Radiant Historia:
- Levels taken at 54 (Stocke), 52 (Marco/Raynie/Aht), 50 (Rosch/Gafka), and 48 (Eruca). This reflects their availability for use across the timelines. Neph may come along later with levels that are at the point where final moves are learned for everyone.
- No dropped or stolen equipment. Getting this stuff is pretty unreliable, and the storebought/found stuff works well enough. Note that I am not allowing True Historica for Stocke for the purposes of this stat topic. If he wants that, I would have to assume dropped/stolen equipment for everyone to be fair (True Historica requires beating a rather mean optional superboss fight). Again Neph will be along later with it if you feel otherwise.
- Stats:
HP: Lose these and The Future Refused To Change
MP: Used for magic and skills
Atk: Attack stat. AtkxMultiplier - Defense = damage
Mag: Magic Stat. MagxMult - Mdef = damage. No effect on healing.
Spd: Speed stat. RH Speed is *wonky*. It does allow for doubleturns, but it is very hard to gauge.
Def: Defense. Reduces damage as mentioned above.
Mdef: Magic Defense. Reduces damage as seen above.
Luc: Luck stat. Affects critical hit rates, which are 1.5x and basically negligible.
- Grid System: RH puts enemies on a 3x3 grid. PCs are on no such grid themselves. The enemy 'row' affects physical damage taken/received. Enemies in the center row get no bonuses/penalties. Enemies in the back row deal 75% physical damage and take 75% physical damage. Enemies in the front row deal 125% physical damage and take 125% physical damage. For the purposes of this topic, I have assumed targets are in the center row.
- Targetting/movement. PCs have skills that 'move' enemies on the grid, pushing or pulling them all the way to the front or back. There are Left/Right moves, but they don't matter for a stat topic. Note that some skills target ONLY the center 'column'. While I assume row is center due to being the average of physical bonuses/penalties, I assume that the target's starting 'column' is arbitrary. I'll list these skills and let you make your own mind up about them. One affects the damage averages notably.
- 'Change': All the PC's have a command called 'Change' which allows them to trade turns with another PC/enemy. So if the turn order was Stocke->Enemy->Stocke->Enemy, Stocke could use his first turn and make the order "Enemy->Stocke->Stocke->Enemy" or "E->E->S->S". There is a caveat to this: After you utilize this command, you take 25% more damage from all attacks until you next take an action. Also, you can only 'see' the next 10 turns. This skill matters for two reasons: Building up a turn change to get around healers, and the Sleep status, which one can abuse to get up to 10 turns in a row by using this. While this is a universal command, it is nonetheless highly interesting and CRITICAL to some of the PC's combat strategies, so I suggest allowing it in the strongest terms possible.
- Combos: When PCs get turns in a row, they all act as part of a 'combo' as long as they target the same enemy. This is true even for a PC who gets multiple turns in a row due to Change/Doubleturning. Attacks in a combo build up a 'hit counter' which increases damage. For every 1 hit, damage for subsequent attacks increases by 6%.
- Debuffs/Buffs: Unless otherwise noted: buffs increase a stat by 20% for 3-5 turns. Debuffs decrease an enemy defensive stat by 66% for 3-5 turns or decrease an offensive stat by 25% for 3-5 turns.
- Revival spells can't be used as normal healing spells. Weep for Stocke.
- The game has a 'limit' system with a gauge that fills up as a PC takes damage or deals hits. Each hit a PC racks up seems to be worth 2% of the gauge, while taking damage is something similar. This seems to go up when a character acts in a chain of blows. In a duel, it is unlikely that a PC will live to see the gauge fill, but if it does they have the option of utilizing it to either delete an opponent's turn (does NOT consume the PC's own turn to do so) or unleash a special attack. Surprisingly, only Stocke, Raynie, and Gafka have moves that are worth using over the "Delete enemy turn" special.
- There are several status blocking accessories. PCs have 3 accessory slots. Status resistance goes from 0 (none) to 6 (immunity)
Obsidian: Petrify +2
Sapphire: Paralysis +6
Amethyst: Fear +6
Emerald: Poison +6
Earth Drops: Poison/Fear/Par +4
Sky Drops: ALL +2 <- Stack 3 of these for status immunity
- Assumed an enemy def/mdef stat of 50. This is pretty regular.
- For defensive durability, I calculated how good the PC is at taking a hit that would deal 40% damage to an average PC. Assumed an attack 'mult' of 2x (so 1 pt of defense = 2 pts reduction on that 40%). Higher is better.
- Averages up top!
HP: 494
Spd: 37
Def: 87.14
Mdef: 83.57
Luc: 32
Damage: 212 (/230 for a 3-turn average). (Kill point of 530/577)
Stocke:HP: 520
MP: 215
Atk: 110
Mag: 120
Spd: 38
Def: 115
Mdef: 109
Luc: 37
Physical Durability: 1.47
Magic Durability: 1.21
Equipment:
Mythril Edge: 32 Atk/55 Mag/-2 spd
(Historica: 58 Atk/28 Mag/2 Spd)
(True Historica: 70 Atk, 34 Mag/5 Spd
Moirae Manteau: 48 Def/41 Mdef
(Grace Mail: 34 Def/55 Mdef)
Attack: 60
Power Wave (8): 115
(Historica Power Wave: 154)
Double Slash (10):93 over two hits
Push Assault (3): 60, pushes enemy to back row.
Head Crush (5): 88. 66% chance to reduce enemy Mag stat.
Dullahan Sword (10): 88, pushes entire enemy column to back row.
Fire (5): 142 fire magic damage.
G-Fire (15): 262 fire magic damage.Wraith Blade (15): 142 non-elemental magic damage to an area.
Heal (3): Heals 60 HP
Greater Heal (6): Heals 150 HP
Recovery (3): Removes status
Resurrection (7): 80% Revive. Can't be used on the living
*Mana Burst, Dead Fencer: 850 physical damage (assumes Historica)
Comments: A durable fire mage whose damage is pretty decent. Kind of a 'meh' Middle.
Raynie:HP: 470
MP: 118
Atk: 59
Mag: 124
Spd: 37
Def: 80
Mdef: 64
Luc: 32
Physical Durability: 0.89
Magic Durability: 0.91
Equipment:
Priere Bonheur: 15 Atk/52 Mag/5 Fear Res
(Diable Spear: 33 Atk/48 Mag)
(General: 55 Atk)
Diamond Mail: 46 Def/37 Mdef
(Grace Mail: 34 Def/55 Mdef)
Attack: 9
Armor Break (12): 9 damage, 66% chance to reduce enemy defense by 66%
Poison Break (3): 15 damage. 75% chance to inflict poison (pathetic)
Sleep Break (4): 15 damage. 75% chance to inflict Sleep (not pathetic)
(Sleep Break with General: 59)
Push Assault (3): 9 damage, pushes enemy to back row.
Poison Blast (10): 61.6 damage, 50% chance to inflict poison to an area.
Fire (5): 148 fire magic damage
G-Fire (15): 272 fire magic damage
Frost (5): 148 ice magic damage
G-Frost (15): 272 ice magic damageThunder (5): 148 thunder magic damage
G-Thunder (15): 272 thunder magic damage.
Regenerate (3): Adds 40 HP Regen.
Resist Boost (4): Mdef +20%
Mana Regen (12): Adds 7 MP Regen.
*Mana Burst, Icy Hell: 490 ice damage over 7 hits, magical.
Comments: 75% sleep, good magic damage of varying elements (so it's not easy to wall her with elemental defense. Sleep is basically a matchwinning status, and she isn't too bad if it is blocked. A Middle.
Marco:
HP: 462
MP: 144
Atk: 79
Mag: 85
Spd: 36
Def: 77
Mdef: 78
Luc: 30
Physical Durability: 0.85
Magic Durability: 0.91
Equipment:
Slayer Sword: 40 Atk, 25 Mag
Diamond Mail: 46 Def/37 Mdef
(Grace Mail: 34 Def/55 Mdef)
Attack: 29 damage.Push Assault (3): 29 damage. Pushes enemy to back row.
Spin Slash (10): 29 damage, 4 hits.
Grapple (3): 29 damage. Pulls enemy to front row.
Speed Break (4): 66% chance to reduce enemy speed. It is difficult to see a difference (i.e. near worthless).
Sleep Cloud (10): 50% Sleep, GT
Super Heal (10): 500 HP healing
Greater Heal (6): 150 HP healing
Guard Boost (4): +20% Defense
Magic Boost (4): +20% Magic
All Recovery (7): Removes status, MT
Resurrection (7): 80% Revival.
Trans-turn (3): Give a free turn to an ally.
*Mana Burst: Angel's Guard: Full healing and slight buffing.
Comments: Marco's damage is absolutely terrible, relying on Trans-Turn ingame to help increase your damage output. FORTUNATELY he has Sleep, which allows him to stock 10 turns and combine Grapple/Spin Strike for a total of 688 damage. Still kind of sad... at least he has healing. Low Middle? Sleep is still a good status to have.
Aht:HP: 360
MP: 180
Atk: 70
Mag: 138
Spd: 49
Def: 57
Mdef: 115
Luc: 36
Physical Durability: 0.67
Magic Durability: 0.8
Equipment:
Promised Knife: 27 Atk/75 Mag/HP -30
(Last Knife: 20 Atk/46 Mag)
Giant Cape: 45 Def/33 Mdef/Spd -3
(Clergy Raiment: 24 Def/47 Mdef)
Attack: 20 damage over 2 hits.
Dancing Death (15): 27 damage over 7 hits.
Starlight (8): 27 damage to a row.
Push Assault (3): 27 damage. Pushes enemy to back row.
Cross Star (8): 171 non-elemental magic damage.Poison Trap (2): 240 magic damage. Inflicts Poison at 75% rate.
Sleep Trap (3): 240 magic damage. Inflicts Sleep at 75% rate.
Flame Star Trap (8): 557 fire magic damage.
Volt Star Trap (8): 557 Thunder magic damage.
Frost Star Trap (8): 557 ice magic damage.
Greater Heal (6): Restores 150 HP
Super Heal (10): Restores 500 HP
Lunatic (10): Raise Mdef 20%, MT
Polaris (2): Raise status resistance, MT.
* A note on traps: Traps lay a sigil on a square of the 3x3 enemy grid that is not occupied. You then proceed to use skills that move the enemy to put them on these and damage the target. For Aht in a duel, this means putting it 'behind' the target and using Push Assault. In theory an enemy that moves can move to the back row of their own accord and negate this strategy but how you view this is up to you (enemies moving in RH consumes their turn)
Comments: Aht is very fast. Other than that, she has mediocre damage and traps... which are just awesome. The Star traps put out a LOT of damage, and Sleep Trap on the sleep vulnerable is game-over for them. Highly dependent on how you view her trap usage, though.
Rosch:HP: 710
MP: 156
Atk: 131
Mag: 25
Spd: 30
Def: 141
Mdef: 72
Luc: 29
Physical Durability: 3.16
Magic Durability: 1.36
Equipment:
General: 55 Atk
Diamond Mail: 46 Def/37 Mdef
(Grace Mail: 34 Def/55 Mdef)
Attack: 81 damage.
Haste Mode (15): 94 damage over 7 hits.
Stun Blow (5): 114 damage, 66% chance to reduce enemy speed negligibly.
Gull Swing (8): 94 damage to a row
Cross Spike (10): 147 damage to an area.
Impale Mode (10): 147 damage. 66% chance to reduce enemy defense by 66% (increases damage by 33)
Burn Knuckle (10): 160 damage. 66% chance to reduce enemy magic by 25%(Power Up Burn Knuckle: 264)
Belial Claw (3): 133 damage. Moves enemy to back row.
Grapple (3): 81 damage. Moves enemy to front row.
Power Up (4): Increase Attack by 50%.
Comments: Rosch takes hits really well and does decent damage after he buffs up with Power Up. Beyond that he's slow and rather unimpressive. A Middle. Sensing a theme?
Gafka:HP: 610
MP: 101
Atk: 153
Mag: 35
Spd: 31
Def: 92
Mdef: 49
Luc: 31
Physical Durability: 1.3
Magic Durability: 1.05
Equipment:
Magic Fist Forza: 67 Atk/5 Paralysis Res
Diamond Lorica: 24 Def/24 Mdef
(Mighty Protector: 28 Def/18 Mdef)
(Nirvana Plate: 22 Def/45 Mdef/-4 Spd)
Attack: 88 physical damage. (his attack has a 0.9x mult instead of 1, if you're curious)
Triple Strike (6): 195 damage over 3 hits.Divine Spirit (8): 180 damage to the front row. Pushes targets to back row.
Elemental Beads (6): 141 damage. Pulls enemy to front row.
Echoing Impulse (10): 164 damage to a column, pushes to back row.
Wind God Strike (20): 118 damage over 3 hits to all enemies. Forces all enemies to center square.
Musou (10): 118 damage to center square over 4 hits.
Quigong Wave (6): 287 damage to center column *only*.
Quigong (3): 60 HP healing
Mushin (2): Raises Crit rate (to 60%). Critical hits to 1.5x damage.
*Mana Burst, Sky Hammer: 850 physical damage.
Comments: Yeah see that Quigong Wave move? Whether you assume the enemy starts dead center or in an arbitrary column is what determines how good Gafka is. Beyond that he has decent durability and even if the enemy DOESN'T start in the center, he can force them there with Wind God Stirke. I guess he makes for a Middle again...
Eruca:HP: 327
MP: 194
Atk: 63
Mag: 171
Spd: 38
Def: 27
Mdef: 112
Luc: 30
Physical Durability: 0.41 (X_X) [0.48 if twinked for def w/ Peacemaker/Char Dress)
Magic Durability: 0.77 [0.98 if twinked for mdef w/ Snow White/Char Dress)
Equipment:
Freikugel Mercy: 25 Atk/90 Mag/-15 Def
(Death Shell: 40 Atk/10 Mag)
(Peacemakers: 17 Atk/50 Mag)
(Snow White: 11 Atk/32 Mag/26 Mdef)
(Pandur: 4 Atk/24 Mag/1 Spd)
Shadowrun: 9 Def/24 Mdef/5 Spd
(Charisma Dress: 21 Def/40 Mdef)
(Thorned Dress: 10 Atk/16 Def/27 Mdef)
(Luminous Dress: 21 Def/70 Mdef/-2 Spd)
Attack: 13 damage.
Aim Bullet (4): 4 damage. 66% chance to reduce enemy attack by 25%
Hard Shot (5): 1 damage. 66% chance to reduce enemy mdef by 66%
Mana Shot (5): 121 non-elemental magic damage.
Burst Light (15): 258 non-elemental magic damage. Full MT.
Shine (25): 326 non-elemental magic damage to center column only. Pushes to back row.
G-Frost (15): 395 ice magic damage.Blizzard (20): 343 ice magic damage to an area.
Power Rise (10): Atk +20%
Magic Boost (4): Mag +20%
Divine Light (10): Negate two attacks. Multi-hit attacks take a shield down per hit. No effect on attached status.All Recovery (7): Remove status, MT
Regenerate (3): Adds 40 HP Regen
Holy Light (18): Fully revives all allies
Trans-turn (3): Grant an ally a free turn.
Comments: That is a whole lot of freaking damage. Divine Light is pretty awesome in most cases, since she can put it up and go to work as long as the enemy doesn't take advantage of a status vulnerability (which isn't too easy since RH blockers are good. But look at that physical durability. Just LOOK at it. Eruca's pdur is pathetic. Anyone who gets past her Divine Shield gimmick or puts out a 2HKO physical before she goes splatters her. Her damage and unique defensive may be pretty dang good, but that durability resigns her to Middle.