Notes
1. Speed- After turn 1, Actual Speed=Numerical Speed+500, so it's relatively unpotent. I'm calling Turn 1 Speed the same speed. Against bosses, initial speed has no randomness, but turn 1 speed doesn't much because bosses don't get killed too quickly and nothing crucial is gained going first. Against randoms, speed is somewhat meaningless (You get initiative, which is randomized. After that it's based on speed with approximately 10% variance). So having Turn 1 Speed not mean a lot makes sense.
2. Equip Choices- Characters are equipped for "Immeasurable," which cuts recharges times by 15% (as everything has a recharge time), this is actually best the speed booster in game. Generally the PCs give up a little in defenses for a notably large speed boon. Puniyo and Pepperoni are the only 2 who don't have this skill by default setup (Puniyo can cut recharge by 10%, but loses about 25% durability, Pepperoni can cut by 15% RT, but loses 20% damage).
Most other armor choices are pretty situational because they technically make the characters slow. Often blocking ID/Fire/Water/Dark are the most notable ones. Weapon choices are generally for status chances.
3. Status and Status Protection- Characters can block status with the accessory Aroma Material (per normal I only let them block one at a time with this, but some may see this as getting all status). This does not include Instant Death, which is only blocked by some armor. Here are the statuses:
Poison- 4% MHP Damage before a character acts
Seal- Characters can not use any skills (Enemies can use some skills, generally physical ones)
Curse- Healing no longer works
Sleep- Character skips next turn, cancelled by damage
Slow- Recharge Time multiplied by 1.5
Lock-On- Character takes damage every time before they act
Freeze- Takes 1-20% extra Water/Ice Damage
3. Random Skill Notes- Kill on both armor and weapon appears to stack.
Strong Pinch (Evade at low HP) does not seem to work against single hit moves and is baaad against multi hit moves (Probably Bugged)
Deadly is definitely just 50%
5. Stun- Everyone can Stun the enemies, but I wouldn't take it very seriously because randoms don't have the HP for it to actually happen and it takes a while.
6. Recharge/Charge Times- All moves have different recharge times. I just kind of picked what I saw at average recharge time and compared all moves to that.
7. Timed Cards- Several PCs can use Timed Cards, which activate effects as certain set times and activate whether or not the PC is alive or not the field. There can only be 5 time cards up at a time, but I put the max in a duel at 3. This is because in game there is a limit of other PCs using timed cards. Note that this doesn't effect damage average within the first three turns, but does limit a bit later.
8. Damage Optimization and Speed- In each character section, there is a section noting maximum damage at certain intervals, generally covering up to turn 7-8.
9. Damage Averages- I am counting Time Cards because they are both prevalent and a key source of damage in game (Why does Yun have some of the worst damage on Raze's path? Only one without Timed Cards). There are a few PCs that have questionable moves for the damage average.
-->Puniyo can store monsters ala FF 5 Trainer. She can store 3 monsters and release them for decent damage with a really short recharge time (So basically she can do approxiamtely PC HP damage in a very short time frame). I'm okay counting this as a replacement for her awesome awesome in game skill where she can double casts common skills for free.
-->Ulrika has Intent to Destroy, which uses all her SP, but it's easy to use, and she can stall and heal lock with weaker items without hitting it's effectiveness.
-->Goto is a mess, and his three turn damage depends on starting Goto points, as well as basically one big shot of damage that he must work up to.
10. Averages up TopHP: 540
DEF: 541
MDEF: 536
SPD: 206
Damage:
Full Average: 1959/1945/1938 (Goto with 75 GP, Goto with 50 GP, Goto with GP)
W/ Just Puni Breath: 1903/....
W/o Puni Breah: 1824/....
2.5 Kill Point: 4,897/4,863/4,845
W/ Just Puni Breath: 4,758...
W/o Puni Breath: 4,560...
RAZEHP: 573 (106.2%)
SP: 227
ATK: 601
DEF: 563 (Cuts by 4.5%)
MGK: 417
RES: 583 (Cuts by 9%)
SPD: 225 (103% Speed)
Element Dark: Halves Dark
Counter: 20% Chance to counter offensive attacks with basic physical
Blessing of Light: Auto Revive once to full HP/SP. Any status or MP damage done by killer attack is sustained
Hell Moonlight: 165 Atk, 33 Magic, 33 Def, 33 Res, 8 Stun
---->50% Crit Rate, Decreases Special Skill Costs 25% (Already factored in)
Godly Chain Robe: 122 Def, 138 Res, 61 Act
---->-15% Action Speed
Alternate EquipsBandit Dagger: Loses 43% of Damage, Gains 1.5% Speed and 25% ID
Damage/HP/SP: Man Uniform: Gains 15% Damage, 5% HP and 30 SP, Loses 61 Spd, 3% Def and 7% MDef
Damage/Guts: Man Uniform v2: Gains 15% HP, 50% Guts, Loses 61 Spd, 5% Def and 9% Mdef
HP and HP Regen: Chimera Skin: Gains 9% HP and 30 HP Regen; Loses 61 Spd, 2% Def and 6% MDef
Immune Dark: Holy Chain: Gains 1% Mdef, Loses 3% Def and 61 Spd, , Immunes Dark
Immune Fire: Sea BDU: Loses 61 Speed, 2% Def and 5% Mdef, Immunes Fire (Keeps -15% to Act)
Immune ID: Silver Threads: ID Immunity and 15% Magic Block, Loses 61 Speed, 9% Def and 10% Mdef,
Immune Water/Ice: Sun BDU: 50% Guts, Loses 61 Sped, 5% Def and 8%, Immunes Water
Magic Block: Mana-eurism Coat: Gains 2% Def, 1% Mdef and 20% chance of blocking magic, Loses 61 Spd
Phys Block and Regen: Pumpking Armor: Gains 20% Phys Block and 30 HP Regen, Loses 61 Spd and 4% Mdef
Phys and Mag Block: Sea Roar Armor: Gains 3% Def and 20% Phys and Mag Block, Loses 61 Spd and 12% Mdef
SP Max: Moon Trench: Gains 50 SP, 12% Def, and 6% Res, Loses 61 Spd
ACTIVE SKILLSAttack: 440 Physical Damage (361 Base, 50% Crit Rate), +0.8 RT
Analyze (11)- 1118 Holy Physical Damage (916 Base, 50% Crit Rate), +0.85 RT
Photo Silhouette (24)- +0.7 RT
--->Silhouette first acts at: 0.55 RT
Twin Calibur (45)- 1527 Holy Physical Damage (1252 Base, 50% Crit, Medium Range) +1.1 RT
Falling Blades (22)- 817 Holy Physical Damage (670 Base, 50% Crit) +1.1 RT
--->Timed Cards At: +0.75 RT, 1.15 RT, 1.8 RT, 2.05 RT, 2.45 RT, 3.1 RT (Last 3 are renewals of first 3)
Drive Calibur (105)- 2053 Holy Physical Damage (1683 Base, 50% Crit) +1.1 RT
2.15. 4,504 (FB w/ 2 TC, DC , 127)
2.8: 5,321 (FB w/ 3 TC, DC, 127)
2.95: 6,349 (FB w/ 3 TC, Analyze, DC, 138)
3.1: 7,166 (FB/ w 4 TC, Analyze, DC, 138)
3.2: 7,665 (FB/ w 4 TC, DC, TC, 172)
3.45: 8,482 (FB w/ 5 TC, DC, TC, 172)
4.05: 9,600 ((FB w/ 5 TC, Analyze, DC, TC, 183)
4.15: 10,417 (FB w/ 6 TC, Analyze, DC, TC, 183)
4.3: 10,826 (FB w/ 6 TC, DC, TC x 2, 217)
4.9: 11,535 (FB w/ 6 TC, Analyze x 2, DC, TC 194)
5.2: 12,868 (FB w/ 6 TC, Anal, DC, FB w/ 2 TC, TC, 205)
5.45: 13,685 ((FB w/ 6 TC, DC, Anal, FB w/ 3 TC, TC, 205)
5.85: 14,502 ((FB w/ 6 TC, DC, Anal, FB w/ 4 TC, TC, 205)
6: 15,620 ((FB w/ 6 TC, DC, Anal, FB w/ 4 TC, Anal, TC, 216)
6.25: 16,437 (FB w/ 6 TC, DC, Anal, FB w/ 5 TC, Anal, TC, 216)
6.9: 18,372 (FB w/ 6 TC, DC, Anal, FB w/ 6 TC, Anal x2, TC, 227)
7.7: 19,081 (FB w/ 6 TC, Anal x2, FB w/ 6 TC, Anal x3, DC, 193)
LILYHP: 412 (392 base) (76.4%)
SP: 294 (274 base)
ATK: 266 (246 base)
DEF: 531 (361 base)....(Takes extra 1.5%)
MGK: 602 (417 base)
RES: 583 (397 base)....(Cuts by 9%)
SPD: 172 (152 base)....(104%)
Element Water: Halves Ice/Water
Blocking: 20% chance to block Physical Attacks
Tea Break: Restores 18 SP at beginning of turn
Southern Cross: 165 Magic, 28 Def, 28 Res, 8 Stun
--->+15% to Special Damage and +20% to Water
Godly Chain Robe: 122 Def, 138 Res, 61 Act
---->-15% Action Speed
Alternate EquipsScarf of Darkness: Gains 15% chance of ID on attacks and 1% Def, Loses 33% Damage and 4% Mdef
Seele Necklace: Gains 16% HP, loses 12% of damage, 5% Defense and 4% Mdef
Magic Stone Collar- Gains 25% Silence, Loses 36% of damage and 5% of Def
Damage Max: Sea BDU v3: Gains 20% Tech Damage and 20% chance of halving Act, Loses 61% Act, 2% Def and 5% Mdef;
Def/Mdef Max: Peacock Dress: Gains -10% Act Cut, 6% Def and 12% Res,, Loses 61 Speed
HP/HP Regen: Chimera Skin: Gains 12% HP and 30 HP, Loses 61 Spd, 2% Def and 6% Res
ID Attack: Bloody Magic Robe: 15% ID on attacks, Loses 61 Spd, 12% Def and 4% Res
Immune Dark: Saint's Garb: Immunes Dark and Gains 3% Res, Loses 61 Spd and 8% Def
Immune Fire: Sea BDU: Immunes Fire and -15% Act, Loses 2% Def, 5% Res and 61 Speed
Immune ID/Mag Block: Silver Threads: Immunes ID and gains 15% Mblock, Loses 61 Speed, 10% Def and 10% Res
Immune ID/Phys Block: Gothic Dress: Immunes ID and gains 5% HP and 20 SP or 20% Pblock, Loses 61 Speed, 10% Def and 12% Res
Immune Water: Sun BDU: Immunes Water and Gains 50% Guts, Loses 61 Speed, 6% Def and 8% Res
Phys Block w/ Defense Max: Peacock Dress v2: 20% Pblock, Gains 3% Def and Res, Loses 61 Spd
Magic Block/Guts: Eternal Cape: Gains 20% Mblock and 50% Guts, Loses 61 Speed, 11% Def and 2% Res
ACTIVE SKILLSAttack: 386 Magic Damage, +0.8 RT
Blizzard Axel (20)- 1122 Ice Magic (Large Range) + 90% Freeze (Adds trivial Ice damage), +0.9 RT
Frozen Sweets (30)- 1625 Ice Magic, +1 RT, 15 to Unite Gauge
Rainy Mega Spear (38)- 742 Ice Magic (Large Range), +0.95 RT
--->Timed Cards +0.8 RT, +1.25 RT and +1.6 RT
Frozen Cannon (50)- 1371 MT Ice Magic + 40% Slow, +1.1 RT
Glacieration (40)- 512 Ice Magic, +1.2 CT and RT
--->1977 (Resist-Ignoring?) Ice Magic upon 1.2 CT
1.95: 3109 (RMS w/ 1 TC, FS, 50)
2.25: 3851 (RMS w/ 2 TC, FS, 50)
2.6: 4593 (RMS w/ 3 TC, FS, 50)
2.95: 6218 (RMS w/ 3 TC, FS x 2, 62)
3.95: 7,843 (RMS w/ 3 TC, FS x 3, 74)
4.2: 8,444 (RMS w/ 3 TC, FS, RMS w/ 2 TC, FS, 82)
4.55: 9,186 (RMS w/ 3 TC, FS, RMS w/ 3 TC, FS, 82)
4.9: 10,811 (RMS w/ 3 TC, FS, RMS w/ 3 TC, FS x2, 94)
5.9: 12,436 (RMS w/ 3 TC, FS, RMS w/ 3 TC, FS x3, 106)
6.15: 13,037 (RMS w/ 3 TC, FS, RMS w/ 3 TC, FS, RMS w/ 2 TC, FS, 114)
6.5: 13,779 (RMS w/ 3 TC, FS, RMS w/ 3 TC, FS, RMS w/ 3 TC, FS, 114)
6.85: 15,404 ((RMS w/ 3 TC, FS, RMS w/ 3 TC, FS, RMS w/ 3 TC, FS x2, 126)
7.85: 17,029 ((RMS w/ 3 TC, FS, RMS w/ 3 TC, FS, RMS w/ 3 TC, FS x3, 138)
ETHP: 528 (508 base) (97.9%)
SP: 233 (213 base)
ATK: 637 (398 base)
DEF: 586 (354 base)...(Cuts by 8%)
MGK: 276 (256 base)
RES: 542 (354 base)...(Cuts by 2%)
SPD: 231 (178 base)....(103.5% Speed) (112.5% with Godly Chain Robe)
Element Wind: Halves Wind/Thunder
Quick: 20% chance of halving action wait time
High Speed Action: 25% chance of gaining first strike in battle
Dance-Linda Londe: 219 Attack, 33 Speed
-->-15% Action Time
Parade Star: 212 Def, 168 Res
Alternate EquipsPhantom Gear: -34% Damage, 33 Speed and 15% Action Time Cut, +50 SP and 25% Seal
Anti-Darkness Sun: -16% Damage, 33 Speed and 15% Action Time Cut, +15% ID
Damage/SP Max: Retro-Cute Sailor- Gains 9% Damage and 50 SP, Loses 22% Def and 15% Res
Immune Dark: Holy Chain: Immunes Dark, Loses 18% Def and 5% Res
Immune Fire : Sea BDU: Fire Immunity and -15% Act, Loses 17% Def and 11% Res
Immune ID: Gothic Dress: Immunes ID, Gains either 4% HP and 20 SP or 20% Phys Guard, Loses 24% Def and 18% Res
Immune Water: Sun BDU: Immunes Water and Gains 50% Guts, Loses 20% Def and 13% Res
Speed Max: Godly Chain Robe: Gains 62 Act and -15% Act, Loses 17% Def and 6% Res
SP Max: Sea BDU v2: Gains 50 SP and -15% Act, Loses 17% Def and 11% Res
ACTIVE SKILLSAttack: 388 Damage, +0.8 RT
Swallow Chakram (24)- 785 Damage, +0.9 RT
--->Timed Cards At +0.75 RT and +1.35 RT
Lock On Arrow (40)- 1096 Damage, +0.95 RT
-->80% chance of inflicting Lock-On, which does 560 physical damage at the beginning of a target's turn
No Hand Loop (15)- +0.5 RT
--->Support Chakrum status inflicts 388 extra physical damage before every offensive action Et takes.
Twinkle Moon (38)- 828 Damage, +1.25 RT
--->95%/65%/45%...45% Chance of Gaining Extra Turn upon use
Et Circle Rondo (95)- 785 Damage (Medium Range), +1.1 RT
--->Timed Cards At +0.65 RT, +1.2 RT, +1.65 RT and +2.1 RT (Don't count either the 2nd or 3rd)
Turn 1.9: 2,666 (SC w/ 1 TC, LoA, 64)
Turn 2.35: 3,452 (SC w/ 2 TC, LoA, 64)
Turn 2.8: 5,021 (SC w/ 2 TC, SC w/ 1 TC, LoA, 88)
Turn 3.25: 5,806 (SC w/ 2 TC x 2, LoA, 88)
Turn 3.55: 6,280 (SC w/ 2 TC, SC w/ 2 TC, SC w/ 1 TC, 72)
Turn 3.7: 7,376 (SC w/ 2 TC x2, SC w/ 1 TC, LoA, 112)
Turn 4.15: 8,472 (SC w/ 2 TC x3, LoA 112)
Turn 4.45: 8,635 (SC w/ 2 TC x3, SC w/ 1 TC, 96)
Turn 4.6: 9,731 ((SC w/ 2 TC x3, SC w/ 1 TC, LoA, 136)
Turn 5.05: 10,516 (SC w/ 2 TC x4, LoA 136)
Turn 5.35: 10,990 (SC w/ 2 TC x4, SC w/ 1 TC, 120)
Turn 5.5: 12,086 (SC w/ 2 TC x4, SC w/ 1 TC, LoA 166)
Turn 5.95: 12,871 (SC w/ 2 TC x5, LoA 166)
Turn 6.25: 13,345 (SC w/ 2 TC x5, SC w/ 1 TC, 144)
Turn 6.4: 14,441 (SC w/ 2 TC x5, SC w/ 1 TC, LoA, 184)
Turn 6.85: 15,226 (SC w/ 2 TC x6, LoA, 184)
Turn 7.15: 15,700 (SC w/ 2 TC x6, SC w/ 1 TC, 168)
Turn 7.3: 16,796 (SC/ w 2 TC x 6, SC w/ 1 TC, LoA, 208)
Turn 7.75: 17,581 (SC w/ 2 TC x 7, LoA, 208)
YUNHP: 571 (551 base) (105.8%)
SP: 211 (191 base)
ATK: 598 (416 base)
DEF: 493 (351 base)....(Takes extra 9%)
MGK: 320 (300 base)
RES: 533 (375 base)....(Cuts by 0.5%)
SPD: 240 (159 base)....(105% Speed)
Element: Fire: Halves Fire
Last Stand: Boosts all stats by 10% when below half HP (Improves damage 21%)
Willpower at Pinch: Gets one double action when below 20% HP
Calm Tranquil: 162 Atk
-->50% Crit Rate, 15% Boost to Special Skills
Godly Chain Robe: 122 Def, 138 Res, 61 Act, -15% Action Speed
Alternate EquipsForbidden Claw: -50% Damage, 25% Seal and Curse
Stinger: -57% Damage, 25% ID
Damage and HP: Man Uniform: Gains 15% Damage, 5% HP, and 30 SP, Loses 61 Act, 4% Def and 7% Res
Damage/Guts: Man Uniform v2: Gains 15% Damage, 50% Guts, a, Loses 61 Act, 7% Def and 10%
Immune Dark: Holy Chain: Loses 3% Def and 61 Act, Immunes Dark
Immune Fire: Resist Clothes: Loses 61 Act, 11% Def and 5% Res, Immunes Fire, Choice of 30 SP or 20% Magic Block
Immune Water: Fiery Martial Suit v2: Gains 9% Def and 11% Mdef, Immunes Ice/Water, Loses 61 Act
SP Max: Fiery Martial Suit: Gains 50 SP and 6% Mdef, Loses 61 Act
ACTIVE SKILLSAttack: 443 Physical Damage (363 base; 50% Crit), +0.8 RT
Fiery Fist (26) - 1251 Fire Physical Damage (1025 Base, 50% Crit), +0.95 RT
Blazing Cloth (40) - 1592 Fire Physical Damage (1305 Base, 50% Crit), +1 RT
-->Lowers Enemy Defense 5% each use, Stackable
Flame Pillar (120)- 2526 Fire Physical Damage (2071, 50% Crit, Small Row), +1.2 RT
--->Delays Target Turn ~10-15%
Speedy Flame Bomb (80)- 1918 Fire Physical Damage (1569, 50% Crit, Medium Range) +1.1 RT
--->Delays Target Turn ~10-15%
Turn 2.1: 4,444 (SFB, FP; 200)
Turn 2.95: 5,369 (FF, BC, FP; 186)
Turn 3: 5,710 (BC x 2; FP; 200)
Turn 4: 6,694 (BC x 3; SFB; 200)
Turn 5: 7,960 (BC x 5; 200)
Turn 5.9: 8,529 (FF x3, BC x 3, 198)
Turn 6.8: 9,439 (FF x 5, BC x 2, 210)
Turn 7.65: 10,008 (FF x 8; 208)
PUNIYOHP: 501 (365 base) (92.8%)
SP: 318 (298 base)
ATK: 268 (248 base)
DEF: 567 (348 base)...(Cuts by 5%)
MGK: 651 (416 base)
RES: 580 (402 base)...(Cuts by 8.5%)
SPD: 137 (117 base)....(90.5% Speed)
Guts: 25% chance of reviving with 1 HP
Element Light: Halves Holy
Tie-Families- 66 HP, 215 Mgk, 42 Def, 42 Res
Puni King Crown: 50 HP, 157 Def, 116 Res
-->Evasion up as HP falls (50% at 1 HP)
Alternate EquipsTie-Families v2: -16% Damage, 3% HP, 2% Def and Mdef, +20% phys block,
Tie-Families v3: -3% Damage, 3% HP, 2% Def and Mdef, and 20% mag block, +20% phys block
Rainbow Gem: -18% Damage, 13% HP, and 2% Def, +1% Mdef, 15% ID & 25% Sleep (or 25% Sleep/Curse in order)
Damage/SP Max: Retro-Cute Sailor- Gains 9% Damage, 50 SP and 28 Speed, Loses 10% HP, 9% Def and 5% Res
Guts Max: Eternal Cape: Gains 2% Mdef, 50% Guts and 20% Magic Block, Loses 10% HP and 17% Def
Healing Max: Saint's Garb: Boosts Healing 33%, Gains 30 SP and 7% Res, Loses 4% HP and 14% Def Boosts Healing 33%
ID Attack: Bloody Magic Robe: 3% Damage Gain, 15% Chance of ID on attack, Loses 10% HP and 18% Def
Immune Dark: Saint's Garb v2: Immune Dark and Gain 7% Mdef, Loses 10% HP and 14% Def
Immune Fire: Dancing Water Cape: Immune Fire and Gains 10 SP, Loses 8% HP, 23% Def and 8% Mdef 10
SP Max: Best Costume: Adds 5% HP and 73 SP, Loses 16% Def and 9% Res
Speed Max: Heaven's Silk- Gains 24 Speed, -10% to Skill RT, 10% chance of having act, Loses 10% HP, 20% Def and 11% Res
ACTIVE SKILLSAttack: 313 Magic Damage, +0.9 RT
Puni Cureheal (29)- 191 Healing+Status Healing, 65 Revival, +1.15 RT
Puni Suction (15)- 823 Magic Damage,+1.15 RT
-->If enemies are killed by this, they are kept as a ball which can be spit out with Puni Breath. Puniyo can store up to 3 balls.
Puni Breath (0)- Spits out one of the following (all at +0.25 RT):
Darkness Soul Ball: 1611 Darkness Magic
Bound Ball: 1538 Magic+Delay
Vortex/Calamity/Teraflame/Heaven's Rebel/Blizzard Ball: 1538/1538/1472/1417/1417 MT Wind or Lightning/Earth/Fire/Holy/Ice Magic
Puni Barrier (103)- MT Status Immunity for 5 Turns+1.15 RT
Puni Allheal (115)- 143 MT Healing+Status Healing+457 Revival, +1.4 RT
Dropping Puni Puni (50)- Adds repeating time card; Damage increases for number of time cards that are present (929 for 1, 1145 for 2, 1380 for 3, 1640 for 4), +1 RT
--->Timed Card At: +1.3 RT, 2.6 RT, 3.9 RT and 5.2 RT
If Allowed 3 Stored Balls
Turn 1.25: 3222 (DSBall x 2)
Turn 1.5: 4833 (DSBall x 3)
Turn 1.75: 5,656 (DSBall x 3, PS, 15)
Turn 2.8: 6,479 (DSBall x3, PS x 2, 30)
Turn 3.75: 7,408 (DSBall x 3, DPP w/ 1 TC, PS x 2, 80)
Turn 4.05: 7,946 (DSBall x 3, DPP x 2 w/ 1 TC, PS, 115)
Turn 4.35: 9,091(DSBall x 3, DPP w/ 2 TC, DPP w/ 1 TC, PS, 115)
Turn 4.9: 9,914 (DSBall x 3, DPP w/ 2 TC, DPP w/ 1 TC, PS x2, 130)
Turn 5.05: 10,941(DSBall x 3, DPP w/ 2 TC, DPP w/ 1 TC x 2, PS, 165)
Turn 5.35: 12,321 (DSBall x 3, DPP w/ 2 TC, DPP w/ 2 TC, DPP w/ 1 TC, PS, 165)
Turn 5.65: 13,701 ((DSBall x 3, DPP w/ 3 TC, DPP w/ 2 TC, DPP w/ 1 TC, PS, 165)
Turn 6.05: 14,524 (DSBall x 3, DPP w/ 3 TC, DPP w/ 2 TC, DPP w/ 1 TC, PS x2, 180)
Turn 6.35: 15,904 (DSBall x 3, DPP w/ 3 TC, DPP w/ 2 TC x2, PS x2, 180)
Turn 6.65: 17,284 (DSBall x 3, DPP w/ 3 TC x2, DPP w/ 2 TC, PS x2, 180)
Turn 6.95: 18,664 (DSBall x 3, DPP w/ 4 TC, DPP w/ 3 TC, DPP w/ 2 TC, PS x2, 180)
Turn 7.2: 19,487 (DSBall x 3, DPP w/ 4 TC, DPP w/ 3 TC, DPP w/ 2 TC, PS x3, 195)
Turn 7.65: 20,632 ((DSBall x 3, DPP w/ 4 TC, DPP w/ 3 TC x2, , PS x3, 195)
Turn 7.95: 21,777 (DSBall x 3, DPP w/ 4 TC x2, DPP w/ 3 TC PS x3, 195)