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Author Topic: Valkyria Chronicles 2  (Read 2636 times)

Pyro

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Valkyria Chronicles 2
« on: September 25, 2010, 05:42:50 AM »
Valkyria Chronicles 2:

- Levels for classes are taken at 2M exp for each. This is high but it works, especially if you grind to promote the units you are using.

-VC2's combat is phase-based like FE/Disgaea, but with a few quirks. For starters, you have a set number of Command Points. Command Points are basically the number of actions your collective squad can take. Selecting a unit expends one CP and puts the game into the perspective of a third person shooter centered on that character. That character is then free to move about and take an action. Movement is limited to a set amount, which isn't relevant here. What IS relevant is that if you end the round before expending all of your CP, all of that CP carries over to the next round (up to a maximum of 20). So if you start a mission with 5 CP, and only take one action before ending your turn, the next turn you'll have 4+5 = 9 CP. Avan, the Squad Leader, adds a CP to the gauge whenever he is used and alive on the map. For the purposes of the DL, I am assuming that characters have 1 CP per 'turn', that they can store them up as in-game (so they can opt not to act to focus all their actions into one turn), and that Avan gets 2 CP a turn instead of 1 due to his special bonus. While it IS possible to use that CP on another character, the fact that it comes from Avan is indisputable.

- VC2 PCs regenerate 20% HP per round. I assume this carries over into the DL. They all have the option of using Ragnaid for 60 healing, with the exception of Engineers who get full healing out of it.

- I am assuming damage is against a target with 13 defense (most enemies from the side) without assuming that the attacker gets headshot crit bonus. Generally anything that can be headshot can be OHKO'd by every unit. When this isn't the case (crouched/Valkyried enemies), then the differences in offense between classes actually starts mattering, and that is what should be represented here. Heavy Gunners are assumed to get 1/3rd of hits in at point-blank range or so. This should be about right.

- VC2 uses a subtractive defense system with a very wide range of attack powers. I used the endgame V2 units attack power of 72 to calculate defensive durability. This is pretty much in the middle between high attack power/low mult stuff like flamethrowers and mortars, and low attack power/high mult bullets. Defense was considered as an attack against the side of the PC, and the defense listed accounts for that. And yes, Armored Techs really are that durable. Defense works on everything in the game, including energy/flame attacks, so I consider it applicable to magic in the DL as well.

- Higher durability = better.

- Every character has one of 5 base classes: Scout, Shocktrooper, Lancer, Engineer, and Armored Tech. You can promote these base classes into one of two tier 2 classes, and each tier 2 class can promote into one of 4 tier 3 classes (so there are 20 tier 3 classes in total). As far as the DL goes, everyone with the same base class pretty much wants the same tier 3 class for dueling.
*Scouts want Scout Elite (although they can take a durability hit to improve damage by going Sniper Elite)
*Shocktroopers want Heavy Gunner. That offense and durability combo stands out.
*Lancers want Heavy Mortarer. The durability and offense are better than their other options.
*Engineers want Engineer Elite, or if they get Max Aid Boost (Raymond/Magari) Anthem Elite.
*Armored Techs want Elite Fencer. No question whatsoever.

- Avan can pick his class. I assumed for average purposes that he would be a Fencer Elite for ludicrous durability, but in some cases where he just wants something dead ASAP he may want Heavy Gunner, which does the best damage.

- Evasion is exactly what it says it is. The character hits the dirt before an enemy attack and it misses. This generally negates or almost-negates any explosion/area attack that still hits them. The number listed is literal.

- Every character has 7-8 "Potentials" that activate randomly during their turns. I'll get to list these eventually, but outside of Max First Aid, which allows Magari and Raymond to have full healing in the Anthem Elite class, none of the ones they have here have a too significant activation rate (I'm not transferring Max Vs. Prsnl from one Tier 3 class to another)

- Averages up top.
HP: 317.36   
Def: 26.39   
Evade: 28.18            
Damage: 444.58    (2.5x kill point of 1111)

Plot units first, then the rest of the squad.


Avan Hardins:
Fencer Elite (Default)
HP:   489   
Def: 60 (3.8 durability modifier)
Evade:   33   
Durability:   5.86   
Attacks:
Damage: Percival-4 x2: 898 damage

Relvant Potentials:
Unprecedented: Chance to raise attack power when below 50% HP.
Left The Nest: Randomly raises all stats, including attack power.
Overrun: Chance to raise attack power.
Critical Attack: Chance to deal 3.5x damage.


(Opting to be a Heavy Gunner instead)
HP: 468   
Def: 20   (0.88 durability modifier)
Evade: 29   
Durability: 1.29
Attacks:      
Damage: Cyclone-3 x2: 2010 damage.

Relevant Potentials:
Unprecedented: Chance to raise attack power when below 50% HP.
Left The Nest: Randomly raises all stats, including attack power.
vs. Prsnnl Boost: Chance to raise attack power.
Full HP Recovery: Chance to fully recover HP after taking an action.
Critical Attack: Chance to inflict 3.5x damage with an attack.


Comments: Take your pick, an unkillable monster (with Regen) or an overkilling one. Either way Avan Hardins, idiot though he may be, is not to be trifled with. Godlike.




Zeri:
Heavy Gunner
HP: 397   
Def: 20   (0.88 durability modifier)
Evade: 27         
Durability: 1.1   
Attacks:
Cyclone-3: 1005 damage

Relevant Potential:
Clear Shot: Chance to raise attack power when no other enemies are around.

Comments: Zeri hurts things. Really, that's all there is to him. But good lord does that hurting thing work out for him. Middle/Heavy.




Cosette Coalhearth:
Engineer Elite
HP:   236   
Def: 16   (0.81 durability modifier)
Evade:   46   
Durability:   0.61
Movelist:      
Viper E-8: 120 damage
Ragnaid: Full healing

Relevant Potentials:
Beautiful World: Chance to allow for a second action in the same CP usage.
Major vs. Prsnnl: Chance to raise damage.
Double Attack: Chance to get a second action in an attack round. Can stack with Beautiful World for 3 actions in 1 CP use. (This occurs prior to any counter)
Uncounterable: Chance to negate the enemy's counterattack.

Comments: Take a hit, heal, repeat until evasion, attack/store CP. Repeat until enemy is dead. Middle. (Her Double Attack and Beautiful World Potentials make this work faster than you'd think)




Aliasse:
Scout Elite [Sniper Elite]
HP: 240   [140]
Def: 16 (0.81 durability modifier) [9 def/73% modifier]
Evade: 46 [27]
Durability: 0.62 [0.32]
Attacks:
B-Type Grenade 8: 247 (1/turn regardless of CP storage, backup must be Gallian-9)
Gallian-9: 75 (used for Counters)
[Brondel-4: 429 damage]

Relevant Potentials:
Mysterious Body: Chance to fully heal after taking an action.
Max Evasion: Raises evade significantly against counterattacks.


Comments: Terrible dueler. Light. She's the best of your Scouts, but they aren't exactly built as straight up slugging units. It's kind of ironic she's so bad, since she is easily the most plot-powerful character in the game. Possibly in the series. May be worth noting her stats as an Elite Sniper... though that durability is so horrible it is funny.


And now for the rest of the squad:

Scouts:
Attacks:
B-Type Grenade 8: 247 damage (1/turn regardless of CP storage, backup must be Gallian-9)
Gallian-9: 75 damage (used for Counters)
   
Nichol Martin the siscon:   
HP: 224   
Def: 16 (0.81 durability modifier)
Evade: 32   
Durability: 0.57   
      
Relevant Potentials:
Tender Emotions: Chance to raise attack power
Full HP Recovery: Chance to fully recover HP after taking an action.


Helmut Bourdais the Imp:      
HP: 252   
Def: 16 (0.81 durability modifier)
Evade: 31   
Durability: 0.65   

Relevant Potentials:
Lancer Killer: When facing a lancer, chance to raise attack power
Rear Guard: When expending the last CP in a round, attack power is raised.


Sigrid Eissel the Traitor:      
HP: 236   
Def: 16 (0.81 durability modifier)
Evade: 32   
Durability: 0.61   
      
Relevant Potentials:
Max Evasion: Raises evade significantly against counterattacks.
Critical Attack: Chance to inflict 3.5x damage with an attack.


Lotte Netzel the wannabe reporter:      
HP: 192   
Def: 16 (0.81 durability modifier)
Evade: 39   
Durability: 0.49   

Relevant Potentials:
Max Evasion: Raises evade significantly against counterattacks.
Full HP Recovery: Chance to fully recover HP after taking an action.


Melissa the yandere:      
HP: 210   
Def: 16 (0.81 durability modifier)
Evade: 37   
Durability: 0.54         

Relevant Potentials:
Critical Attack: Chance to inflict 3.5x damage with an attack.

      
Chloe Blixen the artsy chick:      
HP: 195   
Def: 16 (0.81 durability modifier)
Evade: 37   
Durability: 0.5         

Relevant Potentials:      
None.


Shocktroopers:[/u]      
Attack:      
Cyclone-3: 1005   damage   

Erik Campman the gruff guy:      
HP: 394   
Def: 20   (0.88 durability modifier)
Evade: 21   
Durability: 1.09   
   
Relevant Potentials:
Scout Killer: When facing a Scout, chance to increase attack power.

         
Pete Stang the fanboy:      
HP: 364   
Def: 20   (0.88 durability modifier)
Evade: 27   
Durability: 1.01         
      
Relvant Potentials:
Rebel Hater: Chance to raise attack power
Vs. Prsnnl Boost: Chance to raise attack power
Super vs. Prsnnl: Chance to raise attack power


Nahum Dryer the stuck-up Prince:      
HP: 379   
Def: 20   (0.88 durability modifier)
Evade: 24   
Durability: 1.05   

Relevant Potentials:
Ruler's Grace: Chance to raise attack power
Clear Shot: Chance to raise attack power when no other enemies are around
      

Franca Martin the tsundere:      
HP: 348   
Def: 20   (0.88 durability modifier)
Evade: 26   
Durability: 0.96   

Relevant Potentials:
Tough Love: Chance to raise attack power
Advanced Attack: Chance to raise attack power

      
Anisette Nelson the popular girl's sister:      
HP: 361   
Def: 20   (0.88 durability modifier)
Evade: 22   
Durability: 1         

Relevant Potentials:
Diligent: Chance to recover HP after taking an action.
Vs. Prsnnl Boost: Chance to raise attack power
Super vs. Prsnnl: Chance to raise attack power

      
Marion Siegbahn the gun nut:      
HP: 346   
Def: 20   (0.88 durability modifier)
Evade: 22   
Durability: 0.96         
      
Relevant Potentials:
Scout Killer: When facing a scout, chance to raise attack power
Weapons Freak: Chance to raise attack power around armed enemies
Clear Shot: Chance to raise attack power when not around other enemies
Full HP Recovery: Chance to fully recover HP upon taking an action.


Lancers:[/u]
Attack:   
Diehl-3: 295 damage
   
Reiner Tristan the archetypical lancer:      
HP: 393   
Def: 19 (0.86 durability modifier)
Evade: 15      
Durability: 1.07      

Relevant Potentials:
Ammo Refill: Chance to replenish all ammunition after an attack.


Vario the FAAAAAABBBBBUUUULOOOOUUUSSSSSSSS cyclops:      
HP: 392   
Def: 19 (0.86 durability modifier)
Evade: 15   
Durability: 1.06         

Relevant Potentials:
Power of Song: Chance to raise attack power
Full HP recovery: Chance to fully recover HP after an action.

         
Noel Willoch the wealthy heiress:      
HP: 399   
Def: 19 (0.86 durability modifier)
Evade: 16   
Durability: 1.08      

Relevant Potentials:
Ammo Refill: Chance to replenish a mortar shot after an action.
Explosives Ace: Chance to increase attack power
      

Coleen Celcius the girl every man wants (rightly so):      
HP: 354   
Def: 19 (0.86 durability modifier)
Evade: 20   
Durability: 0.96         

Relevant Potentials:
Mooch: Chance to regain 1 ammo after attacking.
Ammo Refill: Chance to replenish ammo after acting.

      
Rene Randall the girly tomboy:      
HP: 358   
Def: 19 (0.86 durability modifier)
Evade: 16   
Durability: 0.97         

Relevant Potentials:
Explosives Ace: Chance to increase attack power      
   
   
Engineers:   [/u]
Attack:      
Viper E-8: 120 damage
Ragnaid: Full healing   

Raymond Moen the walking hospital: (Anthem Elite)   
HP: 285   
Def: 12 (0.76 durability modifier)
Evade: 39   
Durability: 0.68         

Relevant Potentials:
Fruits of Labor: Chance to increase all abilities, including attack power
Max First Aid: Always do double healing with Ragnaid. This makes his healing full.
      

Randy Hamsun the two-faced scumbag:      
HP: 218   
Def: 16   (0.81 durability modifier)
Evade: 39   
Durability: 0.56   

Relevant Potentials:
None
   
   
Heinz Gliden the Combat Butler (minus Harem):      
HP: 229   
Def: 16 (0.81 durability modifier)
Evade: 43   
Durability: 0.59   

Relevant Potentials:
Double Attack: Chance to attack again after attacking (Prior to any enemy counter)      


Sofia Collins the vindictive beauty:      
HP: 178   
Def: 16   (0.81 durability modifier)
Evade: 45   
Durability: 0.46   

Relevant Potentials:
Sadist: Chance to raise attack power
Major vs. Prsnll: Chance to raise attack power
Double Attack: Chance to attack again after attacking (Prior to any enemy counter)

      
Magari the super-cute bookworm: (Anthem Elite)
HP: 221   
Def: 12 (0.76 durability modifier)
Evade: 39   
Durability: 0.53   

Relevant Potentials:
Max First Aid: Doubles healing, which makes her healing full.
Unevadable Shot: Chance to make her attack undodgeable
      

Vicky Baytear the annoying wild child:      
HP: 188   
Def: 16 (0.81 durability modifier)
Evade: 43   
Durability: 0.48         

Relevant Potentials:
Uncounterable: Chance to negate enemy counter.
   

   
Armored Techs:[/u]
Attack:   
Percival-4: 449      

Joachim Osen the cool bro:      
HP:   393   
Def: 60 (3.8 durability modifier)
Evade:   17   
Durability: 4.71         

Relevant Potentials:
Vs. Prsnnl boost: Chance to raise attack power
Med HP Recovery: Chance to recover some HP after an action
Overrun: Chance to raise attack power

      
Morris Lling the luckiest bastard at Lanseal:      
HP:   409   
Def: 60 (3.8 durability modifier)
Evade:   21   
Durability: 4.9   
      
Relevant Potentials:
Wholehearted: Chance to raise attack power
Phoenix: Chance to remain alive when killed


Jamill Caines the angsty middle-aged gambler:      
HP:   436   
Def: 60 (3.8 durability modifier)
Evade:   15   
Durability: 5.22   

Relevant Potentials:
Penetration: Chance to ignore enemy defense (doesn't do much for damage)
Overrun: Chance to raise attack power

      
Mischlitt the bespectacled genius girl:      
HP: 372   
Def: 60 (3.8 durability modifier)
Evade: 14   
Durability: 4.45   

Relevant Potentials:
Genius: Chance to raise all abilities, including attack power
Vs. Prsnnl Boost: Chance to raise attack power
Med HP recovery: Chance to restore some HP after taking an action
      

Alexis Hilden the reverse trap:      
HP: 391   
Def: 60 (3.8 durability modifier)
Evade: 14   
Durability: 4.68         

Relevant Potentials:
Vanguard: When expending the first CP of a turn, attack power is raised.
Mighty Heart: Chance to recover some HP after taking an action      


Inghild Noverre the cute prohpet:      
HP: 394   
Def: 60 (3.8 durability modifier)
Evade: 17   
Durability: 4.72   

Relevant Potentials:
Broken Reality: Chance to raise attack power
Good Omen: Chance to raise attack power
Prophecy: Chance to raise all stats, including attack power
Overrun: Chance to raise attack power
« Last Edit: September 26, 2010, 06:37:49 AM by Pyro »

Hyper Inferno

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Re: Valkyria Chronicles 2
« Reply #1 on: October 02, 2010, 10:58:37 PM »
There's also status effects on characters. For most classes, its pretty insignificant, but I'm pretty sure Engineers have a higher chance of inflicting random statuses than other classes (ammo drop was really frustrating toward the end). And at least Randy can make use of that with his unlocked potential. Also, Melodist debuff lasts for 3 turns and is pretty substantial at what it does. May be worth using?

How about tank? Too bad Tank Mastery is only post game though.

I'd personally allow characters to mix and match classes/3rd potentials for an optimum scenario to help differentiate between characters. Lack of a Max potential really does hurt some characters in game, although it would make Heavy Gunners absolutely insane in this setting. But that's just how it goes.

Pyro

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Re: Valkyria Chronicles 2
« Reply #2 on: October 03, 2010, 02:54:51 PM »
The Melodist debuff lasts *3* turns? My mistake, I thought it lasted one like every other buff/debuff in the game, If that is the case, then I believe all Engineers want Melodist as their class, since that debuff is kind of insane. I'll have to go back and account for that I suppose.

Lavina is awesome and I will get her stats eventually I'm sure.

I didn't allow the mix&matching because, quite frankly, promoting a unit to two different tier 3 classes is a pain in the ass. Hell, promoting all your units ONCE to tier 3 is a pain in the ass. The absolute boost to attack isn't that huge, so it wouldn't make THAT much of a diff for Heavy Gunners who got it (Zeri/Nahum/Franca). There may be some folks who can scrounge Double Attack out of that though. Again not a big deal since the activation rate is low.

Hyper Inferno

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Re: Valkyria Chronicles 2
« Reply #3 on: October 04, 2010, 09:32:21 PM »
Anthem corp buff also actually lasts 3 turns, but since you can't use it on yourself, I didn't feel the need to mention it.