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Author Topic: The Legend of Heroes: Trails in the Sky Second Chapter  (Read 6105 times)

SnowFire

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The Legend of Heroes: Trails in the Sky Second Chapter
« on: February 07, 2016, 08:37:56 AM »

Trails in the Sky!  Play this game.  It is great.

Game mechanics are largely the same as First Chapter, so everything from there (CP gain, EP gain, damage formulas) seems largely the same but with bigger numbers (Pyro's FC topic, Dhyerwolf's FC topic).  PCs have also upgraded to 7 Orbment slots in this game.  The one addition to the game's system is Chain attacks.  If you have a bunch of characters all nearby, they can perform a joint special attack on an area around an enemy at the cost of SP.  Useful for clumped arts-resistant enemies, I guess.  Not happening in a duel.

Orbments, Stats, & Damage
This data doesn't include stat-boosts from Orbments due to woes in figuring out what would be equipped on each character and differences in playstyles, similar to Dhyerwolf's FC topic.  One proviso as a result: Attack & Mind Orbments are very good for raising your damage in-game, with a potent +15% percentage boost on Strength (Str) & Art Strength (ATS).  This is a lot more than +15% damage in a system with subtractive defense.  I've elected to test damage on very low-Def / Art-Def enemies to slightly "compensate" as a result.  See Appendix for details.

Level
Everyone is level 85 in this topic except Mueller, who is L86.  In retrospect this was a mistake and L86 on everyone would be better, but that'd involve more grindanz, so oh well. 

CP Mechanics
Perform a basic attack: +10 CP
Use a Craft or a spell (inc. S-Craft): +5 CP per enemy target damaged
Take a little damage: ~+5 CP
Take lots of damage: ~+20 CP

As a reminder, if a character is at 200 CP and S-Breaks, they get +25% damage on it.
Characters also get less CP from attacking much lower level enemies (usually irrelevant?) and more CP from attacking very high level enemies (applies for some bosses - double all the gains above).

Equipment legality
Weapons:
Pretty straightforward, everybody gets their best non-ultimate weapon, which is usually unique anyway.  Ultimate weapons are perma-missable and require a book-gathering sidequest, and even if you do it right, you can only get 2 ultimates out of 9 weapon types.  There is one quirk in that the 3 characters who join in the final chapter all share a weapon type with someone else, making those 2nd-best weapons found in the final chapter not unique…  but…  since Estelle & Josh are required, you have to be using *both* other characters with that weapon type. And for swords & guns, who cares, because Kloe & Olivier aren't using physicals unless something has gone terribly wrong.  So it's only really a potential issue for greatswords, and honestly if your heart is set on using Agate / Mueller at the same time, you should FAQ up crafting an ultimate greatsword which would make the 2nd-best one legal anyway.

Armor & Shoes:
This is trickier, since Def & ADf aren't very good stats, and that's what storebought armor/shoes specialize in.  Treasure drops have more side stats, and these are *potent* stat-boosts too (Aurelia Dress & Parthenon Gear for females is an amazing +150 ATS!).  I've elected to go with the dropped armor in C7 instead, as there are generally 2-3 gender-locked copies of each, and for the equipment with only 2 copies, even if you were running a 3/1 gender split team, the 3rd person would grab a better final chapter drop instead.

Armor:
Taiji Garb (male only): +320 Def, +20 ADf, +20 ATS, +5 Spd, +20 Agl
8 Divinations Garb (female only): +320 Def, +40 ADf, +5 Spd, +20 Dex, +20 Agl
Misty Veil (female only): +260 Def, +30 ADf, +50 ATS
Jormungandr (Tita only): +600 Def, +200 ADf, -10 Spd, +50 Dex, -50 Agl, -2 Mov
Reflector II (storebought, all): +370 Def, +14 ADf

Shoes:
Regina Guarder (female only): +150 Def, +2 Mov, +5 Spd, +20 ATS, +50 ADf, -5 Agl
Star Rabbits (female only): +95 Def, +4 Mov, +15 Agl
Blue Falcons (male only): +155 Def, +2 Mov, +5 Spd, +25 Agl
Ebony Shoes (male only): +135 Def, +1 Mov, +30 ATS, +30 ADf
Composites II (storebought, all): +200 Def, +2 Mov


8 Divinations Garb & Regina Guarder are assumed as default for women due to the speed & damage they offer.  Males go Taiji Garb & Blue Falcons for the same reason.  Note that the net result of this is that with these defaults -
Guys have vs. their unequipped stats:
+475 Def, +20 ADf, +20 ATS, +10 Spd, +45 Agl, +2 Mov
Ladies have:
+470 Def, +90 ADf, +20 ATS, +10 Spd, +20 Dex, +15 Agl, +2 Mov

Basically, women have higher Art Defense and are more accurate with their own attacks, but guys are much dodgier.

Everybody can grab Reflector II if they want +50 Def (~-150 physical damage taken) taken at the cost of a bunch of more useful stats…  this is almost never a good idea.  If more arts damage is needed at the cost of -5 speed, women can grab a Misty Veil, while guys can switch to Ebony Shoes.  This offers ~+200 damage on all spells (Misty Veil) or ~+120 damage (Ebony Shoes). 

Accessories:
Characters can equip up to 2 accessories.  Storebought accessories are almost exclusively single-status blockers.  The best ones for raw stats are the Anti-Cold Helmet and Cotton-Stuffed Vest, which blocks Freeze & Petrify respectively, but also offers +15 Defense.  Yay?  So the cast blocks Freeze & Petrify for free at least, and can gives up a trivial amount of Defense (~+40 damage taken) to block, instead:
- Poison (take ~10% damage/turn)
- Freeze (no actions and take ~10% damage/turn)
- Petrify (no actions and Instant Death if attacked)
- Sleep (no actions until woken up by an attack)
- Mute (no Arts)
- Confuse (basic physical random ally or enemy, or do nothing. Does not target self.  Is not cured by damage!)
- Blind (Hit rate and evade massively reduced - sub 25%, possibly even worse, hard to say for sure)
- Seal (stop physical skills)
- Faint [disable/paralysis]
- Instant Death

Proxy Puppets are storebought and offer a one-time auto-revival on death effect.  I'm ignoring them.

Long Barrel IIIs are storebought and offer +4 Range for Gun, Cannon, & Crossbow users.  Possibly useful for Josette.


Magic
Quick what orbments did Agate join with in C1?  Or in late C3, if you took Schera's path?  Do they differ?  Do Kloe & Olivier deserve to be rewarded for leaving for a time and coming back with new filled-out-Orbment sets?  Does this matter even a little bit?

I say no.  With 7 orbment slots, initial-orbments-scaled-up risks handing everybody nearly all magic anyway, creating a cast where everybody has perfect Mute/Confuse.  Instead, I've only given characters magic of "their" school as determined by their locked orbment types, with 3 exceptions / oddities.

  • Giving the Fire/Water/Air/Earth users just 1 magic type gets them walled by elemental resistance fairly hard, which isn't really accurate to in-game.  Also, it was legit to leave off an Action 2 in some builds in FC; it is not really legitimate to pass up an Action 4/5 in SC for an amazing +40/50% Spd, which means that everybody is at least a little invested in Time.  That's 8-12 Time crystals.  I've listed the damage for Soul Blur & Shadow Spear to be used as backups if their main element is walled (although you might be more inclined to ignore the Faint/Death status proc chance for non-Time locked characters, up to you.).  These also provide a consistent backup default for everyone.
  • Time / Space / Mirage magic blends together as "non-elemental."  Example: a Gold Gem gives 10 Space / 7 Time / 7 Mirage.  A Silver Gem gives 12 Mirage / 8 Space / 8 Time.  Time orbments granting the other two are less frequent, but they're there: a Time Gem gives 8 Time / 3 Space / 3 Mirage.  And, enforced strictly, Mirage-locked characters would get no straight-up damage magic, and Space-locked characters would get a woefully tiny spell set.  As such, I treat these 3 as one mega-school; so Olivier gets all Mirage/Time/Space magic rather than just Mirage.  Note that enemies never elementally resist these spells.
  • Estelle has no locked orbments whatsoever!  This is a *good* thing in-game.  Does she get all magic?  Her choice of schools?  I dunno.  I've gone with making her a water mage to honor Pyro's original stat topic, and you are forced in this game to equip healing early just as in FC before going to the first dungeon, so it's not totally crazy.

Note that some magic isn't really feasible to get without a really long line in the Orbment layout due to requiring a little bit of everything or absurdly huge amounts of one thing (Cocytus, Zodiac, etc.).  I've given these out when it seems like it could work, e.g. Kloe or Olivier, but not to shorter-lined characters.

I will say the one flavor loss from this interp is for Father Kevin: he rejoins with 2x Water Orbments, he's seen healing people in cutscenes and hangs out in the infirmary, but he's got Time-locked slots, not Water-locked.  Oh well!


Buff & Debuffs: Duration & Efficacy
These apparently last a set amount of clockticks.  Thus, as everyone gets faster, buffs last longer & longer periods of time as the game proceeds.  I'm not listing most durations because in-game, you'll surely have Action 4s/5s equipped by endgame, which effectively makes the buffs last even longer, along with other equipment tomfoolery.  Suffice to say the durations are long-to-extremely long, with the lone exception noted (Kaempfer).

Also, all of the buffs seem to have half the effectiveness predicted by formula?  As in, rather than + 4x (change) damage, it seems to be more around +2x (change) damage when buffing Strength or Defense.  Dhyerwolf noted this in his FC topic as well.  It is a mystery.  (Buffs are still very good!)

Buffs don't stack, but you can refresh the duration by re-casting a buff.

Impede / Spell Charging
Some effects have "Impede" listed on them.  This just means that they'll cancel charging spells and *most* abilities.  (Certain enemies have S-Crafts with a charge time, e.g. the Divine Penguin, but you can't cancel them out of it.)

PC Averages
See below for details, but the most important ones:
HP: 8906
Speed: 45.3
3-turn Damage, 50 CP: 1122 (2.5x killpoint: 2805)
3-turn Damage, 100 CP: 1795 (2.5x killpoint: 4488)

Estelle Bright
Brave Staff, 8 Divinations Garb, Regina Guarder
HP: 8742 (98%) EP: 526 Str: 950 ATS: 535 (515) Spd: 45 (35) Def: 882 (412) ADf: 105 (15)
Dex: 46 (26) Agl: 29 (14) [Eff. evade: 14%] Mov: 6 Rng: 2

Attack: 490 damage

Arts (Water):
Tear (10 EP): 1000 healing.  Very fast charge time (next turn sped up).
Teara (20 EP): 3000 healing. Fast charge time (next turn sped up).
Tearal (40 EP): 6500 healing.  Fast charge time (next turn sped up).
Tear-All (70 EP): Full healing.  Fast charge time (next turn sped up).
La Tear (20 EP): 1000 healing for a small area.  Fast charge time (next turn sped up).
La Teara (55 EP): 3000 healing for a medium area.  Fast charge time (next turn sped up).
La Tearal (200 EP): 6500 healing for a huge area.  Slightly fast charge time (next turn sped up).
La Tear-All (300 EP): Full healing for entire party.
Curia (10 EP): Cures abnormal status.  Very fast charge time (next turn sped up).
La Curia (30 EP): Cures abnormal status for a huge area.  Slightly fast charge time (next turn sped up).
Revive (30 EP): Revives a fallen ally with 800 HP.
Aqua Bleed (10 EP): 850 water magic
Blue Impact (20 EP): 980 water magic
Blue Ascension (40 EP): 1090 water magic, slow charge time
Diamond Dust: 890 water damage to an area.  20% chance of freeze.

Time Magic:
Soul Blur (10 EP):880 Time/NE magic +20% Faint
Shadow Spear (40 EP): 960 Time/NE magic+20% death

Crafts:
Morale (20 CP): Str +20% to Estelle & all nearby allies.  (For Estelle, add +370 damage to all physical skills.)
Taunt (20 CP): Enemy focuses on Estelle.
True Hurricane (30 CP): 410 damage to an area
True Comet (20 CP): 740 damage to a line.
True Hard Break (20 CP): 840 damage to one target, Impede.
True Pummel (S-Craft): 1750 damage, heals 10% of damage dealt (162 healing). Slow recharge time.
True Barrage (S-Craft): 2350 damage, heals 10% of damage dealt (219 healing). Slow recharge time.
Wheel of Time (S-Craft): 3000 damage.  Slow recharge time.

Special: Note that Morale was nerfed from FC, where it also buffed art damage too.


Scherazard Harvey
Rosenkrantz, 8 Divinations Garb, Regina Guarder
HP: 9179 (103%) EP: 668 Str: 929 ATS: 586 (566) Spd: 45 (35) Def: 871 (401) ADf: 105 (15)
Dex: 46 (26) Agl: 29 (14) [Eff. evade: 14%] Mov: 7 Rng: 3

Orbment: Wood Gem - 30% chance to Impede charging enemy spells on all physical damage

Attack: 410 Damage

Arts (Wind):
Sylphen Guard (10 EP): Buff Agl +50% (new evasion: 20% vs. 175 Dex)
Sylphen Wing, Sylpharion (10, 40 EP) : Buff Mov +1/+2.  Sylpharion has a slow charge time.  Nearly useless.
Air Strike (10 EP): 1080 wind magic
Aerial (20 EP): 1080 wind magic to a medium area
Aero Storm (70 EP): 1230 wind magic to a huge area, slow charge time
Grand Stream (140 EP): 1230 wind magic to all enemies, slow charge time
Lightning (20 EP): 1060 wind magic to a line, 20% chance of inflicting Seal.
Plasma Wave (50 EP): 1130 wind magic to a line, 20% chance of inflicting Seal.
Ragna Blast (80 EP): 1200 wind magic to a line, 20% chance of inflicting Seal.

Time Magic:
Soul Blur (10 EP): 1090 Time/NE magic +20% Faint
Shadow Spear (40 EP): 1150 Time/NE magic+20% death


Crafts:
Heaven's Kiss (20 CP): AT Advance to allies in range (one-shot speedup to their next turn).
Sylphen Whip 2 (20 CP): 720 damage to a medium area
Bind Whip 2 (20 CP): 760 Damage + Impede
Sadist Whip 2 (S-Craft): 1750 damage to one. Slow recharge time.
Judgment Card (S-Craft): 2150 damage to a medium area, inflicts a random status effect with 100% accuracy. Slow recharge time.  Status effects I've seen: Blind, Freeze, Confuse, & Death.

Special: I've ignored status-attack Orbments for others, but Wood Gem is unusually "legal" for Wind.  It's the highest proc-rate AND it's storebought unlike far worse proc-rate alternates that you only get in chests.  Schera is very likely to equip it as well due to having 2 Wind-locked slots, but Emerald Gems tank her ATS and thus her damage, so that leaves Wind + Wood.

Alternate: Can equip Star Rabbits instead of Regina Guarder for +20 Agl & +2 Mov, but -55 Def, -5 Spd, -20 ATS, & -50 ADf.  Evasion vs. 175 Dex goes to 22%, and w/ Sylphen Guard would go to 30%.   (vs. an unusually inaccurate opponent, though, say a Fire Emblem Axe-wielder or something with 80 Dex…  evasion would be 27% normally & 35% buffed, and with the Star Rabbits, 38% normal -> 48% buffed.)


Agate Crosner
Lion King's Sword, Taiji Garb, Blue Falcons
HP: 10053 (113%) EP: 457 Str: 1021 ATS: 432 (412) Spd: 45 (35) Def: 912 (437) ADf: 35 (15)
Dex: 26 Agl: 69 (14) [Eff. evade: 28%] Mov: 6 Rng: 1

Attack: 710 damage

Arts (Fire):
Forte (16 EP): Buff Strength +25%.  Adds +500 damage to all of Agate's physical skills.
La Forte (40 EP): Buff Strength +25% to a medium area.
Fire Bolt (10 EP): 440 fire magic
Flare Arrow (20 EP): 540 fire magic
Napalm Breath (40 EP): 660 fire magic, slow charge time
Cyclone Naplam (70 EP): 810 fire magic, very slow charge time
Fire Bolt EX (20 EP): 420 fire magic to a medium area
Spiral Flare (30 EP): 560 fire magic to a medium area
Volcanic Rave, Meteo Fall, Arc Prominence - Actually pretty tricky to get with Agate's poor orbment lines.

Time Magic:
Soul Blur (10 EP): 430 Time/NE magic +20% Faint
Shadow Spear (40 EP): 510 Time/NE magic+20% death

Crafts:
Wild Rage 2 (0 CP, 70% of Max HP): CP+150.  (Yes, this can be fatal, it will let you use this below 70% health!)
Flame Smash 2 (20 CP): 760 damage to a small area + huge knockback.
Draguna Edge 2 (20 CP): 920 damage to a line + Impede.  Slow recharge time.
Spiral Edge 2 (20 CP): 1040 damage + AT delay.  Slow recharge time.
Beat Down 2 (S-Craft): 2850 damage.  Slow recharge time.
Final Break 2 (S-Craft): 2600 damage to a huge area.  Slow recharge time.
Dragon Dive (S-Craft): 3100 damage to all enemies.  Slow recharge time.


Kevin Graham
Dominion, Taiji Garb, Blue Falcons
HP: 8304 (93%) EP: 658 Str: 939 ATS: 596 (576) Spd: 45 (35) Def: 938 (463) ADf: 35 (15)
Dex: 26 Agl: 69 (14) [Eff. evade: 28%] Mov: 5 Rng: 6

Attack: 430 damage

Arts (Time):
Clock Up (10 EP): Speed +25% buff
Clock Up EX (30 EP): Speed +50% buff.  Slow charge time.
Clock Down (50 EP): Speed -50% debuff.
Anti-Sept (20 EP): Inflicts Mute on target, 100%.
Anti-Sept All (40 EP): Inflicts Mute on all enemies, 100%.
Orbal Down (100 EP): Inflicts Mute on all enemies & -30% ADF debuff, 100%.  (Add +450 to magic damage taken.)  Slow charge time.
Soul Blur (10 EP): 1080 Time/NE magic +20% Faint
Shadow Spear (40 EP): 1210 Time/NE magic+20% death
Death Scream (120 EP): 1150 Time/NE magic on all enemies + 20% death, slow charge time.
Hell Gate (30 EP): 1100 Time/NE magic on a small area +20% Faint
White Gehenna (60 EP): 1320 Time/NE magic on a medium area +20% Faint, slow charge time.
Abyss Fall (90 EP): 1320 Time/NE magic on a huge area +20% Faint, very slow charge time.

Mirage magic:
Chaos Brand (40 EP): Inflicts Confuse on target 100%.
Silver Thorn (90 EP): 1100 damage + 90% Confuse, slow charge time.
Saint (40 EP): Buffs Str & Def +25%.  (Add +750 damage to all of Kevin's physical attacks and subtract 350 from physical damage.)
Zodiac (240 EP): Buffs Str & Def +25% for all allies. Very slow charge time.
Silent Cross (50 EP): Impede, all (interrupt casts).
Phantom Pain (50 EP): Debuffs Str -15%.  (Subtracts ~900 damage from enemy physicals.)

Space magic:
A-Crest (50 EP): Buffs ADf +30% to a medium area.  Sucks.
Dark Matter (40 EP): 1430 Space/NE damage, slow charge time
Lost Mobius (100 EP): 1630 Space/NE damage to a medium area, very slow charge time

Crafts:
Crossgear Rage (20 CP): 710 damage.
Sacrificial Arrow (65 CP): Restores 40 CP to allies in range. (Can't self-target…  not that he'd want to.)
Sacred Breath (30 CP): Restores 2500 HP to a huge area around Kevin.
Grail Sphere (S-Craft): Block 1 attack for allies within a huge area around Kevin.  (Same as a wider-target Earth Wall, basically.)  At 200 CP, blocks 2 attacks.  Slow recharge time.


Olivier Lenheim
Revolter, Taiji Garb, Blue Falcons
HP: 7867 (88%) EP: 803 Str: 898 ATS: 638 (618) Spd: 45 (35) Def: 835 (360) ADf: 35 (15)
Dex: 26 Agl: 69 (14) [Eff. evade: 28%] Mov: 5 Rng: 5

Attack: 300 damage

Arts (Mirage):
Chaos Brand (40 EP): Inflicts Confuse on target 100%.
Silver Thorn (90 EP): 1300 damage + 90% Confuse, slow charge time.
Saint (40 EP): Buffs Str & Def +25%.  (Add +750 damage to all of Olivier's physical attacks and subtract 300 from physical damage.)
Zodiac (240 EP): Buffs Str & Def +25% for all allies. Very slow charge time.
Silent Cross (50 EP): Impede, all (interrupt casts).
Phantom Pain (50 EP): Debuffs Str -15%.  (Subtracts ~900 damage from enemy physicals.)

Time magic:
Soul Blur (10 EP): 1300 Time/NE magic +20% Faint
Shadow Spear (40 EP): 1410 Time/NE magic+20% death

Clock Up (10 EP): Speed +25% buff
Clock Up EX (30 EP): Speed +50% buff.  Slow charge time.
Clock Down (50 EP): Speed -50% debuff.
Anti-Sept (20 EP): Inflicts Mute on target, 100%.
Anti-Sept All (40 EP): Inflicts Mute on all enemies, 100%.
Orbal Down (100 EP): Inflicts Mute on all enemies & -30% ADF debuff, 100%.  (Add +450 to magic damage taken.)  Slow charge time.
Death Scream (120 EP): 1350 Time/NE magic on all enemies + 20% death, slow charge time.
Hell Gate (30 EP): 1310 Time/NE magic on a small area +20% Faint
White Gehenna (60 EP): 1520 Time/NE magic on a medium area +20% Faint, slow charge time.
Abyss Fall (90 EP): 1520 Time/NE magic on a huge area +20% Faint, very slow charge time.

Space magic:
A-Crest (50 EP): Buffs ADf +30% to a medium area.  Fails.
Dark Matter (40 EP): 1500 Space/NE damage, slow charge time
Lost Mobius (100 EP): 1700 Space/NE damage to a medium area, very slow charge time

Crafts:
Quick Draw 2 (20 CP): 300 damage to a large area.  Slow recharge time.
Sniper Shot 2 (20 CP):  500 damage + Impede
Happy Trigger (20 CP): 2500 healing to a medium area.  Fast recharge time.
Howling Bullet 2 (S-Craft): 1550 damage to a medium area.  Slow recharge time.
Requiem Hearts (S-Craft): 2150 damage to a medium area.  Slow recharge time.


Kloe Rinz (Klaudia von Auslese)
Seven Star Sword, 8 Divinations Garb, Regina Guarder
HP: 7430 (83%) EP: 803 Str: 908 ATS: 638 (618) Spd: 45 (35) Def: 846 (376) ADf: 105 (15)
Dex: 46 (26) Agl: 29 (14) [Eff. evade: 14%] Mov: 7 Rng: 1

Attack:  320 damage

Arts (Water):
Tear (10 EP): 1000 healing.  Very fast charge time (next turn sped up).
Teara (20 EP): 3000 healing. Fast charge time (next turn sped up).
Tearal (40 EP): 6500 healing.  Fast charge time (next turn sped up).
Tear-All (70 EP): Full healing.  Fast charge time (next turn sped up).
La Tear (20 EP): 1000 healing for a small area.  Fast charge time (next turn sped up).
La Teara (55 EP): 3000 healing for a medium area.  Fast charge time (next turn sped up).
La Tearal (200 EP): 6500 healing for a huge area.  Slightly fast charge time (next turn sped up).
La Tear-All (300 EP): Full healing for entire party.
Curia (10 EP): Cures abnormal status.  Very fast charge time (next turn sped up).
La Curia (30 EP): Cures abnormal status for a huge area.  Slightly fast charge time (next turn sped up).
Revive (30 EP): Revives a fallen ally with 800 HP.
Athelas (180 EP): Revives a fallen ally with full HP.
Aqua Bleed (10 EP): 1240 water magic
Blue Impact (20 EP): 1440 water magic
Blue Ascension (40 EP): 1530 water magic, slow charge time
Diamond Dust (60 EP): 1300 water damage to an area.  20% chance of freeze.
Cocytus (150 EP): 1530 water damage to all enemies.  20% chance of freeze.  Slow charge time.

Time Magic:
Soul Blur (10 EP): 1270 Time/NE magic +20% Faint
Shadow Spear (40 EP): 1410 Time/NE magic+20% death

Crafts:
Kaempfer 2 (20 CP):  Debuffs Str by -20% and Def by -30%.  Lasts ~2.3 of Kloe's turns by endgame with Action 5 Orbments; e.g. resolve 2 attack spells and have it wear off as the 3rd attack spell is charging.  Add +700 damage to Kloe's physical skills, subtracts ~1200 from enemy physical damage. (FC Impose)
Sturm 2 (20 CP): 590 damage+Impede. (FC Encroach)
Lichtkreis 2 (S-Craft): All nearby allies in a huge range recover 12000 HP and cure all negative status.  If dead, they are revived with 500 HP. If CP=200, this also buffs defense by 50%. Slow recharge time.  (FC Radiant Plash)
Sanctus Nova (S-Craft): 1750 damage to an area.  Slow recharge rate.

Special: Note that Impose / Kaempfer was harshly nerfed from FC where it was an insane -50% Str/Ats/Def/Adf AND inflicted damage.

Special 2: Despite what some people on the Internet say, Sanctus Nova is NOT magic-typed, so it scales with Str not ATS, it's resisted by Def and thus Kaempfer buffs its damage, etc.  (It allegedly scales off ATS in Third Chapter, hence the confusion…)

Special 3: Pretty sure you can't actually get enough Water magic points to be able to cast Cocytus without using a Mind Gem, which will increase Kloe's ATS…  the given power is a hypothetical no-Mind one for all that you'd never do this in-game anyway.


Tita Russell
Omega Craft, 8 Divinations Garb, Regina Guarder
HP: 6119 (69%) EP: 482 Str: 970 ATS: 535 (515) Spd: 45 (35) Def: 830 (360) ADf: 105 (15)
Dex: 46 (26) Agl: 29 (14) [Eff. evade: 14%] Mov: 4 Rng: 4

Attack: 560 damage

Arts (Space):
Dark Matter (40 EP): 1160 Space/NE damage, slow charge time
A-Crest & Lost Mobius are pretty tricky to get for Tita's poor orbment lines.

Time Magic:
Soul Blur (10 EP): 880 Time/NE magic +20% Faint
Shadow Spear (40 EP): 960 Time/NE magic+20% death

Clock Up (10 EP): Speed +25% buff
Clock Up EX (30 EP): Speed +50% buff.  Slow charge time.
Clock Down (50 EP): Speed -50% debuff.
Anti-Sept (20 EP): Inflicts Mute on target, 100%.
Orbal Down (100 EP): Inflicts Mute on all enemies & -30% ADF debuff, 100%.  (Add +450 to magic damage taken.)  Slow charge time.
Death Scream (120 EP): 950 Time/NE magic on all enemies + 20% death, slow charge time.
Hell Gate (30 EP): 910 Time/NE magic on a small area +20% Faint
Other Time spells aren't really feasible to get on Tita's grid.

Mirage Magic:
Chaos Brand (40 EP): Inflicts Confuse on target 100%.

Crafts:
Smoke Cannon 2 (30 CP): 700 Damage + 100% Blind to a medium area. 
Vital Cannon 2 (30 CP): 3500 healing + removal of stat debuffs to a Medium area of allies.
Cannon Impulse F (S-Craft): 2650 damage to a huge line. Slow recharge time.
Satellite Beam (S-Craft): 2100 damage to a huge area.  Slow recharge time.

Special: Cannon Impulse F is optional and perma-missable. You need to talk to a weapons shop owner *after* a particular event has happened with no particular cue to check with her again.

Alternate: Can equip Long Barrel IIIs in her accessory slots if she needs more range on her physical.  Can equip Jormungandr armor for a somewhat worthless defense, art defense, & accuracy increase at horrific cost to speed, dodginess, & movement.  Against 8 Divinations Garb, it's +280 Def, +160 ADf, -15 Spd, +30 Dex, -70 Agl, -2 Mov.


Zane Vathek
Briarios, Taiji Garb, Blue Falcons
HP: 11364 (128%) EP: 502 Str: 1021 ATS: 329 (309) Spd: 45 (35) Def: 938 (463) ADf: 35 (15)
Dex: 26 Agl: 69 (14) [Eff. evade: 28%] Mov: 6 Rng: 1

Attack: 710 damage

Arts (Earth):
Earth Guard (10 EP): Grants immunity to next attack for target.  (This catches all of a multi-hit attack, too.)
Earth Wall (75 EP): Grants immunity to next attack that would hit allies in a small range around target.  Slow cast time.
Stone Hammer (10 EP): 10 earth damage
Earth Lance (20 EP): 130 earth damage
Petrify Breath (30 EP): 30 earth damage + 20% chance of Petrify
Stone Impact (40 EP):  30 earth damage to a medium area.  Slow cast time.
Petrify Cloud (60 EP): 70 earth damage + 20% chance of Petrify to a medium area.  Slow cast time.
Titanic Roar (70 EP): 70 earth damage to all enemies.  Slow cast time.

Crest, La Crest, Petrosphere, Geo Catastrophe, Gaia Shield: Hard to get on Zane's Orbment slot.

Time Magic: lol, not bothering, more damage failure..


Crafts:
Taunt (20 CP): Makes enemies target Zane.
True Distend (20 CP): Buffs Str & Def by 60%.  (Add 1200 to all of Zane's physical damage, subtract ~800 from all damage Zane takes.)
True Composure (20 CP): Heals 3100 HP and removes all negative status for Zane or an ally.
True Smite (30 CP): 1180 damage + 50% Confuse
Thunder God Kick (35 CP): 1040 damage to an area (if 1 target).  Does more damage the more targets hit.
True Disable (S-Craft): 1700 damage.  Slow recharge time.
True Aural Blast (S-Craft): 2400 damage to an area.  Slow recharge time.
Wrath of Genbu (S-Craft): 3050 damage to an area.  Slow recharge time.


Joshua Bright
Aura Fencer, Taiji Garb, Blue Falcons
HP: 9616 (108%) EP: 582 Str: 975 ATS: 586 (566) Spd: 47 (37) Def: 861 (386) ADf: 35 (15)
Dex: 26 Agl: 69 (14) [Eff. evade: 28%] Mov: 7 Rng: 1

Attack: 570 damage

Arts (Time):
Clock Up (10 EP): Speed +25% buff
Clock Up EX (30 EP): Speed +50% buff.  Slow charge time.
Clock Down (50 EP): Speed -50% debuff.
Anti-Sept (20 EP): Inflicts Mute on target, 100%.
Anti-Sept All (40 EP): Inflicts Mute on all enemies, 100%.
Orbal Down (100 EP): Inflicts Mute on all enemies & -30% ADF debuff, 100%.  (Add +450 to magic damage taken.)  Slow charge time.
Soul Blur (10 EP): 1050 Time/NE magic +20% Faint
Shadow Spear (40 EP): 1180 Time/NE magic+20% death
Death Scream (120 EP): 1120 Time/NE magic on all enemies +20% death, slow charge time.
Hell Gate (30 EP): 1080 Time/NE magic on a small area +20% Faint
White Gehenna (60 EP): 1290 Time/NE magic on a medium area +20% Faint, slow charge time.
Abyss Fall (90 EP): 1290 Time/NE magic on a huge area +20% Faint, very slow charge time.

Mirage magic:
Chaos Brand (40 EP): Inflicts Confuse on target 100%.

Space magic:
Dark Matter (40 EP): 1330 Space/NE damage, slow charge time

Crafts:
Taunt (20 CP): Enemy focuses on Joshua.
True Dual Strike (20 CP): 1080 damage (over 2 hits of 540); slow recharge rate.  (Gains CP each hit, so +10 CP, not +5 CP if they connect.  Very sensitive to enemy Defense.)
True Flicker (30 CP): 950 damage to a line + AT delay.  Slower enemies kind of don't get turns anymore.
True Cloak & Dagger (20 CP): 1050 damage + 20% death, fast recharge time
Evil Eye EX (40 CP): 950 damage to a small area + AT Delay, slow recharge time
True Sever (S-Craft): 2000 damage to an enemy.  Slow recharge time.
True Black Fang (S-Craft): 2250 damage to all enemies.  Slow recharge time.
Phantom Raid (S-Craft): 2750 damage to all enemies.  Slow recharge time.


Josette Capua
Revolter, 8 Divinations Garb, Regina Guarder
HP: 7430 (83%) EP: 568 Str: 929 ATS: 535 (515) Spd: 45 (35) Def: 871 (401) ADf: 105 (15)
Dex: 46 (26) Agl: 29 (14) [Eff. evade: 14%] Mov: 5 Rng: 5

Attack: 410 damage

Arts (Earth):
Earth Guard (10 EP): Grants immunity to next attack for target.  (This catches all of a multi-hit attack, too.)
Earth Wall (75 EP): Grants immunity to next attack that would hit allies in a small range around target.  Slow cast time.
Crest (16 EP): Buffs defense +25%.  (Subtract ~300 damage from physicals that would hit Josette.)
La Crest (40 EP): Buffs defense +25% for all allies in a medium range.  Slow cast time.
Petrosphere (40 EP): Debuffs enemy movement in a small area.  MOV-4.  Slow cast time.
Stone Hammer (10 EP): 840 earth damage
Earth Lance (20 EP): 980 earth damage
Petrify Breath (30 EP): 870 earth damage + 20% chance of Petrify
Stone Impact (40 EP):  920 earth damage to a medium area.  Slow cast time.
Petrify Cloud (60 EP): 70 earth damage + 20% chance of Petrify to a medium area.  Slow cast time.
Titanic Roar (70 EP): 920 earth damage to all enemies.  Slow cast time.
Atlas Hammer (80 EP): 1050 earth damage to a medium area. Very slow cast time.

Geo Catastrophe & Gaia Shield are a bit tricky to get on Josette's Orbment lines.

Time Magic:
Soul Blur (10 EP): 880 Time/NE magic +20% Faint
Shadow Spear (40 EP): 960 Time/NE magic+20% death

Crafts:
Stampede (20 CP): 400 damage & Def -20%, huge knockback (7 squares).  (Add +800 damage to physical attacks against the target.)
Anchor Flail (20 CP) : 400 damage + 100% Faint.  Faint lasts ~3-4 of Josette's turns (or ~2-3 without Orbment boosting).
Bobcat (S-Craft): 1650 damage to all.  Slow recharge time.

Special: Note that a move-only action has fast recharge in Trails, like healing spells, so if Josette is playing keep-away with Stampede to stop short-range attacks, her enemy will at least get a speed boost in-game.  (Although Petrosphere might render this moot…)


Julia Schwarz
Seven Star Sword, 8 Divinations Garb, Regina Guarder
HP: 10053 (113%) EP: 592 Str: 986 ATS: 509 (489) Spd: 45 (35) Def: 902 (432) ADf: 105 (15)
Dex: 46 (26) Agl: 29 (14) [Eff. evade: 14%] Mov: 7 Rng: 1

Attack: 590 damage

Arts (Space):
Dark Matter (40 EP): 1040 Space/NE damage, slow charge time
A-Crest & Lost Mobius are easier for Julia to get than for Tita, but still kinda hard.

Time Magic:
Soul Blur (10 EP): 740 Time/NE magic +20% Faint
Shadow Spear (40 EP): 820 Time/NE magic+20% death

Clock Up (10 EP): Speed +25% buff
Clock Up EX (30 EP): Speed +50% buff.  Slow charge time.
Clock Down (50 EP): Speed -50% debuff.
Anti-Sept (20 EP): Inflicts Mute on target, 100%.
Anti-Sept All (40 EP): Inflicts Mute on all enemies, 100%.
Orbal Down (100 EP): Inflicts Mute on all enemies & -30% ADF debuff, 100%.  (Add +450 to magic damage taken.)  Slow charge time.
Death Scream (120 EP): 810 Time/NE magic on all enemies + 20% death, slow charge time.
Hell Gate (30 EP): 770 Time/NE magic on a small area +20% Faint
White Gehenna (60 EP): 970 Time/NE magic on a medium area +20% Faint, slow charge time.
Abyss Fall (90 EP): 970 Time/NE magic on a huge area +20% Faint, very slow charge time.

Mirage Magic:
Chaos Brand (40 EP): Inflicts Confuse on target 100%.
Only Olivier (or other 6-7 length line mages) can sanely get the other Mirage spells.

Crafts:
Lanzenreiter (25 CP): 1000 damage + Impede.
Mirageberg (50 CP): Negate next attack on Julia.  (e.g. Earth Wall.)
Trinity Crisis (S-Craft): 2150 damage to a medium area.  Slow recharge time.


Mueller Vander
Lion King's Sword, Taiji Garb, Blue Falcons
HP: 10716 (120%) EP: 448 Str: 1029 ATS: 492 (472) Spd: 47 (37) Def: 921 (446) ADf: 35 (15)
Dex: 26 Agl: 69 (14) [Eff. evade: 28%] Mov: 6 Rng: 1

Attack: 760 damage

Arts (Water):
Tear (10 EP): 1000 healing.  Very fast charge time (next turn sped up).
Teara (20 EP): 3000 healing. Fast charge time (next turn sped up).
Tearal (40 EP): 6500 healing.  Fast charge time (next turn sped up).
Tear-All (70 EP): Full healing.  Fast charge time (next turn sped up).
La Tear (20 EP): 1000 healing for a small area.  Fast charge time (next turn sped up).
La Teara (55 EP): 3000 healing for a medium area.  Fast charge time (next turn sped up).
La Tearal (200 EP): 6500 healing for a huge area.  Slightly fast charge time (next turn sped up).
La Tear-All (300 EP): Full healing for entire party.
Curia (10 EP): Cures abnormal status.  Very fast charge time (next turn sped up).
Revive (30 EP): Revives a fallen ally with 800 HP.
Athelas (180 EP): Revives a fallen ally with full HP.
Aqua Bleed (10 EP): 590 water magic
Blue Impact (20 EP): 810 water magic
Blue Ascension (40 EP): 890 water magic, slow charge time
Diamond Dust (60 EP): 680 water damage to an area.  20% chance of freeze.

Time Magic:
Soul Blur (10 EP): 670 Time/NE magic +20% Faint
Shadow Spear (40 EP): 780 Time/NE magic+20% death

Crafts:
Ragna Bind (20 CP): 740 damage, very long range & moves target next to Mueller.
Hound Gale (35 CP): 720 damage to a small area
Blade Dancer (30 CP): 1300 damage + 20% Confuse.
Mirage Edge (40 CP): Impede.
Righteous Witness (S-Craft): 3000 damage to a medium area.  Slow recharge time.

Special: Mueller joins at L86, so these are L86 stats for Mueller, unlike everyone else at L85... with the exception of Speed.  (He & Joshua have identical speed at each level for L86 on, so he's given Josh's L85 speed.  I'd do the same for ADf/Dex/Agl if it mattered, but those don't grow between L85->86 anyway, so moot.)

Special: Yes, Mirage Edge seemingly inflicts no damage, despite his boss form's version inflicting damage.  It is a mystery.
« Last Edit: February 13, 2016, 01:03:17 AM by SnowFire »

SnowFire

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Re: The Legend of Heroes: Trails in the Sky Second Chapter
« Reply #1 on: February 07, 2016, 08:40:59 AM »
Stat comparisons & averages

HP: 11364 (Zane) > 10716 (Mueller) > 10053 (Julia, Agate) > 9616 (Joshua) > 9179 (Scherazard) > 8742 (Estelle) > 8304 (Kevin) > 7867 (Olivier) > 7430 (Kloe, Josette) >
6119 (Tita)
Average: 8906

Strength: 1029 (Mueller) > 1021 (Agate, Zane) > 986 (Julia) > 975 (Joshua) > 970 (Tita) > 950 (Estelle) > 939 (Kevin) > 929 (Scherazard, Josette) > 908 (Kloe) > 898 (Olivier)
Average: 963

Art Strength [ATS]: 638 (Olivier, Kloe) > 596   (Kevin) > 586 (Scherazard, Joshua) > 535 (Estelle, Tita, Josette) > 509 (Julia) > 492 (Mueller) > 432 (Agate) > 329 (Zane)
Average: 534

Speed: 47 (Joshua, Mueller*) > 45 (everyone else)
Average: 45.3

Defense: 938 (Kevin, Zane) > 921 (Mueller) > 912 (Agate) > 902 (Julia) > 882 (Estelle) > 871   (Scherazard, Josette) > 861 (Joshua) > 846 (Kloe) > 835 (Olivier) > 830 (Tita)
Average: 884

These three stats are sheerly a matter of equipment, there's no difference between equal-leveled characters when equipped.

Art Defense (ADf, =magic resist): 105 (Women) > 35 (Men) > 15 (Everyone, when unequipped)
Average: 70

Agility (=dodginess): 69 (Men) > 29 (Women) > 14 (Everyone, when unequipped)
Average: 49

Dexterity (=accuracy): 46 (Women) > 26 (Men) = 26 (Everyone, when unequipped)
Average: 36

--
Move: 7 (Scherazard, Kloe, Joshua, Julia) > 6 (Estelle, Agate, Zane, Mueller) > 5 (Kevin, Olivier, Josette) > 4 (Tita)
Average: 5.9

Range: 6 (Kevin) > 5 (Olivier,  Josette) > 4 (Tita) > 3 (Scherazard) > 2 (Estelle) > 1 (Agate, Kloe, Zane, Joshua, Julia, Mueller)
Average: 2.6
Insert reminder here that Kevin/Olivier/Josette/Tita can equip Long Barrel IIIs for +4 RNG if they need really really long-range basic attacks for some reason.

--
Derived stats

Def & ADf are pretty worthless stats, so multipliers for incoming damage roughly equal to 40% average HP to give an idea how much damage reduction they are vs. a semi-dangerous attack:

Effective defense: 0.96 (Kevin, Zane) > 0.97 (Mueller) > 0.98 (Agate) > 0.99 (Julia) > 1.00 (Estelle) > 1.01 (Scherazard, Josette) > 1.02 (Joshua) > 1.03 (Kloe) > 1.04 (Olivier, Tita)

Olivier & Tita take an extra 4% damage, while Kevin & Zane the tanks take 4% less damage.  oh noes.  Equipping a Reflector II to optimize for Defense would take Estelle from dead even to reducing damage by 3%, at the cost of a bunch else.  Hype.

Effective art defense: 0.97 (Women) > 1.03 (Men)

-3% vs. +3% damage here.  Negligible.

Time-To-Damage Speeds

Arts have a charge time.  While use of basic attack spells won't slow you down in the long-term in general compared to attacks (a cooldown of "30" for basic attacks vs. a charge time of "10" and a cooldown time of "20" for most spells), they do backload damage a bit.  So while the likes of Agate or Zane are slower than Joshua / Mueller in the long-term, they'll actually inflict damage first on turn 1 if they use their best damage in physical attacks while everyone else charges a Blue Impact / Shadow Spear / Earth Lance / etc.

Note that slow-charging spells like Titanic Roar or Blue Ascension have a 15 charge /  20 cooldown & very slow charging spells like Abyss Fall or Cocytus have ~20 charge / 20 cooldown.  They are worse DPS in the long term and not assumed in the damage averages, but if a character wants to use them (perhaps they're outsped already), here they are.

Naive long term speed:
104% (Josh, Mueller) > 99% (Others)

Turn 1, simple:
127% (Agate, Zane attack) > 99% (Josh, Muel spell) > 95% (Everyone else spell)

Turn 1, more options:
133% (Josh, Muel phys. attack) > 127% (Other attack) > 99% (J, M spell) > 95% (Other spell) > 88% (J, M slow-charging spell) > 85% (Other slow-charging spell) > 80% (J, M very slow-charging spell) > 76% (Other very slow-charging spell)

Turns 1, 2, & 3 effective speeds
Agate & Zane (attacks): 127%, 113%, 108%
Joshua & Mueller (when using fast spells): 99%, 101%, 102%
Everyone else (when using spells): 95%, 97%, 98%
Everyone else (when using slow spells): 85%, 85%, 85%
Everyone else (when using very slow spells): 76%, 75%, 75%
Everyone else (when using spells at -5 Spd due to Misty Veil / Ebony Shoes/etc.): 85%, 86%, 87%
Everyone else (when using slow spells at -5 Spd): 75%, 75%, 75%
Everyone else (when using very slow spells at -5 Spd): 68%, 67%, 67%


Note that Mueller in particular, since his attack isn't very much worse than his magic, may like switching to a physical or craft for an initiative boost.

--
Damage

Best spammable damage ( = "Turn 1" for 50 CP)
1. 1440 Kloe (Blue Impact)
2. 1410 Olivier (Shadow Spear)
3. 1210 Kevin (Shadow Spear)
4. 1200 Scherazard (Ragna Blast)
5. 1180 Joshua (Shadow Spear)
6.  980 Estelle (Blue Impact)
7.  980 Josette (Earth Lance)
8.  960 Tita (Shadow Spear)
9.  820 Julia (Shadow Spear)
10.810 Mueller (Blue Impact)
11.710 Agate (Attack)
12.710 Zane (Attack)

Average: 1034 (2.5x killpoint: 2585)

Best spammable damage w/ lots of CP ( = "Turn 1" for 100 CP+)
1. 1440 Kloe (Blue Impact)
2. 1410 Olivier (Shadow Spear)
3. 1300 Mueller (Blade Dancer)
4. 1210 Kevin (Shadow Spear)
5. 1200 Scherazard (Ragna Blast)
6. 1180 Joshua (Shadow Spear)
7. 1180 Zane (True Smite)
8.  1000 Julia (Lanzenreiter)
9.  980 Estelle (Blue Impact)
10.  980 Josette (Earth Lance)
11.  960 Tita (Shadow Spear)
12. 760 Agate* (Flame Smash 2)

Average: 1133 (2.5x killpoint: 2833)

3-Turn damage, 50 CP**:

1. 4320 Kloe (Blue Impact x3)
2. 4290 Zane (True Distend, True Smite, Attack)
3. 4230 Olivier (Shadow Spear x3)
__ 3880 Agate Wild Rage 2 -> 200 CP Dragon's Dive.  Only works when faster than opponent.
4. 3630 Kevin (Shadow Spear x3)
5. 3600 Scherazard (Ragna Blast x3)
6. 3540 Joshua (Shadow Spear x3)
7. 2940 Estelle (Blue Impact x3)
8. 2940 Josette (Earth Lance x3)
9. 2920 Mueller (Blade Dancer, Blue Impact x2)
10. 2880 Tita (Shadow Spear x3)
11. 2820 Julia (Lanzenreiter x2, Shadow Spear)
12. 2280 Agate (Flame Smash 2 x3)

Damage average: 3366 (2.5x killpoint: 2805)

3-Turn damage, 100 CP**:

1. 6380 Olivier (Shadow Spear x3 + Requiem Hearts)
2. 6290 Joshua (Shadow Spear x3 + Phantom Raid)
3. 6070 Kloe (Blue Impact x3 + Sanctus Nova)
4. 5940 Estelle (Blue Impact x3 + Wheel of Time)
5. 5750 Scherazard (Ragna Blast x3 + Judgment Card)
6. 5530 Tita (Shadow Spear x3 + Cannon Impulse F)
7. 5430 Mueller (Blue Impact x3 + Righteous Witness)
8. 5230 Agate (Attack x3 + Dragon's Dive)
9. 5180 Zane (Attack x3 + Wrath of Genbu)
10. 4610 Julia (Shadow Spear x3 + Trinity Crisis)
11. 4590 Josette (Earth Lance x3 + Bobcat)
12. 3630 Kevin (Shadow Spear x3)

Damage average: 5386 (2.5x killpoint: 4488)***

Also for fun...

3-Turn damage, 150 CP**:

Mages are all the same as 100 CP above, but:
1. 8540 Zane (True Distend, True Smite, Attack + Wrath of Genbu)
2. 6410 Mueller (Blade Dancer x2, Blue Impact + Righteous Witness)
8. 5380 Agate (Flame Smash 2 x3 + Dragon Dive)
10. 4970 Julia (Lanzenreiter x2, Shadow Spear + Trinity Crisis)

Damage average: 5790 (2.5x killpoint: 4825)

* Agate's best is arguably Spiral Edge 2 instead, which while really slow, also inflicts a big AT delay on the opponent.  But it doesn't work when delay is immuned, and is of questionable use vs. very fast opponents, so.

** Note that chars will gain CP from attacks, so this is more like ~60/110/160 CP to spend in practice.

*** For the 100 CP average, I used the best *spammable on any turn* damage on the 3 turns above.  I'll grab full YOLO max-burst-over-3-turns numbers if there's interest.

SnowFire

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Re: The Legend of Heroes: Trails in the Sky Second Chapter
« Reply #2 on: February 07, 2016, 08:42:45 AM »
Appendix:

Level, part II
Some more on level weirdness:

* Estelle & Joshua have an argument for a level boost if you rotate party members rather than attempt to always keep the same party.  The game requires some amount of party-switching in C7 & soft-encourages it in C8 & C9, but these two are required for the entire endgame, so they'll naturally get ahead if you switch the others up.
* Kloe, Olivier, & Kevin all leave for a time, then come back underlevel.  Josette joins underlevel at L72.  You could argue for a slight level penalty for them, but with the way Trails XP works, it wouldn't be much of one - maybe a level or two at most.  And it definitely goes away if you farm the 7x Shining Pom fight.
* Mueller joins at L86.  This is why it'd have been nice to do everyone at L86; L86 Mueller & Joshua have the same speed of 48, so it seems wrong to claim Josh is slower due to being lower-level, when he probably won't be in practice.

While on the topic, you could credibly argue that Julia & Mueller shouldn't even be in the averages as they join really, really late and are totally optional.  (They were apparently added as joinable in the PSP version from the original PC version.)  But it doesn't change too much whether they're included or not, so whatever.


Accuracy & Evasion
According to the Internet, the best guess for the accuracy formula is:
Dex / (Dex + Agl)
Where it's attacker's Dex vs. defender's Agl.  This only applies to physical attacks and most Crafts (but not S-Crafts), magic doesn't miss.

Sadly the Monster Guide does not show enemy stats, but about half of the enemies in the game seem to have 0-2 Agl and never / almost-never dodge.  Enemies with "moderate" and "high" evasion do exist, so Hit quartz aren't useless for physical fighters.  I'd guess that 10-15 Agl is what "somewhat" evasive enemies look like.

Hard-pumping PC Agility actually does have some payoff in SC, unlike FC.  Mostly thanks to Agl-pumping equipment (you can get quite dodgy vs. C7 enemies with Blue Falcons, even if that doesn't really hold into endgame).  I've assumed enemy Dex of 175 (WILD GUESS) for calculating the evasion rates above.


Damage
According to a Chinese guide for FC translated, the Art damage formula in FC was:
Damage = (4.1 * ATS + 3.3 * Base) * Weakness - 2.8 * ADF

It seems somewhat similar in SC, and applies to physicals as well, which have a formula something like:
Damage = 4.1 * Str + (base damage of skill) - 2.8 * DEF

There's some results from tests that don't entirely line up with this, but it's not bad shorthand.  Variance makes it hard to tell for sure.

Damage figures are from testing on a Hard mode Dark Lamp with 1027 Def & 484 ADf, then with +150 added to all physical damage to represent an even lower Def of ~975, since Dark Lamp has way lower ADf than most enemies in the final chapter, more so than its also chapter-worst Def.  Also note that the lack of Orbment boosts overrates S-Craft damage a bit compared to in-game, as S-Crafts have great bases but scale with Str the same as everything else.

Note that arguably physical damage should be buffed even more, as the final chapter has much more arts-resistant enemies than earlier in the game.  A quick average of most enemies in Liber Ark & Ouroborus 2 shows a difference of (1134 Def - 661 ADf = ) 473, while adjusted Dark Lamps differ by [975]-484 = 511 more Def than ADf.  There's generally a lot of leeway with where to see this with one of the final series of bosses being really magic-resistant and another being really physical-resistant, so you figure it out.  (I'm definitely inclined to lean toward favoring arts since this is definitely true earlier in the game.)  Also note that in-game it's pretty easy to buff your team's phys Strength (Morale, La Forte, Zodiac) but only Orbal Down will amp up your art damage, when ADf down isn't immuned at least.

Also note that while Def / ADf is generally a trash stat for PCs, it can be quite relevant for enemies.  Trails is a rare game where PCs generally deal less damage than enemies, so higher flat reduction is potent against your damage, but not useful vs. high enemy damage.


Commonality of status & debuff resistance

For Dhyerwolf & the like!  Also important for bosses for most people.

Stat debuffs are fairly reliable.  PCs never immune debuffs, and very few "normal" enemies immune a debuff type, and when they do it's on a big robot.  Bosses are a mixed bag…  looking at final chapter bosses, about half immune debuffs.  Earlier bosses rarely immune debuffs.

AT Delay is also very, very rarely immuned by regular enemies, but bosses immune AT Delay quite commonly in the lategame.  Most bosses in C0-C5 won't immune it, though.

Other statuses…  well, almost all bosses immune all statuses in SC, unlike FC.  Regular enemy status immunity is also quite common, especially in the final chapter, which is a good thing for the game's challenge level.  There's no idea of "resistance" or stat checks, either an enemy immunes a status or they don't, and if they don't the percentage of status proc is determined by the attack.  Anyway, the game gives you a "Heaven's Eye" orbment after the very first boss which you have no excuse to not have equipped the entire game, so you can see every enemy's status immunities, current HP, & elemental resistances live.  So when the game gives you Confuse-vulnerable enemies, even in the final chapter, you can troll them with your 100% Confuse.  More importantly as a cause to hype status even when the absolute hit rate is not going to be great, most bosses have support adds, and it's not uncommon for the support to have a status hole - dropping an Orbal Down on turn 1 and cutting off all the weaker spellcasters mid-cast with Mute is glorious, or blinding all of Weismann's bots with Smoke Cannon turn 1.  Additionally, Anti-Sept & Chaos Brand are gained extremely early, basically C1 or so, so there may be more cause to take earlier enemies who are vulnerable into account.  Anyway, make of it what you will.  (Due to the late-game commonness of status immunity, I'd definitely be willing to be pretty liberal with letting other casts be able to block SC's tricks, though.  And Josette's Faint game probably deserves a hard look since it comes so late and is so commonly immuned.)


DL Commentary

Estelle is pretty much exactly the same as she was in FC, except with a tad less damage, so worse.  Under a 100 CP interp, she needs to equip a Misty Veil to even get close to threatening the 2.5x killpoint on turn 1, and still doesn't quite make it.  She's still a nasty staller under 50 CP who likes the speed boost on healing and can heal into S-Craft pretty well.  If you give her an extra level, add +40 damage to all her moves and she gets some more HP.  Heavy.

Schera… mrf, doesn't like being restricted to Wind.  The good about Wind magic is that the best spells cast fast, so she can actually use the expensive boosted damage spells without incurring a speed penalty, unlike the other schools.  The bad is that it doesn't really have useful tricks otherwise.  Too bad, as Aerial is *great* for randoms in-game.  100 CP is Low Heavy off just immediately cashing in a Judgment Card backed by good status blockers, 50 CP is an uninspiring Light / Middle borderliner who spams damage & hopes for the best.

Agate is weird!  In-game Wild Rage 2 is way, way better than FC Wild Rage, since +150 CP makes him an S-Craft factory if you can keep him healed up.  He'd love a 50 CP interp, especially one that rewards him for using his S-Craft before other's spells have finished casting, to give him some speed despite his slightly-below-average base speed.  Under 100 CP, he can still use Wild Rage 2, but it's only for getting the 200 CP bonus, so is a lot less inspiring.  Flip side, Agate can wreck the slow with Delay spam off Spiral Edge.  When everything works, he's Heavy (50 CP, 127% spd credit), but is a strange Middle the rest of the time.

Kevin doesn't have a useful S-Craft for a duel.  Shame, it's pretty good in-game.  If he's given the full Time/Space/Mirage set, he's an okay statusy high Middle no matter what, pretty much, off Mute & Confuse.  If he's given only Time magic off 50 CP, then he at least has a trick in Mute and decent damage.  If he's given only Time magic off 100 CP, then he sucks and is a bad mage-spoiler Light.

Olivier, see Kevin, except with even better magic damage and an S-Craft.  Confuse is still a brutal, match-winning status if it connects, and Olivier can even have some damage tag along with it via Silver Thorn.  I doubt it will ever come up, but Olivier does have a weird plan of hasting himself, attack-debuffing, & healing with CP in some matches.  Middle / Heavy borderline no matter what, I think; he'd like the other Time spells, especially Anti-Sept, but they aren't too crucial.

Kloe, like Schera, isn't a huge fan of getting locked to just Water magic.  Vs. her FC form, she *does* get a damaging S-Craft which you should never ever set in-game (it's basically the worst, while Lichtkreis is still the best) and Kaempfer's duration is relatively longer due to everyone being fast, but she's now all healing & damage all the time, and Kaempfer doesn't inflict damage.  Another high Middle (while FC is probably low Heavy thanks to having 'legal' Anti-Sept).

Tita is her usual frail self relying on cheap status.  Dies to a sneeze, but Smoke Cannon screws over fighters, Anti-Sept screws over mages, and Chaos Brand screws over anyone confuse-vulnerable, so you better OHKO her if you fear the status.  Middle.  If you only give her Space, uh, she's stuck in Light off just Blind.  (Fun fact: my initial tests with Tita unknowingly had her equipped with stuff like a Ruby Gem & the Power Orb, so I thought Cannon Impulse F was a completely busted 3650 damage S-Craft.  Oops.)

Zane's True Distend is *amazing* in-game and lets him rack-up great long-term damage, if opponents will let him.  He also has a goofy spam-Earth Guard game against the notably slow.  And he even has turn 2 Confuse (usual proviso that not a lot if vulnerable to it by endgame).  Low Heavy no matter what.

Joshua is in pretty much the same spot as he was in FC.  He's above average in Strength, magic, & speed, can dump a bunch of damage off with Flickers (especially vs. the slow), and punishes low-Def enemies with True Dual Strike. Arguably deserves an extra level for +40 on most of his damages & more HP.  Low Heavy w/ Time/Space/Mirage, probably still a High Middle with just Time.

Josette...  wait, why would *Sky* Pirates need an anchor?  Sailing ships need anchors to stop them from drifting off with the current.  Flying ships aren't going anywhere when on the ground short of a hurricane, and you have other problems then.  Anyway the point is that she has a brutal Faint-lock off Anchor Flail that isn't really feasible to ever escape from if you're Faint-vulnerable.  And also has the goofy Earth Guard spoiling game vs. those slower than her.  And has a goofy keep-away / Move debuffing game vs. Faint-immune melee types.  Will win no 'fair' slugfests ever with the uninspiring HP & damage but probably a Middle / Heavy borderliner anyway, depending on how harshly you punish for the very common Faint-immunity while you have her?  Tita++?

Julia is pretty boring, sadly enough.  If given the full Space/Time/Mirage set, then she flings status off good durability and is some Middle/Heavy borderliner.  If given just Space, she is an uninspiring slugger who is Low Middle.

Mueller is pretty badass, a physical spin on the water mage.  Worse damage than Kloe, but heals into a *far* more dangerous S-Craft, so heal-locks on him don't really work.  Joshua-level speed backed by the speed boost on healing spells means he's hard to double-turn.  Heavy.
« Last Edit: February 13, 2016, 08:45:23 AM by SnowFire »

SnowFire

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Re: The Legend of Heroes: Trails in the Sky Second Chapter
« Reply #3 on: February 07, 2016, 08:51:33 AM »
Bosses

I'm assuming Normal mode bosses for the DL, but I also wouldn't hold NM bosses against full Orbment twinking + optional drops (e.g. the Chapter 8 Orb accessories).  Your mileage my vary.

Party averages in Axis Tower should be pretty close to the DL averages above, except backed by orbments & better equipment, but vs. higher enemy def & ADf.

PC stats:
HP: 8906 (unadjusted), 9570 (half w/ Water Gems), 10240 (all w/ Water Gems)
Spd: 45 (unadjusted), 56 (half w/ Onyx Gems), 67 (all w/ Onyx Gems)
Damage, turn 1: ~1300
Damage, w/ buffs, debuffs-when-applicable, food attack item usage, S-Crafts, and rigging the turn order to give PCs upcoming crit bonuses…  uh, higher.  Call it 2000?
2.5 rounds of pure PC offense = 1 PCHP (?) = 13000 (more lenient) or 20000 (harsher).

Average of enemy defenses (Hard mode) in Liber Ark & Ourborous 2, not including Core Sector final enemies:
Def: 1134
ADf: 661

(if you include the Core Sector, ADf rises quite a bit as the final is a huge mage-spoiler…  1044 Def, 1160 (!!) ADf and the like…)

For boss stats, HP is from Normal difficulty level.  Listed Def / ADf / Spd are from Hard difficulty (all my Monster Guide would show), it's lower in Normal, but so would the other-enemy averages, so it's still useful as a relative measure for Def & ADf.  For speed, dunno how big the boost is...  33% or so I think?  Also, boss speed seems slower on turn 1 in most fights.  Since these speeds are from Hard and it's quite possible to have speeds a good bit higher than those listed above anyway, I'd treat PC speed as effectively ~80 or so vs. the listed speeds below.

Bleublanc
HP: 24538, Def: 1157 (avg.), ADf: 808 (good), Spd: 83
Immune to status & delay.  Takes 20% less damage from wind.

Shadow Cast: Creates a clone of Bleublanc.  Extremely fast recharge time.  An Information orbment will reveal Clones as L6 w/ no drops, and disappear when the real Bleublanc is hit.  Not useful except vs. the gullible and forced rando-targeting (e.g. FF6 Sabin's Bum Rush).
Wild Card: 2000 damage to an area, 20%? chance of seal, 20%? chance of mute (independent?).
Magic Knife: 2100 damage, ranged
Magic A Little: 90%? Mini status on a target.
Abracadbra: 50%? Mini status on an area.  Uses very rarely.
Demonappear: Summons a Bouncing Clown.  Fast recharge.  Uses rarely.
Death Magic (S-Craft): 4400 damage, 20%? chance of death.  (Reminder: Despite the name, all S-Crafts are physical and thus resisted by defense.)

Fights w/ 2x Bouncing Clowns, reasonable durable mechs that will throw damage & Seal status at you.

Bouncing Clown
HP: 13382, Def: 1154, ADf: 667, Spd: 73
Immune to status.

Attack: 2300 damage
Marionette: 2700 damage, 20%? chance of Seal
Pit Trap: 3000 damage

Mini status is impossible to immune in-game, even goes through Grail Lockets which read "prevent all abnormal status."  Heal all status effects (Curia) won't cure it either, and it lasts a hideously long time (7+ turns?).  It tanks Str / ATs / Def / Mov, so the afflicted does 1000 less damage with everything and takes +1500 more damage from physical attacks.
If Bleublanc is defeated with his support still alive, the battle continues.


Walter
HP: 26040, Def: 1184 (slightly good), ADf: 624 (slightly bad), Spd: 91
Immune to status, delay, & debuffs

Attack: 3000 damage, ~95% accuracy
Sonic Shot: 3000 damage to an area
Infinity Combo: 3900 damage
Lazer Bullet: 3900 damage to a line, crippling Str debuff (buffed Zane will deal 1 damage afterward)
Zero Impact: 8300 damage, crippling Str debuff (buffed Zane will deal 1 damage afterward), huge knockback.
Ultimate Blow (S-Craft): 7000 damage to a small area, 100%? chance of Faint.

Fights with 2x Shadow Cougars.  Not gonna give their stats, but they're decent & good, throwing around line damage & status including instant death.


Luciola:
HP: 26040, Def: 1169 (avg. ), ADf: 831 (good), Spd: 69
Immune to status & delay.

Attack: 2500 damage, ranged, ~95% accuracy
Firestorm: 3400 damage to an area + knockback.
Tempest & Flame: 3400 to an area?
Dreaming Bell Toll: ?% defense debuff + 100% Sleep to an area.  (The Defense debuff seems to be very minor, +100 damage?)
Shadow Replication: Creates 2 clones.  They are dispelled if you attack the real Luciola (revealed by Information orbment or via first sticking her with a debuff).  Less useless than Bleublanc's Shadow Cast because if you foolishly attack a clone, or use multitarget damage, they swap places with an ally who takes the attack instead, so they do spoil area / MT attacks.  If left alive, they attack for 800 damage @~75% accuracy.
Tempest Dance (S-Craft): 5100 damage to an area.
Hellfire (S-Craft): 5100 damage to an area.

Fights with a metric crap ton of allies: Jubokko, Zaqqum, 2x Alarunes.  The big spirits can summon more Alarunes (who suck).  The spirits are in their own way more dangerous than Luciola, having MT damage & status, with each of them healing off either physicals (Jubokko) or arts (Zaqqum).


The other enforcer:
Maybe later.  Her fight is p. cool, but it's one where her "support" is very intimately a part of it and there'd be a big interp split on whether to include it or not.  Her C7 appearance is listed below instead for the proper "duel" experience, which isn't bad anyway since it's a Sneak Attack w/ guaranteed S-Craft usage on turn 1.  RIP Tita.


--
Proviso about the next boss: he is too badass to be fought on a lower difficulty if you lose, so these are Hard mode stats.  Subtract ~1500 damage from all his S-Craft and ~1000 damage from his other moves for a stab at Normal values.  Sorry!  Related proviso: like FC, it's technically an optional fight.  Loewe still doesn't actually want to kill you, so if you lose, the Game Over music plays and the default option is 'Retry', but the 2nd option, rather than 'Retry at lower difficulty', is 'Continue' instead, and the game goes on anyway with you having lost the fight.  Since you can level up & prepare before it, and doesn't force-continue on loss like his FC form, I think this is still legit as a rankable fight.

Loewe
HP: 35178 (Hard), 31980? (Normal), Def: 1546 (amazing), ADf: 925 (excellent), Spd: 135
Immune to status & delay.

Attack - 6600h damage.  ~95% accuracy.
Body Split - Summons a clone of Loewe.  Very fast recharge time.
Zero Storm : 4000h damage to a huge line, Impede, really fast recharge time.
Earth Guard: Null the next attack on Loewe.  (Possibly scaled down to 1/4 of the next attack in the DL?)
La Teara: Heals 3000 HP to allies in a medium area.
Silver Thorn: 4600h Mirage/NE damage to a medium area, 90% chance of Confuse.
Demon Flames (S-Craft): 10500h damage, huge knockback, hits a medium area near Loewe.  20% chance of Faint?  (8500 Normal damage?)
Dead Emperor Sword (S-Craft): 10500h damage, 80%? chance of Freeze.  Hits a medium area.  (8500 Normal damage?)


Loewe clone
HP: 17556 (Hard), 15960? (Normal)
Immune to status, delay, & debuffs.  (yes, the clones are immune to debuffs but Loewe isn't, not a typo.)

Attack: 4700h.  ~90% accuracy.
Zero Storm: 2300h to a huge line, Impede.

Fights with 2x Riot Sabers.

Riot Saber
HP: 21122 (H), 20162? (N), Def: 1189, ADf: 748, Spd: 72
Immune to status & delay.

Riot Press - 4600h damage, 20%? chance of Faint
La Teara - 3000 HP restored to a medium area.
Plasma Ball - 2100h damage + 50%? Seal.
Riot Star - 1800h damage to a large area.

If Loewe is defeated but Body Split clones still exist, the battle does not end, and he can win from beyond the grave.  (This is actually a real threat in-game.  Scarily enough, I'm not sure there's a limit on his personal army size aside from how merciful the AI feels.  I've gotten it to 5 clones before at high health, which is generally gg.) 

Boss Commentary

Bleublanc's name means "Blue White" in French, and he dresses in blue & white.  I see.  He's a scrub in-game, with uninspiring damage and status that isn't the scary, but has two moves that translate super-good to the DL in Mini & summoning robots.  Mini is very good for consigning 1 character to healbot duty, and if he spammed it at your whole party, it'd be quite annoying since death is basically the only way to fix it.  And he can summon more support off uber speed which will win for him after he dies, for all that he uses this quite-rarely in-game, much more so than, say, Loewe's Body Split.  Even if he's restricted from spamming Demonappear, probably still is a really cruddy Low Godlike thanks to the PC-spoiling off Mini.

Walter is pretty good!  He's smart enough to immune debuffs (great in-game), ruins people who rely on physical damage, and his best damage is spammable in Zero Impact which is even better than his S-Craft, barring the single-target nature of it.  Powerful mages spoil him at least, hitting the right defense and not having their own damage debuffed.  Another Low Godlike?

Luciola is the scrub Enforcer.  Very dependent on her support, and that won't live long if you focus it anyway.  She has Sleep, but her next attack will just break it, so it's not even that amazing off her bad speed.  Probably a boring Low Heavy slugger.

Loewe is hyped up as the toughest fight in the game, and he's certainly tougher than the final.  Ulting your party with an S-Craft -> his bots & clones clean up the survivors is a real threat, and he likes Body Split enough to put a hard clock on the fight - if you don't kill him promptly, you will eventually get overwhelmed by clones.  Also note the fantastic defense - in-game, it's great at reducing unbuffed physicals to worthlessness, but less impressive vs. S-Crafts or post-buffs damage.  And the art defense isn't bad either, so his HP goes a lot farther than the other Enforcers.  Godlike, clone spam -> S-Craft -> more clones is just too much except against insanely badass multitarget damage.

Other bosses

There's a pretty good topic with the bosses's Nightmare stats here:
http://steamcommunity.com/app/251290/discussions/0/485622866438759464/

Be warned that it's a tad dismissive of some important-for-the-DL things via assuming you are, say, Earth Wall cheesing slower bosses and the like.

Storm Bringer
Halves fire, immune to wind, takes +20% damage from Earth & Water.  Not statting him up, though.

Robots OP.  The boss of C1, Storm Bringer is probably the scariest dueler the cast has in the DL.  He's fought with a full party (unlike the C0 bosses), so he can unload the broken, but you don't have much in the way of cool orbments yet.  He has tons and tons of health, enough for an epic 15 minute+ battle (15000 HP…  in CHAPTER ONE.  Ignoring elemental weakness, PC damage is ~400 or so?  So ~4 PCHP, ignoring support?).  What's he do with it?  Let's start with Curse Blade, which hits an area in front of him and inflicts a solid 2HKO (~1500 damage) and a crapton of delay.  Like, enough to take another turn again immediately.  He use this twice in a row and your party was clumped up?  GG.  And how frequent is delay immunity, anyway?  No PCs can immune it and some of the bosses won't either!  (Maybe Yuna's Aeons immune delay, I guess.)  So there's a bunch of autowins right there.

So fine, he beats PCs, but can he slug with delay-immune bosses?  Yes.  Yes he can.  First off he starts the battle with *4* Puppet Fraggers as support, but let's ignore that for now.  He can summon *more*.  To add insult to injury, his summoning move has a very fast recharge rate, so if the AI hates you he could theoretically summon a lot of them fast, and I doubt there's any cap on the number on the field at once (in Bleublanc's C4 sidequest final fight, there started with 3 enemies on the field.  By the time I died, there were 8.)  Okay, so strong MT to kill the adds and whittle him down then, right?  Yes, but.  Puppet Fraggers on death will buff all their allies Strength & Speed, so Storm Bringer gets even more damaging & fast (and any other Fraggers still alive), so even just summoning 1 for the buff is probably worthwhile.  His regular attack is murderous and does tons of damage (3HKO, up to a 2HKO when buffed).  Finally, he has a slow-charge ultimate in Energy Blast that is big MT damage (~1900 vs. a 2400-2600 avg?) when it lands.  Yeah.  High Godlike, summoning nonsense + buffing + delay attack + absurd HP is a good combo.

--
PC stats for C7 Renne

PC Level: 78 (Estelle & Josh), 77 (Others)
HP: ~7000 (no Orbments) ~8000 (Orbments).  Slightly less if you assume Tita is taken to the fight.
PC damage: ~1200 (turn 1), ~1800 (w/ S-Crafts, etc.)

Renne (Chapter 7 Amberl Tower form)
HP: 14257, Def: 882 (good), ADF: 489 (good), Spd: 68
Immune to status & delay.  (Her C9 form is immune to debuffs as well, FWIW.)

Attack: 1500 damage (+20% death?), 90% accuracy
Blood Circle 1800 damage to an area +20% death, huge knockback, 90% accuracy
Calamity Throw: 2000 damage to a line (+ 20% death?  never saw it but wouldn't be shocked), 90% accuracy
Rennede (S-Craft): 3500 damage to a medium area + 20%? death.

Special: Renne's fight is a Sneak Attack.  While it is *possible* for the PCs to go first in sneak attacks if you go fight enemies 30 levels beneath you & the like, Joshua with Action 4 & Speed gear won't go first here.  It basically will never happen vs. Renne in practice, at least without a New Game+.  The recoil on Rennede isn't so bad that she gives up her next turn or anything either, so it's Renne->party->Renne etc.

Fights with 6x Vogel 911 EX.  They are *extremely badass* support, shooting you in a line and peppering nasty status effects like Poison & Petrify on you if left alive.  After this battle is complete, a new battle immediately starts (no menu healing or revival, BUT you might have leveled-up and gotten a free heal) with Renne piloting Pater-Mater.  If you think this transition is legalish you probably also allow the Axis Column fight which is probably stronger for Renne.

Comments:
You know how every mech show needs an episode where the pilots run around on the ground shooting each other with pistols?  Same thing, except with a scythe.  Renne is…  weirdly BAD on Normal, her damage just isn't enough, so she's really relying on death / petrify-from-support procs.  It takes 3 actions to even get close to killing average durability and she still probably misses it, which granted, would be on turn 2 thanks to the initiative.  Middle?  Support credit can help shore up her extremely suspect HP at least (worst of the enforcers, unshockingly).

(This fight is a lot more intense on higher difficulties - on Nightmare , if you don't start the fight with a 200-CP Grail Sphere you are basically dead without getting a turn.  On Hard, basically add ~2000 to her S-Craft & 1500 damage to everything else - so her opening S-Craft kills Tita and maybe gets a death proc with 4 targets, line damage lasers will rake & status up the survivors, and the bots are harder to take down quickly with MT.  So your first turn might be just Josh & Estelle alive at death's door waiting on a 4000 damage Blood Circle coming up next.  Of course, once you survive turn 1 and kill the support, Renne is in for a spanking, it's just all about surviving the opening blitz.)

--
Jaeger Gilbert 1 (Glorious), Jaeger Gilbert 2 (Jenis Royal Academy)

Not gonna stat these fights.  Gilbert 1 can be KO'd turn 1 with attack -> True Barrage, Gilbert 2 is really scared and spends most of his time talking to you to inflict a defense debuff.  (Gilbert 1 is actually insanely scary, and the game proceeds mostly as if you lose the fight!  ...just the problem isn't Gilbert, it's his friends…)

PC Averages for New Gilbert: Estelle & Josh are probably L84, others are L78-82.  Equipped average PC HP is like ~8000 or so?  Maybe 8500 if you didn't bring Josette, if that's even possible?  Damage is about the same as the L85 stats, since you *just* got some powerful endgame equipment and Gilbert's defense doesn't match up.  So 1300-2000 or so depending on how hard you unload. 

New Gilbert
HP: 9588,  Def: 1042 (bad), ADf: 610 (bad), Spd: 65
Immune to status & debuffs (but not delay).

Attack: 1650 damage, ~75% accuracy.
Bullet Barrage: 1650 damage to an area, ~75% accuracy
Grenade: 700 damage, AT delay
Called Allies: Summons a Vogel 235.  Very fast recharge.
Mine Set: Place a Photon Laws mine somewhere on the battlefield that will eventually detonate.  Very fast recharge.
Deranged rantings: Str / Def debuff via weakening the will to fight.  Probably a <50% HP limit, possibly AI-forced.  Nearly worthless.  (~+50 damage taken?  Maybe?  It's so small it's hard to pick out from the variance.  Could easily be, like, -1% under the hood.)

Vogel 235
HP: 1575, Def: 1003 (horrible), ADf: 446 (beyond horrible), Spd: 57
Immune to status.

Attack: 1400 damage, ~50% accuracy
Bullet Barrage: 1400 damage to an area, ~50% accuracy
Flamethrower: 700 damage to an area, ~50% accuracy.

Photon Laws
HP: 582

Self-destruct: 1500 damage to a very small nearby radius.  Does this automatically after ~2 turns, or if destroyed by damage.

Note: Trails battlefields are quite large compared to the explosion radius.  You should never, ever get hit by a mine unless you are being perverse, or had terrible luck with an all-enemies spell already charging and the mine happening to be set next to one of your characters.  (Like, Estelle can physical a mine if you care, and the knockback + 2 staff range means she won't get hit by the explosion.  Not that you should care.)

Fights w/ Riot Arms, which is basically the 'real' boss for whom Gilbert is the support.  Riot Arms is still not THAT impressive.  If only mines are left, the fight is over; if bots (e.g. the Riot Arms or Vogels) are left, the fight continues.

Comments:
Gilbert is horrible.  His one saving grace is that vs. those with anemic offense & no multitarget offense whatsoever (the Vogels are OHKO bait unscaled), he can quickly summon some bots then slowly toss grenades for delay.  Watch out, Banon & Mint.  Low Light, maybe High Puny if you're harsh enough on his HP.

--
PC stats for Weissman: Uh, call it somewhere from L88-91, depending. 

HP is ~10000 or 11500 equipped?  Speed is ~49 unequipped, equipped speed is ~72 or so, without Orbs?  (Reminder that all the listed Def/Adf/Spds are from Hard, and there's various things that make you faster in practice, so call this the equivalent of more like 85.)  Damage is probably same as L85 guesstimates (especially when taking into account good def stats), so 1300 (nice)  / 2000 (harsh).

Weissmann (1st form)
HP: 20562, Def: 1332 (good), ADf: 868 (excellent), Spd: 73
Immune to status, delay, & debuffs.

Attack: 4000 to a nearby area, 20% Seal. 
Thunder of Justice: 4000 damage to an area.
True Evil Eye: 100% Confuse & AT delay to a small area.  (If you don't immune delay, Weissman probably just double-turns you on the spot.)
Dimensional Exile: Vanish one party member & set EP to 0.  Party member returns after ~2-3 turns.  If the only living party members are vanish'd, it is Game Over.
Genesic Barrier: 1000 healing + Arts Guard for all allies.  Arts Guard nulls all magic and isn't dispelled by absoring a hit, unlike Earth Guard.  Duration is short (~2-3 turns?) but it can just be recast.  Fast recharge time.
Dark Matter EX: 2000 Space/NE damage to a large area, Mov -4 debuff, draws all PCs near the target.  Slow charge time.
Lost Mobius: Allegedly has this spell according to the Internet, ?? Space/NE damage, never was able to get him to use it.
Death Scream: 4500 Time/NE damage to all, 20% chance of Death, very slow charge time.
Orbal Down: Mute + ADF -30% to all enemies (nearly worthless vs. characters who don't have an Emerald Gem equipped, and still pretty worthless otherwise - +30 damage to arts?  Maybe?).   Slow charge time.
Another Dimension (S-Craft): 5500 damage, 20% chance of Confuse.  Slow recharge time.

Fights with 4x Combat Shells.  They pepper you with minor attacks & status if left alive, but are frail and vulnerable to several statuses (faint, blind).  Genesic Barrier does make one obvious method of clearing 'em in MT spells problematic, though.

Vanish is not immunable in-game, even by Grail Lockets, and isn't curable short of waiting it out.

Comments:
YUCK.  Translates to the DL way, way too well compared to in-game difficulty.  Weissman is slow, gets slower from casting his MT damage, and can't really take a hit, but his offense isn't entirely horrible, and he sports several spoiling games.  He really spoils mages - he can silence them, he can null their spells for his entire team, and he can EP-0 them out.  Dimensional Exile is also arguably an auto-win in a duel, and he has perfect Confuse as a backup.  Against melee fighters, he can nuke their move speed and make it hard to get in range, although his AI in-game won't necessarily smartly do a run & gun, and will sometimes teleport nearby anyway.  Your call on how much respect this deserves (less if you have the C8 Orbs, all of which grant +3 Move, or you use Move+3 Space Orbments on your melee types).

If given full credit for Dimensional Exile, Low Godlike.  Kinda like Radiant Dawn Sephiran in that while his HP is not special, you must finish him in a round or else lose.  Also gets to spoil some pure-mage bosses, which isn't entirely uncommon.  Under Talaysen views (clones) or otherwise interp'ing Exile as just an EP-0 move, still a High Heavy, just one that slugs like a Low Middle against confuse-immune long-range fighters.

Weissmann has another form which is definitely better but is somehow even more of a headache to translate to the DL so nah.  Huge split between "AI in-game" vs. "perfect DL AI" with things like shifting elemental barriers & weaknesses, terrain destruction & mines, etc.
« Last Edit: February 13, 2016, 09:05:53 AM by SnowFire »

Random Consonant

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Re: The Legend of Heroes: Trails in the Sky Second Chapter
« Reply #4 on: February 07, 2016, 06:55:26 PM »
Okay, I guess I'll mention 1 other boss...  Gilbert.  He's terrible.  I'll grab stats if someone requests it, but he has the rare distinction of being in one of the most difficult fights in the game and still being a horrible Light!  Fear the 5HKO damage or whatever by his final form.

Puny needs the power of blorf.  Also I feel mockery of the one form of the final boss that isn't a plot fusion is needed in things unrelated to the World's Strongest Jaeger (for all that he is a mage spoiler).

Also so this isn't a complete waste of space...

I would say that holding bosses against everyone with all tier 5 quartz is pretty unreasonable since those cost arm + leg sepith -and- need a level 3 slot, it's pretty unaffordable on a first cycle.  Splitting between tier 4/5 is probably best.

Oddly enough I've seen Abracadbra more than Magic A Little or Shadow Cast (which was never).  Also does get cured by Curia Balm unless I'm crazy since I distinctly remember getting rid of it with that.

Should probably be noted that Luciola teleports when using Shadow Replication, for all the good that does her ingame.

Little Miss Angel of Slaughter, well yeah, the support there is huge (ha ha) since it revives her with 10k HP (a little less than half of her maximum on Normal) and it has 45k itself.  Pretty bland on her own since she mostly is about the low-damage large AoE Bloody Circle and its low instant death odds and significant knockback ingame (her S-Craft hits roughly about the same as Luciola's I want to say, possibly harder but not as hard as Walter/Loewe, might have better instant death odds but that could be C7 confirmation bias).  At least she packs debuff immunity.

Loewe has 31980 HP on normal, his clones have 15960.  Demon Flames and Dead Emperor Sword probably do closer to 8500 on average.  Other guestimates seem close enough.  (Not going to bother with the Riot Sabers for obvious reasons.)
« Last Edit: February 07, 2016, 07:32:27 PM by Random Consonant »

SnowFire

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Re: The Legend of Heroes: Trails in the Sky Second Chapter
« Reply #5 on: February 13, 2016, 09:09:47 AM »
Neat, thanks for the info.  I probably just got weirdly unlucky in seeing Abracadbra.  (Wouldn't be surprised if he has a physical attack he uses 2% of the time or something, too, but never saw it if so.)

The World's Strongest Jaeger, C7 Angel, & Heretic stats got edited in.  Blorf indeed.

Nephrite

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Re: The Legend of Heroes: Trails in the Sky Second Chapter
« Reply #6 on: April 04, 2016, 12:27:15 AM »
I am eternally saddened we do not have TANK BOSS and follow up SETS MINES BOSS here. Perhaps I will try and rectify this.

Pyro

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Re: The Legend of Heroes: Trails in the Sky Second Chapter
« Reply #7 on: April 12, 2017, 03:02:45 AM »
Just to note, Joshua's starting Orbment is probably more significant than other PC's because he has a section where he fights with that orbment set and can't really change it up. When he rejoins he comes with the following:

Joshua:
Action 4, Evade 4, EP Cut 4, Cast 2, EP 3, Mind 3, Attack 3


Notably, this is just about the best Orbment set you can have for the time save for HP buffing in place of the Evade (but the Evade gives him access to solid MT spells). Great set of status/buff/debuff/healing/damage spells. By endgame the healing spell with that Mind orbment has fallen off a lot but a Mind 4/5 would give about 68% healing to him, which meshes with what he has in his solo section. Just for information purposes since I'm not going to hype him as ultrafast or something due to his Orbments.

Dhyerwolf

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Re: The Legend of Heroes: Trails in the Sky Second Chapter
« Reply #8 on: November 19, 2017, 10:36:03 PM »
Just to note, looking at the boss stats, I don't think that reseting after losing on Hard gives you perfectly normal stats (I noticed that all the damage in the boss topics looks a little high- generally 10%-20%, although it varies based on move. Luciola's S-Craft lost little damage. Also, many of the HP counts are a bit high compared to the normal base)

Here are the boss normal stats
Blueblanc
23370 HP, 1132 Str, 448 Ats, 61 Spd, 998, 697 Adf
Walter
24800 HP, 1441 Str, 0 Ats, 67 Spd, 1021 Def, 538 Adf
Luciola
24800 HP, 1098 Str, 861 Ats, 51 Spd, 1008 Def, 717 Adf
Loewe
31980 HP, 2000 Str, 798 Ats, 99 Spd, 1333 Def, 798 Adf
Weissman
19549 HP, 1249 Str, 999 Ats, 54 Spd, 1149 Def, 749 Adf

...into the nightfall.