Author Topic: Final Fantasy 12: Revenant Wings(PCs only): So this is how you stat-topic a RTS?  (Read 2865 times)

DjinnAndTonic

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Final Fantasy 12: Revenant Wings is an RTS with the FF12 characters and some extras. Using the Ultimania, I have derived all the relevant numbers so we finally have FF12 PCs with legal skillsets, yay! Note that FF12RW doesn't display damage numbers, and uses a meter to show damage instead. All other stat values are clearly documented in-game, so it was trivial to check the Ultimania's values.

FORMULAE:
The game has a fairly simple skill formula. Every skill in the game has a base potency value, and then there's just a series of multipliers that are applied before spitting out actual damage.

This includes each allied and enemy unit's basic physicals, which change depending on what kind of weapon they equip. Since Revenant Wings is a RTS with FF skills, all units are primarily spamming their basic 'physicals' as much as possible, so any special attributes on the physical are extremely helpful in-game. But special abilities (while awesome) don't last very long and take too long to recharge. Most units have a basic physical of 10, though there's a few weapons that do special things like 3 hits of 8. Magic units sling basic spells like Blizzard (also 10 base damage), depending on the element of their weapon. In the case of Blizzard, sometimes there's a status attached like Silence, which hits 100% of the time, but only lasts for a few seconds, though it can be reapplied if the unit continues spamming his basic 'physical'. Healers spam low-level cure spells at their allies (and themselves). No Healers in the game have any ability to deal physical damage, and there are only 2 Holy-typed spells they can use for damage. They're really awesome support units, though their basic spammable cure spell doesn't heal that much, so you tend to need a lot of them to be really effective.

Besides base power, there is a base stat multiplier. For every 200 points of Strength or Magick, this multiplier increases by 1. It starts at 1, and max base stats in this game hover around 500, so you're never seeing more than a 3x multiplier, and most likely you'll never see more than a 2x multiplier by endgame (stats around 300). I'm guessing this is how they tried to make tiers of difficulty. It basically only serves to make the final sidequests really really difficult without grinding your stats to 400-450.

The next multiplier is your basic divisional defense formula. Base power is multiplied by (Attacker's Attack stat / Defender's Defense stat) for either Physical or Magical abilities.

Multiplier #3 is the typing advantage, Fire Emblem-style. There's a rock-paper-scissors set of Melee > Ranged > Flying > Melee. All units fall into one of these categories (Healers are ranged) and these multipliers are set. The Ranged/Flying relationship is a bit less balanced than the rest.
Melee: 1.3x damage to Ranged; 0.45x damage to Flying
Ranged: 1.8x damage to Flying; 0.45x damage to Melee
Flying: 1.3x damage to Melee; 1x damage to Ranged
Same-type matches: 1x damage

Multiplier #4: Elemental multiplier - Defender's Elemental weakness and resist effect damage by constant multipliers. Depends on equipment for Leader units.

Multiplier #5: Support abilities - Various multipliers from accessories, skills, buffs, debuffs, and status effects. Each of these had to be translated from the Ultimania on a skill-by-skill basis.


Now, in-game everything happens real-time, so the relatively small damage numbers compared to HP numbers aren't so bad due to the fairly quick pace. Viewing it from a turn-based perspective would make it seem like enemies take forever to kill and that healing is outright useless. It's not, but it doesn't translate nicely into DL format.

PHYSICALS & GAMBITS (Skills):
Each skill/basic physical in the game has a casting time, which is generally less than a second (all of these were found in the Ultimania), then a recovery time (before the unit can act again, also short), and in the case of Special skils (Gambits), a recharge/cooldown period before the Gambit can be used again (significantly long enough to generally prevent being used again before the unit can pull off about 5x as many physicals).

This balances in-game quite well as you may very well get to use your Gambit, get in 5 attacks, and then use it again before enemies die (due to the relatively low amount of damage being dealt). In the DL view, all of this would be averaged against the other cast members and taken according to the 2.5x interpretation, making damage look really good. Healing gets kind of shafted though, due to not receiving that averaged boost to effectiveness, and not receiving any significant decrease in relative casting speed. Still, infinite resources, so Penelo makes a cool Light!

Skills with little-to-no DL value will be listed in italics for completion purposes.

SPEED:
Using the Ultimania's time values, I averaged the speed of every skill in the game and found out that skills take about 2.7 seconds to perform (wind-up and wind-down time added) in general. For damage values, I'll be taking a PC's best output in 8.1 seconds (average duration x3).

STATS
HP: I believe this has something to do with how many hits a PC can take. Maybe.
Capacity: How many Espers a PC can summon! All Espers are non-unique extra units that all PCs can summon. There's some plot claim for Vaan to be able to summon them, since he's the one actually holding the item that allows them to summon, but in-game, anyone can do it.
Str - Base Strength, determines ATK. On its own, only matters if its above 260 or not.
Mag - Base Magic power, determines MATK. Only matters if its above 260 or not.
Sta - Base Stamina, determines DEF.
Mind - Base Mind power, determines MDEF.
Spd - Speed, determines a multiplier for how fast a PC can use a basic physical.
Mov - Determines how quickly a PC moves across terrain.

Atk - Physical Attack. This divided by a defender's Def is the main multiplier you see applied throughout the game.
Matk - Magical Attack. Same, but for magic.
Def - Physical Defense. This divides an Attacker's Atk to determine the main damage multiplier.
Mdef - Magical Defense. The same, but for magic.
AtkSpd - Gives an idea of how quickly a PC can use their basic physical.


EQUIPMENT: All Equipment is unique, and each PC can equip one Weapon, one Armor, and one Accessory. Basic physicals were calculated with each potentially useful weapon, and skills were taken with the PC's default. Accessories do not directly affect stats, but instead give a PC one of 5 or 6 unique Passive Skills instead. Notes were made on all damage figures taking these Passives into consideration.

ESPERS: In FF12RW, these guys fill the role of generics for the most part. There are a lot of them. The Rank 3 Espers are the really famous summons from the series, and a player can only summon of them at a time, making them technically unique PCs in their own right. However, since their stats are based on a summoner's level, I've decided to exclude them for the most part (they are included in the full-game Skill times averages, but there's a PCs-Only average for that, too).

AVERAGES up top:
HP: 725.8
Attack: 146.4
Magick Attack: 118.2
Defense: 139.4
Magick Defense: 132.5

Speed (Basic idea of how fast each PC is): 282.1
Skill Times (Full time it takes to use/resolve a skill): 2.74 seconds (PCs Only)
Skill Times (Full time it takes to use/resolve a skill): 2.70 seconds (Every skill in game)
Skill Wind-up Times (Only matters for Initiative): 0.74 seconds (PCs Only)
Skill Wind-up Times (Only matters for Initiative): 0.78 seconds (Every skill in game)

Best 3-turn Damage Average (8.1-sec damage output/3) : 98.3



Vaan

HP   774
Capacity   39
Str   260 (280)
Mag   212 (222)
Stamina   261 (271)
Mind   213 (223)
Speed   356 (381)
Movement   1.104
   
Atk   170
Matk   105
Def   157
Mdef   115
AtkSpd   73

EQUIPS:
Ultima Weapon (Atk100, Matk50, AtkSpd60, All Base Stats+10)
Elemental Swords: Laevateinn, Stoneblade, Coral Blade, Rudra Talwar (Atk90, Matk45, AtkSpd60, Fire, Earth, Water, Thunder-elemental, respectively)
Blood Sword (Atk70, Matk35, AtkSpd40, Absorbs 50% of Damage as HP)
Anastasia (Atk80, Matk45, AtkSpd60, Stats increase each time Midlight Deep is cleared, +15 Spd)

Gigas Chestplate (Def90, Mdef60, Str+10, Spd+15)


Vaan is a Melee-type, so he deals 1.3x damage to Ranged units and  0.45x damage to Flying units.
He takes 0.45x damage from Ranged attackers and 1.3x damage from Flying attackers.

PHYSICALS:
Attack (Ultima Weapon) - 19 Physical Damage. Melee range 1, 0.26 (0.2 w/Dervish) sec windup; 1 (0.77) sec wind-down.
Attack (BloodSword w/ HPDrain) - 16 - Physical Damage (absorb 50% of damage as healing). Melee range 1, 0.26 (0.2 w/Dervish) sec windup; 1 (0.77) sec wind-down.

GAMBITS:
Dual Attack - 132 - Physical Damage over 2 hits. Melee range 1, 1 (0.77 w/Dervish) sec wind-up; 2 (1.5 w/Dervish) sec wind-down; 10 sec recharge.
Dervish - Doubles User's Speed (Duration 15 sec). Self-Target, 0.73 sec wind-up; 1 (0.77 w/Dervish) sec wind-down; 40 sec recharge.
Steal Speed - 38 - Physical Damage, +the same value to Vaan's Speed stat, -the same to opponent's Speed; ~12% Speed loss/gain to average (Duration 15 [18.75 w/ Pirate's Monograph] sec). Melee range 1, 1 (0.77 w/Dervish) sec windup; 1 (0.77) sec wind-down; 20 sec recharge.
Steal Endurance - 38 - Physical Damage, +the same to Vaan's Stamina, -the same to opponent's Stamina (Duration 15 [18.75 w/PM] sec). Melee range 1, 1 (0.77 w/Dervish) sec windup; 1 (0.77) sec wind-down; 20 sec recharge.
Steal Power - 38 - Physical Damage, +the same to Vaan's Strength, -the same to opponent's Strength (Duration 15 [18.75 w/PM] sec). Melee range 1, 1 (0.77 w/Dervish) sec windup; 1 (0.77) sec wind-down; 20 sec recharge.
TimeSlip - Magic, Gives User's Basic Attack 'Added Stop' (Duration 10 sec). Added Stop inflicts Stop at 100%, but Stop only lasts 1 sec. Self-Target, 1 (0.77 w/Dervish) sec wind-up; 2 (1.5) sec wind-down; 40 sec recharge.
Sprint - Increase User's move 1.5x (Duration 15 sec). Self-Target, 1 (0.77 w/Dervish) sec windup; 1 (0.77) sec wind-down; 30 sec recharge.

Pyroclasm - 378 - Mist Quickening: Damage to an area.   Range 5, instant.

Passive Abilities: (Can only equip one of the following before battle)
Swiftness - Increases group's movement speed 1.2x   
Pain Chain - Gives user a 10% chance to deal an extra attack with each hit.   
Resist Immobilize - Grants group immunitiy to Immobilize.
Mistify - Increases rate of Mist Charge accumulation 1.2x
Pirate's Monograph - Increases duration of steal abilities 1.25x

Best '3-turn'/8.1 second damage output: 350
Dervish - Steal Endurance  (38) - Steal Power (48) - Steal Speed  (59) - Dual Attack (205)

Notes: Vaan is all about speed, speed, speed. His dual tricks of Dervish and Steal Speed in addition to his already game-best speed means that he's getting the drop on most opponents, and likely doubling after turn 1. This means he can pile on the debuffs, or even add some more turn-delaying to his attacks with TimeSlip. His regular attack isn't much, but Dual Attack is great, and it recharges quickly. If you allow him to start with a full Mist Gauge (impossible in-game, but let's say you do), he's got a great Quickening in Pyroclasm~. Might matter for army battles, at any rate.



Penelo

HP   562
Capacity   41
Str   211
Mag   307
Stamina   212
Mind   356 (371)
Speed   214 (224)
Movement   0.714
   
Atk   93
Matk   167
Def   113
Mdef   183
AtkSpd   13

EQUIPS:
Nirvana (Atk40, Matk90, AtkSpd12, Enables use of Cure)
Raqs Sharqi (Atk50, Matk100, AtkSpd20, Enables use of Revitalize)

Dancing Queen (Def60, Mdef90, +15Mnd, +15Spd)
Gaia Gear (Def54, Mdef84, +10Sta, Resist Earth 0.75x)
Crimson Gear (Def48, Mdef72, Resist Fire 0.75x)


Penelo is a Ranged Healer-type, so she deals 0.45x damage to Melee units and 1.8x damage to Flying units.
She takes 1.3x damage from Melee attackers. (Regular damage from Flying attackers.)

PHYSICALS (Basic repeatable skills):
Cure (Nirvana) - 134 [160 w/ Healing Step] (187 [225] w/ Mystic Dance) Healing - Recover HP to a single target. Ranged 5, 0.66 sec wind-up; 5 sec wind-down.
Revitalize (Raqs Sharqi) - 106 [127 w/HS] (148 [179] w/ Mystic Dance) Healing - Heals target's HP and removes all negative status and debuffs   . Ranged 5, 0.66 sec wind-up; 3 sec wind-down.

GAMBITS:
Holy - 191 (267 w/ Mystic Dance) - Holy Magic damage. Ranged 6, 1.33 windup; 2 wind-down; 25 sec recharge.
Curaga - 534 [641 w/HS] (749 [899] w/ Mystic Dance) Healing - Recover HP to allies in an area. Ranged 5, 1.5 circular hitbox, 1.33 windup; 2 wind-down; 10 sec recharge.
Esunaga - Heals all negative status and debuffs to an area. Ranged 5, 1.5 circular hitbox, 0.66 windup; 1 wind-down; 10 sec recharge
Mystic Dance - Gives allies Faith status for 20 [24 w/ Dancer's Monograph] seconds. Units under Faith status have their Magic increased to 1.4x. Self-Target area 1.5; 1 sec windup; 2 winddown; 40 sec Recharge.
War Dance - Gives allies Brave status for 20 [24 w/DM] seconds. Units under Brave status have their Attack increased to 1.4x. Self-Target area 1.5; 1 sec windup; 2 winddown; 40 recharge.
Hypnotic Dance - Inflicts Disable on enemy targets in range for 10 [12 w/DM] seconds (100%). Units under Disable cannot attack or use skills, but may move. Self-Target area 1.5; 1 sec windup; 2 winddown; 40 recharge.
Raise - Revival (Full). Ranged 5, 0.73 windup; 2 wind-down; 30 sec recharge

Dance of Rapture - Mist Quickening: Fully Heals, Revives, and Restores Status to all party members.

Passive Abilities: (Can only equip one of the following before battle)
Clairvoyance - Increases group's Mind 1.1x         
Resist Silence - Grants group immunity to Silence.     
Auto-Regen - Gives Regen to the group. Heals 1% maxHP every 5 seconds
Healing Step - Increases potency of healing magicks on group 1.2x         
Dancer's Monograph - Increases duration of dance abilities 1.2x         

Best '3-turn'/8.1 second damage output: 267
Mystic Dance - Holy (267) - Cure/Hypnotic Dance/whatever

Notes: Penelo wishes for some more speed. She has an interesting strategy due to the battle system of RW. Her only damage is Holy, a spell she can only use once every 25 seconds, so her primary strategy is buff->cast Holy->Disable opponent->Heal forever until her spells recharge. This would work much better if she was faster or more durable. She almost always wants Healing Step so that her basic, spammable Cure spell heals a bit more, but she may opt for Resist Silence to keep from being shut down completely.         



Kytes

HP   602
Capacity   40
Str   212 (217)
Mag   308 (313)
Stamina   213 (218)
Mind   308 (313)
Speed   259 (264)
Movement   0.714
   
Atk   99
Matk   168
Def   105
Mdef   178
AtkSpd   23

EQUIPS:
Zeus Mace (Atk45, Matk90, AtkSpd20, Thunder-elemental Split Shots basic physical)
Wizard's Rod/Whale Whisker (Atk45, Matk90, AtkSpd36, Fire/Water-elemental)
Lava Wand (Atk45, Matk80, AtkSpd12, Fire-elemental, Adds Confuse to basic attack)
Terra Wand (Atk45, Matk90, AtkSpd15, Earth-elemental, Adds Immobilize to basic attack)
Rime Wand (Atk30, Matk60, AtkSpd22, Water-elemental, Adds Silence to basic attack)
Earth Wand (Atk25, Matk50, AtkSpd20, Earth-elemental, Adds Blind to basic attack)

Lordly Robes (Def50, Mdef100, +5 to all base stats)
Black Robes (Def40, Mdef85, +15Mag)


Kytes is a Ranged-type, so he deals 0.45x damage to Melee units and 1.8x damage to Flying units.
He takes 1.3x damage from Melee attackers. (Regular damage from Flying attackers.)

PHYSICALS (Basic spells):
Thunder Split Shots (w/ Zeus Mace) - 58 [69 w/Intelligence] - Thunder Magic Damage over 3 hits.   Ranged 4, 0.66 sec windup; 3 wind-down.
Fire (w/ Wizard Rod) - 24 [29] - Fire Magic Damage. Ranged 5, 0.66 sec windup; 3 wind-down
Blizzard  (w/ Whale Whisker) - 24 [29] - Water Magic Damage (hits all enemies in a line). Ranged 4, 0.66 sec windup; 1.66 wind-down.
Stone (Added Immobile w/ Terra Wand) - 24 [29] - Earth Magic Damage, inflicts Immobilize status for 2 seconds (100%). Immobilized units cannot move, but can still act. Ranged 4, 0.66 sec windup; 4 wind-down. This fails for status, but not bad for hitting Earth weakness.
Fire (Added Confuse w/ Lava Wand) - 23 [27] - Fire Magic Damage, inflicts Confuse status for 3 seconds (100%). Confused units attack allies, heal enemies, and move in random patterns. Ranged 4, 0.66 sec windup; 5 wind-down.
Blizzard (Added Silence w/ Rime Wand) - 20 [24] - Water Magic Damage, inflicts Silence status for 5 seconds (100%). Silenced units cannot use Magic. Ranged 4, 0.66 sec windup; 2.66 wind-down. Good Status.
Stone (Added Blind w/ Earth Wand) - 17 [21] - Earth Magic Damage, inflicts Blind status for 5 seconds (100%). Blind units' physical attacks miss 50% more often. Ranged 4, 0.66 sec windup; 3 wind-down.

GAMBITS:
Firaga - 120 [144 w/Int] - Fire Magic Damage to area. Ranged 6, 1.0 circular hitbox, 1 sec wind-up; 2 wind-down; 20 sec recharge.
Thundaga - 120 [144] - Thunder Magic Damage to area. Ranged 6, 1.0 circular hitbox, 1 sec wind-up; 2 wind-down; 20 sec recharge.
Blizzaga - 120 [144] - Water Magic Damage to area. Ranged 6, 1.0 circular hitbox, 1 sec wind-up; 2 wind-down; 20 sec recharge.
Stonega - 120 [144] - Earth Magic Damage to area. Ranged 6, 1.0 circular hitbox, 1 sec wind-up; 2 wind-down; 20 sec recharge.
Flare - 240 [288] - Non-Elemental Magic Damage, ST. Ranged 6, 1.33 sec wind-up; 2 wind-down; 25 sec recharge.
Bio - Inflicts Poison on targets for 10 sec (100%). Poisoned units lose 2% mHP per second. Ranged 5, 1.31 circular hitbox, 0.73 sec wind-up; 2 wind-down; 30 sec recharge.
Charge - Charge energy for next magical attack (1.25x damage). Self-target, 0.73 sec wind-up; 2 wind-down; 30 sec recharge.

Passive Abilities: (Can only equip one of the following before battle)
Intelligence - Increases group's Magick 1.1x
Resist Poison - Grants group immunity to Poison
Treasure Hunter - Awards additional loot at the end of battle.
Tonguetwister - Reduces magick recharge time. Gauge decreases at 1.2x speed
Mage's Monograph - Increases magick damage 1.2x, but increases magic recharge time. Gauge decreases at 0.9x speed.

Nature's Wrath - 480 - Mist Quickening: Magic, Random elemental Damage over 4 hits. Ranged 5 (2.0 circular hitbox); Instant.

Best '3-turn'/8.1 second damage output: 480
Flare (240) - Firaga (120) - Thundaga (120)

Notes: Kytes is a status whore backed up by the most steady stream of damage in the cast (not the best, but Flare+the 4 elemental spells means he has 5 turns of damage before having to switch to his basic spammable skill). He can only bring in one status option to any fight, so he needs to pick carefully. Confuse works great against healers because it causes them to use up their turn healing Kytes. Silence against mages, obviously, he can can continually inflict it with his basic attack, so it's probably his best one. Blind is less reliable option against fighters. Immobilize works against any pure melee types. Charge+Mage's Monograph+Flare is one of the best damage combos in the game if he needs to smite stallers. But the Speed, Durability, and status-bait hurt his game.


DjinnAndTonic

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Filo

HP   704
Capacity   39.78
Str   260 (270)
Mag   260
Stamina   259 (269)
Mind   212
Speed   309 (319)
Movement   1.044
   
Atk   158
Matk   110
Def   142
Mdef   128
AtkSpd   47

EQUIPS:
Resonator (Atk90, Matk45, AtkSpd40, HP Absorb)
Vortex (Atk100, Matk50, AtkSpd40, Str+5, Spd+15, Thunder-elemental)
Eruptor (Atk90, Matk45, AtkSpd60, Fire-elemental)

Mirage Vest (Def75, Mdef75, Str+10, Sta+10, Spd+10, Weak Fire 1.25x, Resist Water 0.5x)
Azure Gilet (Def67, Mdef67, Spd+15)
Adamant Vest (Def60, Mdef60, Spd+15, Weak Water 1.25x, Resist Fire 0.5x)


Filo is a Flying-type, so she deals 1.3x damage to Melee units. (Regular damage Ranged attackers.)
She takes 0.45x damage from Melee attackers, and 1.8x damage from Ranged attackers.

PHYSICALS:
Attack (HP Absorb w/Resonator) - 18 {21;16w/Overdrive} {23/wDefSnare} {27;19w/OD&Dsnare} - Physical damage, absorbs 50% of damage inflicted as HP. Melee range 1, 0.26 sec wind-up; 1.5 wind-down.

GAMBITS:
Sonic Wave - 88 {106;78w/Overdrive} {110w/DefSnare} {133;98w/OD&DefSnare} - Physcial attack to an area. Melee range 1, 1.31 circular hitbox, 1 sec windup; 2 winddown; 10 sec recharge.
Power Snare - 53 {64;47w/Overdrive} {66w/DefSnare} {80;59w/OD&DefSnare} - Targetable Trap; Physical Damage + Str/Int decreased to 0.8x for 20 [25 w/Aviator's Monograph] seconds. Melee range 1, 1.31 circular hitbox, 1 sec windup; 2 winddown; 30 sec recharge.
Speed Snare - 53 {64;47w/Overdrive} {66w/DefSnare} {80;59w/OD&DefSnare} - Targetable Trap; Physical Damage + Speed/Move decreased to 0.5x for 20 [25 w/AM] seconds. Melee range 1, 1.31 circular hitbox, 1 sec windup; 2 winddown; 30 sec recharge.
Defense Snare - 53 {64;47w/Overdrive} - Targetable Trap; Physical Damage + Sta/Mnd decreased to 0.8x for 20 [25 w/AM] seconds. Melee range 1, 1.31 circular hitbox, 1 sec windup; 2 winddown; 30 sec recharge.
Overdrive - Increase all stats 1.5x for 10 seconds, then all stats 0.75x for 10 seconds. Self-target, 1 sec windup; 1 winddown; 60 sec recharge.
Decoy Bit - Divert 80 Damage from the team to Decoy. Self/All allies-target, 0.73 sec windup; 2 winddown; 30 sec recharge.
Glide - Increase team's movement speed to 1.2x for 15 sec. Self/All allies-target, 1 sec windup; 2 winddown; 30 sec recharge.

Wind Soul - Mist Quickening: Magic, Gives all allies Haste status + sets any recharge timers to 0, allowing instant use.

Passive Abilities: (Can only equip one of the following before battle)
Rejuvenate - Increases group's Speed 1.1x
Resist Stop - Grants group immunity to Stop.
Materialism - Increases scavenging speed 1.25x
Havoc - Increases rate of AP accumulation 1.2x
Aviator's Monograph - Increases duration of trap abilities 1.25x

Best '3-turn'/8.1 second damage output: 229
Defense Snare (53) - Speed Snare (66) - Sonic Wave (110)

Notes: Filo's usefulness doesn't translate very well, but she has a few things going for her. She's decently speedy, so she'll get some turns in. She has some decent debuffs (attached to damage!), and Sonic Wave might actually recharge at some point. But her best feature is by far her Flying-typing. She has greatly increased damage against Melee units, and takes decreased damage from Melee attacks. Archers and Mages destroy her, but her damage probably ends up better than most in practice. Her weapon also allows her some minor parasitic healing off of her speedy physical, which might help her if she's fully buffed.   



Llyud

HP   774
Capacity   40
Str   261 (271)
Mag   167 (177)
Stamina   305
Mind   261 (271)
Speed   306
Movement   1.104

Atk   158
Matk   89
Def   136
Mdef   158
AtkSpd   70

EQUIPS:
Holy Lance (Atk90, Matk45, AtkSpd60)
Buluc Chabtan (Atk90, Matk45, AtkSpd60, Earth-elemental)
Gungnir (Atk100, Matk50, AtkSpd40, Str+15, Mnd+5, Fire-elemental, Area-targetting)
Luin (Atk90, Matk45, AtkSpd40, Thunder-elemental, Area-targetting)
Blood Lance (Atk80, Matk40, AtkSpd40, HP Absorb)

Gaia Amulet (Def60, Mdef90, Str+10, Mag+10, Mnd+10, Weak Thunder 1.25x, Resist Earth 0.5x)
Guardian's Torque (Def54, Mdef81, Sta+5)


Llyud is a Flying-type, so he deals 1.3x damage to Melee units. (Regular damage Ranged attackers.)
He takes 0.45x damage from Melee attackers, and 1.8x damage from Ranged attackers.

PHYSICALS:
Attack (Holy Lance/Buluc Chabtan) - 17 [18 w/Valor] (21 w/Enfuse) ([22]) - Physical (Earth) Damage. Melee range 1.5, 0.26 sec wind-up; 1 sec wind-down.
Attack (Blood Lance w/ HPAbsorb) - 16 [17 w/Valor] (20 w/Enfuse) ([21]) - Physical Damage (absorb 50% of damage as healing). Melee range 1.5, 0.26 sec wind-up; 1.5 sec wind-down.

GAMBITS:
Jump - 88 [92 w/Valor] (106 w/Enfuse) ([110]) - Physical Damage after User leaps into the air (no added time required, the Jump just ignores obstacles in the range). Range 6, 0.5 circular hitbox, 1 sec wind-up; 2 winddown; 15 sec recharge.
Crimson Wings - 88 [92 w/Val] (106 w/ Enfuse) ([110]) - Physical Damage in a line. Range 2, Line Target, 1 sec windup; 2 winddown; 10 sec recharge.
Enfuse Spirit - Consume 25%mHP to boost all allies' stats to 1.2x for 15 seconds. GT, 1 sec windup; 2 winddown; 30 sec recharge.
Lancet - User's basic physical gains 'Drain Target HP' attribute for 20 seconds. Lancet drains 80% [100% w/ Dragoon's Monograph] of the inflicted damage as HP for the user. Self-Target, 0.73 sec windup; 2 winddown; 40 sec recharge.
Vanishga - Casts Vanish on all allies in range for 20 seconds. Vanished units cannot be targetted by the enemy. Vanish wears off if the unit attacks anything. Range 5, 1.31 circular hitbox, 1 sec windup; 2 winddown; 40 sec recharge.
Transfuse - 288 Healing - Consume 25%mHP to restore ally's HP. GT, 1 sec windup; 2 winddown; 10 sec recharge.
Revive - Consume 25%mHP to revive and fullheal one ally. Range 2, ST, 0.73 sec windup; 2 winddown; 15 sec recharge.

Fanfare - Mist Quickening: All Summons instantly gain one level.

Passive Abilities: (Can only equip one of the following before battle)
Valor - Increases group's Strength 1.1x
Resist Confuse - Grants group immunity to Confuse.
Auto-Float - Gives Float to the group. Doubles effective Movement speed.
Attunement - Increases Affinity (Capacity) 1.41x
Dragoon's Monograph - Increases HP drained by Lancet 1.25x

Best '3-turn'/8.1 second damage output: 210
Jump (88) - Crimson Wings (88) - Attack (17) - Attack (17)

Notes: Llyud is a fairly average melee fighter. He's got the advantageous Flying-typing to handle Melee units, though dies quickly to Mages and Ranged units. Most of his support abilities don't translate to a one-on-one setting, but he has some healing and buffing, and Lancet+BloodLance can possibly drain enough HP each hit to keep him healthy in longer fights. His skills also have relatively short recharge times, and he can get a lot of hits in with his speed, so he's not bad overall.



Balthier

HP   678
Capacity   40
Str   260 (290)
Mag   260
Stamina   259
Mind   213
Speed   308 (318)
Movement   0.714

Atk   173
Matk   115
Def   155
Mdef   113
AtkSpd   42

EQUIPS:
Formalhaut (Atk100, Matk50, AtkSpd36, Str+15, Water-elemental)
Polaris (Atk90, Matk45, AtkSpd36, Increased Attack Range)
Regulus (Atk90, Matk45, AtkSpd36, Earth-elemental)

Brave Suit (Def90, Mdef60, Str+15, Spd+10)
Corsair's Frock (Def81, Mdef54, Sta+15, Weak Fire 1.2x, Resist Water 0.5x)


Balthier is a Ranged-type, so he deals 0.45x damage to Melee units and 1.8x damage to Flying units.
He takes 1.3x damage from Melee attackers. (Regular damage from Flying attackers.)

PHYSICALS:
Shoot (Formalhaut) - 15 (18 w/ Quicksilver) - Physical Damage (water elemental). Range 4.5, 0.3 sec windup; 1.66 winddown.

GAMBITS:
Tri-Shot - 115 (138 w/ QS) - Physical Damage over 3 hits. Range 5, 1 sec windup; 2 winddown; 15 [12.5 w/RapidFire] sec recharge.
Percussive Slug - 77 (92 w/ QS) Physical Damage, knocks target back by a range of 1.5. Range 5, 0.66 sec windup; 1 winddown; 10 [8.3 w/RF] sec recharge.
Hamstring - 38 (46 w/ QS) - Physical Damage, inflicts Immobilize for 10 seconds (100%). Immobile units cannot change their position, but can still act. Range 5, 0.73 sec windup; 2 winddown; 10 [8.3 w/RF] sec recharge.
Maim - 38 (46 w/ QS) - Physical Damage, inflicts Disable for 5 seconds (100%). Disabled units can change their position, but cannot take actions. Range 5, 0.73 sec windup; 2 winddown; 15 [12.5 w/RF] sec recharge.
Quicksilver - Increase User's Attack 1.2x for 15 seconds. Self-target, 1 sec windup; 2 winddown; 30 [25 w/RF] sec recharge.
Sniper Eye - Increase User's attack range 1.2x for 15 sec. Self-target, 1 sec windup; 2 winddown; 30 [25 w/RF] sec recharge.
Armor-Piercing Shot - User's basic physical gains 'piercing in a line' MT-targeting attribute for 20 seconds. Self-target, 0.73 sec windup; 2 winddown; 30 [25 w/RF] sec recharge.

Element of Treachery - 577 (693 w/ QS) - Mist Quickening: Physical Damage. Range 5, ST, instant.

Passive Abilities: (Can only equip one of the following before battle)
Headhunter - Increases gil gained during battle 1.25x
Resist Blind - Grants group immunity to Blind.
Rapid Fire - Reduces time between special attacks. Rechage gauge decreases at 1.2x speed.
Aspect Blitz - Increases potency of quickenings. Quickening damage 1.2x
Marksman's Monograph - Drastically increases attack range 1.2x

Best '3-turn'/8.1 second damage output: 245
Maim (38) - Tri-Shot (115) - Percussive Slug (77) - Attack (15)

Notes: Balthier translates to DL format better than he has a right to. He gets a few damage moves he can spam, including one that inflicts 100% Disable for 5 seconds. He's also fast enough to get a few attacks in during this time. If he comes across someone who is 100% melee range, he's already won due to having infinite 100% re-applicable Immobilize status on Hamstring. Quicksilver is a decent buff to boot. His best damage weapon is Water element, but he can opt for the Polaris for a slight (very slight) drop in damage to get a non-elemental weapon. Rapid Fire allows him to use his skills again more quickly than any other PC, so he has a decent shot of getting two Tri-Shots or Percussive Slugs in. His Mist Quickening is the strongest ST attack in the game, if he could actually get a chance to use it in the DL...



Fran

HP   612
Capacity   40
Str   259 (269)
Mag   307 (327)
Stamina   213
Mind   214
Speed   308 (328)
Movement   0.714

Atk   167
Matk   132
Def   128
Mdef   129
AtkSpd   71

EQUIPS:
Sagittarius (Atk100, Matk50, AtkSpd60, Mag+10, Spd+10)
Perseus Bow (Atk90, Matk45, AtkSpd20, Water-elemental, Added Stop)
Raidoujou (Atk90, Matk45, AtkSpd20, Thunder-elemental, Increased Attack Range)

Battle Suit (Def75, Mdef75, Str+10, Mag+10, Spd+10)
Rubber Suit (Def60, Mdef60, Resist Thunder 0.75x)


Fran is a Ranged-type, so she deals 0.45x damage to Melee units and 1.8x damage to Flying units.
She takes 1.3x damage from Melee attackers. (Regular damage from Flying attackers.)

PHYSICALS:
Bows (Saggitarius) - 11 [12 w/Steady Grip] - Ranged Physical Damage. Range 4, 0.53 sec windup; 1 winddown.
Bows (Added Stop w/Perseus) - 10 [12 w/SG] - Ranged Water-elemental Physical Damage + Inflicts Stop for 1 second (100%). Range 4, 0.53 sec windup; 3 winddown.

GAMBITS:
Barrage - 148 [163 w/SG] [241 w/ Hunter's Monograph] - Ranged physical damage over 10 shots. Range 4, ST, 0.73 sec windup; 2.5 winddown; 20 sec recharge.
Confusion Arrow - Spell gives user's basic physical "Added Confuse" for 15 seconds (100% accuracy). Confusion lasts 3 seconds. Confused units attack allies, heal enemies, and move randomly. Self-Target, 1 sec windup; 2 winddown; 40 sec recharge.
Silence Arrow - Spell gives user's basic physical "Added Silence" for 15 seconds (100% accuracy). Silence lasts 5 seconds. Silenced units cannot use magic. Self-Target, 1 sec windup; 2 winddown; 40 sec recharge.
Sleep Arrow - Spell gives user's basic physical "Added Sleep" for 15 seconds (100% accuracy). Sleep lasts 1.5 seconds. Sleeping units skip their actions until awakened by physical damage or the effect wearing off. Self-Target, 1 sec windup; 2 winddown; 40 sec recharge.
Blind Arrow - Spell gives user's basic physical "Added Blind" for 15 seconds (100% accuracy). Blind lasts 5 seconds. Blinded units' physical attacks miss 50% more often. Self-Target, 1 sec windup; 2 winddown; 40 sec recharge.
Ward of the Wood - 429 Healing - Heals HP and restores negative status and debuffs to allied targets in an area. Range 4 (1.5 circular hitbox), 1.33 sec windup; 2 winddown; 10 sec recharge.

Gaze of the Void - Mist Quickening: Removes all positive buffs from all enemies, including passive support abilities.   

Passive Abilities: (Can only equip one of the following before battle)
Steady Grip - Increases group's ranged damage 1.1x. Attacks with range 3 or greater apply.
Resist Sleep - Grants group immunity to Sleep.
Attrition - Increases amount of HP restored when foraging 1.5x
Pinpoint - Increases duration of fletch abilities 1.5x
Hunter's Monograph - Increases potency of Barrage by 5

Best '3-turn'/8.1 second damage output: 192
Barrage (148) - Attack (11) - Attack (11) - Attack (11) - Attack (11)

Notes: Fran is pretty straight-forward as a status-slinging archer. She's not as good at it as Kytes because she has to use a skill before her attacks add status, but she -does- have the advantage of being able to use more than one status in battle, for all that only Silence is much use. She relies more on her decent healing and its short recharge that allows her to use it more than once in long battles. She's one of the few PCs who might bother with different passive abilities. Longer battles that favor status slinging might see Pinpoint get some use, but normally she'll probably want the big boost to her single big-damage skill: Barrage. Sleep immunity is good, too. And Steady Grip is an interesting option for team matches. Gaze of the Void, for all that Quickenings don't figure in much, has the interesting attribute of dispelling even passive support buffs from equipment.



Ashe

HP   658
Capacity   40
Str   214 (224)
Mag   307 (317)
Stamina   213 (223)
Mind   307
Speed   259
Movement   0.714
   
Atk   156
Matk   129
Def   146
Mdef   137
AtkSpd   31

EQUIPS:
Volcano (Atk100, Matk50, AtkSpd27, Str+10, Mag+10, Spread Damage (wider blast radius))
Tumulus (Atk90, Matk45, AtkSpd30, Fire-elemental)
Caldera (Atk90, Matk45, AtkSpd30, Non-elemental)
Fumarole (Atk85, Matk40, AtkSpd30, Added Blind)

Carmagnole (Def90, Mdef60, Sta+10)
Glimmering Robes (Def50, Mdef100, Mag+10, Spd+10, Weak Earth 1.25x, Resist Thunder 0.5x)
Cleric's Robes (Def45, Mdef90, Sta+10, Mnd+5)


Ashe is a Ranged-type, so she deals 0.45x damage to Melee units and 1.8x damage to Flying units.
She takes 1.3x damage from Melee attackers. (Regular damage from Flying attackers.)

PHYSICALS:
Hand-bombs (Volcano) - 17 [37 w/ FullForce] - Ranged GT Physical. Range 5 (1.0 circular hitbox), 0.26 sec windup; 2.16 (1.44 w/Haste) winddown.

GAMBITS:
Pyrotechnics - 156 [334 w/ FullForce] - Ranged Physical damage over 6 hits. Range 5 (.75 circular hitbox), 1 sec windup; 2.5 (1.67 w/Haste) windown; 30 (20 w/Haste) sec recharge.
Comet - 184 [207 w/ FullForce] - Non-Elemental GT Magic Damage. Range 6 (.75 circular hitbox), 1.33 sec windup; 2 (1.33 w/Haste) winddown; 30 (20 w/Haste) sec recharge.
Hastega - Magic, Adds Haste to allies for 20 seconds. Units with Haste status have their Cooldown and Recharge times sped up by 1.5x. Note: Does not effect Casting time. Range 5 (1.31 circular hitbox), 1 sec windup; 2 winddown; 40 sec recharge.
Regenga - Magic, Gives allies Regen status for 20 seconds, Units under Regen status recover 4%mHP every 2 seconds. Range 5 (1.31 circular hitbox), 1 sec windup; 2 (1.33 w/Haste) winddown; 40 (26.67) sec recharge.
Slowga - Magic, Slow for 20 seconds. Range 5 (1.31 circular hitbox), 0.73 sec windup; 2 (1.33 w/Haste) winddown; 25 (16.67) sec recharge.
Combustion - Increase User's Range to 1.5x for 20 sec. Self-Target, 0.73 sec windup; 2 (1.33 w/Haste) winddown; 30 (20) sec Recharge.
Teleport - Teleports all members of a team to user's location. Infinite Range; 0.73 sec windup; 2 (1.33 w/Haste) winddown; 10 (0.67) sec Recharge.

Empyrean's Edict - Mist Quickening: Prevents all enemies from summoning Espers for 25 sec

Passive Abilities: (Can only equip one of the following before battle)
Whistlewind - Reduces summoning time. Summoning speed is increased to 1.2x.
Knowledge to Power - Increases EXP gained during battle to 1.2x
Full Protection - Increases group's Stamina and Mind 1.2x when leader's HP is full.
Full Force - Increases group's Strength and Magick 1.2x when leader's HP is full.
Monarch's Monograph - Grants group immunity to all negative status and gravity attacks.

Best '3-turn'/8.1 second damage output: 357
Hastega - Pyrotechnics (156) - Comet (184) - Attack (17)

Notes: Ashe is the only PC in the game who doesn't naturally reach the STR multiplier limit by endgame levels. Most PCs have all their damage multiplied by 2 because the game does that once their base stats exceed 260. Ashe doesn't reach this on her STR naturally, so her physical damage is considerably worse. However, she's pretty close to it, and if she equips the Full Force ability, then she -does- exceed the limit at full HP. This makes it far more useful than it appears, and it allows Pyrotechnics to be the best opening attack in the game (Well over 2.5x average damage). It also means that Regenga might see use to keep her HP (and Damage) up. She's the only PC in the game who actually has decent physical -and- magical damage. Haste serves to make it all a little more spammable, too. Really good team player, and can immune Status to an entire team with the Ribbon/Monarch's Monograph.



Basch

HP   896
Capacity   40
Str   308 (323)
Mag   212
Stamina   356 (366)
Mind   213
Speed   211
Movement   0.714
   
Atk   171
Matk   98
Def   192
Mdef   103
AtkSpd   33

EQUIPS:
Tyrfing (Atk90, Matk45, AtkSpd30, Thunder-elemental, Drains user's HP for a 30-base skill power. Normal Basch physicals are only 10 power)
Galatyn (Atk90, Matk45, AtkSpd60, Water-elemental)
Save The Queen (Atk90, Matk45, AtkSpd60, Non-elemental)
Excalibur (Atk100, Matk50, AtkSpd60, Str+10, Sta+10, Spread Damage)

Maxmillian (Def100, Mdef50, Str+15, Sta+10, Weak Water 1.25x, Resist Fire 0.5x)
Carabineer Mail (Def90, Mdef45, Str+5, Sta+5)
Armatura (Def70, Mdef60, Stm+5, Mnd+5)


Basch is a Melee-type, so he deals 1.3x damage to Ranged units and  0.45x damage to Flying units.
He takes 0.45x damage from Ranged attackers and 1.3x damage from Flying attackers.

PHYSICALS:
Attack (Tyrfing) - 57 [65 w/Chivalry] - Thunder physical damage, inflicts 1% mHP damage on user. Melee Range 1, 0.26 sec windup; 2 winddown.
Attack (Excalibur) - 20 [23 w/Chivalry] - Melee damage. Melee Range 1, 0.26 sec windup; 1 winddown.

GAMBITS:
Shining Ray - 152 [173 w/Chivalry] - Ranged Physical damage. Range 4 (2.0 circular hitbox), 1 sec windup; 2 winddown; 30 sec Recharge.
Flash of Steel - 95 [108 w/ Chivalry] - Physical damage. Range 4, 1 sec windup; 2 winddown; 10 sec Recharge.
Cover - Basch takes damage for allies for 20 sec. 0.73 sec windup; 2 winddown; 30 sec Recharge.
Iron Will - Lowers User's Strength to 0.9x, Increase Stamina to 1.3x for 15 seconds. Self-Target, 1 sec windup; 2 winddown; 30 sec Recharge.
Inner Peace - Gives user Regen for 20 seconds and removes negative status and debuffs. Self-Target, 1 sec windup; 2 winddown; 15 sec Recharge.
Shellga - Magic, Adds Shell to allies for 20 seconds. Units with Shell status have their Mind raised to 1.4x. Range 5 (1.31 circular hitbox), 1 sec windup; 2 winddown; 40 sec Recharge.
Protectga - Magic, Adds Protect to allies for 20 seconds. Units with Protect status have their Stamina raised to 1.4x. Range 5 (1.31 circular hitbox), 1 sec windup; 2 winddown; 40 sec Recharge.

Apocalypse Shield - Mist Quickening: Gives invincibility to the whole team for 15 seconds.

Passive Abilities: (Can only equip one of the following before battle)
Lifeshield - Increases group's Max HP 1.2x   
Resist Slow - Grants group immunity to Slow.
Gallantry - Increases group's Stamina and Mind 1.3x when leader's HP is below 25% maxHP.
Chivalry - Increases group's Strength and Magick 1.3x when leader's HP is below 25% maxHP.
Hero's Monograph - Increases Defense and Mind to 1.25x when using Cover.

Best '3-turn'/8.1 second damage output: 323
Shining Ray (152) - Attack (57) - Attack (57) - Attack (57)

Notes: Basch has upper-end damage, and it gets better as he takes more damage if he has Chivalry equipped. His best feature is that his basic physicals actually register on the damage scale (and don't take forever to winddown like Kytes). He's stupid-good in team matches with Cover, since it gets physicals AND ST magic in Revenant Wings. Also has good support spells, and Inner Peace is the best self-buff in the game - its Regen lasts longer than its Recharge time, so it can actually be a permanent effect for Basch (and cancel out the HP drain on Tyrfing). All of his attacks end up Thunder-elemental if he wants the option of a good basic physical, but he can push out slightly more damage from Shining Ray and Flash of Steel if he switches to Excalibur (and be non-elemental, but have crappy physicals). Basically, tanky and damaging with some nice support options. He has average speed with his skills, too, so probably ends up the best PC overall, though Ashe is also up there.
« Last Edit: May 10, 2010, 07:58:47 AM by DjinnAndTonic »

DjinnAndTonic

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AVERAGES:

HP: 725.8
(998   Ba'Gamnan)
896   Basch
774   Vaan
774   Llyud
725.8   AVERAGE
704   Filo
678   Balthier
658   Ashe
612   Fran
602   Kytes
562   Penelo

Atk Average: 146.4
173   Balthier
171   Basch
170   Vaan
167   Fran
158   Filo
158   Llyud
156   Ashe
146.4   AVERAGE
(119   Ba'Gamnan)
99   Kytes
93   Penelo

Matk Average: 118.2
168   Kytes
167   Penelo
132   Fran
129   Ashe
118.2   AVERAGE
115   Balthier
110   Filo
106   Vaan
98   Basch
89   Llyud
(68   Ba'Gamnan)

Def   Average: 139.4
192   Basch
158   Vaan
155   Balthier
146   Ashe
142   Filo
139.4   AVERAGE
136   Llyud
128   Fran
(119   Ba'Gamnan)
113   Penelo
105   Kytes

Mdef Average: 132.5
183   Penelo
178   Kytes
158   Llyud
137   Ashe
132.5   AVERAGE
129   Fran
128   Filo
116   Vaan
113   Balthier
103   Basch
(80   Ba'Gamnan)


SPEED (Basic idea of how fast each PC is. For specific speeds, see the full skilltime averages)
Speed Average:  282.1
381   Vaan
328   Fran
319   Filo
318   Balthier
306   Llyud
282.1   AVERAGE
264   Kytes
259   Ashe
224   Penelo
211   Basch
(211   Ba'Gamnan)


SKILL TIMES: (Full time it takes to use/resolve a move)
AVERAGE (PCs Only, listed) : 2.74
AVERAGE (Every skill in the game) : 2.70

1.26   Ba'gamnan   Attack (Bangaasaw)
1.26   Basch   Attack (Greatsword)
1.26   Filo   Attack (Skybandit)
1.26   Llyud   Attack (Lance)
1.26   Vaan   Attack (Sword)
1.53   Fran   Bows (Long Range)
1.53   Fran   Bows
1.66   Ba'Gamnan   Ba'Syphon
1.66   Ba'gamnan   Drain
1.66   Balthier   Percussive Slug
1.66   Penelo   Esunaga
1.73   Vaan   Dervish
1.76   Filo   Attack (Skybandit w/ HPDrain)
1.76   Filo   Attack (Skybandit widerange)
1.76   Llyud   Attack (Lance w/ HPDrain)
1.76   Llyud   Attack (Lance widerange)
1.76   Vaan   Attack (Sword w/ Added HPDrain)
1.96   Balthier   Shoot
1.96   Balthier   Shoot (Long Range)
2   Filo   Overdrive
2   Vaan   Sprint
2   Vaan   Steal Endurance
2   Vaan   Steal Power
2   Vaan   Steal Speed
2.26   Ashe   Hand-bombs
2.26   Ashe   Hand-bombs (Added Blind)
2.26   Basch   Attack (Greatsword, self-damage)
2.32   Kytes   Stone
2.32   Kytes   Fire
2.32   Kytes   Blizzard
2.32   Kytes   Blizzard (Piercing)
2.32   Kytes   Fire (Long Range)
2.32   Kytes   Thunder
2.42   Ashe   Hand-bombs (Widerange)
2.73   Ashe   Combustion
2.73   Ashe   Teleport
2.73   Ashe   Slowga
2.73   Balthier   Armor-Piercing Shot
2.73   Balthier   Hamstring
2.73   Balthier   Maim
2.73   Basch    Cover
2.73   Filo   Decoy Bit
2.73   Fran   Dispelga
2.73   Kytes   Charge
2.73   Kytes   Bio
2.73   Llyud   Lancet
2.73   Llyud   Revive
2.73   Penelo   Raise
3   Ashe   Hastega
3   Ashe   Regenga
3   Ba'Gamnan   Berserk
3   Ba'Gamnan   Dark Aura
3   Ba'Gamnan   Souleater
3   Ba'Gamnan   Wild Swing
3   Balthier   Quicksilver
3   Balthier   Sniper Eye
3   Balthier   Tri-Shot
3   Basch    Iron Will
3   Basch    Shining Ray
3   Basch    Inner Peace
3   Basch    Flash of Steel
3   Basch    Protectga
3   Basch    Shellga
3   Filo   Defense Snare
3   Filo   Glide
3   Filo   Power Snare
3   Filo   Sonic Wave
3   Filo   Speed Snare
3   Fran   Blind Arrow
3   Fran   Confusion Arrow
3   Fran   Silence Arrow
3   Fran   Sleep Arrow
3   Kytes   Blizzaga
3   Kytes   Stonega
3   Kytes   Thundaga
3   Kytes   Firaga
3   Llyud   Crimson Wings
3   Llyud   Enfuse Spirit
3   Llyud   Transfuse
3   Llyud   Vanishga
3   Llyud   Jump
3   Penelo   Hypnotic Dance
3   Penelo   Mystic Dance
3   Penelo   War Dance
3   Vaan   Dual Attack
3   Vaan   TimeSlip
3.23   Fran   Barrage
3.26   Llyud   Attack (Lance w/ Stop)
3.32   Kytes   Thunder (Added Slow)
3.32   Kytes   Blizzard (Added Silence)
3.33   Ashe   Comet
3.33   Fran   Ward of the Wood
3.33   Kytes   Flare
3.33   Penelo   Curaga
3.33   Penelo   Holy
3.5   Ashe   Pyrotechnics
3.53   Fran   Bows (Added Stop)
3.66   Kytes   Stone (Added Blind)
3.66   Kytes   Thunder (x3)
3.66   Penelo   Revitalize
4   Ba'Gamnan   Bad Breath
4.66   Kytes   Stone (Added Don't Move)
4.66   Kytes   Fire (Added Don't Move)
5.66   Kytes   Fire (Added Confuse)
5.66   Penelo   Cure


SKILL WIND-UP TIMES: (Only matters for Initiative)
AVERAGE (PCs Only, listed) : 0.74
AVERAGE (Every skill in the game) : 0.78

Casting Time   Users   Skill Name
0.26   Ba'gamnan   Attack (Bangaasaw)
0.26   Basch   Attack (Greatsword)
0.26   Filo   Attack (Skybandit)
0.26   Llyud   Attack (Lance)
0.26   Vaan   Attack (Sword)
0.26   Filo   Attack (Skybandit w/ HPDrain)
0.26   Filo   Attack (Skybandit widerange)
0.26   Llyud   Attack (Lance w/ HPDrain)
0.26   Llyud   Attack (Lance widerange)
0.26   Vaan   Attack (Sword w/ Added HPDrain)
0.26   Ashe   Hand-bombs
0.26   Ashe   Hand-bombs (Added Blind)
0.26   Basch   Attack (Greatsword, self-damage)
0.26   Ashe   Hand-bombs (Widerange)
0.26   Llyud   Attack (Lance w/ Stop)
0.3   Balthier   Shoot
0.3   Balthier   Shoot (Long Range)
0.53   Fran   Bows (Long Range)
0.53   Fran   Bows
0.53   Fran   Bows (Added Stop)
0.66   Ba'Gamnan   Ba'Syphon
0.66   Ba'gamnan   Drain
0.66   Balthier   Percussive Slug
0.66   Penelo   Esunaga
0.66   Kytes   Stone
0.66   Kytes   Fire
0.66   Kytes   Blizzard
0.66   Kytes   Blizzard (Piercing)
0.66   Kytes   Fire (Long Range)
0.66   Kytes   Thunder
0.66   Kytes   Thunder (Added Slow)
0.66   Kytes   Blizzard (Added Silence)
0.66   Kytes   Stone (Added Blind)
0.66   Kytes   Thunder (x3)
0.66   Penelo   Revitalize
0.66   Kytes   Stone (Added Don't Move)
0.66   Kytes   Fire (Added Don't Move)
0.66   Kytes   Fire (Added Confuse)
0.66   Penelo   Cure
0.73   Vaan   Dervish
0.73   Ashe   Combustion
0.73   Ashe   Teleport
0.73   Ashe   Slowga
0.73   Balthier   Armor-Piercing Shot
0.73   Balthier   Hamstring
0.73   Balthier   Maim
0.73   Basch    Cover
0.73   Filo   Decoy Bit
0.73   Fran   Dispelga
0.73   Kytes   Charge
0.73   Kytes   Bio
0.73   Llyud   Lancet
0.73   Llyud   Revive
0.73   Penelo   Raise
0.73   Fran   Barrage
1   Filo   Overdrive
1   Vaan   Sprint
1   Vaan   Steal Endurance
1   Vaan   Steal Power
1   Vaan   Steal Speed
1   Ashe   Hastega
1   Ashe   Regenga
1   Ba'Gamnan   Berserk
1   Ba'Gamnan   Dark Aura
1   Ba'Gamnan   Souleater
1   Ba'Gamnan   Wild Swing
1   Balthier   Quicksilver
1   Balthier   Sniper Eye
1   Balthier   Tri-Shot
1   Basch    Iron Will
1   Basch    Shining Ray
1   Basch    Inner Peace
1   Basch    Flash of Steel
1   Basch    Protectga
1   Basch    Shellga
1   Filo   Defense Snare
1   Filo   Glide
1   Filo   Power Snare
1   Filo   Sonic Wave
1   Filo   Speed Snare
1   Fran   Blind Arrow
1   Fran   Confusion Arrow
1   Fran   Silence Arrow
1   Fran   Sleep Arrow
1   Kytes   Blizzaga
1   Kytes   Stonega
1   Kytes   Thundaga
1   Kytes   Firaga
1   Llyud   Crimson Wings
1   Llyud   Enfuse Spirit
1   Llyud   Transfuse
1   Llyud   Vanishga
1   Llyud   Jump
1   Penelo   Hypnotic Dance
1   Penelo   Mystic Dance
1   Penelo   War Dance
1   Vaan   Dual Attack
1   Vaan   TimeSlip
1   Ashe   Pyrotechnics
1   Ba'Gamnan   Bad Breath
1.33   Ashe   Comet
1.33   Fran   Ward of the Wood
1.33   Kytes   Flare
1.33   Penelo   Curaga
1.33   Penelo   Holy



Best 3-turn Damage Average (8.1-sec damage output/3)
Average: 98.3
160   Kytes (Flare-Firaga-Thundaga)
119   Ashe (Hastega-Pyrotechnics-Comet-Attack)
116.7   Vaan (Dervish-StealEndurane-StealSpeed-StealPower-DualAttack)
107.7   Basch (ShiningRay-Attack-Attack-Attack)
93.2 AVERAGE
89   Penelo (MysticDance-Holy)
81.7   Balthier (Maim-TriShot-PercussiveSlug-Attack)
76.3   Filo (DefSnare-SpeedSnare-SonicWave)
70   Llyud (Jump-CrimsonWings-Attack-Attack)
64   Fran (Barrage-Attack-Attack-Attack-Attack)
« Last Edit: May 10, 2010, 08:05:53 AM by DjinnAndTonic »

DjinnAndTonic

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