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Author Topic: Child of Light  (Read 2484 times)

Dhyerwolf

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Child of Light
« on: September 21, 2014, 08:20:14 PM »
1. Level/Mode- I took the stat topic at L50 on Normal/Casual Mode. If you fight every enemy, you will naturally end up around L48. Diamond Armor Oculi can boost EXP should raise that a bit (and strike me as clearly better than middling damage reduction as a long term strategy), so L50 should be obtainable. It also makes it easier to make the stat topic, since fewer levels would mean less skills point and even more alternates would be needed. Normal/Casual does give better EXP than Hard as well.

2. Skill Tree- Child of Light has a skill tree that is a cross between DQ 8 and FFX. There are three distinct paths (similar to DQ 8's 5 paths), and you get 1 skill point per level (Most advancements cost 1 point). As noted above, L50 allows me to include larger portions of trees in default setups. Two characters had arguable default setups (Gen and Aurora). For Aurora, she can trade a some speed for some damage (I went for speed). Gen can trade 30% speed for 70% more damage (I went for damage).

3. Stats/Mechanics
On PC Damage Side, Damage = Attack Stat * Attack Mult / Enemy Defense Modifier
-->Enemy Defense Mod Average at Endgame is 0.0489
-->Enemy Mdef Mod Average at Endgame is 0.0633

Defense and Magic Defense- 5 Points cuts damage by 1%
Crit Rate- I believe this is literal % (Testing shows that crit rate is 85%-90% of listed rate, but I’m assuming that’s randomness)
Dodge-  I believe this is literal %. Works on physical attacks

4. Flow of Battle- Child of Light's flow of battle is system to Grandia. Enemies and Allies que up on a speed bar, and when they hit a certain point on the bar they pick a move (each of which have their own charge times). If they are hit during this charge time period, their move is cancelled and they are moved backwards on the bar. I mostly ignore for the DL as very few enemies in the DL have a cancellable period (so it would just mostly penalize the PCs. I would consider it for more special cases; FFT Archer would be a good example). In game, slow characters can get around being cancelled with an awesome Defend command that cuts damage and your speeds up next turn. Since universal Defend commands have gone out of style, I haven't included upgrades to this in the PC notes.

5. Status Protection- There is none!

6. Averages up Top
HP: 446.57
Def: 215.28
Mdef: 204.43
Damage (3 Turn): 259.85
2.5 Kill Point: 649.6

AURORA
HP: 368….(82.4%)
MP: 45
Str: 80
Def: 228…(Takes 97.9%; Pdur: 84.2%)
Mag: 120
Mdef: 181…(Takes 105.6%; Mdur: 78%)
Crit: 7%
Dodge: 10
Speed: 24 (2.9375 Seconds Turn 1, 5.875 After)

Slash: 100 Physical (98 Base), 1.75 CT
Starlight (8 MP): 353 Holy Magic (327 Base), 2.5 CT
Starlight All (8 MP): 213 MT Holy Magic (197 Base), 3.5 CT
Elevate Damate (6 MP): Increase damage by 35% for 4 turns, 1.75 CT
Counterattack: 10% of using Slash as a counter to being targeted (At 50% damage increase) (Can activate on a miss)
-->Can gain Elevate Damage (9 MP): 45% Increase and Starlight All (10 MP):  298 Damage (276 Base)
for 5 Def and Mdef, losing the Counter and normal Starlight falling to 347 Magic (321)

If you only allow for one setup (no switching at all), Aurora chooses to trade 1 MP, 2 Mag, 5 Mdef and Def  (Pdur: 83.3%, Mdur: 77%) and counter in order to have the following damage:

Slash: 162 Physical
Starlight: 347 Holy Magic (321 Base)

Igniculus (By technical rules, Iggy probably isn’t legal, but it fits very, very well with the plot of the game so this just kind of feels natural. I allow him for Aurora personally, but can see why people would not)

Igniculus starts with 1 full Light bar. Every battles at least has 2 Flowers that can be used to fully recharge the Light Bar. Otherwise it naturally takes 50 seconds for the bar to fully refill):
Enemy Slowdown: Ignisculus can approximately halve enemy speed. This includes casting time. Doing this for a full turn would use about 90% of the full bar.

Regen/Heal Effect:
Ignisculus can heal 140 HP on Aurora’s turn (Uses full bar)
If the light bar has run out, Ignisculus will regain enough to get about 20 HP regen a turn.

Speed Breakdowns:
1.75 CT= 4.6875 Seconds Turn 1, 7.625 After (101.7% Turn 1, 98.8% After)
2.5 CT=5.4375 Seconds Turn 1, 8.375 Seconds After (87.7% Speed Turn 1, 90% After)
3.5 CT=6.4375 Seconds Turn 1, 9.375 Seconds After (74.1% Speed Turn 1, 80.3% After)

Alternates:
Light Ray Path:
51 MP
PDef: Take 102.8%, Pdur: 80.1%
Mdef: Takes 104.4%, Mdur: 78.9%
Dodge: 12

Slash: 94 Physical (92 Base), 1.75 CT
Light Ray (12 MP): 399 Holy Magic (373 Base), 10% ID, 3.5 CT
Elevate Damage (6 MP): Increase damage by 35% for 4 turns, 1.75 CT
Counterattack: 20% of using Slash as a counter to being targeted (At 50% damage increase) (Can activate on a miss) (Can boost to 30% for cost of 5 Magic; Light Ray falls to 376 (348 Base))

Physical Setup w/ Best Counter (Lose 4 Magic)
Pdur: 82.2% (Takes 100.3%)
Mdur: 76.2% (Takes 108.1%)

Slash: 152 Physical (148 Base)
Slash All: 87 MT Physical (95 Base)
Light Ray (8 MP): 385 Magic (360 Base)
Counterattack: 30% of using Slash as a counter to being targeted (At 50% damage increase) (Can activate on a miss)

RUBELLA
HP: 468….(108.8%)
MP: 55
Str: 60
Def: 177…(Takes 109.3%, Pdur: 99.5%)
Mag: 36
Mdef: 200…(Takes 100.9%, Mdur: 107.8%)
Crit: 7
Dodge: 11
Speed: 27 (2.625 turn 1 base, 5.25 After)

Tumble: 122 Physical (120 Base), 1 CT
Heal (10 MP): 370 ST Healing, 1.75 CT
Heal All (10 MP): 146 MT Healing, 3.5 CT
Revive (4 MP): 60% Revival, 1 CT
Ailment Protection (2 MP): 4 Turns of Status Protection, 2.5 CT
Counter Heal: 30% Chance to Heal 128 HP if HP drops under 30%

Speed Breakdowns:
1 CT=3.625 Seconds Turn 1, 6.25 After (131.5% Speed Turn 1, 120.6% After)
1.75 CT= 4.375 Seconds Turn 1, 7 After (109% Turn 1, 107.7% After)
2.5 CT=5.125 Seconds Turn 1, 7.75 Seconds After (93% Speed Turn 1, 97.2% After)
3.5 CT=6.125 Seconds Turn 1, 8.75 Seconds After (77.8% Speed Turn 1, 86.1% After)

Alternates:
Rubella can trade Counter Heal or make her physical worse to get better MT Healing. This generally never strikes me as a good trade.

FINN
HP: 425…..(95.2%)
MP: 63
Str: 65
Def 124…(Takes 123.6%, Pdur: 77%)
Mag: 108
Mdef: 281…(Takes 80.9%, Mdur: 117.8%)
Crit: 8
Dodge: 9
Speed: 27…(2.625 Seconds Base Turn 1, 5.25 afterwards)

Knock: 72 Physical (70 Base), 1 CT
Lightning Strike (13 MP): 480 Thunder Magic (444 Base), 2.5 CT
Wildfire (7 MP): 326 Fire Magic (302 Base), 2.5 CT
Lightning Strike/Wildfire All (10 MP): 278 MT Thunder/Fire Magic (258 Base), 3.5 CT
Monsoon (5 MP): 230 Water Magic (213 Base), 2.5 CT
Rage of Capilli: 30% Boost to Spell Power (Passive)

Speed Breakdowns:
1 CT=3.625 Seconds Turn 1, 6.25 After (131.5% Speed Turn 1, 120.6% After)
2.5 CT=5.125 Seconds Turn 1, 7.75 Seconds After (93% Speed Turn 1, 97.2% After)
3.5 CT=6.125 Seconds Turn 1, 8.75 Seconds After (77.8% Speed Turn 1, 86.1% After)

Alternates:
Improved Fire Magic and Physical : Can trade Rage of Capilli falling to 20% and 15 Def (Pdur:  74.8%) for Knock (104; 101 Base) and  Wildfire (443 (410 Base)
-->Better MT Fire: Can further trade 50 Power Lightning Strike for Wildfire All (372 Magic (344 Base))
Improved MT Lightning: Can trade 15 Def (Pdur 72.6%) to get best Lightning Strike All (403 Magic (373 Base), 15 MP)

Water Path
Loses 5 Str, 2 Ddg, Gain 3 MP
Monsoon (13 MP)-  443 Damage (410 Base)
Lightning Strike (7 MP)-  301 Magic (279 Base)

TRISTIS
HP: 426…..(95.4%)
MP: 46
Str: 76
Def: 329…(Takes 72.9%, Pdur: 130.9%)
Mag: 42
MDef: 310…(Takes 73.8%, Mdur: 129.3%)
Crit: 7
Dodge: 21
Speed: 25…(2.8125 on Turn 1, 5.625 After)

Tumble: 121 Damage (119 Base), 1 CT
Tumble All: 72 MT Physical (71), 1.75 CT
Haste (7 MP): Increase Speed 60% for 5 turns, 2.5 CT….(Moves base speed to 3.5625)
Ultimate Armor (8 MP): Cuts damage 20% for 7 turns, 1.75 CT
Unstoppable (8 MP): Protects from interruption while casting for 5 turns, 2.5 CT

Speed Breakdowns:
1 CT=3.815 Seconds Turn 1, 6.625 After (125% Speed Turn 1, 113.8% After)………………..(165.2% under Haste)
1.75 CT= 4.565 Seconds Turn 1, 7.375 After (104.4% Turn 1, 102.2% After)………………….(141.9% under Haste)
2.5 CT=5.315 Seconds Turn 1, 8.375 Seconds After (89.7% Speed Turn 1, 90% After)..…(124.3% under Haste)

Alternates:
Tristis can trade 2 MP, 10 HP to get 1 Dodge and better Tumble All (107 Damage (104 Base)
Tristis can trade some stats to improve some of the already bad buffs or make them MT. Not worth it.

ROBERT
HP: 439……..(98.3%)
MP: 23
Str: 94
Def: 228…(Takes 97.9%, Pdur: 100.4%)
Mag: 56
Mdf: 200…(Takes 100.9%, Mdur: 97.4%)
Crit: 20
Dodge: 28
Speed: 30… (2.375 Second Base on Turn 1, 4.75 Afterwards)

Shoot Arrow: 215 Physical (188 Base), 1.75 CT
Rain Arrow: 100 MT Attack (83 Base), 2.5 CT
Hinder (5 MP)- 157 Physical (138 Base), 50% Slow for 2 Turns (Closer to 37.5% in effect), 3.5 CT
-->Adds on about 5 extra seconds for an enemy action
Antidote All- 69 Healing+Status Healing, 1.75 CT
Sure Shot (Passive): Supposed to boost crit rate; I don’t think this works, so no effect.

Speed Breakdowns:
1 CT=3.375 Seconds Turn, 5.75 Afterwards (141.3% Turn 1, 131% After)
1.75 CT= 4.175 Seconds Turn 1, 6.5 After (114.2% Turn 1, 115.9% After)
2.5 CT=4.875 Seconds Turn 1, 7.25 Seconds After (97.8% Speed Turn 1, 103.9% After)
3.5 CT=5.875 Seconds Turn 1, 8.25 Seconds After (81.1% Speed Turn 1, 91.3% After)

Alternates:
Max Hinder (Lack of MP makes this a very desirable option, but it’s there):
-->Lose 2 Dodge
-->Can further trade 5 HP and 10 Def for 4 Strength (Boosts damage 4.2%)
Hinder (8 MP): 229 Physical (198 Base)+50% Slow for 2 Turns to Enemy, 3.5 CT
Hinder All (6 MP): 144 MT Physical (124 Base)+50% Slow for 2 Turns to Enemy, 3.5 CT
Shoot Arrow: 149 Physical, 1.75 CT

Going on Double Hit Path
HP: 444 (99.4%)
MP: 23
Def: 203….(Takes 104.1%, Pdur: 95.5%)
Mdef: 220…(Takes 96%, Mdur: 103.6%)
Dodge: 24

Shoot Arrow: 111 Damage (98 Base), 1.75 CT
Double Hit (8 MP)- 252 Damage (221 Base), 1.75 CT
Hinder (5 MP)- 176 Damage (154 Base)+ 50% Slow for 2 Turns, 3.5 CT
Rain Arrows: 146 MT Physcal (128 Base), 2.5 CT
Antidote (6 MP)- 96 Healing+Status Healing, 1 CT

-->Can trade 7 Str (6.7% loss on damage), 5 Def, 5 Mdef, 1 Crit for 2 Dodge, 5 HP and 153 Damage Shoot Arrow (134 Base)
-->Hinder becomes (3 MP) and 115 damage (101 Base)

OENGUS
HP: 614……(137.5%)
MP: 18
Str: 105
Def: 303….(Takes 79.4%, Pdur: 173.2%)
Mag: 48
Mdef: 109….(Takes 123.4%, Mdur: 111.4%)
Crit: 20
Dodge: 5
Speed: 22 (3.1875 Seconds Turn 1, 6.375 After)

Kategida Cleave: 293 Physical (257 Base), 20% chance to move enemy 50% back on timeline, 1.75 CT
Kategida Cleave (All): 170 MT Physical (149 Base), 20% chance to move enemy 40% back on timeline, 2.5 CT
Armor of Titans (5 MP): Suffer 30% less damage for 4 turns when hit by a physical, 1.75 CT
Kiss of Death: 15% Chance of ID on any attack (Passive)

Speed Breakdowns:
22 Speed
1.75 CT= 4.9375 Seconds Turn 1, 8.125 After (96.6% Turn 1, 92.8% After)
2.5 CT=5.6875 Seconds Turn 1, 8.875 Seconds After (83.8% Speed Turn 1, 84.9% After)

20 Speed
1 CT=3.625 Seconds Turn 1, 6.25 After (131.5% Speed Turn 1, 120.6% After)
1.75 CT= 4.375 Seconds Turn 1, 7 After (109% Turn 1, 107.7% After)
2.5 CT=5.125 Seconds Turn 1, 7.75 Seconds After (93% Speed Turn 1, 97.2% After)
3.5 CT=6.125 Seconds Turn 1, 8.75 Seconds After (77.8% Speed Turn 1, 86.1% After)

19 Speed
1 CT=3.625 Seconds Turn 1, 6.25 After (131.5% Speed Turn 1, 120.6% After)
1.75 CT= 4.375 Seconds Turn 1, 7 After (109% Turn 1, 107.7% After)
2.5 CT=5.125 Seconds Turn 1, 7.75 Seconds After (93% Speed Turn 1, 97.2% After)
3.5 CT=6.125 Seconds Turn 1, 8.75 Seconds After (77.8% Speed Turn 1, 86.1% After)

Alternates:
Taunt: Can Trade 2 Speed and Kiss of Death falling to 10%, for Taunt (8 MP)- which draws focus for 5 turns and gives 5 turns of 50 HP regen (kicks in when Oengus picks a move to use), 1 CT
Kiss of Death to 20%: Can Trade 10 Defense, Kategida Cleave being reduced to 199 Damage (175 base) (20% of 40% Delay), MT Kategida being reduced to 140 Damage (123 Base) (20% Chance of 20% Delay) for upgrading Kiss of Death to 20%
Best MT: Can Trade 10 HP, Kiss of Death falling to 10%,and 3 Speed to up Kategida Cleave All to 246 Damage (216 Base) (20% chance of 50% Delay)
Slightly Better Attack for Speed: Can Trade 2 Speed, Kiss of Death failing to 10% for 2 Attack (298 Damage Kategida Cleave (262 Base))
More Attack for Speed: Can Trade 10 HP, 3 Speed, Kiss of Death falling to 10%, 5 Defense for 4 Attack and 2 MP (304 Damage Kategida Cleave (267 Base)

Quake Options:
Quake is a move that has a 1 turn cast time. It takes 3.5 CT to cast on the initial turn and 1.75 CT on the 2nd turn when Quake is actually activating. This means that the move effectively activates at 83.1% Speed on Turn 2 for option 1, 78.1% for options 2 and 3 and 72.9% for Option 4
Quake (Better Speed): Loses 5 Def, 1 Str, 5 HP and Kategida Cleave gets must worse for 3 MP, 1 Crit and Quake (Better Attack): Loses 2 Speed, Kiss of Death to 10%, 5 Def and worse K. Cleave for 3 MP, 1 Crit, 4 Attack and Quake (417 Damage (362 Base)
-->Can trade another 1 point of Speed and 10 HP for 2 more attack (424 Damage (369 Base)
Best Quake (Better Speed): Loses 2 Speed, Kiss of Death falls to 10%, 25 Def, 1 Str, 10 HP, Gains 6 MP, 4 Crit, 4 Strength, and Quake (628 Damage (533 Base), 3.5 C
Best Quake (Better Attack): Loses 4 Speed, 25 HP, 25 Def, Kiss of Death and Armor of Titans, Gains 6 MP, 4 Crit, 13 Attack and Quake (680 Damage (577 Base)

GEN
HP: 386……(86.4%)
MP: 44
Str: 81
Def: 143…(Takes 118.9%, Pdur: 72.7%)
Mag: 71
Mdf: 145 (Takes 114.5%, Mdur: 75.5%)
Crit: 16
Dodge: 23
Speed: 25…(2.8125 on Turn 1, 5.625 After)

Slow Strike (12 MP)- 235 Magic (202 Base)+ Reduce Enemy Speed 30% for 4 Turns (Closer to 22.5% in effect), 3.5 CT
Backward Slam- 96 Physical (87 Base)+ 20% Pushback, 1.75 T
Jump Forward Jig (12 MP)- Begin at 50% on Timeline for 4 Turns, 1.75 CT
Battle Cry: Increases speed 50% when HP is below 25% (Passive)

Speed Breakdowns:
1 CT=3.815 Seconds Turn 1, 6.625 After (125% Speed Turn 1, 113.8% After)………………..(197.7% after 50% Battle Cry; 280.4% after 70% Battle Cry)
1.75 CT= 4.565 Seconds Turn 1, 7.375 After (104.4% Turn 1, 102.2% After)………………….(165.2% after 50% Battle Cry, 219.2% after 70% Battle Cry)
2.5 CT=5.315 Seconds Turn 1, 8.375 Seconds After (89.7% Speed Turn 1, 90% After)……(141.9% after 50% Battle Cry, 180% after 70% Battle Cry)
3.5 CT=6.315 Seconds Turn 1, 9.375 Seconds After (75.5% Speed Turn 1, 80.4% After)…(119.4% after 50% Battle Cry, 145.7% after 70% Battle Cry)

Alternates:
Physical/Paralyze Path
Gains 5 Mdef, Loses 2 Dodge, 4 MP and 7 Magic
Backwards Slam: 140 Physical (127 Base)+ 20% Delay, 1.75 CT
Backward Slam All- 83 MT Physical (75 Base) 20% Delay, 3.5 CT
Paralyze (16 MP): Stop Enemy for 12 Seconds (Works on Everything; Status can be refreshed), 2.5 CT
Slow Strike (6 MP)- 99 Magic (85 Base)+Slows Enemy 30% for 2 turns (Closer to 22.% in effect), 3.5 CT
Jump Forward Jig (8 MP)- Ally beings at 30% on Timeline for 4 Turns (Cuts off 1.6875 Seconds), 1.75 CT
Battle Cry: Increases speed 70% when HP is below 30% (Passive; Pair with Paralysis and she can squeeze out 3-4 attacks. If saves the MP to use Paralysis twice, then she's probably looking at potentially 6 turns)
« Last Edit: April 15, 2015, 12:13:56 AM by Dhyerwolf »
...into the nightfall.

Dhyerwolf

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Re: Child of Light
« Reply #1 on: September 21, 2014, 08:20:45 PM »
Averages and Temp
HP
Oengus- 614...(137.5%)
Rubella- 468....(108.8%)
Robert- 439.....(98.3%)
Tristis- 426.......(95.4%)
Finn- 425.........(95.2%)
Gen- 386...........(86.4%)
Aurora- 368.......(82.4%)
Average: 446.57

Damage
Finn- 480
Aurora- 353
Oengus- 293
Gen- 235
Robert- 215
Rubella- 122
Tristis- 121
Average: 259.85 (Kill Point: 649.6)

Str
Oengus- 105
Robert- 94
Gen- 81
Aurora- 80
Tristis- 76
Finn- 65
Rubella- 60
Average: 80.1

Def (Each Point Cuts Damage by .2%)
Tristis- 329 (Takes 72.9%)
Oengus- 303 (Takes 79.4%)
Robert- 228 (Takes 97.9%)
Aurora- 228 (Takes 97.9%)
Rubella- 177 (Takes 109.3%)
Gen- 143 (Takes 118.9%)
Finn- 124 (Takes 123.6%)
Average: 215.28

Mag
Aurora- 120
Finn- 108
Gen- 71
Robert- 56
Oengus- 48
Tristis- 42
Rubella- 36
Average: 68.7

Mdef
Tristis- 310 (Takes 73.8%)
Finn- 281 (Takes 80.9%)
Robert- 200 (Takes 100.9%)
Rubella- 200 (Takes 100.9%)
Aurora- 181 (Takes 105.6%)
Gen- 145 (Takes 114.5%)
Oengus- 109 (Takes 123.4%)
Average: 204.43

NORAH, L35
HP: 327....(118.5%)
MP: 36
Str: 48
Def: 200....(Takes 83.9%)
Mag: 28
Mdef: 157....(Takes 98.2%)
Crit: 7
Dodge: 16
Speed: 28...(2.5 Seconds Base Turn 1, 5 Seconds afterwards)

Petrify- 57 Physical Damage (56 Base), 30% chance of 6 second Paralysis (Paralysis works on Everything), 1.75 CT...(Kill Point of 222.5)
Lull (8 MP)- Reduce Enemy Speed 60% for 4 turns, 1.75 CT
-->Adds extra 6.25 Seconds for Enemy Action (Very Significant)
Lull All (8 MP)- MT Speed Down 50% for 4 Turns; 3.5 CT
Quicken (8 MP)- Increase Speed 60% for 4 Turns; 1.75 CT.........(Takes off extra 3 seconds)
Quicken All (8 MP)- MT Speed Increase 50% for 4 Turns; 3.5 CT
Unstoppable (8 MP)- Protects an ally from casting interruption for 4 turns; 2.5 CT
Charm Time: Begin at 30% on Timeline (Passive Skill; Activates turn 2 and beyond)
*Petrify All (Norah gives up 5 HP to get this)- 38 MT Physical (38 Base), 20% chance of xxx second Paralysis; 3.5 CT

1.75 CT: 4.25 Seconds Turn 1, 6.75 Seconds Afterwards...(103.4% Speed Turn 1, 104.3% Afterwards) (187.8% under Quicken)
2.5 CT: 5 Seconds Turn 1, 7.5 Seconds Afterwards...........(87.9% Speed Turn 1, 93.9% Afterwards) (156.5% under Quicken)
3.5 CT: 6 Seconds Turn 1, 8.5 Seconds Afterwards...........(73.3% Speed Turn 1, 82.8% Afterwards) (128% under Quicken)

Aurora (31)
33 MP, 75 Mag, 5 Crit,
Starlight: 116 Magic, 6 MP, 2.5 CT

Rubella (32)
35 MP, 44 Str, 5 Crit

Tumble: 62 Physical, 1 CT

Finn (32)
39 MP 73 Mag, 6 Crit

Lightning Strike: 159 Magic Damage, 7 MP, 2.5 CT
Rage of the Capilli: Boosts spell damage by 20% (Passive)

Robert (31)
16 MP, 55 Str, 14 Crit

Shoot Arrow: 86 Physical Damage, 1.75 CT

Tristis (28)
27 MP, 45 Str, 5 Crit

Tumble: 49 Physical Damage, 1 CT

Damage
Finn- 159
Aurora- 116
Robert- 86
Rubella- 62
Norah- 57
Tristis- 49
Average: 89
Kill Point: 222.5

HP
Norah- 327
Rubella-296
Finn- 286
Robert- 277
Tristis- 240
Aurora- 235
Average: 276

Def
Tristis- 203
Norah- 200
Aurora- 133
Robert- 128
Rubella- 122
Finn- 69
Average: 144.17

Mdef
Finn- 179
Tristis- 178
Norah- 157
Aurora- 141
Rubella- 125
Robert- 125
Average: 150.83

Dodge
Robert- 21
Norah- 16
Tristis- 15
Rubella- 9
Aurora- 7
Finn- 6
Average: 12.17

Speed
Robert- 30
Norah- 28
Finn- 27
Rubella- 27
Aurora- 24
Tristis- 22
Average: 26.33
« Last Edit: October 09, 2014, 06:29:01 AM by Dhyerwolf »
...into the nightfall.

Dhyerwolf

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Re: Child of Light
« Reply #2 on: September 21, 2014, 08:20:56 PM »
Bosses
...into the nightfall.

Jo'ou Ranbu

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Re: Child of Light
« Reply #3 on: September 22, 2014, 06:54:00 PM »
This looks pretty good! Particularly on the speed breakdowns. Regarding Genovefa's paralysis - it might be worth noting there it's both perfect accuracy and works on everything in-game. The duration makes it inevitably sketchy a DL strategy, though (like 10 seconds at best, sacrificing pretty much the rest of her skillset? Not really sure about that). Also, I meant to ask - do seconds-based alterers follow along the in-game adjustable battle speed? In fact, which speed did you use for the topic?
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

Dhyerwolf

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Re: Child of Light
« Reply #4 on: September 23, 2014, 12:06:36 AM »
Right, my first post a few days ago got eaten and that was one of the notes I forgot to re-write. I tested on the slowest speed due to ease (I think everything is proportional speedwise. I and likely everyone else played on fastest speed). Paralysis duration was the one PC item that I ran of time to test before I left town for a week (Or rather, whether the durations vary between different speed levels. If it doesn't, then obviously the PC cast would opt for "Fastest" speed DL wise since it doesn't hurt anyone and helps someone).

Paralysis might be worth it for Gen at low HP since her speed then increases so greatly. Since it probably lasts about 1.5-2 turns, but Gen is now working off much better speed and delaying the enemy, it might eek out a few wins.
...into the nightfall.

Jo'ou Ranbu

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Re: Child of Light
« Reply #5 on: September 23, 2014, 02:34:15 AM »
Yeah, it's mostly that I don't feel it's worth min-maxing for. Also, I blinked at first when I saw you left Rubella's counter-heal at low priority in upgrades, but then I realized you'd have to sacrifice either Tumble upgrades or Heal upgrades to prioritize counter-healing, and it's just not worth losing either of them. Tangentially, for whatever that's worth, -all- attacks in the game can crit, including Finn's and Aurora's magic.

Funny to see how most of my divisional kneejerks ended up being right, to boot. Finn and Óengus being the best duellers in the cast (for whatever it's worth, it's just a bunch of Lights and Middles) feels weirdly right considering how they were pretty much at the top of the game's worth curve by endgame.
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

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Re: Child of Light
« Reply #6 on: October 04, 2014, 03:44:23 AM »
Nice work!  Quick question: I assume you got the speed %s from the number of seconds it takes for everyone to spam their best damage?

Norah: Three minor points: the paralysis duration on Petrify is currently unlisted still.  The in-game doc claims it's 4 seconds, which sounds about right to me, although I never measured it or anything.  Second, her 2nd turn & later speeds should probably bake in Charm Time (looks like no as is from eyeballing it?).  Also, are the current stats assuming equal levels at L35, or what you had at the time?  Dunno how it works on Casual, but on Expert difficulty, she seemed to have a notable initial level edge, and Tristis at least joined underlevel with only a few battles to catchup.  (Levels were 26,28,28,29,29,33 a battle or two before the last boss battle with her - that's Tristis behind, and Norah at L33.  This is a little exaggerated as Norah also had more Diamond time than the rest of the cast for me for more bonus XP, but that should still be a fairly subtle difference...).

Igniculus: Yeah, that's a party resource for me, letting Aurora have it seems like allowing Hiro Ruby or the equivalent (especially since there's a segment of the game where you have Aurora but no Igniculus).  That said, it does have some DL relevance; in-game, Iggy is extremely good at letting your team hustle out crucial speedbreaks when it's going to be close.  As a result, while it's not unique, I'd be inclined to let the cast in general win speed tiebreaks and judgment calls.  Much less powerful than Iggy in its full shiny glory, but seems accurate to in-game, where PCs should always win such close calls (similar to how Chrono Trigger enemies should win same-speed tiebreaks, etc.).  Also, it's hard to say, but I think that Igniculus's slow is by a constant-ish amount?  It seems far more devastating on slowed enemies than on hasted enemies.  On that note...

Child of Light & speed - Yeah, I think I'm with Dhyer in that for sanity's sake, probably best to usually toss the cancelling mechanic out in the DL, and the price for this is no Defend commands (except perhaps to wait or vs. other game's slow called shots as usual).  However, I think I'd want to keep the spirit of how CoL combat works by exaggerating speed differences.  If you're slower than the enemies, you need to *get even slower* by spending some of your turns on Defend, or else just losing your action.  If you're faster than the enemies - especially with Igniculus's help - you can start locking them out of a lot of their turns, making your position even better.  Basically, while I wouldn't try and enforce the actual cancel mechanics, I'd probably see any speed difference as being exaggerated in the DL.

And yes, this is another way of saying "Norah is totally broke'd in a duel once she gets going."  Lull + Haste + Charm Time + Igniculus in-game = something like quintaturns or sextaturns before cancelling, and "you never get turns again as long as MP holds out" in reality.  Lull will take a really long time to wear off, too, as it's duration is based on *enemy* turns (which means Haste will need to be recast, though - sorry Tristis.)  Only really kept in check in-game by enemy mobs requiring the easily interrupted Lull All and the fact that the last boss you face with her has Slow counters to even the score some.

Dhyerwolf

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Re: Child of Light
« Reply #7 on: October 04, 2014, 04:03:59 AM »
Yes, Speed % is based on an average of everyone using their optimal damage move (which in Aurora's case is not her best damage, since the edge in speed is worth the drop in damage).

Norah does have a notable level edge. Paralysis is to be tested (I know the game lists 4 seconds, but I don't know if that is constant across all speeds. Also, I used the slowest speed for sanity sake, so if it is constant, I will need some speed notes on the fastest speed).

Quite possible about Iggy slowing down speed by a constant amount. I just tested on a few non-Hasted/slowed enemies, and not super in depth (just enough to give me at least a solid idea).

I wouldn't exaggerate speed differences. Defend does make one slower, but also makes one much tankier. Since the tankier part is not factored in, I don't see a reason to take speed as anything but literal.
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SnowFire

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Re: Child of Light
« Reply #8 on: October 05, 2014, 07:59:29 AM »
Bosses

Some rough notes on 2/3 of the game's plot bosses (no Cordelia).  Thanks autosave for making this hard to simply re-fight & check.  Notably accurate speed info is lacking.  Damage is pretty high variance in this game too, as are defenses (many enemies favor one defense by quite a bit), so take it all with a grain of salt.  Happy to share my full notes if Dhyer or someone wants to clean this up some. 

Assumes Expert mode.  Not 100% sure how the bosses change on Casual, but they have slightly less HP & do less damage.  I believe Expert enemies have 115% of the HP listed in the FAQ on GameFAQs.  (From looking at YouTube, Expert enemies also do 125-150% the damage?)  Also, the Casual plants-in-battle are totally broke'd for Igniculus and restore a bunch of HP & MP, which they don't on Expert where Iggy's healing is basically trash.  (Although his speed-suppress is still quite useful.)

Above stats in the PC topic are an okay rough guideline; I was ~L43-44 on most of my characters, which is less than L50.  (I skipped some enemies in the final dungeon, so this is arguably a tad underlevel - L45-46 may be more reasonable.)  But stat-boost stardusts exist in-game as do stat-boosting Occuli which aren't in the stat topic.  I generally equipped with Onyxs for casters (Aurora / Finn; +20% magic damage) & Tourmalines (+8 magic), Diamonds for fighters (+6 Speed) & Faceted Spinels (start at 20% initiative on timeline, a la Charm Time).  Everyone equipped Amethysts, which are -10 to -15% physical damage received.  Also, some characters build differently in-game, Rubella & Gen most notably.

Two general notes first: bosses in CoL don't immune your status-y effects, except for (presumably?) Aurora & Oengus's %chance of instant death.  Crucially that includes Gen's 100% 10-second Paralysis / Paralyze All (and Slow & Knock Back).  This status vulnerability is probably trouble for their dueling worth.  Second, the bosses only faces 2 PCs in battle...  *but* there's free FFX-style switching and using it is very relevant, so bosses really need to chew through 7 PCs eventually.  I'm also not a fan of rewarding bosses for Rubella having crap damage when she's easily subbed out for someone better if I want damage and not healing.  I'd suggest holding the bosses against more than 2 PCs (some do this anyway), using a top-damage dealers damage average, or both.  My PCHP figures assume 3 PCs and use the actual-damage-dealers average, YMMV, etc.

SF's PCs (w/ equipment), L43-44:
HP average: 404
Speed average: 28.1 (better than this in practice due to Spinels on some characters & Igniculus slow)
Damage average (ignoring weakness hitting, including crits): ~225
Damage average of just Aurora, Finn, Óengus, & Robert (the characters whose purpose is to actually attack): ~340

Nox (aka Norah)
Fights with two tentacles.  Kill the main body and fight's over.

Kraken
HP: ~5100? (~2.00 PCHP)
Speed: Slow (~22?)
High physical defense (cuts physical damage in half, roughly)
Weak to Lightning (~1.75x damage?).

Maw of the Deep: ~170 magical damage.  Medium cast time.
Gathering Strength: Charge turn for Sea Serpent's Kiss.  Fast cast time.
Sea Serpent's Kiss: ~400 water-elemental (?) magical damage.  No cast time [Can't be interrupted].

Counters interruptions with Unstoppable, which makes it so the Kraken isn't interrupted if attacked (again) while charging.  Duration is not great though (4 turns?).

Tentacle (x2)
HP: 1150? (~.47 PCHP)
Speed: Fast (32?)
High magical defense (cuts magical damage in half, roughly)
Weak to Lightning (~1.75x damage?).

Tidal Wave: ~120 water-elemental (?) physical damage.  Fast cast time.

Umbra
Fights with two owls.  Kill her and fight's over.

Dragon Umbra
HP: 5500? (~2.15 PCHP pre-support credit)
Speed: A bit slow (25?)
Weak to Light (~1.75x damage?)

Impenetrable Scales: Gains physical resistance for ~2 turns.  Reduces physical damage by ~30%.  Can be cast on allies.  (a la Armor of Titans)
Magical Mark: Gains magical resistance for ~2 turns.  Reduces magical damage by ~30%?  Can be cast on allies.
Unstoppable: Can't be interrupted while charging skills, ~4 turn duration.
Revive: Revive a dead ally with 1/3 health (920 HP for Owls on Expert).
Rumbling Roar: 100 physical damage
Gathering Strength: Charge turn for Dragon's Cry
Dragon's Cry: 240 magical damage

Counters interruptions with Inflame, which buffs damage by an unknown amount* for a very brief period (1-2 turns?). 
*Sorry, wasn't able to make out when it was active and when it wasn't!  Someone else want to check?

Owl (x2)
HP: ~2700 (1.08 PCHP)
Speed: Average (27?)
Weak physical defense (takes double damage from physicals, roughly)
High magical defense (cuts magical damage in half, roughly)
Weak to Light (~1.75x damage?)

Cutting Talons: 100 physical damage, fast charge time
Prey: 100 magical damage, hits all targets, knocks targets back on timeline (~20%?)

Counters magical interruptions with 110 damage counterattacks.

--
One final note: I believe some of the bosses above have a dodge rate, but it's small (<5%?).  Not easily tested aside from "I think I saw a dodge once."

--
Commentary: Per above notes, I'd see all the listed boss speeds as *even worse* in the DL due to Spinels & Igniculus.  Also all the bosses drop half a division or so if you vote Casual mode.

Nox has a surprisingly good beatdown game, albeit almost strictly thanks to the speedy tentacles.  Once they're dead, she really sucks.  Or of course you can Paralyze All / Hinder All / etc. her.  (In-game, the ST focus is a problem too, though in the DL she doesn't care of course.)  Probably some shade of High Heavy: she fears status of course, and to a lesser extent MT physicals that OHKO the tentacles, but that's a lot of beatdown to keep healers heal-locked, and even powerful Thunder mages can have trouble 2HKOing here and surviving 4x Tentacle turns + 1x Kraken turn.

If you disallow her Tentacles, she's Middle and is some kind of physical spoiler. She charges up for a near-OHKO to average durability, but off *awful* speed, so healers who aren't OHKOed by Sea Serpent's Kiss own her, lightning-slingers who aren't OHKOd by SSK and 3HKO win, etc.  (but the tentacles are really obviously part of her, we don't ban SMT/DQ bosses from multiacting, this is the same thing, blah blah interp debate here)


Umbra...  has much worse damage than her daughter?  Go figure.  She also has some worthless buff moves in her kit the AI will unwisely use at times unlike Nox.  In-game she is a bit tankier though, and Prey's MT nature is an advantage, I suppose.  Still fears Gen popping out and paralyzing everyone.  She'd like to start the battle with some dead owls on hand vs. mages, too, but don't think I'd allow that myself.  (Unlike Nox's tentacles, they're clearly separate entities.)  The bright side is that she does get some potent support credit from me, so I'd probably see her as more like ~2.60 PCHP myself.

Anyway...  Middle.  She's tanky but not particularly damaging, so healers mop her up, as will dragon-slayers (Chrom?), the odd light mage who can blitz her out (Micaiah?), and Middle's non-fatal status-slingers.
« Last Edit: October 05, 2014, 03:39:58 PM by SnowFire »

Dark Holy Elf

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Re: Child of Light
« Reply #9 on: October 05, 2014, 08:37:46 AM »
Quote
Second, the bosses only faces 2 PCs in battle...  *but* there's free FFX-style switching and using it is very relevant, so bosses really need to chew through 7 PCs eventually.

Far be it from me to criticise anyone for wanting to not "scale bosses against two PCs" (as if number of PCs faced were the only reason for scaling bosses!) but I don't think I like the idea of giving extra penalty due to the fact that all the PCs have to die. Several other games work this way (WA2 comes to mind) and I've never really heard of assigning some sort of penalty due to that... and certainly not to durability. Personally I pencil this in along with say, differences between how good healing or revival is between games: it can influence a boss in-game but doesn't really feel like it translates DL-wise? (But of course if you want to try to account for such things, go nuts. I'll point out that if we are going to consider intangibles like that then the severe targetting limitations on the PC side as far as healing and buffing goes gave CoL bosses a bit of a boost which I felt more than offset the ability to switch in PCs, but YMMV!)

Then again it's not as if the numbers I have for the bosses look that much different from yours (no reward for facing a small party size + using the full-cast average yields about... 25-30% more HP respect I think?). The far bigger concerns are what difficulty you consider and what parts/etc. they get. And what sort of speed respect you assign if any.

(I'm not sure about boss parts these days. I think they allow some dumb focus-whoring and are often reaaal sketchy plotwise, like Melfice's or Baal's demonic bits, Neo Exdeath being multiple entities, etc. but yeah they do sometimes feel like a form of multi-acting.)

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Dhyerwolf

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Re: Child of Light
« Reply #10 on: October 09, 2014, 06:54:22 AM »
Paralysis notes for Gen and Norah are up. For the record, I suspect that duration listed in game is for speed 3 (the middle one). Speed 5 (the quickest) has notably shorter duration and Speed 1 (what I used) has longer ones.

On a side note, I'm not remotely suggesting Iggy legality for anyone else. I allow it not only for steadfast companion nature, but mostly because Iggy was specifically summoned to aid Aurora (as opposed to the example of Ruby, who is kind of there IIRC). But as I said, not something I would really suggest as legal for others.
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