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Topics - muakaka

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Unranked Games / Phantom Brave
« on: August 16, 2008, 11:30:17 AM »
Yes, I've finally got around to do it during my term break.

I will be taking a few things from Unoriginal's old stat topic, such as stats for Ash and Marona, rough workings of the game, etc. etc.
I made the generic phantoms as how Unoriginal made his, just to make sure his stats were spot-on. Most of them were.
A few things to note about the stats is that they're fairly linear, and that double/triple turning happens as long as the phantom has more Spd.
My (overpowered) Ash finished his 5 turns before Sulphur got 1.

Phantoms tested: Soldier, Witch, Fighter, Healer, Knight, Valkyrie
I did not test for the Owl or Putty variants of these jobs, as they're basically the same thing with altered stats.
I did not test "Utility" phantoms(merchants and such), since they quite obviously weren't meant for battle.
I tested for their damage without weapons, and on enemies with about 700 defense(which is more accurate to endgame defense...)

Since they're not using any weapons, Ash's damage(using Heliotrope) is downright OBSCENE.
And that's AFTER testing the rest of the phantom's damage on lower defense mobs.

Quote
Stats were taken at level 100, as that's the level cap if you don't fuse(and therefore easy to hit with stupidly high level failure dungeons). Due to the variable nature of the stats, I've rounded them to the nearest 25. Stats should be self explanitory for the most part, but I'll make a couple of notes for those that aren't. All generic Phantoms created by me had their bonus point thrown out, which should hopefuly keep them in line with the plot-given Phantoms. The only title used was Plain, which give no bonuses or penalties.

Remove- This is the number of turns a Phantom can stay Confined per battle. Once they run out of turns, they're removed from the field and may not be resummoned until the next fight.

Steal- This isn't a straight percentage. The higher the number, the higher the chance the character in question will be able to swipe whatever weapon the target may be carrying. Most Steal scores will fall in the range of 5-20, which is generaly low odds, if memory serves.


Unless listed as otherwise, statups raise the listed stat by 20% to targets in a small area, are stackable to x2 base, and wear off with time; and statdowns reduce the the listed stat values of all targets in a small area by 20%(?), are stackable to 1/2 Base, slowly wear off over time, and can fail.

Attack Types: Attacks are divided into seven categories: Physical, Energy, Magic, Nature, Space/Time, Status, and Healing. As a character uses moves of a certain type, they gain XP for that attack type, gaining a point of MP for that particular type every time it goes up in level. The attack used also gets XP, and it it levels it gains more power. As for how much MP of a certain type a character will have at end-game... I'm not going to touch that right now. I'm thinking of going by what a level 11 monster would have for each type, but that'd be quite a bit high.

Damage Disclaimer: Thanks to the rather large random variables present, all damage figures listed should be taken with a grain of salt, as they'll be a rough average of the figures I saw. Also, while I'll aim to use attacks at level 0, there are some cases where I'll be using attack with a few levels behind them(i.e. I didn't hold back from using Ash and Marona's abilities), and they'll be somewhat stronger than they should be as a result. If the attack was tested at a level higher than 0, it'll be mentioned next to the attack name.

Damage was tested against average Def and Res(900 each).

There are several interpretations one could take on this, and I'll list the characters in rough order of strictness.

Marona has what could be seen as first strike, as she always goes first, regardless of speed.

Marona
Steal:
HP: 1500
Atk: 500
Def: 600
Int: 600
Res: 900
Spd: 575

Strike- 0
Heal(L8)- 600, tiny AoE (2 MP, Res, Healing)
Revive(Lx)- 600, revives fallen characters, small AoE (15 MP, Res, Healing)
Espoir- Removes statuses (x MP, Status)

(if equiped with the Heliotrope, she can deal 300ish on a physical)

Notes: Marona has the ability to summon Phantoms into battle by confining them to various objects. Doing this does not take up her turn, and she can summon up to 16 Phantoms at a time(in-game, it's closer to 8, as equipment takes up a slot too). And she can Confine to pretty much anything that might be lying around.

Ash
Remove: 5
Steal:
HP: 1825
Atk: 1500
Def: 1200
Int: 1100
Res: 1125
Spd: 625

Strike(L2)- 600 [1400] (0 MP, Atk, Physical)
Flying Bomb(L4)- 700 [1550] (5 MP, Atk, Physical)
Rising Dragon(L5)- 1175 [2800] (24 MP, Atk, Energy)
Quick Attack- First Strike when summoned
Solemn Vow- Atk and Int double on Ash's last turn(modified damage in brackets)

If equiped with the Heliotrope:
Angle Slash- 1000 (0 MP, Atk, Physical)
Burst- 800 (0 MP, Atk, Energy)
Flying Bomb(L4)- 1250 (5 MP, Atk, Physical)
Heliotrope- 1900 [3300] (27 MP, Atk, Physical)
Rising Dragon(L5)- 1900 [3900] (24 MP, Atk, Energy)

Soldier
Remove: 8
Steal: 20
HP: 1125
Atk: 800
Def: 600
Int: 400
Res: 500
Spd: 400

Strike- 150 damage.


Healer
Remove: 4
Steal: 10
HP: 1225
Atk: 700
Def: 700
Int: 900
Res: 1400
Spd: 475

Shock- 350 damage
Espoir- Removes Status

Fighter
Remove: 5
Steal: 10
HP: 1725
Atk: 1400
Def: 1100
Int: 600
Res: 600
Spd: 400

Strike- 625 damage.


Valkyrie
Remove: 5
Steal: 10
HP: 1625
Atk: 1300
Def: 900
Int: 600
Res: 700
Spd: 550

Strike- 650 damage


Witch
Remove: 3
Steal: 10
HP: 1025
Atk: 400
Def: 400
Int: 1425
Res: 1125
Spd: 525

Shock- 600 damage
Fire/Ice/Wind/Thunder- 500 damage of each element, respectively.
Mega Fire/Ice/Wind/Thunder- 750 damage of each element, respectively.
Giga Fire/Ice/Wind/Thunder- 1025 damage of each element, respectively.
Omega Fire/Ice/Wind/Thunder- 1400 damage of each element, respectively.

Knight
Remove: 4
Steal: 10
HP: 1625
Atk: 1425
Def: 1400
Int: 600
Res: 600
Spd: 300

Strike-650
10% per turn Regen

Averages
HP: 1459
Atk: 1003
Def: 862.5
Int: 778
Res: 868.75
Spd: 481

Damage: 715.625 (625 without Heliotrope on Ash)

Ash and Marona
Ash's stats compared to average:

HP: 125%
Atk: 150%
Def: 139%
Int: 141%
Res: 129%
Spd: 129%

Damage:
Heliotrope - 265%
Rising Dragon - 265% (188% without Heliotrope on Ash)
Solemn Vow'd Heliotrope - 461%
Solemn Vow'd Flying Dragon - 545% (448% without Heliotrope on Ash)

Comment:
While not the speed demon I once though he was, Ash is now EXTREMELY painful. With these stats, he hurts more than Raquel.
He handily OHKOs anyone average health, has Quick Attack(read: Initiative), and destroys most things on his fifth turn.
His bad points are his 5 turn turn limit, and he has no status blocking options available. Still, at least a High Heavy.

Marona's stats compared to average:

HP: 102.5%
Atk: 50%
Def: 69.5%
Int: 77%
Res: 103.6%
Spd: 119.5%

Damage : 0 % average.....
Marona however has Super Initiative, which guarantees her the first turn against anything and everything. NOTHING goes before her.

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