Author Topic: Metaphor Re:Fantazio. SPOILERS INSIDE, YOU HAVE BEEN WARNED.  (Read 9287 times)

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Metaphor Re:Fantazio, the award-winning 2024 game by Atlus that operated under the codename "Project Re-Fantasy" wherein the Kingdom of Euchronia experiences its first ever popular election amidst a succession crisis.  Noted also for some of the most heavily-designed UI ever to be seen in a JRPG.  Also the game i've stat topicked with the smallest PC cast ever, which says more about the other entries than this game, to be fair.

Special thanks goes to CTOBN's mechanics guide for making this possible via unearthing Metaphor's underlying formulas, and the attached spreadsheets for determining skill bases.  So, without further ado:

STATS AND WHAT THEY DO:
HP: Run out of these and be added to the Human Victim Memorial.
MP: Run out of this and turn into a Fire Emblem character.
STR: Influences physical damage and is a factor in defense against physical skills.
MAG: Influences magical damage and is a factor in defense against magical skills.
END: Primary defensive stat.  Reduces damage taken.
AGI: Determines your initial place in turn order and also accuracy/evasion rates.  Also steal rates.  I would say lol but you can actually get some nice gear from stealing.  Also has a minor effect on multihit skills.
LUK: Determines most everything to do with status - from infliction/resistance rates to recovery chances.  Has a minor effect on multihit skills.

(Note on AGI: Metaphor is still a phase-based game like all press turn SMTs, and thus AGI's actual effects on speed in a DL setting are miniscule.  AGI can only really be used to determine where someone lands on tiebreaks versus other characters whose speed generally falls under "Average and Wins Tiebreaks")

Non-HP/MP stats hard-cap at 99.  HP and MP hard-cap at 999.

Accuracy is not a listed stat in-game, but instead calculated as a constant as a multiplier to skill accuracy (97% for physical ST and Plasma Nightblade, 95% for physical MT, 99 for magical ST, and 98 for magical MT)

ELEMENTS, ROW, AND STATUSES:
Attacks have ten possible elements here: Slash, Pierce, Strike, Fire, Ice, Lightning, Wind, Light, Dark, and Almighty.  These can be Physical or Magical in nature.  Weakness is typically 1.5x damage, but can be more in some rare cases that exist largely outside the stat topic's domain.  Some attacks explicitly pierce resistances, allowing them to break through immunity/absorb/reflect traits as well, essentially treating them as neutral at worst.

Row is slightly more complicated and I would argue up to a number of interpretations.  A character can choose to be in front or back row, both before battle and before they take action on their turn.  This part I suspect isn't up to debate, but the effects of being in back row are:
Normally, being in back row provides a 20% reduction in damage taken in exchange for melee attacks (effectively all physical attacks that are not explicitly ranged) inflicting 50% of their normal value.  With a specific Follower bonus, however, if the entire party is in the back row, everyone receives an additional 50% cut to damage taken.  I'm going to leave this to personal interpretation since there's an effective difference between the two, and one of these does not functionally represent typical gameplay.

Negative statuses appear to be a case where a character can only have one status at a time, the new status overwriting the old.  However, there are a lot here.  A listing of the relevant statuses and their maximum duration:

Death: You are dead.  If all of you are dead, Fantasy is Dead. (Permanent, obviously)
Poison: 5% mHP damage per action, nonlethal.  A far cry from EO5 poison. (6 turns)
Malady: Cuts all core stats (STR/MAG/END/AGI/LUC) to 1/3.  This cut is applied after equipment but before cap.  Also negates healing.  Not usable by PCs, but possibly relevant for later additions to the topic. (6 turns)
Paralysis: 80% chance per turn to lose your action. (6 turns)
Hex: Gives target a 3x weakness to Dark (does not overwrite immunity, repel, or absorb), doubles chances of ailment infliction against afflicted, and any non-lethal damage the afflicted inflicts to enemies is reflected back at 50% value to the afflicted.  Shares affinity with the target's personal resistance to dark. (6 turns)
Burn: Afflicted takes +30% of any attack's final damage while this persists.  Shares affinity with the target's personal resistance to fire. (3 turns)
Frostbite: Afflicted inflicts half damage.  Shares affinity with the target's personal resistance to ice. (3 turns)
Charm: Afflicted will choose to act in enemies' favor, prioritizing healing enemies if possible. (3 turns)
Daze: Accuracy is halved. (3 turns)
Forget: Cannot use skills. (3 turns)
Sleep: Cannot act or evade.  Every action the afflicted is unable to act, recovers an incredibly small portion of HP and MP.  Any attack that can crit will.  Removed on taking HP damage. (3 turns)
Rage: Afflicted will only execute basic attacks.  They inflict and take 2x damage (not weakness). (3 turns)

Anxiety and Stun are basically not relevant for the purposes of the stat topic.

BUFFS AND DEBUFFS:
Buffs and debuffs largely follow something resembling a hybrid of DDS2 and modern Persona.  You have your ATK, DEF, and ACC/EVA buffs that operate on a scale of -3 to +3, with 0 being neutral.  There is an interaction between ATK and DEF buffs of course, and attacker/defender ACC/EVA buffs operate on a similar scale.  Baseline stat buffs or debuffs last three turns, but are refreshed in duration when a new modification occurs.  Debuffs naturally invert the values.

ATK: The first level of buff adds a 20% multiplier to damage, subsequent levels add an extra 10%.  Multiplied with defender DEF buff value.
DEF: The first level of buff subtracts a 20% multiplier to damage, subsequent levels subtract an extra 10%.  Multiplied with attacker ATK buff value.
ACC/EVA: Each level of buff adds a 10% multiplier to accuracy checks.  Each level on the defender is an inverted value of multiplier to the attacker's accuracy check.  Attacker/defender values are multiplied together (so someone with +3 attacking someone at +3 will be at 91% normal rate, not 100%)

Other buffs and debuffs exist outside the scope of these three.  These include:
Critical Up: The character has a flat +15% to critical rate.  This lasts for three turns.
Tetrakarn: The character will reflect the next Slash, Pierce, or Strike attack.  Lasts until triggered once, at which point it is expended.
Makarakarn: The character will reflect the next Fire, Ice, Lightning, Wind, Light, or Dark attack.  Lasts until triggered once, at which point it is expended.
Charge: The character's next physical attack inflicts 2.25x damage.  Lasts until a physical attack is initiated, at which point it is expended.
Hyper: The character's next magical attack inflicts 2.25x damage.  Lasts until a magical attack is initiated, at which point it is expended.
Implanted Weakness: The character now has a weakness to the next attack of a specific element, taking 1.5x damage from it.  Lasts for three turns or until it is triggered once.  If an attack that hits the weakness also implants the same weakness, the weakness remains for another attack or three turns.

All non-reflect buffs are subject to dispel effects.


EQUIPMENT:
Character equipment is divided up into four categories: Weapon, Armor, Sub-Armor, and Accessory.  Weapons are unique to each class, and as each character has a unique endgame class, I see no reason not to thusly consider all weapons each character can use within equipment accessible by endgame.  Armor and Sub-Armor, however, is not and thus remains limited strictly to these following options, which can be bought in bulk:

Armor:
Orichalcum Mail (DEF 370, END +7)
Orichalcum Vest (DEF 340, EVA +5)
Monarch's Kaftan (DEF 330, MAG +7)

Sub-Armor:
Orichalcum Helm (DEF 150)
Guerilla Bandana (DEF 110, EVA +10)
Sancturion's Mitre (DEF 122, MAG +6)
Orichalcum Mitts (DEF 134, STR +6)
Orichalcum Greaves (DEF 135, END +3, AGI +3)
Spica Pumps (DEF 122, EVA +7, AGI +6)

[Note: there are some stealable endgame armor options that are slightly better than the Orichalcum Mail and Orichalcum Vest, but it is up to your judgment whether these are valid or not]

With regard to Accessories, the Masked Dancer has legal access to every possible equippable mask.  Storebought statusblockers are available as such:

Plague Mask: Blocks Poison
Polarity Magnet: Blocks Paralysis
Malice Screen: Blocks Hex
Garlic Aromatics: Blocks Daze
Forget-Me-Nots: Blocks Forget
Mint Charm: Blocks Sleep


CHARACTERS, LEVELS, ARCHETYPES AND INHERITANCE:
Characters will be taken at level 75.  This is the level characters are at after clearing every main quest and sidequest boss in the game, and scaling in the final dungeon pushes roughly towards this value as well.  Additionally, characters have access to unique archetypes as well as all prerequisites to those unique archetypes.  I will assume mastery for all archetypes a character needs to level to 15+, which includes stat bonuses.  In the case of Will, who does not have prerequisites on his unique archetype, I allow access to the Seeker Lineage, which is given at the start and has no outside prereqs for its evolutions.

A character may choose to equip up to four inherited skills, which are purchased with MAG and then unlocked for that character to use across any archetype they have equipped.  The abundance of MAG in lategame convinces me that there's no reason not to allow free skill inheritance, as only a few skills have prohibitive inheritance costs, and characters do not have a surplus of those in particular they desire to have.

The archetypes and mastery bonuses by character are as follows (These mastery bonuses are included in their statlines):

Will: Seeker, Magic Seeker, Soul Hacker, Prince | +105 HP, +30 MP
Strohl: Warrior, Swordmaster, Samurai, Commander, General, Warlord, Royal Warrior | +14 STR, +9 END
Hulkenberg: Knight, Magic Knight, Paladin, Dark Knight, Mage, Wizard, Elemental Master, Royal Knight | +75 MP, +18 END
Heismay: Thief, Assassin, Ninja, Gunner, Sniper, Dragoon, Merchant, Tycoon, Knight, Royal Thief | +2 END, +23 AGI, +7 LUC
Junah: Masked Dancer, Persona Master, Faker, Trickster, Royal Masked Dancer | +12 MAG, +7 LUC
Eupha: Summoner, Devil Summoner, Seeker, Magic Seeker, Soul Hacker, Royal Summoner | +75 HP, +85 MP
Basilio: Berserker, Destroyer, Brawler, Pugilist, Martial Artist, Royal Berserker | +75 HP, +12 STR

Inheritable skills will be displayed in each character entry for sanity purposes.
« Last Edit: July 28, 2025, 06:52:53 PM by 074 »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

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Re: Metaphor Re:Fantazio. SPOILERS INSIDE, YOU HAVE BEEN WARNED.
« Reply #1 on: July 28, 2025, 08:27:06 PM »
Will
Confront the threat before thee, or die in obscurity.  Now choose.

HP:642
MP:451

STR:50+10+11 (71)
MAG:50+10+5 (65)
END:37+10+12 (59)
AGI:20+10+5 (35)
LUC:34+9+5 (48)
(Note: the luck includes +15 for assumption of exploiting Bathroom LUC gains.  This is an actual thing in-game)

Weapon: Dragon's Legacy (430 ATK, 99 ACC, +5 to all stats, basic attack is Almighty-element)
Armor: Orichalcum Mail (DEF 370, END+7)
Sub-Armor: Orichalcum Mitts (DEF 134 STR+6)

Alternate weapon: Heavenly Breeze (420 ATK, 96 ACC, +5 MAG, +30% Wind damage)

Accuracy:101%
PDUR: 1.09
MDUR: 1.09
Ailment Vulnerability: 98%

Archetype: PRINCE
Resist: Light, Dark (see Skills)

Attack: 248 Slash damage
Skills:
- Heroic Slash (25 MP): Inflicts 677 Physical Slash damage to target.  +50% damage against Humans.
- Hero's Proving (50 MP): Provides a 3-step buff to ATK, DEF, and ACC/EVA
- Radiance (42 MP): Inflicts 597 Magical Light damage to all targets.
- Hero's Cry (99 MP): Generate four flashing Press Turns.  OPB.
- Royal Slash (38 MP): Inflicts 1181 Almighty Physical damage to target.  +50% damage against Humans.
- Resist All (P): Resist non-Almighty attacks.  In Metaphor terms, this confers resistance to Slash, Pierce, Strike, Fire, Ice, Lightning, Wind, Light, and Dark attacks.
========
- Void Wave (26 MP): Inflicts 643[835] Magical Wind damage to one target, and reduces the target's ATK by one step.
- Deiamahan (18 MP): Restores 654 HP to one target.
- Adventurer's Curiosity (8 MP) Boosts Critical rate by 15% for all allies for 3 turns.
- Emerald Vortex (46 MP): Inflicts 827[1075] Wind damage to all targets.  Pierces resistances.
- Deiama (8 MP): Restores 433 HP to one target.
- Tetrabreak (18 MP): Dispels Tetrakarn effects.
- Seeker's Flame (42 MP): Inflicts 643 Fire damage to all targets.  Absorbs 4 MP per target.

Notes: Hero's Cry is basically the lynchpin to anything Will wants to do in a duel, and is the lingering threat.  Stacking this with Hero's Proving leads to no fewer than five actions at +40% damage, and that's before considering the lingering damage from throwing out three shots of Void Wave to utterly cripple the enemy's offense can lend.  Between the debuffs and resistance, the enemy is looking at the prospect of spending the next three rounds only inflicting 18% normal damage to Will.  Having solid damage in both physical and magical varieties doesn't hurt either.  The blanket resistance, for the count, is the start of a running theme with characters here: Most of them have dirty tricks to pump their durability above what it would normally be on paper, and Will's is one of the simpler ones.  Have a way to pierce or work around his resists, or else be trying to consistently heal-lock him off of functionally over 2 PCHP durability on both fronts.



Leon Strohl da Haliaetus
Come!  I will show you a world with honor!

HP:536
MP:406

STR:58+18+6 (82)
MAG:32+1 (33)
END:42+16+7 (65)
AGI:33+10 (43)
LUC:31+9 (40)

Weapon: War King's Claymore (420 ATK, 99 ACC, doubles critical rate (Factored into listed rates))
Armor: Orichalcum Mail (DEF 370, END+7)
Sub-Armor: Orichalcum Mitts (DEF 134, STR+6)

Alternate Weapon: Ame-no-Habakiri (430 ATK, 95 ACC, +5 STR, 1.5x damage to Human-type enemies)

Accuracy:103%
PDUR:0.91 (1.82 from Sturdy Stance)
MDUR:0.90 (1.8 from Sturdy Stance)
Ailment Vulnerability: 103.6%

Archetype: ROYAL WARRIOR
Resist:Fire
Weak:Wind

Special Trait - Slayer of Humans: +20% Critical rate against Human-type enemies.
Attack: 440 Melee Slash damage.
Skills:
- Vorpal Blade (18 MP): Inflicts 1324 Physical Slash damage to all enemies and debuffs their ATK by one step.
- Unwavering Blade (20 MP): User gains a three-step ACC/EVA buff.  Yes, I know about Sturdy Stance.  You can't take this off of him.
- Concentrate (20 MP): User gains a three-step ATK buff. (effectively a +40% boost to net damage for three turns)
- Brave Blade (36 MP): Inflicts 1101 Physical Slash damage to one target.  49% critical rate.  Effective damage of 1371.
- Hassou Tobi (88 MP): Inflicts 8 hits of 236 Physical Slash damage to all targets.  Effective total damage of 1890
- Martial Lore (P): +50% basic attack damage
- Slash Surge (P): +30% Slash damage
- Noble Warrior's Soul (P): No turn loss when Strohl kills a target with a physical skill.
========
- Sturdy Stance (P): Disable evasion, but halve all incoming damage
- Slash Boost (P): +20% Slash damage
- Front Boost (P): +10% Physical damage done when in the front row.
- Regenerate 3 (P): Regenerate 6% mHP before each action
- Thunder Blade (38 MP): Inflicts 696 Physical Lightning damage to all enemies.
- Fiery Strike (10 MP): Inflicts 512 Physical Fire damage to one target with a 34.8% chance to inflict Burn
- Icy Strike (10 MP): Inflicts 512 Physical Ice damage to one target with a 34.8% chance to inflict Frostbite
- Imposing Aura (38 MP): Inflicts 362 Magical Wind damage to all enemies with a 34.8% chance to inflict Daze
- Megidola (20 MP): Inflicts 457 Magical Almighty damage to all enemies.
- Rebellion (4 MP): Buffs one ally's Critical rate by 15% for three turns.
- Frigid Fortress Tactic (36 MP): Inflicts 406 Magical Ice damage to one target and implants a one-time Ice weakness.
- Heartbreak Strategem (10 MP): Dispels Reflect effects from a target.
- Shelter Formation (35 MP): Moves entire party to the back row and buffs party's DEF by two steps.
- Heat Up (P): +10% Physical skill damage.

Notes: Strohl's strategy is incredibly simple.  Fish for crits, capitalize on them with Hassou Tobi.  Regenerate lets him heal even more on crit turns, Concentrate lets him hit even harder for the next three turns, and Vorpal Blade allows him to cut enemy damage to further his own tanking game.  Sturdy Stance basically makes every attack hit him regardless of its accuracy, but halving all damage before any other factors is already strong.  He doesn't have a better heal, but the amount of damage he can put out is solid regardless.


Eiselin Burchelli Meijal Hulkenberg
Once more, I take up arms in my liege's name!  Alces...I will see you freed.

HP:580
MP:443

STR:43+9+6 (58)
MAG:31+11 (42)
END:62+21+7 (90)
AGI:23+7 (30)
LUC:32+6 (38)

Weapon: Lance of Judgement (425 ATK, 97 ACC, Counter skills activate 25% of the time rather than 15%)
Armor: Orichalcum Mail (DEF 370, END+7)
Sub-Armor: Orichalcum Mitts (DEF 134, STR+6)

Alternate Weapon: Hero King's Lance (420 ATK, 99 ACC, +5 END, hits to weakness inflict 0.8x rather than 1.5x damage)

Accuracy: 99%
PDUR: 1.04
MDUR: 1.04
Ailment Vulnerability: 105.1%

Archetype: ROYAL KNIGHT
Resist: Slash, Light, Dark
Weak: Lightning

Attack: 261 Pierce damage.
Skills:
- Holy Knight's Proclamation (8 MP):Taunts all enemies into attacking user and then defends.  Defending halves incoming damage and negates weakness modifiers.
- Thunderstrike Thrust (28 MP): Inflicts 445 Physical Lightning damage to one target and debuffs their DEF by one step.
- Mad Rush (22 MP): Inflicts 900 Physical Pierce damage to one target.
- Omni-Guard (40 MP): Negates a single non-Almighty attack on a single target ally
- Instant Recovery (P): Non-fatal statuses are guaranteed to recover at the start of the next player phase before Hulkenberg acts.
- Pierce Surge (P): +30% Pierce damage.
- Omni-Counter (P): 25% (15%) chance to reflect any incoming non-Almighty attack.  Rolled per action.
- Noble Knight's Soul (P): When using Knight's Proclamation or Holy Knight's Proclamation, gain an extra action next turn
========
- Holy Knight's Works (15 MP): Heals self for 300 HP and dispels all stat debuffs.
- Pierce Boost (P): +20% Pierce damage.
- Flawless (P): User starts battle with a one-step buff in ATK, DEF, and ACC/EVA.
- Ironclad Bond (P): Gain 10% more defense.
- Tetrakarn (40 MP): Creates a barrier that reflects the next Slash/Pierce/Strike attack back at the attacker on one target.  Lasts until triggered or dispelled.
- Knight's Defence (20 MP): User gains a three-step DEF buff.
- Boatona (18 MP): Inflicts 498 (572) Magical Fire damage to one target.
- Blizzaton (18 MP): Inflicts 498 (572) Magical Ice damage to one target.
- Kandeon (18 MP): Inflicts 498 (572) Magical Lightning damage to one target.
- Magic Boost (P): Magic skills inflict +15% damage.

Notes: Hulkenberg has her own degeneracy, and while some of it is readily available, between Omni-Counter and Tetrakarn being on the list, the combo of Holy Knight's Proclamation and Noble Knight's Soul means that Hulkenberg can essentially fight an entire battle while defending, or come out of defense for a double-attack.  Instant Recovery also means that she has functional immunity to non-fatal status, so you have to figure out a way to either outlast her or burst her down if you don't have that.  Her damage isn't great but you're on an uphill fight against her if you can't outlast or exhaust her own resources.



Heismay Noctule
Choose?  Ha, my choice is already made.  You can't erase the past.

HP:534
MP:406

STR:33+9 (42)
MAG:26+8 (34)
END:21+6 (27)
AGI:77+19 (96)
LUC:48+12 (60)

Weapon: Blooming Katana (394 ATK, 96 ACC, +20% Dark damage)
Armor: Orichalcum Vest (340 DEF, EVA +5)
Sub-Armor: Guerilla Bandana (110 DEF, EVA +10)

Alternate Weapon: Thief King's Katana (420 ATK, 99 ACC, +30% Slash damage)

Accuracy:116%
Evasion:15%
PDUR: 0.83
MDUR: 0.83
Status Vulnerability: 90.7%

Archetype: ROYAL THIEF
Resist: Dark
Weak: Lightning

Attack: 107[180] Slash damage.
Skills:
- Adamant Nightblade (22 MP): Inflicts 558 Physical Dark damage and reduces the target's ACC/EVA by one step
- Illusive Dream (20 MP): Inflicts 1-3 hits of 143 Physical Slash damage, draining 5 MP per hit and with a 30% chance of instant death.
- Quick-Change Arts (5 MP): Negates the next Slash/Pierce/Strike ability used on the target
- Plunder (10 MP): Inflicts 1 damage and steals from the target.
- Plasma Nightblade (42 MP): Inflicts 428 Physical Slash damage to all enemies with a 30% chance of instant death.
- Third Eye (P): Halve final enemy accuracy when attacked.
- Haste Lore (P): When starting battle, instantly gain a 3-step ACC/EVA buff.
- Noble Thief's Soul (P): When dodging, instantly end the enemy's turn.
========
- Dei (4 MP): Heals one target ally for 265 HP.
- Sukukaja (8 MP): Applies a one-step ACC/EVA buff to the target.
- Hex Shot (22 MP): Back Row Only.  Inflicts 391 Ranged Physical Pierce damage to one target and has a 40% chance to inflict Hex
- Shadow Dwellers (P): -5% final enemy accuracy
- Mudoon (10 MP): Inflicts 314 Magical Dark damage to one target.
- Sleep Shot (8 MP): Back Row Only.  Inflicts 171 Ranged Physical Pierce damage to one target and has a 40% chance to inflict Sleep
- Poison Shot (10 MP): Back Row Only.  Inflicts 263 Ranged Physical Pierce damage to one target and has a 40% chance to inflict Poison
- Dark Sword (6 MP): Inflicts 207 Physical Slash damage to one target and has a 40% chance to inflict Forget.
- Agitator's Art (8 MP): 40% chance to inflict Rage to all enemies.
- Curse Chant (8 MP): 40% chance to inflict Curse to all enemies.
- Gold Rush (2500 Reeve): Inflicts 374 Almighty damage to one target.  Has a 35% critical rate.  Effective average damage: 439. (NOTE: Cost negligible)
- Electric Dodge (P): +15% evasion against Lightning
- Long-Range Boost (P): +10% damage on attacks used while in the back row.
- Almighty Boost (P): +20% damage on Almighty attacks.
- Unshaken Will (P): Immune to Charm, Daze, Forget, Sleep, Rage.

Notes: Heismay is notable for being the only party member who has no direct durability tricks, instead he just is really hard to hit.  His skills jump his evasion from the listed 15% to a functional 63% before the Sukukaja boosts(which in turn jump him to 75% evade for his first three turns). This is probably cold comfort considering his best primary damge is worse than a number of characters' secondary options, all of his status is turn 3, and if he does get hit, it will hurt him.  If he's specifically focusing on infliction, though, he can probably manage by sitting in the back row until something lands.  Gameworst dueller but given that that's mostly contingent on him crying to proper ITE, he's still solid.



Juani "Junah" Cygnus
Over my dead body!  I am Juani Cygnus.  I am no one's triket!  My life is my own to protect and I will accept nothing less!

HP:490
MP:448

STR:12+5 (17)
MAG:66+19+12 (97)
END:22+6+3 (31)
AGI:40+15+3 (58)
LUC:50+9 (59)

Weapon: Fire Goddess's Fan (410 ATK, 98 ACC, +5 MAG, +30% boost to Fire damage)
Armor: Monarch's Kaftan (330 DEF, MAG +7)
Sub-Armor: Orichalcum Greaves (135 DEF, +3 END, +3 AGI)

Alternate Weapons:
Hero King's Fan (420 ATK, 99 ACC, +15% evade to Slash/Pierce/Strike attacks)
Candle Snuffing Fan/Snow Brushing Fan/Discharging Fan/Vacuum Fan (377 ATK, 98 ACC, resist Fire/Ice/Lightning/Wind respectively)

Accuracy: 106%
PDUR: 0.77
MDUR: 0.8
Ailment Vulnerability: 91.2%

Archetype: ROYAL MASKED DANCER
Resist: Ice
Weak: Electric

Attack: 86 Slash damage.
Skills:
- Ruin's Flameflower (42 MP): Inflicts 1233 [Elementalist:1392] Fire damage and dispels all stat buffs from all enemies.
- Hellfire Dance (26 MP): Implants a Fire weakness to the target.  Ignores evasion and resistances.
- Ice-Blue Dance (26 MP): Implants an Ice weakness to the target.  Ignores evasion and resistances.
- Magic Surge (P): Magic skills inflict +25% damage
- Noble Dancer's Soul (P): No turn loss when landing a kill with a Fire/Ice/Lightning/Wind/Light/Dark spell.
========
- Infernal Vortex (14 MP): Inflicts 1001 [Elementalist:1130] Fire damage and has a 64% chance to inflict Burn.
- Vidyartha (20 MP): Inflicts a two-step debuff to ATK and DEF to one target.
- Makarakarn (40 MP): Creates a barrier that reflects the next Fire/Ice/Lightning/Wind/Light/Dark attack back at the attacker on one target.  Lasts until triggered or dispelled.
- Art of Dance (P): Confers a 30% boost to non-ID status rates.
Dekaja (18 MP): Removes all stat buffs from all enemies.
Faker's Roguery (20% mMP): Has a 51% chance to inflict Forget to all enemies, and additionally has a chance to generate or remove turn icons as follows:
- First use: 5% chance to lose all turns, 25% to change all icons to blinking, 35% to gain two turns, 25% to gain three turns, 10% to gain four turns.
- Second use: 10% chance to lose all turns, 35% to change all icons to blinking, 35% to gain two turns, 10% to gain three turns, 10% to gain four turns
- Subsequent uses: 95% chance to lose all turns, 4% to change all icons to blinking, 1% to gain two turns.



MASKS: Masked Dancer can equip Masks in the Accessory slot.  Using masks subsumes Junah's affinities with the mask's, and adds a second subset of skills.  Herein is the set of masks Junah would like to use in a duel:

Magic Seeker Mask: Resist Wind, Weak Fire
- Cyclone (18 MP): Inflicts 1069 Magical Wind damage to one target.
- Deiama (8 MP): Heals a single ally for 445 HP.
- Vitalja (20 MP): Boosts a single ally's ATK/DEF by two steps.

Soul Hacker Mask: Resist Wind, Weak Fire
- Seeker's Gale (42 MP): Inflicts 833 Magical Wind damage to all targets and drains 4 MP per target
- Deiamahan (18 MP): Heals a single ally for 662 HP.
- Heat Riser (25 MP): Boosts a single ally's ATK/DEF/ACC/EVA by one step

Elementalist Mask: Resist Fire/Ice/Wind/Lightning, Weak Pierce
- Blizzaton (18 MP): Inflicts 1198 Magical Ice damage to one target
- Kandeon (18 MP): Inflicts 1198 Magical Lightning damage to one target
- Magic Boost (P): Magic skills inflict +15% damage

Warlock Mask: Resist Dark, Weak Pierce
- Mudodyne (18 MP): Inflicts 1069 Magical Dark damage to one target.
- Hyper (15 MP): The next magic attack executed is at 2.25x power.
- Makarabreak (18 MP): dispels the target's Makarakarn effect.

Saviour Mask: Resist Light, Weak Dark
- Medicall (40 MP) - Heals all allies for (300 base)
- Patrecarm (48 MP) - Target ally can survive a fatal attack with 1 HP once.
- Hamadyne (18 MP) - Inflicts 1069 Magical Light damage to one target.

Magic Knight Mask: Resist Slash, Weak Lightning
- Knight's Proclamation (2 MP): Taunts all enemies into attacking user for the current round.
- Mediline (10 MP): Heals current row for 100 HP.
- Tetrakarn (40 MP): Creates a barrier that reflects the next Slash/Pierce/Strike attack back at the attacker on one target.  Lasts until triggered or dispelled.

General Mask: Resist Pierce, Weak Strike
- Matarukaja (18 MP) - Increases all allies' ATK by one step
- Megido (15 MP) - Inflicts 683 Almighty magic damage to all enemies.
- Frigid Fortress Tactic (36 MP) - Inflicts 908 Ice magic damage to one target.  Forcibly implants an Ice weakness on the target.

Mend Mask: Resist Light/Dark
- Health Vessel (P): +30% Max HP
- Magic Vessel (P): +30% Max MP
- Unyielding Blood (P): OPB, revive to full HP after hitting zero HP.

Mind Mask: Resist Ice, Weak Lightning
- Megidola (20 MP): Inflicts 1145 Magical Almighty damage to all targets
- Hamadyne (18 MP): Inflicts 1069 Magical Light damage to one target
- Mudodyne (18 MP): Inflicts 1069 Magical Dark damage to one target.


Notes: Long story short, Junah is a Persona main...almost.  Masks cannot be switched mid-combat, so she can't quite hit Wildcard cheese, but Junah can tailor her set for the opponent ahead of her.  Furthermore, Junah's skillset lets her entirely sit in the back row as she snowballs with her own abilities; Crimson Vortex is a strong Turn 2 Burn that is near-guaranteed against the Fire-weak.  Vidyartha is a guaranteed 30% reduction to the target's offense and 30% bonus to her own.  Makarakarn spoils a lot of elementally-reliant offenses.  And Faker's Roguery can allow for some possible strong burst turns...at least once per fight, possibly twice.  Her masks let her get extra options both offensively and defensively as well.  Worst comes to worst, the Mend Mask gives her a durability boost and second lifebar, which can be useful in specific scenarios.

Bit of a shame about that durability at base, though.



Euphausia "Eupha" Etoreika
If I cannot save them in death...then I swear...I'll protect them with my life!

HP:583
MP:686

STR:24+14 (38)
MAG:44+14+18 (76)
END:33+9 (42)
AGI:41+9 (50)
LUC:31+8 (39)

Weapon:King's Crosier (420 ATK, 99 ACC, +5 MAG, +30% Max MP)
Armor: Monarch's Kaftan (DEF 330, MAG+7)
Sub-Armor: Sancturion's Mitre (DEF 122, MAG+6)

Accuracy:102%
PDUR: 0.92
MDUR: 0.93
Ailment Vulnerability: 104.3%

Archetype: ROYAL SUMMONER
Resist:Lightning
Weak:Ice

Attack: 132 Strike damage
Skills:
- Summon Undead King (25 MP): Inflicts 1325 Magical Dark damage to one target.  35% chance to instantly kill.
- Summon Dragon God (22 MP): Inflicts 1175 Magical Fire damage to all enemies.  Dispels all stat buffs.
- Summon Kishin (16 MP): Applies 2-4 hits of 307 Magical Lightning damage to one target.  Average damage 939
- Summon Deity (20 MP): Inflicts 1049 Magical Light damage to all enemies.  35% chance to inflict Daze.
- Summon Fairy (Modified) (44 MP): Inflicts 744 Magical Ice damage to all enemies.  43% chance to inflict Frostbite.
- Summon Harvest God (88 MP): Revives and fully heals the entire party
- Summon Dragon God (Modified) (66 MP): Inflicts 922 Magical Fire damage to all enemies.  Debuffs targets' ATK/DEF by one step.
- Noble Summoner's Soul (P): No turn loss when killing an enemy with a summon
========
- Deiamahan (18 MP): Restores 646 HP to one target
- Void Wave (28 MP): Inflicts 668 Wind damage to one target, and reduces the target's ATK by one step.
- Emerald Vortex (46 MP): Inflicts 871 Wind damage to all enemies.  Pierces resistances.
- Vitalja (20 MP): Increases target ally's ATK and DEF by two steps.
- Heat Riser (25 MP): Applies a one step buff to target ally's ATK, DEF, and ACC/EVA
- Deiama (8 MP): Restores 425 HP to one target ally.


Notes: Yeah, Eupha basically has the same pool of inheritance options that Will does, but less use for as many of them because of her innate kit.  It is worth noting that none of the Summoner abilities are inheritable, which leads to Eupha having a very fixed set as a result.  Deiamahan is still on the table, though, and should she not get heal-locked (helped by her better-than-Junah base durability and ability to sit in the back row), she can easily slug.  Still perhaps the single most honest dueler in the cast.

[NOTE: Suzaku's Crozier is technically a superior damage option, but as it's a purification from an appraisal weapon, this is not reliably obtainable without dedicated farming]



Basilio Lupus Magnus
You?  You're the kind of cold-blooded bastard we hate more than anything!

HP:656 (852)
MP:368

STR:67+23+6 (96)
MAG:12-2 (10)
END:52+13+7 (72)
AGI:33+10 (43)
LUC:21+10 (31)

Weapon:Edge of Calamity (430 ATK, 95 ACC, +20% Strike damage)
Armor:Orichalcum Mail (370 DEF, +7 END)
Sub-Armor:Orichalcum Mitts (134 DEF, +6 STR)

Alternate Weapons:
Annihilator King's Axe (420 ATK, 99 ACC, +50% damage up when penetrating resistances)
Beastkiller's Wrath (390 ATK, 95 ACC, 1.5x final damage versus Beasts)

Accuracy:103%
PDUR: 1.47
MDUR: 1.43
Ailment Vulnerability: 110.7%

Archetype: Royal Berserker
Resist: Slash, Pierce, Strike
Weak: Light, Dark

Base Offense Modifier: 2.388

Special Trait - Beast's Insight: Beast, Bird, and Human enemies have a -40% to final hit rate against Basilio.
Attack:
Skills:
- Wanton Destruction (20 MP): Inflicts 2131 Physical Strike damage to one target.  Implants a Strike weakness on the target. (base 1332)
- Charge (15 MP): The next physical attack inflicts 2.25x damage.
- Stormbreaker Axe (18 MP): Inflicts 782 Physical Lightning damage to one target.  Dispels all target stat buffs. (base 711)
- Peerless War Cry (60 MP): Inflicts a two-step ATK and DEF debuff to all enemies.
- Systematic Destruction (42 MP): Inflicts 1635 Physical Strike damage to one target.  Ignores resistances and immunity. (base 1022) [1002 base/1903 when breaking resistances with Annihilator King's Axe]
- Health Vessel (P): +30% Max HP
- Strike Surge (P): +30% Strike damage
- Noble Berserker's Soul (P): No turn icon loss on landing a critical hit.
========
- Unyielding Blood (P): Once/battle, when reduced to 0 HP, revive with full HP
- Revenge Seeker (P): While in the front row, add the percentage of missing HP as an additive multiplier to damage.
- Short-Range Boost (P): While in the front row, +10% damage inflicted
- Sense of Kinship (P): +10% Attack.
- Spiral Fist (256 HP): Inflicts 1585 to 1121 Physical Strike damage, scaling with current HP.  Removes target stat buffs.  18% critical rate, effective damage of 1728 to 1222
- Undisturbed Serenity (12): Cures 400 HP, removes Poison and Hex
- Dodge Master (P): Immune to critical hits.  Overrides autocrit effects.
- Battle Master (P): Immune to Poison, Malady, Paralysis, Hex, Burn, Frostbite

Notes: Jesus. Fucking. Christ. Let's ignore the fact that Basilio resists physical of all varieties, let's ignore the fact that his HP is high enough that it does mean things to the curve, let's even ignore that he has two whole-ass lifebars.  Let's just look at the sheer amount of damage he can throw out, because it is preposterous.  If he's given the time to set up, a Wanton Destruction can just barely break the 10,000 range.

Oh and he has options.  Dodge Master lets him ruin anyone who relies on crits, Beastkiller's Wrath lets him style on a whole selection of pokemon and others who would fall under Beast classification, Spiral Fist and Stormbreaker Axe both act as dispels, Battle Master lets him no-sell a variety of statuses (pretty much every single physical Metaphor status), and Undisturbed Serenity lets him have a heal if he really needs one.
« Last Edit: July 28, 2025, 10:16:16 PM by 074 »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

Dark Holy Elf

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Re: Metaphor Re:Fantazio. SPOILERS INSIDE, YOU HAVE BEEN WARNED.
« Reply #2 on: December 21, 2025, 06:04:21 PM »
First of all, great work on this.

Some added notes:

-This is an interp call but the "human" mentioned here isn't... really equivalent to what we would normally think of as humans, and I wouldn't personally hype anything related to having special effects vs humans here. Others' milage may vary, play the game and judge for yourself but I think this is worth having in print.

-The stat topic feels a little uneven in terms of how many classes each PC is assumed to master (e.g. Will only masters four which is a bit silly considering he has game-best availability). That said ultimately I don't really think any fix is needed for this; the PC who suffers most still ends up extremely good, and the PC who is favoured by this the most (Heismay) still ends up the weakest, probably. Go figure.

-You say buffs/debuffs last for three turns, but it's actually "wears off at the start of the third turn after being set" which in the case of offensive buffs means a PC only gets two turns of use out of the effect unless it's active from the start of battle (possible multi-acting and extensions notwithstanding).

-The entire cast IMO should be considered in the back row by default. Moving to the front row results in 2.5x damage received (and even for physical attackers only 2x or 2.2x damage dealt), and this is true for a huge amount of the game: for me, before the last two PCs even joined! The physically attacking cast can and should still move to the front row for their final turn, of course.

-On implanted weaknesses: it is worth noting that the major reason these are good is that they give the attacker an extra turn! Only once per round effectively, but still. I would absolutely carry this aspect forward into the DL, something that both Junah and Basilio are happy about.

-Strohl should have Heat Up in his default kit instead of Front Boost. The only thing Front Boost affects that Heat Up does not is his basic attack, and if he's using that he's probably screwed (Vorpal Blade is a *much* better low-cost option if he needs it). Meanwhile, Heat Up affects any attacks he makes from the back row.

-Junah's default choice of mask should be held against the rest of the cast. Strictly speaking I think the Mend Mask is probably correct as a default, which would raise the HP average. If not (and/or if you don't want to re-do durability figures), Elementalist should be.

Here's an attempt at a three-turn damage average. Again, I'm assuming everyone is in the back row for their first two turns, then moving to the front for the last if needed. A number of PCs are quite happy they can back-end a lot of damage into one killer turn (Will and Basilio most obviously, but Hulkenberg gets in on this partially too).

Will: Hero's Proving, Emerald Vortex, Hero's Cry -> Royal Slash x4 = 7771
Leon: (Brave Blade + 50% chance of Hassou Tobi) x2 [two from back row, one from front] = 4630
Hulkenberg: (Flawless,) Mad Rush x3 [one from back row, two from front via Knight's Proclamation] = 2700
Heismay: Hex Shot x2, Adamant Nightblade = 1340
Junah[Elementalist]: Ruin's Flamethrower x3 [two hits striking weakness via Hellfire Dance, one normal] = 5568
Junah[Mend] = 4932
Eupha: Summon Dragon God (modified), Summon Dragon King x2 = 4102
Basilio: Wanton Destruction x2, Charge, Wanton Destruction x2 (actual multipliers are x0.455, x0.682, x3.375, x1.5) = 12812

Average = 5560
Average per turn = 1853
Kill point = 4633

This average uses Elementalist-Junah to be consistent with the HP average in the main stat thread. If we use Mend-Junah the damage average will fall a bit (specifically by about 1.6%) but the HP average would rise.

If you allow everyone to be in the front row at no penalty the damage average should rise a bit as some PCs can now do a bit more damage by staying there. I'll leave that for others to figure out.

Erwin Schrödinger will kill you like a cat in a box.
Maybe.

074

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Re: Metaphor Re:Fantazio. SPOILERS INSIDE, YOU HAVE BEEN WARNED.
« Reply #3 on: December 22, 2025, 03:58:13 PM »
Response to the added notes here since I have some time in the morning before going back to retail hell:

- Yeah, for the purposes of the interp call, "Humans" are not what the game consideres humanoid enemies ("Person" is the in-game tag for those).  The best analogue for those would probably be...Wild ARMs from WA4 or Joy Mutants from LISA.  (which would mean some comedy if Jeremy 3/4 or one of the Illsveil bosses ends up against Will or Strohl)

- Yeah, I had no real good answer for Will otherwise on the class front.  I could just use my build for him (which went deep into the Gunner line taking advantage of being able to pump both STR and MAG) but the problem with Will is that he can literally have any set of classes and there's no right or wrong way to build him if you ask me.  So I could only follow the general routing with the others, which had two general rules: "meeting prereqs to master the base class line" and "everything to unlock/master the Royal".  Which, as noted, is *incredibly* uneven across characters.  (Heismay's is incredibly uneven in that regard and it's hilarious that all the classes he has amount to nothing because his stats are so unfathomably bad because there's only three and a half good stats in Metaphor, and one of them is HP)

- I'm wondering if I was the only person who didn't default to back row now honestly.  Going through on Hard, even, I only used back row for casters, gunner, and prepping for an incoming nuke.  Though I also seem to be one of the few who didn't go for mage main.

- Good catch on the buffs/debuffs honestly.  Which makes buffing notably worse, of course, but it is what it is.

- Yeah, Junah's masks were a weird thing for me that I just decided to...not, I guess.  I had different averages with different masks (and it was going to be either Elementalist or Warlock if she was going for damage, pending on whether she wanted extra burst or sustain).  Honestly a flop on my end there.

- Worth noting in practice that since you can select row by action, I'd actually see Hulkenberg and Basilio higher on the damage averages considering both can move to the front for the first action on a turn, and then to the back for the second.  On the other hand trying to create a damage average for this game has been uniquely frustrating given the variety of options so I'll just relent on that front.

I could, probably should get back to getting boss data, but retail hell has devoured a lot of my time and energy, especially as of late.
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.