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)