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Author Topic: Penny Arcade: On the Rain-Slick Precipice of Darkness 4  (Read 1767 times)

Pyro

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Penny Arcade: On the Rain-Slick Precipice of Darkness 4
« on: July 14, 2013, 10:04:30 PM »
- Endgame levels taken as 32.

-Stats:
HP: Lose em and replay the fight.
STR: Affects physical damage. Double strength stat = double damage.
MAG: Affects magic damage/healing. Double magic stat = double damage.
SPD: Speed. Linear speed (i.e. the speed where double speed =2-1 turnsplit) is 214+SPD
DEF: Physical defense. Reduces incoming physical damage by DEF/8. [Weak stat]
MDEF: Magical defense. Reduces incoming magical damage by MDEF/8 [also a weak stat]

- MP system. Every monster starts the combat with 0 MP and genereates 1 MP every time they get an action. (so they can use a 1 MP skill on turn 1, or use 0 and then a 2 MP skill on turn 2). There are a number of gimmicks with this that I'll go over through the topic.

- Defending. The PA4 Defend command halves damage and grants a minor speed boost (~10%). It's important because a lot of PCs have skills that work with the Defend command, so it is actually a part of that PC's strategy for dealing damage, or sometimes turtling a bit. Some PCs with massive 2 MP moves may want to Defend until they get those, not caring that they are losing out on doing damage they'd be doing with 0 MP options.

-Interrupt system: If you've ever played a Grandia game and seen a move that had 'Cancel', then you know what an Interrupt is. Sets the opponent back in CT slightly, or massively (50%+) if the opponent is in the 'act' stage between 80 and 100% CT.

- Master System:
PA4 does not have human PCs, instead having only monster PCs with human 'masters'. Each monster has it's own set of passive (always-active) and active (use-in-combat) skills, and in addition the skillset of the 'master' is added on top of this. Human masters also affect stat growth through level-ups. For the purposes of this topic I have assumed that everyone stays with their default master (i.e. the master they join under).

- Equipment: Each monster has it's own equipment type and can only equip one piece of equipment: Weapon-users (axes, Swords), Magic-users (Staves, Books), Speedsters (Shoes, Knives), and Armor-users (Armors, Shields). Every weapon type, in addition to having it's stat bonuses, has a passive bonus associated with it.  I am assuming storebought equipment here. These are the options:

Weapon-Users:
Johnny Stabz: STR+150, MAG+50, SPD+50, DEF+75, MDEF+75. Passive bonus: 50% speed boost on turn 1
Axiom: STR +225, SPD+20, DEF+120, MDEF+15. Passive: 50% more physical damage for one turn after defending.

Magic-Users:
Writhing Root: STR+65, MAG+130, SPD+75, DEF+50, MDEF+60. Passive Bonus: 50% more magic damage one turn after defending.
How to Kill: MAG+200, Def+75, MDEF+150. Passive Bonus: +1 MP at start of combat (NOT per round).

Speedsters:
The Bloodstraw: STR+130, SPD+130, DEF+100, MDEF+60. Passive bonus: Attack command ignores defense.
Air Morgaines: MAG+130, SPD+130, DEF+60, MDEF+100. Passive bonus: Turn comes more quickly if Defending.

Armor-Users:
Swiss-Army Shield: STR+135, DEF+190, MDEF+190. Passive bonus: Attack command interrupts enemy.
Bulwark: SPD+95, DEF+225, MDEF+225. Passive Bonus: Regenerate 20% HP whenever using the defend command.

- In addition, the cast has access to accessories. In this game, storebought accessories play a MASSIVE role in damage... elemental boosting accessories flat out double elemental damage. So I've assumed that the PCs are optimizing for damage with storebought accessory. There are no status blocking accessories. Just know that if a PC wants to swap to another element for damage, they'll want the corresponding element booster (so double the backup element damage listed and halve the primary if they have to go that route).
Here are desirable accessories:
Briquettes: Double Fire damage
Whirlgig: Double Wind damage.
Yeti Scarf: Double Water/Ice damage.
Living Gravel: Double Earth damage.
Grue Jerkey: Double Dark damage.
Elysi-yums: Double Holy damage
Strengthium Rods: +100 Str, for monsters who were just unlucky enough to not have an elemental attack (and yes this is a major weakness in-game).

-Stacking Bonuses: Bonuses of the same type stack additively, bonuses of different type stack by multiplying. For example +35% and +100% fire bonuses stack to +135% fire damage. But a +35% magic bonus and a +100% fire bonus stack by (1.35*2.00) = 2.7x, or +170%. Just good to know.

- I'm listing durabilities as higher = better. Durability is to an attack that would deal 40% damage to an average PC. Defense is a weak stat so this isn't much.

-Status affects:
Poison: Inflicts same damage that inflicted the poison whenever an enemy gets a turn. Is not fatal. Note that this does not include elemental boosts that were applied to the primary damage, if applicable.

Bleed: Same as poison, only it can be fatal.

Stun: Stunned enemies do not accumulate CT for the duration of the stun. Once it is finished the proceed as normal.

- Final Note: Self-damage can not be fatal unless specifically a suicide attack.

-Averages up top:
HP:   464.8
Str:   383.4
Mag:   354.3
Speed:   417.5
Def:   404.3
Mag Def:   397.4

3-turn damage average: 3067 [2.5x kill point of 7770]

Moving right along then:


Mr. Beaks
HP:   517
Str:   598
Mag:   267
Speed:   346
Def:   466
Mag Def:   288

HP%   111.236   
Spd%:   88.678   (116.073 on turn 1)
Def Mod%:   104.150   
Mdef Mod%:   92.645   
Pdur%:   115.852   
Mdur%:   103.055   

Equipment: Johnny Stabz
Accessory: Whirlgig (Double Wind Damage)
Master: Gabe

Passives:
Murder: Auto-kill enemies in Critical. (<10% HP)
(Gabe):
Bolster: +50% strength turn 1
Ovenmitts : +35% Fire damage
Backswing: +Speed after killing with a regular attack.
Energizer: +1 MP after killing with a regular attack.
Regimen: +30% HP [already factored in]
Bare-Handed: Str+100 if no other Strength boosts [N/A]

Attack: 884 physical damage.
 
Skills:
Beakonomics (1 MP): 663 damage Physical Attack. Adds Bleed.
Divebomb: (2 MP): 6018 wind physical attack. Does 50 HP in self-damage
Cawterize (1 MP): Heals Mr. Beaks every turn for 96
Perforate (1 MP): Reduce Enemy Defense (Enemy Physical Defense Reduced 30%) [50% reduction becomes 20%, 0% reduction becomes 30% weakness]
Clutch-Call (1 MP): Summons a Deep Crow to attack once/turn for 973 damage.
Dread (2 MP): MT stun for one turn. Badass in-game. Worthless in a duel.

Gabe skills:
Power Up (0 MP): Next turn does double damage with physicals attacks
Flaming Fist (1 MP): Add fire to attacks. Boost Strength 20%
Devil Knuckle (4 MP): 4646 holy phsyical damage.
Pulverize (9 MP):11505 ITD physical damage.

3-turn Damage:
Attack -> Power-Up -> Divebomb: 13362 damage, 4454 damage/turn.

Comments: Cawterize isn't very useful but could be worse. He's all about Power Up -> OHKO. Is entirely too wind-element reliant. Middle. For what it's worth that Divebomb REALLY hurts. But it's a called shot (i.e. he can't hold onto the damage boost if the enemy just defends). GRANTED if they keep doing that eventually he'll put out a boosted Pulverize and it won't really matter. Middle. In-game I'll point to Fear for randoms at endgame and Perforate for bosses.


Philosofly:
HP:   371
Str:   278
Mag:   578
Speed:   401
Def:   272
Mag Def:   484

Derived Stats:   
HP:   79.823%
   
   
Spd%:   97.387%
Def Mod   91.106%
Mdef Mod   105.823%
Pdur:   72.724%
Mdur:   84.472%

Equipment: Writhing Root
Accessory: Whirlgig
Master: Jim

Passives:
Memento Mori: 30% boost to all stats when low on life
(Jim Passives)
Grounded: Earth Element +35%
Absorption: +1 MP when Defend is used
In the Zone: 1-turn magic boost after using a 2MP or higher ability (35%)

Attack: 431 physical damage.

Skills:
Dance Crazier (2 MP): 4863 Wind Magic damage
Let's Positive Thinking!!! (1 MP): Heals 273 and adds 1 MP, Repeats every turn.
Soshi's Dilemna (1 MP): Team magic defense improved
Innocent Punishment (1 MP): 2084 MT wind damage
Revelations (0 MP): Magic Boost (40%)
Pursue your True Self: +75% boost to all stats for one turn.

Revive (1 MP): Revives or heals ally for 352
Bury (1 MP): 1658 Earth Magic Damage
Call Skeleton (1 MP): Summons a skeleton to deal 869 damage. Repeats.
Dark Pact (1 MP): Adds Dark to Attack, Dark Boost (35%)
Quick Study (2 MP): Magic Stat becomes equal to speed stat.
Overkill (3 MP):  Uses all MP for a massive dark magic attack. 3300 damage. Increases linearly with MP expended.
Ichor (1 MP): Adds element vulnerability [Random, unreliable]

Three-Turn Damage: Defend->Dance Crazier->Dance Crazier: 13860 damage, 4620 damage/turn.

Comments: Philsofly can pull of a few gimmicks. Infinite full regen if he does Defend -> Let's Positive Thinking. And he can use Pursue Your True Self in conjuction with Overkill/Dark Boosting accessory if he needs to go that route. As far as blitzing goes he sucks. Can't put out fatal damage till turn 3. You'll see that failure in blitzing a lot in this cast. Middle.


Nigiri-Chu
HP:   410
Str:   229
Mag:   582
Speed:   362
Def:   313
Mag Def:   417

HP:   88.214%
Spd%:   91.211%
Def Mod   93.863%
Mdef Mod   101.319%
Pdur:   82.800%
Mdur:   89.377%

Equipment: Writhing Root
Accessory: Yeti Scarf
Master: Jim

Passives:
Aquatic: Water element +35%
(Jim Passives)
Grounded: Earth Element +35%
Absorption: +1 MP when Defend is used
In the Zone: 1-turn magic boost after using a 2MP or higher ability (35%)

Attack: 355 physical damage

Skills:
Ice Sharder (2 MP): 5818 Ice magic damage
Tsunami (3 MP): 5193Water Magic Damage, MT.
Onigiri Cannibalization (1 MP): Fully Heals self, cures status ailments.
Stench (1 MP): Lowers defense and resistances by 50% (so 20% reduction becomes 10%, and so on.)
Wasabi (0 MP): Boosts all stats 40%. Lose 25 HP each turn.
Drown (3 MP): 9350 Water magic damage.

Jim Skills:
Revive (1 MP): Revives or heals ally for 355
Bury (1 MP): 1670 Earth Magic Damage
Call Skeleton (1 MP): Summons a skeleton to deal 875 damage. Repeats.
Dark Pact (1 MP): Adds Dark to Attack, Dark Boost (35%)
Quick Study (2 MP): Magic Stat becomes equal to speed stat.
Overkill (3 MP):  Uses all MP for a massive dark magic attack, 3323 damage. Increases linearly with MP used in the attack.
Ichor (1 MP): Adds element vulnerability [Random?]

Three Turn-average:
Defend -> Ice Sharder -> Ice Sharder: 16581 damage. 5527 damage/turn.

Comments: Healing and decent damage options along with a little bit of buffing (if he can use Wasabi to lap someone that could be cool. Middle.

Grouchopon:
HP:   477
Str:   343
Mag:   462
Speed:   379
Def:   377
Mag Def:   372

HP%           102.630
Spd:           93.903%
Def Mod   98.166%
Mdef Mod   98.293%
Pdur:   100.747%
Mdur:   100.878%

Equipment: Writhing Root
Accessory: Yeti Scarf
Master: Gabe

Passive Skills:
Elemental Mastery: +25% Elemental damage
(Gabe):
Bolster: +50% strength turn 1
Ovenmitts : +35% Fire damage
Backswing: +Speed after killing with regular phys.
Energizer: +1 MP after killing with reg phys
Regimen: +30% HP
Bare-Handed: Str+100 if no other Strength boosts

Attack: 507

Skills:
Ice Sharder (2 MP): 2390 Ice Magic Damage
Flamesphere (1 MP): 3278 Fire Magic Damage
Galeforce (0 MP): 1280 Wind Magic damage
Fake Cigar (0 MP): +40% Magic attack
Blizzard (2 MP): 1536 Ice magic damage, MT
Inferno 2 (3 MP): 4588 Fire magic damage, MT.
Chortle (3 MP): Stuns and interrupts one target for one turn.

Power Up (0 MP): Next turn does double damage with physicals.
Flaming Fist (1 MP): Add fire to attacks. Boost Strength)
Devil Knuckle (4 MP): 2665 holy physical damage
Pulverize (9 MP):6599 ITD physical damage.

Three Turn:
Flamespherex3: 3278 damage/turn.

Comments: Very boring. Flamesphere away, little guy. Also why is he Gabe's and not Hestia's? Beats me. Light.



Leviathin
HP:   443
Str:   372
Mag:   325
Speed:   297
Def:   239
Mag Def:   239

HP%           95.314%   
Spd%:   80.918%   (104.43% turn 1)
Def Mod   88.887%   
Mdef Mod   89.350%   
Pdur:   84.722%   
Mdur:   85.164%   

Equipment: Johnny Stabz
Accessory: Grue Jerkey
Master: Hestia

Passives:
(Hestia):
User's Manual: Boost Item Effects 25%
Metashell: Defend partially defends all allies
Blood Pact: Healing +50%
Bloodwise: Water/Ice damage +35%
Life Anchor: Auto-revive with 1 HP when killed (CT/buffs are retained)
Shield Breaker: Enemies take 25% more damage when you defend.
Corrosion: Lowers max HP of enemies every turn (by 40 <_<)

Attack:   550 physical damage.
Dark Tickle (1 MP): 2200 Dark physical attack
Tidal Wave (3 MP): 1298 Water magic attack MT
Flip Out (2 MP): 660 MT physical attack
Darksurge (2 MP): 3462 Dark magic attack
River Styx (3 MP): 2886 MT dark magic attack

Favor (1 MP): Heals 296 and Cures status ailments
Drain (1 MP): 660 Physical attack with parasitic healing = 40% of damage dealt
Scorn Strike (2 MP): 661 Physical attack [attack power = user's defenses]

Three-Turn: Scorn Strike *3: 2200 damage/turn.

Comments: Scorn Strike and Favor. Scorn Strike and Favor. Scorn Strike and... Low Middle.



Scream Cone:
HP:   615
Str:   645
Mag:   316
Speed:   313
Def:   413
Mag Def:   346

HP:   132.3%
Spd%:   83.4%   ( 108.2% turn 1)
Def Mod   100.5%   
Mdef Mod   96.5%   
Pdur:   133.1%   
Mdur:   127.7%   

Equipment: Johnny Stabz
Accessory: Strengthium Rods
Master: Gabe

Passives:
Headache: Enemies weaker to Aqua while in active party (25% Weakness (75% resist becomes 50% resist, etc)
(Gabe):
Bolster: +50% strength turn 1
Ovenmitts : +35% Fire damage
Backswing: +Speed after killing with regular phys.
Energizer: +1 MP after killing with reg phys
Regimen: +30% HP
Bare-Handed: Str+100 if no other Strength boosts

Attack: 954 physical damage.

Skills:
Ice Sharder (2 MP): 1633 Ice Magic Attack
Ice Glaive (2 MP): 2862 physical attack, ITD
Ice Cream Jingle (0 MP): Draws attacks
Flavor Wave (1 MP): Hurts Scream Cone to heal allies 147 healing, 75-self damage.
Blizzard (2 MP): 816 MT Ice magic attack
Cool Treat (0 MP): Transfers all MP to an ally
Deep Fried Ice Cream (3 MP): 2173 MT Fire/Ice magic damage

(Gabe's Skills):
Power Up (0 MP): Next turn does double damage with physicals.
Flaming Fist (1 MP): Add fire to attacks. Boost Strength 20%
Devil Knuckle (4 MP): 5011 holy physical damage.
Pulverize (9 MP): 12409 ITD physical damage.

Three-turn: Physical -> Power Up -> Ice Glaive: 6678 damage. 2226 damage/turn.

Comments: Way to suck, ice cream cone. Wishes Ice Glaive was actually Ice instead of pretending to be Ice. Light.



Twisp:
HP:   482
Str:   621
Mag:   192
Speed:   396
Def:   392
Mag Def:   221

HP%   103.7
Spd:   96.5%
Def Mod   99.1%
Mdef Mod   88.1%
Pdur:   102.8%
Mdur:   91.4%

Equipment: Axiom
Accessory: Strengthium Rods (Str +100)
Master: Moira

Passives:
And Catsby: All stats +15% if Catsby is in active Party
(Moira Passives)
Wind Daughter: Wind damage +35%
Cunning: Begin battle with 1 MP
Fast Draw: Speed+15% [Already Factored In]

Attack: 919 physical damage.

Skills:
Top Hat Decap (2 MP): 1929 Physical attack
Flamesphere (1 MP): 568 Fire magic attack
Hairball (0 MP): Interrupt enemy. Gain 1 MP if super-effective.
Inferno (3 MP): 568 MT fire magic damage
Berserker (1 MP): 1194 MT physical attack
Devolver (3 MP): 2986 physical attack. Makes enemy more vulnerable (-20% resist in all categories... 50% fire res becomes 30%, 0% phys res becomes 20% weakness)

Moira Skills:
Interrogate (0 MP): Interrupts
Wind Missile (1 MP): Adds Wind to attack. 35% Wind element boost
Triple Tap (1 MP): 1194 Physical attack. Interrupts
Gun Kata 1 (1 MP): 1378 Physical attack. Next turn magic does 35% more damage.
Gun Kata 2 (1 MP): 441 Magic attack. Next turn physical attacks do 35% more damage.
Breather (2 MP): Stuns enemy for one turn. Increases in cost 1 MP for each time it was used before in this battle.
Silhouette (1 MP): Boosts user's speed 50%

Three Turn: Defend -> Devolver -> Gun Kata 1: 6132, 2044 damage/turn.

Comments: Remember how I said lacking an element makes you suck for offense? Light.



Murch:
HP:   466
Str:   370
Mag:   463
Speed:   388
Def:   346
Mag Def:   405

HP%   100.263
Spd%:   95.329
Def Mod   96.082
Mdef Mod   100.512
Pdur:   96.334
Mdur:   100.776

Equipment: Writhing Root
Accessory: Grue Jerkey
Master: Hestia

Passives:
Schizoid: Gain 1 MP whenever Transform is used.
(Hestia Passives):
User's Manual: Boost Item Effects 25%
Metashell: Defend partially defends all allies
Blood Pact: Healing +50%
Bloodwise: Water/Ice damage +35%
Life Anchor: Auto-revive with 1 HP when killed (CT/buffs are retained)
Shield Breaker: Enemies take more damage when you defend.
Corrosion: Lowers max HP of enemies every turn by 40.

Attack: 547 physical damage.

Skills:
Transform (0 MP): Converts from Murch Mode to Fleshreaper Mode and vice-versa [+1 MP from Schizoid passive]. Murch ALWAYS begins battle in Murch mode.
Murch Mode:
Self-Care (0 MP): Cures ailments and boost M.Def of self.
Chomp: 820 ITD physical attack
Spread the Love (2 MP): 367 MT healing.
Plushie (1 MP): 108 MT healing whenever Murch goes to take an action (80% CTB). This repeats indefinitly. Is turned into Fleshreaper Mode Voodoo-Doll when Transform is used.
Holy Blast (3 MP): 3082 Holy magic attack

Fleshreaper Mode:
Loathing (1 MP): Boost User's strength 40%
Flip Out (2 MP): 656 MT physical attack
Spread the Hate (2 MP): 1096 MT Magic non-elemental ITD magic damage.
Voodoo Doll (1 MP): 616 MT damage to enemies whenever Murch gets an action command (Repeats indefinitely. Is turned into Murch-Mode Plushie upon Transform use).
Darksurge (2 MP): 4930 Dark magic damage.

Hestial Skills:
Favor (1 MP): Heals 337 and Cures status ailments
Drain (1 MP): 656 Physical attack with parasitic healing = 40% damage dealt
Scorn Strike (2 MP): 578 Physical attack [attack power = user's defenses]

Three-turn: Transform->Darksurge->Darksurge: 9860, 3287 damage/turn.

Comments: Well at least he has infinite healing. That never hurts... Low Middle.



Catsby:
HP:   400
Str:   237
Mag:   530
Speed:   368
Def:   214
Mag Def:   374

HP:   86.0%
Spd%:   92.1%
Def Mod   87.2%
Mdef Mod   98.4%
Pdur:   75.0%
Mdur:   84.7%

Equipment: Writhing Root
Accessory: Yeti Scarf
Master: Jim

Passives:
And Twisp: 15% boost to all stats when Twisp is in the party.
(Jim Passives):
Grounded: Earth Element +35%
Absorption: +1 MP when Defend is used
In the Zone: 1-turn magic boost after using a 2MP or higher ability (35%)

Attack: 350 physical damage.

Skills:
Focused Hug (1 MP): 421 Healing, ST.
Ice Sharder (2 MP): 4390 Ice magic attack
Blizzard (2 MP): 2822 Ice magic attack, MT.
Purge (1 MP): Heals status ailments, MT.
Hug Everybody (2 MP): 316 MT healing
Infernal Contract (1 MP): Buffs Magic and fire damage by 60%, but target no longer regenerates 1MP/turn.
Acid Rain (2 MP): 1540 MT water magic attack. Repeats.

Jim Skills:
Revive (1 MP): Revives or heals ally for 330
Bury (1 MP): 1480 Earth Magic Damage
Call Skeleton (1 MP): Summons a skeleton to deal 797 damage. Repeats.
Dark Pact (1 MP): Adds Dark to Attack, Dark Boost (35%)
Quick Study (2 MP): Magic Stat becomes equal to speed stat.
Overkill (3 MP):  Uses all MP for a massive dark magic attack dealing 3027 damage. Damage increases linearly with MP used.
Ichor (1 MP): Adds element vulnerability [random]

Three Turn:
Defend -> Ice Sharder -> Ice Sharder: 12512, 4171 damage/turn.

Comments: Healing and some damage to go with that. Too bad the durability and speed suck. Low Middle.



Brodent:
HP:   391
Str:   409
Mag:   266
Speed:   705
Def:   332
Mag Def:   366

HP:   84.1%
Spd:   145.5%
Def Mod   95.1%
Mdef Mod   97.9%
Pdur:   80.0%
Mdur:   82.3%

Equipment: The Bloodstraw
Accessory: Briquettes
Master: Moira

Passive Skills:
Anti-Antidote: Enemies become more poisoned every turn. [doesn't work?]

Wind Daughter: Wind damage +35%
Cunning: Begin battle with 1 MP
Fast Draw: Speed+15%

Attack: 604

Skills:
Starburn (1 MP): 1996 Fire physical attack
Foul Mouth (2 MP): 1086 Physical attack. Inflicts poison
Controlled Burst (1 MP): 1062 Fire magic attack. Gains 20% damage per use in battle. Damage boost stacks.
Rat Fever (1 MP):  649 Fire magic attack. Inflicts Poison
Squeezy-Cheez (0 MP): Targets an enemy. Brodent does 50% more damage to that enemy for the rest of the battle.
Rager (3 MP): 1575 Magic attack to any poisoned enemies.

Moira's Skills:
Interrogate (0 MP): Interrupts
Wind Missile (1 MP): Adds Wind to attack. Wind element boost
Triple Tap (1 MP): 785 Physical attack. Interrupts
Gun Kata 1 (1 MP): 907 Physical attack. Next turn magic does 35% more damage.
Gun Kata 2 (1 MP): 590 Magic attack. Next turn physical attacks do 35% more damage.
Breather (2 MP): Stuns enemy for one turn. Increases in cost 1 MP for each time it was used before in this battle.
Silhouette (1 MP): Boosts user's speed 50%

Three Turn: Starburnx3, 1996 damage/turn.

Comments: He's fast! He also can only kill in 4 turns or so, which makes that being fast thing a lot more valuable. Light.



Dust Bunny:
HP:   342
Str:   230
Mag:   433
Speed:   621
Def:   301
Mag Def:   328

HP%           73.6%   
Spd%:   132.2%   (147.0% at full HP)
Def Mod   93.0%   
Mdef Mod   95.3%   
Pdur:   68.5%   
Mdur:   70.1%   

Equipment: Air Morgaines
Accessory: Living Gravel
Master: Moira

Passives:
Forgotten : 15% boost to all stats when at full HP.
(Moira's passives)
Wind Daughter: Wind damage +35%
Cunning: Begin battle with 1 MP
Fast Draw: Speed+15% [already factored in]

Attack: 340 physical damage.
Bunny Love (2 MP): Heals 373, revives, and boosts speed 25%.
Obscure: (1 MP): 2302 Earth magic attack. Interrupts.
Hide Under Fridge (0 MP): Less likely to be targetted.
Rabbitify (2 MP): Boosts speed 50%, self.
Dust Cloud (2 MP): Slows all enemies. (30%)

Moira Skills:
Interrogate (0 MP): Interrupts
Wind Missile (1 MP): Adds Wind to attack. Wind element boost
Triple Tap (1 MP): 442 Physical attack. Interrupts
Gun Kata 1 (1 MP): 510 Physical attack. Next turn magic does 35% more damage.
Gun Kata 2 (1 MP): 960 Magic attack. Next turn physical attacks do 35% more damage.
Breather (2 MP): Stuns enemy for one turn. Increases in cost 1 MP for each time it was used before in this battle.
Silhouette (1 MP): Boosts user's speed 50%

Three Turn: Obscurex3. 2302 damage/turn.

Comments: Frail, but very fast. The healing will be seeing a lot of use... heal/attack/heal/attack... slip in doubles where he can. Highish Light?



Goomez:
HP:   452
Str:   304
Mag:   481
Speed:   475
Def:   314
Mag Def:   354

HP:   97.2%
Spd%:   109.1%
Def Mod   93.9%
Mdef Mod   97.1%
Pdur:   91.3%
Mdur:   94.4%

Equipment: Air Morgaines
Accessory: Yeti Scarf
Master: Hestia

Passives:
Toxic Touch: Regular attacks inflict Poison
Poison is Life: Regenerate HP each turn (at ACT) when enemy is poisoned. (10% of enemy poison damage)
Pure Evil: Boost Dark element 50%
Dark Touch: Adds Dark element to basic attack.
(Hestia Passives):
User's Manual: Boost Item Effects 25%
Metashell: Defend partially defends all allies
Blood Pact: Healing +50%
Bloodwise: Water/Ice damage +35%
Life Anchor: Auto-revive with 1 HP when killed (CT/buffs are retained)
Shield Breaker: Enemies take 25% more damage when you defend.
Corrosion: Lowers max HP of enemies every turn (by... 40)

Attack: 449 [Dark elemental. Poisons.]

Skills:
Heal (1 MP): 256 healing to one.
Suffocate (2 MP): 5346 Water magic damage. Regain 1 MP if it kills an enemy.
Glorp (1 MP): 137 Physical attack. Temporarily stun an enemy (~10% delay)
Dark Burst (2 MP): 2665 Dark magic damage.
Gelatinous Cube (4 MP): Summons a Gelatinous Cube. 2488 ST damage to one enemy. Repeats.

Hestia Skills:
Favor (1 MP): Heals 342 and Cures status ailments
Drain (1 MP): 539 Physical attack with parasitic healing (= 50% of damage)
Scorn Strike (2 MP): 724 Physical attack [attack power = user's defenses]

Three-turn: Attack->Suffocate->Glorp: 7142, 2381 damage/turn.

Comments: Healing and damage again. Light/Middle.



Ninja-Z
HP:   533
Str:   434
Mag:   143
Speed:   527
Def:   432
Mag Def:   220

HP%           114.7%
Spd%:   117.3%
Def Mod   101.9%
Mdef Mod   88.1%
Pdur:   116.8%
Mdur:   101.0%


Equipment: The Bloodstraw
Accessory: Elysi-yums
Master: Moira

Passives:
Furuutsu Ninzya: 15% boost to all stats if Fuschia is in active party.
Sekai Sen: All attacks & abilities are Holy Elemental.
(Moira Passives)
Wind Daughter: Wind damage +35%
Cunning: Begin battle with 1 MP
Fast Draw: Speed+15%

Attack: 642 physical holy damage.

Skills:
Hayai! (0 MP): 642 holy Physical attack. Skips from 80% to 100% CTB instantly.
Baka Banzai! (1 MP): 2696 holy Physical attack. 100 Self Damage.
Ano Etto Sa! (1 MP): 1926 holy Physical attack. Double damage if faster than target.
Zettai Yurusenai! (2 MP): 884 holy Magic attack, MT. Repeats. Hurts non-zombie allies for 50 each attack.
Shinde Kudasaimasen (2 MP): 2696 holy MT physical attack.

Moira's Skills:
Interrogate (0 MP): Interrupts
Wind Missile (1 MP): Adds Wind to attack. Wind element boost
Triple Tap (1 MP): 1668 Holy Physical attack. Interrupts
Gun Kata 1 (1 MP): 1926 Holy Physical attack. Next turn magic does 35% more damage.
Gun Kata 2 (1 MP): 884 Holy Magic attack. Next turn physical attacks do 35% more damage.
Breather (2 MP): Stuns enemy for one turn. Increases in cost 1 MP for each time it was used before in this battle.
Silhouette (1 MP): Boosts user's speed 50%

Three-Turn: Ano Etto Sa! x3 : 11556, 3852 damage/turn.

Comments: Speedy with some decent damage. It's all holy which sucks, but that's life. Or undeath in Ninja-Zombie's case.



Fuchsia:
HP:   502
Str:   255
Mag:   349
Speed:   399
Def:   512
Mag Def:   562

Derived Stats:   
HP:          108.0%
Spd%:   97.0%
Def Mod   107.2%
Mdef Mod   111.1%
Pdur:   115.8%
Mdur:   120%

Equipment: Bulwark
Accessory: Living Gravel
Master: Hestia

Passives:
(All Hestia's)
User's Manual: Boost Item Effects 25%
Metashell: Defend partially defends all allies
Blood Pact: Healing +50%
Bloodwise: Water/Ice damage +35%
Life Anchor: Auto-revive with 1 HP when killed (CT/buffs are retained)
Shield Breaker: Enemies take 25% more damage when you defend
Corrosion: Lowers max HP of enemies every turn (by... 40)

Attack: 377 physical damage.

Skills:
Focused Hug (1 MP): Heals one ally for 531.
Stamina (1 MP): Boost defenses. Add 97 Regen.
Nourish (2 MP): Heals one to max. Removes status. Revives.
Hug Everyone (2 MP): 267 MT healing.
Nature Lover (1 MP): Boost Fire/Water/Wind/Earth by 40% for Fucshia
Mini-Nuke (3 MP): 3096 MT Earth magic attack.
Friendship (2 MP): Boost every ally 'primary stat'.

Hestia's Skills:
Favor (1 MP): Heals 313 and Cures status ailments
Drain (1 MP): 452 Physical attack with parasitic healing (= 50% of damage)
Scorn Strike (2 MP): 939 Physical attack [attack power = user's defenses]

Three-Turn: Attack->Attack->Mini Nuke: 3850, 1283 damage/turn....

Comments: Healing and lots of it! Her damage is absolutely atrocious though.



Infinitoad
HP:   426
Str:   510
Mag:   275
Speed:   258
Def:   601
Mag Def:   560

HP:       91.6%
Spd%:   74.7%
Def Mod   113.2%
Mdef Mod   110.9%
Pdur:   103.7%
Mdur:   101.6%

Equipment: Swiss Army Shield
Accessory: Science Pills (Stats+30)
Master: Hestia

Passive Skills:
Join Me In Death: Enemies take 25% more damage if Infinitoad is dead on the field.
Ew ! Tongue: Minor stun attached to regular physical. (~15% delay)
(Hestia Passives):
User's Manual: Boost Item Effects 25%
Metashell: Defend partially defends all allies
Blood Pact: Healing +50%
Bloodwise: Water/Ice damage +35%
Life Anchor: Auto-revive with 1 HP when killed (CT/buffs are retained)
Shield Breaker: Enemies take more damage when you defend.
Corrosion: Lowers max HP of enemies every turn (by... 40)

Attack: 775 [Stuns for ~15% CTB]

Skills:
Tongue Lash (3 MP): 3099
Should Not Be (0 MP): Taunts enemys (makes Infinitoad more of a target)
Warts (1 MP): Reduce target's max HP by 960
Forced Empathy (1 MP): Target takes 5 times whatever Infinitoad takes. On a blow that would be fatal this does not do the 'overkill' damage.
Amphibicide (1 MP): 1044 MT non-elemental magic damage. Brings Infinitoad down to 0 HP. Does NOT win if he uses it without Life Anchor still being active.

Favor (1 MP): Heals 265 and Cures status ailments
Drain (1 MP): 929 Physical attack with parasitic healing (= 40% of damage)
Scorn Strike (2 MP): 1259 Physical attack [attack power = user's defenses]

3-turn: Attack->Attack->Tongue Lash: 4650 damage, 1550 damage/turn.

Comments: Again someone with crappy damage and infinite healing. Will this trend break soon?



Yes.
Coral Golem
HP:   464
Str:   328
Mag:   250
Speed:   488
Def:   688
Mag Def:   540

HP:           99.8%
Spd%:   111.2%
Def Mod   119.1%
Mdef Mod   109.6%
Pdur:   118.9%
Mdur:   109.4%

Equipment: Bulwark
Accessory: Yeti Scarf
Master: Moira

Passives:
Circle of Life: Heals allies by 100 When Coral Golem is defeated.
Waves of Healing: All allies have 10% Regen.
(Moira's Passives):
Wind Daughter: Wind damage +35%
Cunning: Begin battle with 1 MP
Fast Draw: Speed+15% [already factored in]

Attack : 485 physical damage.

Skills:
Deep Volt (3 MP): 4364 fire/water magic damage to one.
Tidal Wave (3 MP): 1480 MT water magic damage.
Apocalypse (3 MP): 13038 MT Earth/Fire/Wind/Water/Heart magic damage. Always hits weakness regardless of enemy attributes (already factored into damage.

(Moira's Skills):
Interrogate (0 MP): Interrupts
Wind Missile (1 MP): Adds Wind to attack. Wind element boost (35%)
Triple Tap (1 MP): 630 Physical attack. Interrupts
Gun Kata 1 (1 MP): 727 Physical attack. Next turn magic does 35% more damage.
Gun Kata 2 (1 MP): 576 Magic attack. Next turn physical attacks do 35% more damage.
Breather (2 MP): Stuns enemy for one turn. Increases in cost 1 MP for each time it was used before in this battle.
Silhouette (1 MP): Boosts user's speed 50%

3-turn damage: Attack->Gun Kata 1 -> APOCALYPSE... 18813 damage. 6271 damage/turn.

Comments: Apocalypse hurts a lot. Double overkill or so is hard to argue with. It's still leaves Coral Golem useless on turn 1, but come turn 2 he can explode things. Middle/Heavy as he's still status-bait and needs to reach that second turn. But when he does.... Boom. He probably just wants to defend turn 1 so that he can tank whatever the enemy throws his way till he puts out Apocalypse.



Vendorr:
HP:   615
Str:   418
Mag:   250
Speed:   391
Def:   584
Mag Def:   496

HP:           132.3%
Spd%:   95.8%
Def Mod   112.1%
Mdef Mod   106.6%
Pdur:   148.3%
Mdur:   141.1%
   
Equipment: Bulwark
Accessory: Briquettes
Master: Gabe

Passive Skills:
Kick The Machine: Boost Items 50% after defending.
Secret Stash: First Item used by Vendorr in battle does not consume that item. [You should let him use a free Moltov at the least]
Merchant : Boost item effects 50% [glitched, does not work]
(Gabe):
Bolster: +50% strength turn 1
Ovenmitts : +35% Fire damage
Backswing: +Speed after killing with regular phys.
Energizer: +1 MP after killing with reg phys
Regimen: +30% HP
Bare-Handed: Str+100 if no other Strength boosts [Applicable here]

Attack: 618 physical damage.

Skills:
Cold One (1 MP): Heals 500 or revives with 250.
Soda Spray (2 MP): Use a Moltov for 3878
Eat Quarter (0 MP): Makes the two above more powerful by 50%, but take 1 more MP to use. Lasts for the rest of the battle.
Restock (0 MP): Heals 340 and removes status from Vendorr
Coin Spew (3 MP): Deals non-typed damage in proportion to how much cash you have. Cash/16.3 at L32. I don't think it's fair to assume you have lots of cash on hand. Not subject to Power-Up's bonus.

Gabe's Skills:
Power Up (0 MP): Next turn does double damage with physicals.
Flaming Fist (1 MP): Add fire to attacks. Boost Strength 20%
Devil Knuckle (4 MP): 3248 holy physical damage.
Pulverize (9 MP): 8042 ITD physical damage.

Three-turn:
Moltov -> Defend -> Soda Spray: 8278 damage. 2759 damage/turn.

Comments: Vending machine. Very unique PC. Anyways he can sit there and spam Restock until Power-Up -> Boosted Devil Knuckle for 13K+ damage, or he can just throw fire at you. Either way he's an okay Middle.



Broodax:
HP:   460
Str:   320
Mag:   216
Speed:   401
Def:   481
Mag Def:   581

HP:          99.0%
Spd:           97.4%
Def Mod   105.2%
Mdef Mod   112.3%
Pdur:   104.1%
Mdur:   111.2%

Equipment: Bulwark
Accessory: Living Gravel
Master: Jim

Passive Skills:
Born In Flesh: Chance to revive after a certain period of time.
(Jim's Passives)
Grounded: Earth Element +35%
Absorption: +1 MP when Defend is used
In the Zone: 1-turn magic boost after using a 2MP or higher ability (35%)

Attack: 460 physical damage.

Skills:
Hexoskeleton (1 MP): Raises Def and Mdef
Scarapace (2 MP): 1987 Physical attack proportional to HP. Decreases linearly to 0 at 0 HP.
Human Suit (2 MP): Fully heals and sets new max HP to 130%. [improves Scarpace's damage  to 1.3 at full HP]
Hi, I'm Jeff (2 MP): Stuns everything on the battlefield except Broodax for less than a turn. Worthless.
Starsong (3 MP): 1792 Physical attack related to Broodax' Mdef.

Jim's Skills:
Revive (1 MP): Revives or heals ally for 192
Bury (1 MP): 1022 Earth Magic Damage
Call Skeleton (1 MP): Summons a skeleton to deal 375 damage. Repeats.
Dark Pact (1 MP): Adds Dark to Attack, Dark Boost (X%)
Quick Study (2 MP): Magic Stat becomes equal to speed stat. [HE CAN ACTUALLY MAKE USE OF THIS!!?]
Overkill (3 MP):  Uses all MP for a massive dark magic attack dealing 1181 damage. Increases linearly with MP spent.
Ichor (1 MP): Adds element vulnerability [Random]

3-turn damage: Buryx3, 1022 damage/turn.

Comments: The insect fails at damage to the shock of no one. Just wants to alternate attacking and Human Suiting for a while. It's a relatively effective strategy for... Light. That 8HKO damage is bad.
« Last Edit: July 16, 2013, 01:15:12 AM by Pyro »