Register

Author Topic: Crimson Gem Saga  (Read 2524 times)

Pyro

  • Denizen
  • *
  • Posts: 1792
  • Mwahahaha
    • View Profile
Crimson Gem Saga
« on: June 23, 2015, 04:02:14 AM »
Crimson Gem Saga:

- RPG for the Playstation Portable and some mobile platforms.

- 6 PCs, 4 of which can be in the party at any one time. The endgame suddenly takes away 2 for a leg of the final dungeon, then after two bosses takes away another 2 and gives you back one of the original PCs for a bunch of plotty fights. I'll be taking stats right before that split to keep things sane.

- Tested on the skeleton enemies in the final dungeon for physical attacks, and the average of the skeletons/Wizard enemies for magic attacks.

- For equipment, I allowed everyone at endgame ~200K to purchase gear. This notably locks out Killian from getting his best sword (which is like ~400K by itself, even before armor...). It also locks out Lahduk from having his best gear (again, prohitively expensive). I'm also not including the 'ultimate' armor and sword for Killian as it requires the defeat of very powerful optional superbosses.

- Crimson Gem Saga has an elemental resistance system wherein each piece of equipment adds to or subtracts from elemental resist stats. They range from -10 to 10, although you won't see anything more than -2 to 6 or so. These resist stats reduce the attack stat of the incoming elemental attack by 10% for every point. This makes them quite potent. I've allowed the game's best cheap storebought boots, which give +2 to every element. I am assuming that is the 'baseline' resistance. This means that the element resistances on weapons are purely a helpful boon, like most games considered in the DL. Please note that 'elemental defense modifier' includes both the elemental resistance and the PC's defense effectiveness (since that is for both magic and physicals, near as I can tell).

- Crimson Gem Saga has status resistance accessories but none are purchasable at endgame... you have to grind for cash at a limited-time-only store. Same for just about every desirable accessory, so I am ignoring them entirely.

- The game allows you to "Rank Up" healing and damage skills. There are limited means to do so throught the game as you must use a "Bronze Medallion" to rank a skill up from 1 to 2, then "silver" to go from 2 to 3, Gold for 3 to 4, and Platinum for 4 to 5. As there are a limited number of these (ironically bronzes are rather restrictive), I've allowed one R3 skill and one R4 skill for each PC. Notable odd cases with this include Killian wanting to R4 his least expensive damage tech for the ability to actually kill things if he uses up his MP. I'm not entirely confident about my choices for Gelts/Killian (maybe they'd prefer 70% healing for 20MP than 100% for 50MP). But that's what I chose and it is easy enough to adjust if you want... Healing is straight up +10% MHP per rank.

- Levels taken at 70. This is about right for right before the party split.

- Stats:
HP: Duh
MP: Casts spells/physical abilities
Atk: Attack stat. Determines damage by physical attacks. Some hidden formulas to this too.
Str: Strength stat. Improves Attack stat.
Int: Intelligence. Improves magic damage.
Agi: Agility. Turn order depends on this. This only matters for the first turn, as actions are decided when a PC gets a turn, and doubles are not possible.
Def: Defense. Applies to both Physicals and Magic by the looks of it (not testing this extensively). Damage to PCs is (incoming attack power * Resistance mult) - Defense.
Vit: Vitality . Influences HP and defense.
Wil: Willpower. Actually serves to set critical hit rate. Varies with enemy targetted.
Crit Chance: I'll be listing the average crit chance for the PC averaged against enemies.

- Critical Hit Continues: When performing a normal physical, if an attack criticals the player can execute a timed hit to add an additional attack. If that second attack criticals then the player can execute another timed hit for a third attack. There can't be a 4th attack though.

- I will be showing damages with Critical Hits already factored into the damage.

- I will include physical durability (which is also non-elemental magic durability in this format) along with durabilities to elements. Higher = better.

- When I say a buff lasts '3 turns', then that means at the beginning of the PC's third turn after using/recieving the buff, it wears off.

-Status:
Poison: Rips off ~10% MHP a turn.
Confusion: Forces the inflicted to physically attack it's allies for 5 turns. If no allies are present, the target just sits there. Lasts about 5-6 turns.
Disease: At the beginning of the target's third turn after being inflicted, they die. This means they get two actions before death.
Sleep: Target is asleep until it recieves damage. The first hit of an attack against it deals triple damage (but only the first hit of a multi-hit attack).
Silence: Prevents spellcasting by target. Permanent.

- One of the PCs has overkill Agility. I've 'clipped' it to account for the fact that anything above 38 is meaningless. Agility is a constant stat, so there is no conceivable use for it to be above that.

- Averages up Top:
HP:   816
Agi:   26.17 (8.9 stdev)
Def:   141

- I suggest using the 5-turn damage average as the cast is rather egregious about running out of damage after 3 turns.
- 5 turn damage average: 2025 (5063 2.5x kill point)
- Three turn damage averae: 2414 (6034 2.5x kill point)


Killian:
HP:   1010   (123.7%)   
MP:   296      
Atk:   480      
Str:   100      
Int:   44      
Agi:   25   (-0.13 stdevs)   
Def:   190   (1.37 modifier)   (1.69 pdur) [1.29 pdur with Gold Scale Mail]
Vit:   179      
Wil:   58      
Crit Chance:   15.00%      

Fire:   3   (1.667 mod, 2.063 durability) [2.165 durability with Gold Scale]
Ice:   4   (2.489 mod, 3.080 durability) [2.165 durability with Gold Scale]
Water:   3   (1.667 mod, 2.063 durability) [1.279 durability with Gold Scale]
Lightng:   3   (1.667 mod, 2.063 durability) [1.279 durability with Gold Scale]
Holy:   5   (4.910 mod, 6.076 durability) [2.165 durability with Gold Scale]
Dark:   1   (1.004 mod, 1.243 durability) [2.165 durability with Gold Scale]

Equipment:
30000 Sword (300 Atk, +1 F/I/W/L/H/D) [Makes all damage look like it does '30000'. It doesn't.]
Crusader Armor (+110 Def, +1 I, +2H, -2 D)
Elemental Boots (+8 Def, +2 F/I/W/L/H/D)

Alternates:
Gold Scale Mail: 71 Def, +1 F/I/H/D, -1 W/L)

Attack: 320

Skills:
Quick Fix (10 MP): 15% healing
Heal (20 MP): 30% healing
(R3) Revitalize (50 MP): 95% Healing

Holy Armor (30 MP): Improves Killian's defense by 84 (Physical Defense Mod/ Physical Durability to 2.164/2.678 for 3 turns)

Cleanse/Nostrum/Awaken/Vox Donare/Clarity (15 MP): Removes Poison/Plauge/Sleep/Silence/Confusion. 1 ability for each.

(R4) Justice Blade (15 MP): 603 damage to one in one hit
Cross Slash (45 MP): 410 damage over 2 hits, MT.
Blade of Fury (80 MP): 794 damage in one hit, MT.

Comments: Well, Killian is durable. And he has healing. He doesn't have any damage though. Light/Middle.




Spinel:
HP:   765   (93.7%)   
MP:   449      
Atk:   611      
Str:   110      
Int:   79      
Agi:   38   (+ 1.33 stdevs)   
Def:   121   (0.900 modifier)    (0.844 durability)
Vit:   81      
Wil:   135      
Crit Chance:   60.00%      

Elements: 4 Fire, 4 Ice, 5 Water, 4 Lightning, 2 Holy, 2 Dark         
Fire:   4   (1.455 modifier,   1.364 durability)
Ice:   4   (1.455 modifier,   1.364 durability)
Water:   5   (2.044 modifier,   1.915 durability)
Lightng:   4   (1.455 modifier,   1.364 durability)
Holy:   2   (0.923 modifier,   0.865 durability)
Dark:   2   (0.923 modifier,   0.865 durability)

Equipment:
Notusbolg (360 Atk, +1 F/I/L, +2W, -1 H/D)
Shadow Suit (86 Def, +1 F/I/W/L/H/D)
Elemental Boots (+8 Def, +2 F/I/W/L/H/D)

Attack: 481 (690 on a crit). Averages 1186 with the way the 'crit repeat' works.

Skills:
Shadow Strike (20 MP):
(R3) Deadly Attraction (30 MP): 1024 physical damage with a 25% chance of Confusion
Toxic Needles (35 MP): 721 physical damage with a 25% chance of poison
Eviscerate (55MP): 674 damage with a 30% chance of Instant Death
(R4) Illusion Assault (100 MP): 3102 physical damage over 10 hits

Venom (25MP): 19% chance of Poison
Toxic Cloud (50MP): 19% chance of poison, MT
Mute (25 MP): 19% chance of mute
Tranquility (50MP): 19% chance of Mute, MT
Infect (25MP): 19% chance of disease
Pestilence (50MP): 19% chance of Disease, MT
Sleep (25MP): 19% chance of Sleep
Somnambulator (50MP): 19% chance of Sleep,  MT
Bewilder (25MP): 19% chance of confuse
Hysteria (50MP): 19% chance of Confuse, MT
Wheel of Fate (80MP): ~19% chance of 1 random status ailment, MT

Tempt Fate (25MP): 1/3rd chance of Restoring all party's HP. 1/3rd chance of removing all party's status effects, 1/3rd chance of doing 50% CHP self-damage to all party members.

Comments: Spinel is fast and has damage. Her status is pathetic, but it might help in a status slinging fight. Middle.



Henson:         
HP:   466   (57.1%)
MP:   597      
Atk:   160      
Str:   74      
Int:   206      
Agi:   15   (-1.25 stdevs)   
Def:   93   (0.791 modifier,   0.451 durability) [ 0.415 durability with Enchanted Robe]
Vit:   45      
Wil:   87      
Crit Chance:   33.00%      
         
Fire:   6   2.456 modifier,    1.402 durability [1.96 with Enchanted Robe]
Ice:   6   2.456 modifier,    1.402 durability [1.96 with Enhanted Robe]
Water:   6   2.456 modifier,    1.402 durability [1.96 with Enhcnated Robe]
Lightng:   6   2.456 modifier,    1.402 durability [1.96 with Enchanted Robe]
Holy:   3   0.999 modifier,    0.570 durability [0.445 with Enchanted Robe]
Dark:   3   0.999 modifier,    0.570 durability [0.83 with Enchanted Robe]

Equipment:
Necromancer Staff (86 Atk, +3 F/I/W/L, -1 H, +2 D, dark elemental)
Robe of Wizardry (70 Def, +1F/I/W/L, +2 H, -1 D)
Elemental Boots (+8 Def, +2 F/I/W/L/H/D)

Alternates:
Enchaned Robe (50 Def, +2 F/I/W/L, +1 H/D)

Attack: If you are looking to know what this is, Henson loses.

Passive: Wizard Aura (Regen 17 MP/turn)
Skills:
Channel (5 MP):

Shout (20MP): +50% Damage buff, ST. Lasts for 2 of target's turns...
Fortify (20MP): + ~50% defense. Lasts till start of 3rd turn after casting
Focus (20 MP): Inceases crit rate by ~25% (so 50->75%)
Battle Cry (40MP): +50% damage buff, MT, lasts for 2 of target's turns
Inspire (40 MP): +~50% defense, MT. Lasts still start of 3rd turn after casting.
Rally (40 MP): +~15% crit rate, MT Lasts for 2 of target's turns

(R3) Cyclone (110MP): 2251 wind magic damage, MT
Fire & Brimstone (120MP): ~1470 fire magic damage, MT. 90% chance of inflicting confusion
Ice Age (100 MP): ~1470 ice magic damage, MT. If it can inflict Sleep I never saw it.
(R4) Mjolnir's Might (70 MP): 3100  lightning magic damage.

Tempt Fate (25MP): 1/3rd chance of Restoring all party's HP. 1/3rd chance of removing all party's status effects, 1/3rd chance of doing 50% CHP self-damage to all party members.

Annihilate (150 MP): 50% chance of Instant Death, MT

Comments: Henson is ridiculously frail. And slow. He is going to either win off his accurate Confusion or be splattered like a bug. Admittedly that Confusion is pretty good. Light.



Gelts:         
HP:   887   (108.7%)   
MP:   370      
Atk:   570      
Str:   105      
Int:   96      
Agi:   18   (-0.917 stdevs)   
Def:   144   (1.016 modifier,   1.104 durability)
Vit:   125      
Wil:   77      
Crit Chance:   20.00%      

Fire:   4   (1.689 modifier,   1.835 durability)
Ice:   4   1.689 modifier,   1.835 durability)
Water:   3   1.265 modifier,   1.375 durability)
Lightng:   3   1.265 modifier,   1.375 durability)
Holy:   6   5.100 modifier,   5.543 durability)
Dark:   0   0.722 modifier,   0.785 durability)

The Admonisher (370 Atk, +1 F/I/W/L/H/D, Dark Elemental)
Cleric Armor (95 Def, +1 F/I, +3 H, -3 D)
Elemental Boots (+8 Def, +2 F/I/W/L/H/D)

Attack: 442

Skills:
Gelts Crush (25 MP): 518 danage to one
(R4) Doom Hammer (80 MP): 2459 damage over 11 hits, MT


Incantation (35 MP): Reduces all enemy crit rates.
War Blessing (55 MP): Attack up (+46% damage for Gelts) to the entire party.

Quick Fix (10 MP): 20% healing
Heal (20 MP): 35% healing
(R3)Revitalize (50 MP): 100% healing

Poison/Disease/Sleep/Muddle/Silence Shield (25 MP): Immunity to the appropriate status ailment for 3 turns.
Poison/Disease/Sleep/Muddle/Silence Barrier (50 MP): Immunity to the appropriate status ailment for 3 turns, MT.

Cleanse/Nostrum/Awaken/Vox Donare/Clarity (15 MP): Removes Poison/Plauge/Sleep/Silence/Confusion. 1 ability for each.
Panacea (55 MP): Removes all status ailments from all party members.

Status Shield (40 MP): Immunity to all status for 3 turns
Status Barrier (80 MP): Immunity to all status for 3 turns, MT

Comments: Well, Gelts has decent damage, durability, status resistance abilities, and some healing. But he is slow and the damage is costly, which conflicts with his healing resources... Low Middle?




Lahduk:
HP:   843   (103.3%)   
MP:   216      
Atk:   624      
Str:   146      
Int:   22      
Agi:   39   (+1.44 stdevs)   (Ostensibly 45, but this has no meaning)
Def:   74   (0.730 modifier,   0.754 durability)
Vit:   41      
Wil:   115      
Crit Chance:   50.00%

Fire:   4   (1.134 modifier,   1.171 durability)
Ice:   4   (1.134 modifier,   1.171 durability)
Water:   3   (0.926 modifier,   0.956 durability)
Lightng:   3   (0.926 modifier,   0.956 durability)
Holy:   4   (1.134 modifier,   1.171 durability)
Dark:   2   (0.782 modifier,   0.808 durability)

Equipment:
Power Glove (270 Atk, +1 F/I/W/L/H/D)
Master Gi (53 Def, +1 F/I/H, -1 D)
Elemental Boots (+8 Def, +2 F/I/W/L/H/D)

Attack: 493 (1048 average with the 'crit repeat timed hits' system)

Skills:
(R3) Tiger Fist (20 MP): 1089 physical damage.
(R4) Way of the Dragon (70 MP): 2942 physical damage over 8 hits.

Shout (20MP): Strength up. Increases damage by ~60% for next 2 of Lahduk's actions.
Fortify (20MP): Increase defense for 3 turns. Not much affect for Lahduk.
Inspire (40 MP): Increase defense for 3 turns, MT.
Focus (20 MP): Increase crit rate, inferior to Meditation for Lahduk.
Meditation (25 MP): Increase crit rate by ~25%
Lion's Roar (45 MP): Decrease enemy defense, MT. Barely notable.

Comments: Fast (turn 1 at least) with damage and the ability to buff that damage up quite nicely. Durability isn't good, but he'll generally kill before the target can. Middle.



Acelora
HP:   926   (113.5%)               
MP:   298                  
Atk:   687                  
Str:   129                  
Int:   123                  
Agi:   22   (-0.468 stdevs)               
Def:   225 (1.855 modifier, 2.105 durability) [1.327/ 1.5058616254 with Gold Scale]
Vit:   53                  
Wil:   46                  
Crit Chance:   10.00%                  

Fire:   5   (17.011 modifier, 19.300 durability) [45.1/51.1 with Gold Scale]
Ice:   6   (nigh immune)
Water:   4   (3.894 modifier,4.417 durability) [1.622/1.841 with Gold Scale]
Lightng:4   (3.894 modifier, 4.417 durability) [1.622/1.841 with Gold Scale]
Holy:   5   (17.011 modifier, 19.300 durability) [2.391/2.712 with Gold Scale]
Dark:   1   (1.175 modifier, 1.333 durability) [1.622/1.841 with Gold Scale]

Equipment:
Schiavona (400 Atk, 90 Def, +3F/I, +2 W/L, +1H/D)
Crusader Armor (+110 Def, +1 I, +2H, -2 D)
Elemental Boots (+8 Def, +2 F/I/W/L/H/D)

Alternates:
Gold Scale Mail: 71 Def, +1 F/I/H/D, -1 W/L)

Attack: 552

Passive: Divine Aura: Status/ID immunity
Skills:
(R3) Smite (40MP): 1153 physical damage over 5 hits.
(R4) Final Judgement(110 MP): 2257 physical damage over 11 hits


Venom/Mute/Infect/Bewilder/Sleep (25MP): 55% chance of Poison/Silence/Disease/Confusion/Sleep
Toxic Cloud/Tranquility/Pestilince/Hysteria/Somnambulator (50MP): 55% chance of Poison/Silence/Disease/Confusion/Sleep, MT
Wheel of Fate (80MP): ~55% chance of a single random status ailment.

Deathstrike (80MP): 42% chance of Instant Death to one
Annihilate (150 MP): 42% chance of Instant Death to all.

Comments: Status and ID immune tank from hell. Her damage isn't particularly good, but she has status and ID of her own to throw around and win that way. She lacks healing and she runs out of damage rather easily, so she won't do much better than Middle/Heavy.



Averages:
HP:   816
Agi:   26.17 (8.9 stdev)
Def:   141

- I suggest using the 5-turn damage average as the cast is rather egregious about running out of damage after 3 turns.
- 5 turn damage average: 2025 (5063 2.5x kill point)
3100: Henson, Mjolnir's Might x5
2686: Spinel, Illusion Assaultx4, Deadly Allure.
2317: Lahduk, Shout, Way of the Dragonx2, Tiger Fistx2.
2071: Gelts, Doom Hammerx4, Gelts Crush
1373: Acelora, Final Judgementx1, Smitex4
603: Killian, Justice Bladex5
 

- Three turn damage average: 2414 (6034 2.5x kill point)
3138: Lahduk, Shout, Way Of The Dragonx2 [Basically out of decent damage]
3102: Spinel, Illusion Assaultx3 [ Can fit in one more Illusion Assault, is then empty]
3100: Henson, Mjolnir's Mightx3 [Would be fine on resources but is certainly dead]
2459: Gelts, Doom Hammerx3 [Can fit in One more Doom Hammer and then is dry]
1889: Acelora, Final Judgementx2, Smitex1 [Completely empty]
794: Killian, Sword of Justicex3 [Complete empty, not even close to killing enemy].

So half the cast is dry after 3 turns, and 5/6 are dry after 4. 5 turn average seems pretty fair for this cast. And it's not like they can front-load their damage.