Ys 7:
- Ys Seven is an ARPG type game where you can switch between characters on the fly. Think Secret of Mana but fun like crack cocaine and you have the idea.
- Level taken at 60 for all 7 PCs.
- Best storebought armor/best synth'd shields are assumed. This is because getting the 300+ Soul Stones needed to get every ultimate is a pain in the arse, is clearly grinding, and only changes stats. Heck, I ended the game with just 50 and I didn't avoid any search points at all.
- I just consider a 'turn' a charge attack->Attack combo string-> special move. This is pretty arbitrary but it works so whatever. For Aisha/Mishera, they were assumed to have the number of attacks in their 'attack combo string' equal to what they can output in the ~1.8-2 seconds that it takes for everyone else to do an ordinary complete combo.
- Every PC has a passive bonus that they extend to the party when they are fighting together. For example Adol increases accuracy by 17%, and Mishera reduces incoming damage by 14%. For the purposes of this topic I assume that these bonuses are unique to the relevant PCs. This strikes me as perfectly fair and reasonable.
- Damages and durability factors are as calculated against the Cerberus-type enemies in the final dungeon. This is because they have the highest strength and they are the easiest to test on. It would feel unfair to count durabilities against weak-hitting enemies, and the final boss (about the only one with more strength) is both a nuisance to test on and unusually powerful.
- Every PC can equip accessories, but none are legal for the purposes of this topic. Storebought status blockers do exist however and they include several varieties: poison, curse (no-action), confusion, Petrification, 'Heavy' status (Slows movement), burning status, and freezing status.
- Evasion exists in the game but outside of Elk it doesn't happen enough to care much. He may approach 20% at best, but probably not even that much against the weaker enemies. It isn't that common.
- The game does not distinguish magic/physicals or elements. Mishera's attacks are all clearly wind magic, but the game only classifies things typewise into "piercing, slashing, or blunt". Aisha/Mishera are Piercing. Elk/Geis are slashing, and Dogi/Cruxie are blunt.
- The stats/gauges:
HP: Lose these and countless women everywhere in the world weep for Adol the Red.
Str: Strength. Determines offense. Since there is no physical/magic divide this is true for both.
Def: Defense. Reduces damage received. Again true for both magic and physical looking stuff. The modifier listed for this is durability. Divide incoming damage by that much to get effective damage taken. Higher=better.
Dex: Dexterity. Determines hit-rate. Most attacks land 100% of the time anyway.
Agl: Determines evade rate. Evade doesn't come up very often but this is why Elk is the best at it.
SP: Everyone shares a pool of 100 SP, but only the controlled character will use it up for skills. SP is generated with charge-type attacks and is depleted by using a skill.
EXTRA: A super-move gauge basically. Even if this started at half full (60), most people wouldn't see a super for a very very long time. Even Aisha, who generates 1.7x as much as others still wouldn't.
- Every attack a character makes does 'stun' damage. When an enemy 'stun' lifebar is depleted, that enemy is stunned for ~5 seconds or so. During this time more SP is generated from attacking that enemy and they can not take actions. Endgame enemy 'stun' range is about 2500-3000, which is conveniently enough about 2.5x the average if a character goes all out for stun damage. Basically this just allows for an additional 'turn' where the enemy can do nothing. Once a target exits stun status their stun 'lifebar' is filled back up and has to be depleted again to stun them once more.
- The game's skill system is based off of an SP gauge that varies from 0 to 100. The gauge is not filled up on resting at stone pillars but is generally always running between empty and full, so I consider 50 starting for everyone in a duel setting. About 16 is generated whenever a charge attack is used (these come off fast), and I considered a Charge as part of the combo that make up turns. For the sake of making MY life easier, skills are taken at low levels (typically 1-2), and I'm only listing the ones that they'd actually want to use in a duel due to having better damage/stun than anything else that costs the same amount.
- Pictures aren't the same size because I'm lazy and will use the site-provided icons for the first three and had to edit up the last 4.
-Averages up top
HP: 2054
Str: 775
Def: 675
Dex: 151
Agl: 131
Damage: 2816 (7042 kill point)
Stun damage: 1043 (2609 stun point)
5-turn Average (because the cast gets progressively worse over time due to the starting 50 SP running out really really fast):
Damage: 2547 (6367 kill point)
Adol the Red:Tyrant Sword (Blunt Type)
Nonoire-Fran
Innocent Shield
HP: 2033 (99%)
Str: 801
Def: 741 (126%)
Dex: 150
Agl: 131
Passive bonus: Accuracy x 1.17
Effective durability: 125%
Attacks:
3-hit Combo string: 1068 (524 stun damage)
Charge attack: 408 (202 stun damage)
Skills:
Strength Blast (10SP): 410 (386 stun)
Photon Blade (10SP): 431 (112 stun)
Earth Shaker (20 SP): 950 (588 stun)
Power Smash (20 SP): 1114 (266 stun)
Rapid Snipe (40 SP): 1937 (662 stun)
Pentagram: (80 SP): 5700 (745 stun)
Three turn combos:
Charge Combo -> Rapid Snipe: 3413 damage, 1388 stun
Charge Combo -> Rapid Snipe: 3413 damage, 1388 stun
Charge Combo -> Photon Blade: 1907 damage, 838 stun
Total: 8733 damage. 2911 per turn.
(ideal stun damage):
Charge Combo -> Rapid Snipe: 3413 (1388 stun)
Charge Combo -> Earth Shaker: 2426 (1314 stun)
Charge Combo -> Earth Shaker: 2426 (1314 stun)
Total: 4016 stun damage, 1388.67 per turn.
Comments: Adol is a very generic hero type, as you might expect. His ability to switch weapons to hit Pierce/Slash/Blunt weakness means nothing here. Anyways, Middle as all he does is deal damage and take hits but he is not bad at either. Stun makes him a bit better than your average generic fighter I suppose.
Dogi THE WALLCRUSHER:Inoryi (blunt type)
Lien-Iris
Armored Genma
HP: 2599 (127%)
Str: 853
Def: 679 (99%)
Dex: 160
Agl: 70
Passive bonus: stun damage x 1.34
Effective durability: 126%
Attacks:
3-hit combo: 878 (462 stun)
Charge attack: 322 (184 stun)
Skills:
Bash (12 SP): 528 (604 stun)
Aura Impact (12 SP): 549 (246 stun)
Roundhouse Kick (25 SP): 1493 (893 stun)
Blaster Kick (50 SP): 2301 (1282 stun)
Wild Rage (50 SP): 2950 (677 stun)
Grand Slam (100 SP): 5497 (1732 stun)
Three turn combos:
Charge combo-> Wild Rage: 4150 damage, 1323 stun
Charge Combo -> Roundhouse Kick: 2693 damage, 1539 stun
Charge Combo -> Aura Impact: 1949 damage, 892 stun
Total: 8792 damage, 2930 per turn
(ideal stun combo):
Charge combo -> Blaster kick: 3501 (1928 stun)
Charge combo -> Roundhouse kick: 2693 (1539 stun)
Charge combo -> Bash: 1728 (1250 stun)
Total: 4717 stun, 1572 stun per turn.
Comments: Dogi has good durability, damage, and can stun stuff. He makes an okay Middle. The stun damage is pretty cool though.
Aisha the Rebellious Princess: Echidna Bow (piercing type)
Lien-Clane
Armored Genma
HP:1566 (76%)
Str: 706
Def: 644 (91%)
Dex: 80
Agl: 246
Passive bonus: EXTRA generation x1.7
Effective durability: 70%
Attacks:
9-hit arrow barrage: 1079 (414 stun)
Charge attack: 162 (55 stun)
Skills:
Sommersault (9 SP): 394 (69 stun)
Heavy Blast: (9 SP): 360 (184 stun): Inflicts Heavy status for ~30 seconds.
Killer Hornet: (18 SP): 877 (132 stun)
Skywinder: (18 SP): 689 (231 stun)
Waspinator (35 SP): 1756 (141 stun)
Contract Blue (70 SP): 3745 (219 stun)
Three turn combos:
Charge Combo-> Waspinator: 2997 damage, 610 stun
Charge Combo-> Waspinator: 2997 damage, 610 stun
Charge Combo-> Killer Hornet: 2118 damage, 601 stun
Total: 8112 damage. 2704 damage per turn.
(ideal stun combo)
Charge combo->Skiwinder: 1930 (700) x3
Total: 2100 stun damage. 700 per turn.
Comments: Poor Aisha doesn't translate well in this format. She can inflict Heavy on melee types and dance around them while laughing, if you give respect to such a thing. But bad durability and averagish damage combine to make a Light otherwise.
Elk the Tagalong Kid:Moondog (slashing type)
Lien-Clane
Armored Genma
HP: 1812 (88%)
Str: 688
Def: 603 (81%)
Dex: 233
Agl: 290
Passive bonus: Gold earned x 1.22
Effective durability: 72%
Attacks:
6-hit combo string: 697 (276 stun)
Charge attack: 137 (69 stun)
Skills:
Wheelspin (8 SP): 374 (96 stun)
Crestfall (8 SP): 273 (239 stun)
Rising Wheel (15 SP): 656 (253 stun)
Rumble Brawl (30 SP): 2011 (419 stun)
Terran Vortex (60 SP): 3885 (570 stun)
Three turn combos:
Charge combo -> Rumble Brawl: 2845 damage, 764 stun x 3
Total: 8535 damage, 2845 damage per turn
(ideal stun combo): Same as above
Total: 2292 stun, 764 stun per turn.
Comments: Elk is probably the best character at avoiding attacks via player-input dodging, and he IS the best at actually dodging via the game's numeric evade system. This doesn't save him in this format from being a frail guy whose damage (while not bad thanks to low low SP costs) is not standout. A Light, but not an atrocious one or anything.
Cruxie the... bedridden... badass...:Levoak (blunt type)
Nonoire-Fran
Armored Genma
HP: 2452 (119%)
Str: 854
Def: 798 (166%)
Dex: 193
Agl: 33
Passive bonus: Damage dealth x 1.34 (WINNER)
Effective durability: 199% (ALSO WINNER)
Attacks:
3-hit combo string: 1068 (438 stun)
Charge attack: 430 (184 stun)
Skills:
Igniz Blaze (11 SP): 686 (314 stun)
Full Swing (11 SP): 620 (460 stun)
Provoke (11 SP): Inflicts Provoke on nearby enemies, raising their damage dealt and taken. Not worth using due to raising damage dealt by a lot more than it raises the amount taken.
Encourage (11 SP): Cruxie inspires someone to feats of power by... whacking them with a hammer in the face. Raises ally attack power, does not affect Cruxie.
Revolver Swing (22 SP): 1365 (1159 stun)
Dash Geyser (22 SP): 1445 (515 stun)
Burst Swing (45 SP): 3113 (1104 stun)
Dragon Blaze (90 SP): 6161 (1311 stun)
Three turn combos:
Charge combo -> Burst Swing: 4611 damage, 1726 stun
Charge combo -> Dash Geyser: 2943 damage, 1137 stun
Charge combo -> Dash Geyser: 2943 damage, 1137 stun
Total: 10497 damage, 3499 damage per turn. (She can neglect using a skill on her second attack for another combo->Burst Swing on turn 3, but 2HKOing is better)
(ideal stun combo):
Charge Combo->Revolver swing: 2863 (1780 stun) x3
Total: 5340 stun damage, 1780 per turn
Comments: CRUXIE SMASH. She would never say such a thing, but this is what she does. Damage that is excellent, stun damage that manages to edge out the guy with the stun damage up skill, and durability that stands out as very impressive. She may make for a Low Heavy based solely on stats in this game. That is pretty impressive considering she has no real skillset.
Mishera the Blind Cutie:Ark Rod (piercing type)
Lien-Clane
Armored Genma
HP: 1664 (81%)
Str: 727
Def: 556 (73%)
Dex: 114
Agl: 33
Passive bonus: Damage taken x0.86
Effective durability: 59% (69% with her skill though! Har.)
Attacks:
7 hit barrage: 924 (48 stun)
Charge attack: 155 (9 stun)
Skills:
Wind Cutter (12 SP): 510 (27 stun)
Ascension (12 SP): 441 (64 stun)
Rejection (25 SP): 1048 (121 stun)
Tornado (50 SP): 2450 (198 stun)
Aerial Orb (100 SP): 5680 (289 stun)
Three turn combos:
Charge combo -> Tornado: 3529 damage
Charge combo -> Rejection: 2127 damage
Charge combo -> Wind Cutter: 1589 damage
Total: 7245 damage, 2415 per turn
(ideal stun combo)
Charge combo -> Rejection: 2127 (178 stun) x3
Total: 534 stun damage. 178 per turn
Comments: While the cutest member of the cast, Mishera is also the worst in a duel. Bad durability and unimpressive damage confine her to Light.
Geis the Fariy Friend:Soen Halix (slashing type)
Lien-Iris
Armored Genma
HP: 2255 (110%)
Str: 801
Def: 706 (111%)
Dex: 127
Agl: 117
Passive bonus: Experience gain x1.14
Effective durability: 122%
Attacks:
4 hit combo string: 834 (368 stun)
Charge attack: 269 (119 stun)
Skills:
Trapster (10 SP): 452 (105 stun)
Helm Splitter (10 SP): 354 (294 stun)
Flashlance (20 SP): 963 (248 stun)
Wolf Fang (20 SP): 898 (425 stun)
Dragon Fang (40 SP): 2004 (607 stun)
Cross Crusher (80 SP): 5492 (869 stun)
Three turn combos:
Charge combo-> Dragon Fang: 3107 damage, 1094 stun
Charge combo -> Flashlance: 2066 damage, 735 stun
Charge combo -> Flashlance: 2066 damage, 735 stun
Total: 7239 damage, 2413 per turn.
(ideal stun combo):
Charge combo -> Dragon Fang: 3107 (1094 stun)
Charge combo -> Wolf Fang: 2001 (912 stun) x2
Total: 2918 stun, 972.67 per turn.
Comments: Geis, much like Adol, is a pretty generic fighter. Stunning exists to make him slightly more versatile than your average joe, but other than that he is just a durable guy who hits things.