical as normal if blocked by Shut Out)

You sure about this counter with a physical bit?  I never saw that when I fought her using a Shut Out strategy, and I hit her a whole bunch.  It may be she doesn't counter Formation Arts and got unlucky before or something?

I can confirm that she can summon back her entire support.  I'm not 100% certain about the trigger, but I *believe* that it is "If Materialize misses," possibly "If Materialize misses and all her support is already dead."  The situation it happened in: I'd cleaned out all her demons, she casts Materialize, I don't know about Defender and trigger it, and she trades places into a corner-type hex with only three hexes bordering it, all on one side (read: No Formation Arts).  After killing the demons and continuing the beating, she gets a turn, uses Materialize, gets a miss, and then immediately afterward a "Reinforcements Appear!" message appears.  Coulda been conveniently timed - i.e. X amount of time after killing all the demons they all come back - but seems likely to be related.  Then *every single one of the demonss* you killed comes back.  Every.  One.  That would be ten, if you're counting.  On the bright side, if we assume that Materialize has to be blocked (rather than do this for free if everything's dead), it's very unlikely that she'll be able to do this in the DL.  I guess this can be tested easily enough - kill everything, then let her get turns - but yeah.  [I personally didn't mess around the second time, conserved my MP, and most importantly had Shut Out, so Katrina fell into a Formation Arts / Cancel Strike / Debuffs spiral of never getting a turn.  And I sure wasn't going to let her to find out.]

On Weapon Breaking: Came up in chat, but I hypothesized that Strahl Gehver and Alexia's unique weapon might be unbreakable.  I checked, and as it happens, it's impossible to tell; the one weapon-break in the game, Felius's Disarm, does not work on PCs mercifully enough.  Even for weapons that can be equipped by enemies and broken just fine.  So yeah, that's up to individual interps.  (The message will say "Can't Disarm Levin!" which, taken literally, means all WA:XF PCs are immune to breaking?!   Probably not, but you figure it out.)
Title: Re: Wild Arms: XF
Post by: Talaysen on May 23, 2010, 11:37:40 PM
Small note, but Clarissa's ID immunity grants immunity to any attack that has ID attached to it.  This includes the damage part too.

I'm not sure where this matters but just sayin'.
Title: Re: Wild Arms: XF
Post by: Talaysen on June 06, 2010, 12:48:56 AM
Hmm, looks like I was wrong with that.  Not sure what's up there then.
Title: Re: Wild Arms: XF
Post by: Random Consonant on May 31, 2015, 01:35:12 AM
Generic stats with +6-tier equips instead of penultimates!  Because I can and penultimates are way too generous and this kind of came up.  Like Elfboy did for the plot PCs I'll be assuming +EVA for armor unless evasion is a lost cause (haha Sentinel) in which case +DEF will be used and +relevent offensive stat for weapons unless they really need the accuracy boost.

All moves are range 1 unless otherwise noted.  Please correct any mistakes.

the tl;dr: Elementalist now has a low 2HKO, Nightstalker/Grappler go below 100% hit rate, Sacred Slayer's physical 8HKOs off a 55% hit rate.

Here be averages:
HP: 307
DEF: 328
RES: 316
AIM: 332 (82.1% average accuracy)
EVA: 325 (12.8% average evasion)
RFX: 167.63
Damage/2.5x Killpoint: 95.73/239.325


Secutor:
HP: 279 (90.8%)
MP: 226
VP: 337
ATK: 220 (512) [548]
DEF: 139 (376/-8, 97.1%)
MAG: 102 (207)
RES: 104 (262/+9, 84.5%)
AIM: 141 (325/80%) [251/50.5%]
EVA: 128 (334/15.4%)
RFX: 154 (92%)
WGT: 18 (19 w/ Axe)

Equipment:
Katzbalger +6: +234 ATK, +105 MAG, +184 AIM, +8 WGT
(Tabarzin +6: +263 ATK, +105 MAG, +110 AIM, +9 WGT, ignores the Hard property) [this is a terrible idea tbh, 50% hit rate ho! (and this is the +HIT axe...)]
Scutum +6: +53 DEF, +53 RES, +55 EVA, +2 WGT, reduces incoming damage by 10% if the attacker is two or more hexes away
Leather Vest +6: +184 DEF, +105 RES, +151 EVA, +8 WGT

Physical: 112 [124] physical damage. (89 [62] average.)
Hard Smash (16MP): 155 [170] physical damage (250 Power).  (124 [85] average.)
Smart Drive (16MP): Normal attack that always hits but has its damage multiplied by the "real" hit rate.  Hit rate is capped at 100% for this purpose.  89 [62] physical damage against average evasion.
MP Burst (0MP): 85% chance of tripling the user's current MP.  Reduces MP to 0 if it fails.
Change Equipment (0MP): Lets Secutor change equipment!  Does not make her more fashionable however.
Wait & Heal VP (passive): Restores 5% mVP if Secutor waits without moving.  Doesn't even overcome the per-turn VP reduction.
Blood Heat (passive): Increases the base power of counterattacks by 1.25x.
Weapon Block (passive): Grants a 25% chance to automatically nullify basic physicals.
ATK+25% (passive): Raises ATK by 1.25x.  Factored in.
Retaliate (passive/mastery): Reflects attacks blocked by Weapon Block at the attacker.

Elementalist:
HP: 261 (85.0%)
MP: 316
VP: 261
ATK: 102 (207)
DEF: 104 (209/+19.83, 73.1%)
MAG: 220 (563)
RES: 141 (338/-3.67, 87.6%)
AIM: 124 (229/38%)
EVA: 135 (300/5%)
RFX: 165 (98%)
WGT: 10

Equipment:
Elder Record +6: +105 ATK, +275 MAG, +105 AIM, +4 WGT
Fairy Ring +6: +105 DEF, +197 RES, +165 EVA, +6 WGT, raises EVA by +50% if wearer waits without moving, increasing her effective evade to 49% when this takes effect

Physical: 10 physical damage.  (3 average.)
Crush (16MP): 129 magical earth damage (200 Power).  Range 5.  Can't be used post-movement.
Fire (16MP): 129 magical fire damage (200 Power).  Range 5.  Can't be used post-movement.
Freeze (16MP): 129 magical water damage (200 Power).  Range 5.  Can't be used post-movement.
Vortex (16MP): 129 magical wind damage (200 Power).  Range 5.  Can't be used post-movement.

Wait & Heal MP (passive): Restores 2% mMP if Elementalist waits without moving.
Crisis Conserve MP: Reduces MP costs by -25% if Elementalist is below 20% mHP.
Magic Block (passive):  Grants a 25% chance to automatically nullify magical attacks.
MAG+25% (passive): Raises MAG by 1.25x.  Factored in.
Reflect (passive/mastery): Reflects attacks blocked by Magic Block at the attacker.

Fantastica:
HP: 265 (86.3%)
MP: 320
VP: 261
ATK: 128 (307)
DEF: 122 (266/+10.33, 79.6%)
MAG: 139 (336)
RES: 150 (360/-7.33, 91.7%)
AIM: 139 (310/75.1%)
EVA: 148 (327/13.4%)
RFX: 148 (88%)
WGT: 12

Equipment:
Lilac Bell +6: +179 ATK, +197 MAG, +171 AIM, +4 WGT, ignores the Flying property
Shield Badge +6: +144 DEF, +210 RES, +179 EVA, +8 WGT, raises the power of Formation Arts by 1.5x

Physical: 44 physical damage.  Range 2.  (33 average.)
Slow Down (12MP): Lowers target RFX by 50%.  Range 5.  Can't be used post-movement.
Feeble Mind (16MP): Reduces the MP of the target by 20% of their maximum.  Range 5.  Can't be used post-movement.
Invoke (28MP): Grants perfect accuracy and increased critical hit and skill activation rates for the next turn.  Range 4.  Can't target self or be used post-movement.
Rush (8MP): Allows skills that normally can't be used post-movement to be used after moving for the next two turns.  Range 4.  Can't target self or be used post-movement.
Zone Effect (passive): Any ally that starts their turn next to Fantastica has their AIM/EVA increased by 1.2x, any enemy that starts their turn next to Fantastica has their AIM/EVA decreased by 0.8x.  This raises her effective accuracy to 96% and effective evasion to 36.7% against an effected average enemy.
Arts Support (passive): Increases the power Formation and Combination Arts used by Fantastica by 1.2x
CSP Up (passive): Increases Fantastica's CSP multiplier by +0.4x.  Kappa slayer.
Object Attack (passive): Allows Fantastica to move and destroy objects with her attack.
Extra Support (passive/mastery): Doubles the effect of Zone Effect and Arts Support.  Factored in.

Gadgeteer:
HP: 285 (92.8%)
MP: 298
VP: 250
ATK: 117 (261) [268]
DEF: 126 (284/+7.33, 87.5%)
MAG: 128 (307) [299]
RES: 139 (323/-1.17, 93.6%)
AIM: 148 (358/82.2%)
EVA: 137 (371/26%)
RFX: 189 (113%)
WGT: 10

Equipment:
Pliers +6: +144 ATK, +179 MAG, +210 AIM, +6 WGT, basic attacks ignore defense and do 1.5x damage against Golem-type enemies
(Spanner +6: +151 ATK, +171 MAG, +210 AIM, +6 WGT) [if she faces the likes of Worker 8 or something I guess]
Play Apron +6: +158 DEF, +184 RES, +234 EVA, +4 WGT, doubles the wearer's RFX after she uses an item for one turn

Physical: 28 [30] physical damage, 130 [134] against Golem-typed enemies.  (23 [24] average.)
Mystic (20MP): Uses a healing item with AoE 1.
Break/Ice/Fire/Cyclone Gem+1: 219 (400 Power) earth/ice/fire/wind magical damage.  Range 5.
Exploder Gem+1: 296 (500 Power) non-elemental magical damage.  AoE 2.  Cannot hit self.
Potion Berry: 300 HP healing.
Mega Berry: 450 HP healing.
Holy Root+1:  Full status healing and 150 HP healing.
Holy Root+2: Full status healing and 300HP healing.
Magic Berry: 100 MP restoration.
Magic Berry+1: 200 MP restoration (not easy to get)
Unholy Berry: HP-1. Accuracy is 75% on your own PCs, 100% on most enemies. Kind of a pain to make. And expensive.
Smart Bomb: Halves target's HP.
Revival fruit: Revives one PC to 60% MHP.  Range 2.
Great Apple: Raises all stats by 50% Not easy to get and I don't allow it so I won't get exact translations for this. Suffice to say its pretty amazing for damage purposes, though.
Nectar: Cures “Max HP Down” status, and heals 100 VP.
Decelerate (passive): Delays the target's next turn by 25% of their current progress when Gadgeteer hits with her basic physical.
Item Effect Up (passive): Increases HP healing and damage done by items by 1.5x.  Factored in.
Item Range Up (passive): Increases the range of all items by 1.  Also applies to Mystic.  Factored in.
Item Carry Up (passive): Increases the amount of items Gadgeteer can carry into battle from 4 to 7.
High-Class Items (passive/mastery): Allows the Gadgeteer to use High-Class items.

Sentinel:
HP: 335 (109.1%)
MP: 285
VP: 364
ATK: 150 (356)
DEF: 228 (571/-40.5, 162.7%)
MAG: 113 (244)
RES: 111 (229/+14.5, 97.5%)
AIM: 148 (332/82.1%)
EVA: 126 (244/-10%)
RFX: 128 (76%)
WGT: 22

Equipment:
Flail +6: +206 ATK, +131 MAG, +184 AIM, +9 WGT, ignores the Hard property, cannot critial
Cuirass +6: +275 DEF, +118 RES, +118 EVA, +13 WGT (the +EVA armor ups her effective evade to a princely -8%, if you care)

Physical: 60 physical damage.  (49 average.)
Heavy Strike (24MP): 119 physical damage (300 Power).  Knocks the target back one hex if they have less WGT than Sentinel.  (98 average.)
Force Field (28MP): Grants Sentinel immunity to damage and status until the start of her next turn.  Can be dispelled.
Allowance (4MP): Basic physical that cannot reduce HP below 1.
Amplifer (32MP): Doubles the damage done by the next attack.  Can stack once for triple damage.  Cannot be used post-movement.
Anti-Knockback (passive): Sentinel can't be knocked back.
ZOC Effect (passive): Enemies cannot move in two consecutive hexes adjacent to Sentinel in a single turn using the Move command.
DEF+25% (passive): Raises DEF by 1.25x.  Factored in.
Defender (passive): Grants a 25% chance of taking physical attacks for an adjacent ally.  Damage is halved if this happens.
Auto-Guard (passive/mastery): Grants a 25% chance to quarter incoming physical attacks.  Stacks with Defender and will always activate if that does as well.

Sacred Slayer:
HP: 298 (97.0%)
MP: 333
VP: 250
ATK: 117 (268)
DEF: 139 (323/+0.83, 96.3%)
MAG: 117 (261)
RES: 228 (557/-40.17, 144.1%)
AIM: 130 (261/55.4%)
EVA: 137 (316/10.2%)
RFX: 137 (82%)
WGT: 10

Equipment:
Baselard +6: +151 ATK, +144 MAG, +131 AIM, +2 WGT, critical hits instantly kill Undead-typed enemies
Agility Charm +6: +184 DEF, +263 RES, +179 EVA, +8 WGT

Physical: 31 physical damage.  (17 average.)
Heal (12MP): Heals 201 HP.  Range 4.
Sanctify (24MP): 6 non-elemental magical damage (150 Power).  Instantly kills Undead-typed enemies.  Range 6.  Cannot be used post-movement.
Fragile (20MP): Reduces target DEF/RES by 50% for three turns.  This raises her damage against average enemies by ~29.  Range 4.  Cannot be used post-movement.
Turn Shift (32MP): Exchanges turn gauges with the target, granting the target an instant turn.  Doubles Sacred Slayer's RFX until her next turn.  Range 3, cannot be subjected to Widespread.
Crisis RFX Up (passive): Increases Sacred Slayer's RFX by +10% for each ally (that isn't her) below 20% mHP and +20% for each dead ally.
Damage Recovery (passive): Low (25%?) chance to restore HP equal to 10% of the damage sustained by an attack.
RES+25% (passive): Raises RES by 1.25x.  Factored in.
Widespread (passive): Allows Sacred Slayer to make her spells AoE 1.
Paladin (passive/mastery): Sanctify instantly kills Undead-typed enemies.  Also allegedly increases status resistance.

Excavator:
HP: 272 (88.5%)
MP: 268
VP: 274
ATK: 113 (251)
DEF: 119 (257/+11.83, 80.7%)
MAG: 135 (319)
RES: 132 (303/+2.17, 86.9%)
AIM: 150 (373/92.8%)
EVA: 150 (398/33.7%)
RFX: 196 (117%)
WGT: 10

Equipment:
Frontier +6: +138 ATK, +184 MAG, +223 AIM, +6 WGT, ignores the Flying property, basic attacks cannot deal more than 1 damage to allies
Spiked Boots +6: +138 DEF, +171 RES, +248 EVA, +4 WGT, raises DEF by 1.5x if Excavator moves

Physical: 25 physical damage.  Range 5.  (23 average.)
Analyze (4MP): SCAN.  Range 4. 
Detect (8MP): REVEALS HIDDEN ITEMS.  AoE 5 centered on user.
Switch (16MP): Swaps the target's current HP and MP, 85% accuracy.  Cannot exceed maximum values.  Range 3.  Cannot be used post-movement.  Lenneth slayer.
In & Out (12MP): Allows Excavator to change equipped consumeables.  Read below if you let her use them due to this.
Break/Ice/Fire/Vortex Gem: 48 earth/water/fire/wind magical damage (200 Power).  Range 4
Exploder Gem: 101 non-elemental magical damage (300 Power).  AoE 2 centered on user.
Potion Berry: 200 HP healing.  Self-target.
Revival fruit: Revives one PC to 40% MHP.
Nectar: Cures “Max HP Down” status, and heals 100 VP.  Self-target.
Status healing items: Can cure... confusion, stone, sleep, misery (silence), Disease (healing lock), and poison.  Self-target.

Attack High/Low (passive): Increases the vertical tolerance of projectile attacks to 8 if it is below that.
Gella Bonus (passive): Enemies killed by Excavator drop Gella equal to twice their normal value.  Trout slayer.
Item Bonus (passive): Enemies killed by Excavator sometimes drop items!
Discover Item (passive): Randomly finds items after moving!
Rare Item Bonus (passive/mastery): Doubles Gella gained from Gella bonus and allows Discover Item to grant more valueable items.  Trout slayer EX +alpha.

Geomancer:
HP: 311 (101.3%)
MP: 285
VP: 350
ATK: 141 (306)
DEF: 132 (309/+3.17, 98.7%)
MAG: 128 (299)
RES: 132 (301/+2.5, 99.2%)
AIM: 141 (259/54.5%)
EVA: 128 (259/-6%) (as with Sentinel +EVA isn't much less hopeless)
RFX: 148 (88%)
WGT: 8

Equipment:
Shinden +6: +165 ATK, +171 MAG, +118 AIM, +4 WGT, ignores the Flying property
Enstatite +6: +179 DEF, +171 RES, +131 EVA, +4 WGT, reduces elemental damage by 1/3rd (note that lightning is not considered an element ingame)

Physical: 43 physical damage.  Range 2-4.  (23 average.)
Translate (8MP): Warps user to a space that has a leypoint of the same element that Geomancer is standing on.  Now if only leypoints existed ingame.
Replace (12MP): Switches places with the target.  Range 6.  Can't be used post-movement.
Shut Out (16MP): Locks a hex.  Range 3.  Can't be used post-movement.
Ley Spread (32MP): Spreads the leypoint Geomancer is standing on to the whole battlefield.  They still don't exist ingame.
Ley Attack (passive): Geomancer's attacks take the element of the leypoint she is standing on.  At least she can see them to know they don't exist.
Move & Heal HP (passive): If Geomancer moves, she recovers 5% mHP.
Ignore Move Cost (passive): Geomancer is immune to FE desert maps.
Crisis MOV Up (passive): Geomancer's MOV/CLM increases by +1 for each ally below 20% mHP and +2 for each dead ally.  Caps at +4.
Ley Boost (passive/mastery): Raises stats associated with a given leypoint by 1.2x when Geomancer stands on it.  Fire raises ATK, Water raises MAG, Earth raises DEF/RES, and Wind raises AIM/EVA/RFX.  Maybe she could ask a WA4 boss to lend her one.

Berserker:
HP: 348 (113.3%)
MP: 250
VP: 261
ATK: 143 (363)
DEF: 154 (377/-8.17, 121.3%)
MAG: 113 (244)
RES: 143 (274/+7, 107.1%)
AIM: 143 (340/84.4%)
EVA: 143 (363/23.7%)
RFX: 183 (109%)
WGT: 16

Equipment:
Corcesca +6: +220 ATK, +131 MAG, +197 AIM, +8 WGT
Type: EVA +6: +223 DEF, +131 RES, +220 EVA, +8 WGT, reduces damage from Formation Arts by 1/3rd

Physical: 62 physical damage.  Range 2 in a straight line.  (52 average)
Charging Thurst (12MP): Moves Berserker to the target and does damage based on how far she moved, dealing 56 if she did not move increasing linerally to 298 if she moved the maximum distance.  Range 8 in a straight line.  Cannot be used post-movement.  (47-251 average.)
Sonic Boom (12MP): Moves Berserker to the targetted hex and deals 62 physical damage to those adjacent to the targetted hex or any intermediate hexes that are not in a straight line between Berserker and the targetted hex.  Range 7 in a straight line.  Cannot be used post-movement.
Quick Step (8MP): Raises MOV and CLM by 1.
HP Burst (4MP): 85% chance to triple Berserker's cHP.  Cannot exceed maximum.  Reduces HP to 0 if it fails.
Move & Heal MP (passive): Restores 2% mMP if Berserker moves.
Penetrator (passive): Allows thrown projectiles to bypass obstacles.  On the class that can't throw projectiles.
EXP Up (passive): Raises the amount of EXP Berserker gains.  Ness slayer.
MOV Up (passive): Raises MOV by 1.
Valiant (passive/mastery): Berserker's missing HP is added to the damage of attacks that break defense.

Enigmancer:
HP: 248 (80.7%)
MP: 368
VP: 287
ATK: 117 (248)
DEF: 150 (360/-5.33, 84.3%)
MAG: 154 (374)
RES: 132 (303/+2.17, 79.2%)
AIM: 137 (295/69.8%)
EVA: 141 (347/19.1%)
RFX: 170 (101%)
WGT: 10

Equipment:
Magical Rod +6: +131 ATK, +220 MAG, +158 AIM, +4 WGT, basic attacks target RES
Temurah Robe +6: +210 DEF, +171 RES, +206 EVA, +6 WGT, restores MP when damaged by a skill equal to the cost of that skill

Physical: 24 physical damage.  (16 average)
Devastate (20MP): 128 non-elemental magical damage (300 Power).  AoE 2 centered on user.  Can't be used post-movement.
Protect (12MP): Raises DEF/RES by +50% for three turns, or six if used on herself.  Range 4.  Can't be used post-movement.
Dispel (16MP): Removes positive and negative effects from the target.  Range 3.
Prevent (8MP): Halves accuracy of magical attacks for three turns.  Range 8.  Can't be used post-movement.
Caution (passive): Raises Crisis threshhold to 30% mHP.
IFF (passive): Enigmancer's skills won't damage allies or buff/heal enemies.
Extend (passive): Doubles the duration of positive effects that Enigmancer recieves that normally last 3 turns.
Levitation (passive): Move On Lava 2: Electric Boogaloo.
MAG Charge (passive/mastery): For each turn taken by anyone, Enigmancer gains +5 MAG.  Lasts until she uses a magical attack.

Strider:
HP: 322 (104.8%)
MP: 274
VP: 300
ATK: 117 (268)
DEF: 139 (323/+0.83, 104.0%)
MAG: 106 (224)
RES: 126 (284/+5.33, 100.4%)
AIM: 225 (554/121.3%)
EVA: 139 (332/14.8%)
RFX: 176 (105%)
WGT: 12

Equipment:
Composite Bow +6: +151 ATK, +118 MAG, +263 AIM, +6 WGT, ignores the Flying property
Lapis Lazuli +6: +184 DEF, +158 RES, +193 EVA, +6 WGT, modifies accuracy based on height difference

Physical: 31 physical damage.  ~33% chance of dealing 62.  Range 2-5.  (41 average.)
Swift Shock (12MP): 31 physical damage (200 Power).  Doubles Strider's RFX until the start of her next turn.
Drop Kick (20MP): Physical attack that increases in power based on Strider's WGT and height difference, dealing 57 physical damage at the same height as the target, increasing to 102 at the maximum possible downwards height difference of 10.  Range 3.
Mesmerize (24MP): Reduces the AIM of the target by 50% for three turns.  This increases Strider's effective evasion to 109.7% against average enemies.  AoE 3 centered on the user.
Trail (8MP): When the target moves, Strider will automatically move one hex towards the target.  This movement is considered a normal turn for all intents and purposes.  Range 7.
Remove Trap (passive): Strider is immune to traps, can see traps, and can disarm them by moving onto them.  Aht slayer.
CLM Up (passive): Raises CLM by 1.
AIM+25% (passive): Raises AIM by 1.25x.  Factored in.
Critical Rate Up (passive): Raises crit rate.
Sniper Shot (passive/mastery): Raises crit rate further and makes crits deal double damage instead of their usual 1.5x.  Factored in.

Grappler:
HP: 355 (115.6%)
MP: 250
VP: 517
ATK: 139 (332)
DEF: 154 (388/-10, 125.8%)
MAG: 113 (244)
RES: 122 (266/+8.33, 108.2%)
AIM: 152 (388/96.2%)
EVA: 130 (274/-1.7%) (+EVA raises it to 0.3%, fear.)
RFX: 161 (96%)
WGT: 6

Equipment:
Power Glove +6: +193 ATK, +131 MAG, +236 AIM, +4 WGT, raises damage done by Heavy Throw and Ground Slam by 1.25x
Convent Belt +6: +234 DEF, +144 RES, +144 EVA, +2 WGT, takes half damage from Heavy Throw, Ground Slam, and falling

Physical: 52 physical damage.  (50 average.)
Heavy Throw (20MP): Attack that moves target to an empty hex and deals damage based on the target's weight and height difference between Grappler and the destination hex.  Deals 65 physical damage to a target with 0 WGT and no height difference, dealing an additional ~8 for each point of WGT and downwards height difference.  Deals 165 phyiscal damage to a target of 12 WGT (using generic average as an example as I don't know enemy WGT off the top of my head) assuming no height difference.  Target is moved even if the attack misses.  Ignores the Hard property.   Not factored into averages because of that WGT disclaimer.
Ground Slam (16MP): As Heavy Throw, but deals an additional ~4 damage for each point of WGT and an additional ~12 for each point of downwards height differene.  115 physical damage assuming 12 WGT.
Transport (4MP): Moves target to an empty hex.
Item Toss (8MP): Throws a chakram-type item at an enemy.  Range 5.  Cannot be used post-movement.
Ring Edge: 100 ITD damage  to the target of Item Toss.
Large Moon: 150 ITD damage to the target of Item Toss. (Requires synthesis with ingredients only found via search)
Accelerate (passive): Grants a 33% chance at the end of Grappler's turn to get a bonus to her turn gauge.
Red Zone (passive): Immediately recieves a turn when Grappler or an ally enters Crisis.
Throw Range Up (passive): Increases the range of projectile weapons and Item Toss by 1.  Factored in.
VP+25% (passive): Raises mVP by 25%.  Factored in.
ATK Charge (passive/mastery): For each turn taken by anyone, Grappler gains +5 ATK.  Lasts until she uses a physical attack.

Nightstalker:
HP: 235 (76.5%)
MP: 274
VP: 287
ATK: 106 (216)
DEF: 132 (303/+4.17, 73.9%)
MAG: 123 (281)
RES: 126 (284/+5.33, 73.3%)
AIM: 150 (384/95.3%)
EVA: 126 (319/11.1%)
RFX: 277 (165%)
WGT: 12

Equipment:
Badelaire +6: +110 ATK, +158 MAG, +234 AIM, +6 WGT
Shadow Mask +6: +171 DEF, +158 RES, +193 EVA, +6 WGT, allows Nightstalker to counter skills

Physical: 57 physical damage.  Target defense is quartered for the purpose of determining damage.  (54 average)
Six-Shooter (24MP): 0 (-4) physical damage over 6 hits (150 Power).  Effective accuracy is halved for this attack and all hits are checked seperately.
Innocent Blow (12MP): 72 ITD physical damage.  Ignores the Hard and Soft properties.  (68 average)
MP Shift (0MP): Gives Nightstalker's MP to the target.  Range 3.  Can't be used post-movement.
Blackout (32MP): Makes Nightstalker invisible until her next turn, rendering her untargetable while in effect.  Self-target.
HP Recovery (passive): Restores 5% mHP at the start of Nightstalker's turn.
Counter Rate Up (passive): Increases the chance of Nightstalker counterattacking.  It's still pretty crappy.
Illusion (passive): Grants a 25% chance to negate any attack directed at Nightstalker.
RFX+25% (passive): Raises RFX by 1.25x.  Factored in.
Inertia Cancel (passive/mastery): If Nightstalker would counterattack, she may take a turn instead.

Emulator:
HP: 329 (107.6%)
MP: 309
VP: 237
ATK: 106 (224)
DEF: 111 (235/+15.5, 95.5%)
MAG: 143 (391)
RES: 161 (391/-12.5, 119.7%)
AIM: 130 (261/55.4%)
EVA: 124 (229/-4.6%) (yet another person with negative evade even if she used +EVA armor)
RFX: 141 (84%)
WGT: 10

Equipment:
Devastate +6: +118 ATK, +248 MAG, +131 AIM, +4 WGT, ignores the Flying property
Conservative +6: +124 DEF, +236 RES, +105 EVA, +6 WGT, adjusts DEF based on (mMP-cMP) at the end of Emulator's turn

Physical: 16 physical damage.  Range 2/AoE 1.  (9 average.)
Emulator Abilities:
Download (0MP): 75% chance to learn target's Emulator skill. If they don't have one or its already been learned, this drains 10% mMP from the target instead.  Range 4.
Kirilian Buster (36MP): 25% to inflict Max HP Down on target (reduces max HP to 50% original for the rest of the battle).  Range 4.
Stink Cloud (36MP): 100% chance to inflict Disease status, preventing the target from restoring HP.  Range 4.
Petrify (36MP): 25% chance to inflict petrification on target. In petrified state, a target can not act for three turns, and a single physical attack will shatter them, killing them. This does NOT null enemy evade... for whatever reason.  Range 6.
Slumber Fog (36MP): 25% chance to inflict sleep on target, preventing them form acting for three turns. Damage does not awaken the target.  Range 6.
Toxic Breath (36MP): 100% chance of inflicting poison, which deals 5% Max HP damage at the end of a target's turn and can prove fatal. Does not wear off.  Range 6.
Luminous Moss (36MP): 50% chance to inflict confusion on a target, causing them to either waste their turns pointlessly moving or using a physical attack on the nearest target (friend or foe).  Range 6.
Downhearted (36MP): 50% chance to inflict Misery status on a target, preventing them from using Original Commands (i.e. Anything other than basic physicals and items in XF).  Range 6.
Asphyxiate (36MP): 25% chance to instantly kill a target.  Range 6.
Dangerous Matter (36MP): 100% chance to halve a target's HP. Has a 25% hit rate on some bosses and major enemies.  Range 4
Buried Alive (24MP): 72 earth magical damage (200 Power).  Range 6.
Hydro Pressure (24MP): 72 ice magical damage (200 Power).  Range 6.
Crimson Cremation (24MP): 72 fire magical damage (200 Power).  Range 6.
Storm Blade (24MP): 72 wind magical damage (200 Power).  Range 6.
Electrigger (27MP): 72 magical damage (200 Power), deals 293 to Golem-typed enemies.  Range 6.

Action Replay (passive): Grants a chance to copy an ally's action against an enemy if Emulator and said ally are both adjacent to said enemy.
MP Recovery (passive): Restores 2% mMP at the start of Emulator's turn.
Exploit Weakness (passive): Increases damage by 1.5x if an attack hits a weakness.  Factored into Electrigger's anti-Golem damage.
Conserve MP (passive): Reduces the MP cost of Emulator's skills by 25%.  Factored in.
Replay Master (passive/mastery): Increases the chance of Action Replay activating and raises Download's success rate to 75%.  Factored in.

Extremist:
HP: 359 (116.9%)
MP: 237
VP: 313
ATK: 154 (360)
DEF: 115 (286/+7, 110.5%)
MAG: 117 (261)
RES: 126 (284/+5.33, 112.0%)
AIM: 141 (299/71.3%)
EVA: 220 (563/80.8%)
RFX: 161 (96%)
WGT: 16

Equipment:
Cutlass +6: +206 ATK, +144 MAG, +158 AIM, +8 WGT, cannot critical against enemies with the Soft property
Green Jewel +6: +171 DEF, +158 RES, +275 EVA, +8 WGT, raises EVA by 1.5x after moving, increasing effective evasion to 161.1%

Physical: 94 physical damage.  Damage increases by ~2 for every turn past the first.  (67 average.)
Debilitator (32MP): Reduces all stats by 25% for three turns.  Against a hypothetical block of WAXF tofu, this increases her damage by ~22, her effective accuracy to 98.7%, and her effective evasion to 134.8%.  Range 6.
High Slugger (16MP): Attack based on Extremist's EVA added to her ATK.  Deals 171 physical damage, increasing to 255 if she moved the turn before hand.  Has a ~33% crit rate due to Command Critical, increasing these figures to 255 and 382 respectively.  (141/211 average.)
Anchor Hool (4MP): HOOKSHOT GO.  Cannot be used after moving.
Passive Style (24MP): Lowers damage recieved by 25% and increases Extremist's skill activation rate until their next turn (uhhh...).  Self-target.
EVA+25% (passive): Raises EVA by 1.25x.  Factored in.
Attack & Heal HP (passive): Restores 5% mHP if Extremist attacks with a basic physical.
Attack & Heal MP (passive): Restores 2% mMP if Extremist attacks with a basic physical.
Command Critical (passive): Allows skills to inflict critical hits.
Concentration (passive/mastery): Increases damage by 1.5x and raises the activation rate of skills.  Factored in.

High Cavalier:
HP: 409 (133.2%)
MP: 292
VP: 274
ATK: 135 (319)
DEF: 154 (388/-10, 145.0%)
MAG: 143 (336)
RES: 132 (303/+2.17, 130.8%)
AIM: 137 (295/69.8%)
EVA: 124 (229/-4.6%)
RFX: 148 (88%)
WGT: 17

Equipment:
Azoth +6: +184 ATK, +193 MAG, +158 AIM, +6 WGT
Armor Suit +6: +234 DEF, +171 RES, +105 EVA, +11 WGT, increases healing recieved by 1.5x

Physical: 53 physical damage.  Damage is based off High Cavalier's MAG.  (37 average.)
Quicken (20MP): Raises RFX by 50% for the next three turns.  Range 3.  Cannot be used post-movement.
Intrude (64MP): Takes another turn.  Stackable.  Can't be used post-movement.  Self-target.
Status Transfer (4MP): Dumps High Cavalier's negative statuses/stat-downs onto the target.  21 physical damage plus ~5 for each status transfered.
Remain (32MP): Grants auto-life, letting the target get back up with 1 HP if she dies.  CT is reset on revival.  Range 3.  Cannot self-target or be used post-movement.
Wait & Heal HP (passive): Restores 7.5% mHP if High Cavalier waits without moving.
Distribute (passive): If High Cavalier kills an enemy, the amount of overkill is split and inflicted upon all enemies within 3 hexes.  If she would heal an ally to full with her non-existant ability to do so, the amount of excess healing is split and given to all allies within 3 hexes.
Crisis RFX Up (passive): Raises RFX by 50% while below 20% mHP.
Defeat & RFX Up (passive): Doubles RFX if High Cavalier kills an enemy until the start of her next turn.
Holy Order (passive): Any undead adjacent to High Cavalier at the start of anyone's turn has all their stats reduced by 20%.

Averages:
HP: 307
MP: 286
VP: 301
ATK: 299
DEF: 328
MAG: 305
RES: 316
AIM: 332
EVA: 325
RFX: 167.63
WGT: 12.43
Damage: 95.73