Bravely Default, Flying Fairy:
- This stat topic will cover the 24 available jobs as their own PCs, with averages being the averages of the jobs.
- The Norende sidequest gear up to the Bloody Shield for the armor shop was considered as fair game. I am including the compounding shop mixes for Salve-Maker, and used Desert Rose mixes in the averages.
- Sequipment is considered for the cast. No chests/drops/steals... with the exception of the Giant Axe, of which you are assured to have 5 of by the true ending.
Stats:
HP: Lose these, die in obscurity
MP: Used for physical and magical special abilities.
P.Atk: Physical attack power. (P.Atk-target P.Def) *multiplier = damage
P.Def: Physical defense. See above
M.Atk: Magic attack power. Not as simple as P.Atk
M.Def: Magic defense, not as simple as P.Def
Aim: raw chance to hit, Hit% = Aim - target evade. Note that this only applies to the 'attack' command... all physical special skills ignore evade.
Evade: Same as above! Including the note about all physical skills ignoring it.
Mind: a base stat for deriving M.Def, included because it represents status resistance
Speed: Speed in traditional turn-based fashion.
- Listed attack damage will factor in accuracy.
- Buffs/Debuffs. Bravely Default buffs cap out at +50% stats and debuffs cap out at -25% stats. Durations are 'refreshed' upon using a buff, so a 25% buff that lasts 5 turns will turn into a 50% buff that lasts 5 more turns if it used again on the 5th turn.
- Brave/Default system: Bravely Default is uniqe from other Turn Based games in that it features a Brave Point sytem. Combatants start with 0 BP and gain 1 at the end of every round. Using any action consumes a BP. In a round, a PC can 'default' to store 1 BP, halving damage for that round (a traditional defend command that catches magic too). PCs may also 'brave' to spend a BP to take 2 actions instead of 1, and obviously they can't Brave and Default in the same turn. The catch is that PCs can do this 3 times to quadra-act in a single turn, AND the PCs can go 'negative' on BP... basically borrowing 3 future turns to quadra-act in one turn. The maximum actions/round is 4, and the minimum BP that a PC can go to is -4 (so a PC can not start off by quadra-acting a move that costs 2 BP instead of the normal 1).
- Without some balance this would result in a rather insane dueling cast, so a 3-turn average was constructed, where the jobs attempt to squeeze as much damage in as possible in those 3 turns without regard to resources/recharge turns afterwards.
In general, what this means is that the damage average will be a three turn average where a PC's turns go something like attack->attack->4x attack. Then the PC would have 3 turns where they could take no actions. This doubles the 'nominal' damage average or so, but being able to squeeze out frontloaded damage is probably more than enough to make up for it in the cast.
- Level was taken at 80. Enemy stats used were averaes of optional bosses and final bosses (randoms stop mattering really). These final endgame numbers used are...
90 P.Def
140 M.Def
380 P.Atk (for defense effectiveness).
33 Evade
- Some skills cost BP to use. This price is in addition to the 1 BP that it always costs to use an action. Again the minimum BP that a PC can go down to is -4, so these can't be quadra-acted turn 1 or anything like that.
- Equipment: Every class has a series of 'ranks' in equipment. These result in multipliers to the P.Def and P.Atk stats that the weapon uses. For example someone with an 'E' in Shields will get +45 Pdef from the Bloody Shield, but someone with an 'S' will get 2x that... 90 pdef. So while anyone can equip any weapon, weapon ranks can make even a 'stronger' weapon yield a lower P.Atk.
Sword: (90% hit)
Claymore: 40 P.Atk
Defender: 27 P.Atk, +10 Def
Axes:
Giant Axe: 58 P.Atk, 60% Hit
Heavy Axe: 52 P.Atk, 85% Hit
Spears:
Crimson Spear: 37 P.Atk, 90% Hit
Rods:
Poison Rod: 19 P.Atk, 19 M.Atk, 50% chance to poison on attack
Rod of Ice: 15 P.Atk, 15 M.Atk, 10% more ice/water damage
Rod of Fire: 12 P.Atk, 12 M.Atk, 10% more fire damage
Staves (90% Hit)
Diamond Staff: 38 P.Atk
Yggdrasil Staff: 17 P.Atk, +7 Mind
Daggers (95% Hit):
Gladius: 32 P.Atk
Main-Gauche: 22 P.Atk, +20% Evade
Bows (95% Hit), 2 handed weapons:
Elven Bow: 72 P.Atk, 25% chance of Confuse
Katanas (90% Hit, +15% Crit rate)
Masamune: 39 P.Atk
Knuckles (90% Hit), 2-handed weapons
Divine Fists: 60 P.Atk, Deals Light damage
Shields:
Bloody Shield: 45 P.Def, 23 M.Def, -100 Evade
Adamant Shield: 27 P.Def, 14 M.Def, 26 Evade
Helms:
Adamant Helm: 10 P.Def, 2 M.Def
Hats:
Red Cap: 7 P.Def, 2 M.Def, +5 Str, +5 Agi (speed!)
Adamant Hat: 9 P.Def, 2 M.Def, 5 Evade
Black Cowl: 8 P.Def, 2 M.Def, 10 Evade
Lambent Hat: 5 P.Def, 3 M.Def, 2 M.Atk, +25% Lightning damage
Headband: 6 P.Def, 1 M.Def, +10 Str (P.Atk)
Armor:
Adamant Armor: 36 P.Def, 9 M.Def
Clothes:
Adamant Vest: 29 P.Def, 7 M.Def
Gaia Gear: 25 P.Def, 6 M.Def, 4 M.Atk, +50% Earth damage
White Robe: 22 P.Def, 5 M.Def, 4 M.Atk, +20 Mind (M.Def)
Power Sash: 22 P.Def, 5 M.Def, +5 Strength (P.Atk)
Black Robe: 20 P.Def, 5 M.Def, 3 M.Atk, +20 Int (M.Atk)
Mirage Vest: 19 P.Def, 5 M.Def, 20 Evade
Rainbow Dress: 14 P.Def, 3 M.Def, 3 M.Atk, Confusion immunity
Tabby Suit: 13 P.Def, 3 M.Def, 2 M.Atk, Poison immunity
Accessories of interest:
Hermes Sandals: +10 Agility (Speed)
Adamant Gauntlest: 8 P.Def, 1 M.Def
Adamant Bangle: 2 M.Def, +500 HP
Power Bracers: +10 Strength (P.Atk)
Star Pendant: Immunity to Poison
Silver Glasses: Immunity to Blind
White Cape: Immunity to Silence
Clothespin: Immunity to Sleep
Earthing Rod: Immunity to Paralysis
Peace Ring: Immunity to Confuse
Rebuff Locket: Immunity to Charm
Courage Ring: Immunity to Dread
*Safety Ring: Immunity to Instant Death
* Safety Rings aren't storebought but there are 4 in the game
- Also of note: PCs can dual-wield weapons at half weapon power for each. This tends to be impractical due to subtractive defenses. But mages can get double the M.Atk bonus from rods (+19 M.Atk in the case of the best storebought rod). and some PCs can get away with more damage this way anyway. Shields can't be dual-wielded without a specific (awesome) skill though!
- Bravely Default features a 'passive' skill system, which allows PCs to equip passive skills such as "P.Atk 20% Up" or "Dual Shields" or even "MP free below 20% HP". Each Job has one 'default' skill that is always active when in that job. The PC further has up to 5 points that can be spent to equip other skills, which cost between 1-3 points each. Point values for skills will be listed.
PC averages:
HP: 5756.
MP: 557.
P.Def: 174.
M.Def: 90.
Aim: 101.
Evade: 1
MND: 61.
SPD: 78.33 (stdev 16.78)
Damage: 5966 (Kill point 14915) [5872 (kill point 14696) without compounding ingredients]
-I will list a durability modifier for defense. This is how much the PC divides incoming physical damage by.
Freelancer:
HP: 5652 (98%)
MP: 595
P.Atk: 159
P.Def: 215 (1.25) [1.84 after 1 Endure, 3.57 after 2 Endures]
M.Atk: 61
M.Def: 97
Aim: 96
Evade: 0
MND: 58
SPD: 74
3-turn Damage: 886
Passives:
(Default): Late Bloomer: +1% P.Atk/M.Atk/P.Def/M.Def for each class mastered
Stand Ground (3): 75% chance of surviving with 1 HP when KOd. Does not work at 1 HP.
Poison Immunity (1): Immunity to poison
MP 10% Up (1): Increases MP by 10%
Alternate Passives:
Divining Rod (1): Tells you how many treasures are in a dungeon floor
Dungeon Master (1): Ignore Dungeon Trap floors
JP Up (1): Increase earned JP by 20%
Lure Enemy (1): Increase field encounter rate by 100%
Equipment:
Heavy Axe
Bloody Shield
Red Cap
Adamant Armor
Hermes Sandals
Attack: 443 physical damage
Miscellany:
Examine: Learn enemy weaknesses, stats, and see their HP bar.
Treat: Restore 20% Max HP
Mislead: Less likely to be targetted
Prayer (8 MP): Chance based abilities are 1.5x more likely to succeed for 10 turns
Endure: Raise P.Def and M.Def by 25% for 4 turns
Flee: Run away
Mimic: Repeat the last ally action (including your own) at no cost to BP/MP/HP
Comments: Endure and Treat, hope for a victory over a long, long time. In Light.
Monk:
HP: 8817 (153%)
MP: 368
P.Atk: 520
P.Def: 71 (0.665)
M.Atk: 38
M.Def: 50
Aim: 102
Evade: 3
MND: 50
SPD: 70
Damage: 12016
Passives:
(Default): Knuckle Lore: S rank in Knuckles. Also, when no weapon is equipped, a fist type weapon is assumed with level (80) P.Atk
HP 30% Up (3): Increases HP by 30%
P.Atk 10% Up (1): Increases P.Atk by 10%
Natural Talent (1): When nothing at all is equipped, double P.Atk
Alternate Passives:
Blind Immunity (1): Immunity to Blind status
HP 20% Up (2): Increases HP by 20%
HP 10% Up (1): Increases HP by 10%
Equipment: See that Natural Talent passive? Monk is NAKED!
Attack: 3316
Quigong Wave (12 MP): 6008 physical damage
Hidden Dragon: 6008 physical damage. Acts at end of round.
Inner Alchemy (5 MP): Remove status from self (Poison, Blind, Silence, Dread, Confuse)
Invigorate: Raise P.Atk by 25% for 2 turns. 25% chance of not raising P.Atk and instead doing 20% MHP Self-damage.
Strong Strike: 50% chance of 2x damage, 50% chance of none.
Pressure Point (1 BP): 9999 ITD damage.
Phoenix Flight: Deal Current HP in set ITD damage to foe. Reduce HP to 1 after move is used.
*Alternate Setup: Monk may instead opt for a setup featuring
9699 HP (168%), 266 P.Atk, 135 P.Def (0.839), 85 Speed (+.4 stdevs)...
but Quigong Wave will only do 2936, and Pressure Point 6619
Comments: Monk smash! It's hard to argue with 4x Quigong Waves, or even 2 Pressure Points. Beyond that, Monk may opt to go for more durability/speed but sacrifice half the damage... Except for Phoenix Flight, and if Monk gets the drop on something that can lead to a one-rounding.
White Mage:
HP: 5330 (92.6%)
MP: 653
P.Atk: 78
P.Def: 130 (0.82) [1.936 after 2 Protects]
M.Atk: 115
M.Def: 153
Aim: 99
Evade: 0
MND: 78
SPD: 74 (-.26 stdevs)
3-turn Damage: 4336
Passives:
(Default): Self-Healing: Remove Blind/Silence/Poison at the end of battle
M.Defense 30% Up (3): Increase M.Defese by 30%
M.Defense 10% Up (1): Increase M.Defense by 10%
Angelic Ward (1): 50% chance of halving any attack's damage, regardless of what kind of attack it is (even ITD)
Alternate Passives:
Staff Lore (1): S rank in Staff
Abate Water (1): Take 50% damage from water/ice
Epic Group-Cast (3): Casting spells as MT does not reduce their effectiveness
Conservation of Life (3): Upon dying, White Mage will ressurect any other dead party members, OPB.
Equipment:
Poison Rod
Bloody Shield
Red Cap
Black Robe
Hermes Sandals
Attack: 1
White Magic:
Holy (80 MP): 2168 holy magic damage
Curaga (60 MP): 4204 healing
Arise (80 MP): Fully ressurect a fallen ally
Esunaga (20 MP): Removes status effects from all party members.
Curada (27 MP): 2721 healing
Aeroga (45 MP): 1362 wind magic damage
Reflect (16 MP): Reflects magic back at caster for 4 turns.
Dispel (8 MP): Dispels Buffs/Debuffs.
Aerora (15 MP): 531 wind magic damage
Cura (9 MP): 1935 healing
Raise (18 MP): Revive a fallen ally at low HP.
Esuna (8 MP): Removes all status effects from one
Protect (5 MP): Raises P.Def by 25% for 5 turns
Shell (5 MP): Raises M.Def by 25% for 5 turns
Aero (5 MP): 1 wind magic damage
Cure (4 MP): 1126 healing
Poisona (4 MP): Removes poison from one
Blindna (4 MP): Removes blind from one
*Note: White Mage can twink for ~30% more healing but sacrifices 300 damage off Holy with the White Robe
*Note: Diamond Staff can give White Mage a weak physical (~300) that doesn't take MP!
Comments:
Hopes she can Default ->Heal/Attack until she kills the opponent rather than running out of MP. Angelic Ward is pretty cool! But yeah she's probably running out of damage.
Black Mage:
HP: 5347 (92.9%)
MP: 647
P.Atk: 81
P.Def: 131 (0.825)
M.Atk: 142
M.Def: 99
Aim: 100
Evade: 0
MND: 69
SPD: 74
3-turn Damage:10858
Passives:
(Default): Black Resonance: Raise Black Magic damage when multiple uses of this skill are fighting (1-> +10%, 2->+15% 3-> +20%)
Pierce M.Defense (3): Ignore Enemy M.Def when figuring damage.
M.Attack 20% Up (2): Raise M.Attack by 20%
Alternate Passives:
Rod Lore (1): Raise rod rank to S
Abate Fire (1): Take 50% damage from fire
Damage Dispersion (1): Each ally will take 15% of the damage of a single target attack in user's place (so Black Mage takes 55%, the other 3 take 15%)
Silence Immunity (1): Immunity to silence status
Group-Cast All (3): Makes even single-target only spells group castable (status magic for BM)
Equipment:
Poison Rod
Bloody Shield
Red Cap
Black Robe
Hermes Sandals
Attack: 1 damage
Black Magic: (status rates are listed at 75%, but are closer to ~95%)
Dark (80 MP): 5430 dark magic damage
Kill (16 MP): Kills an enemy, but grants no rewards.
Death (15 MP): Kills an enemy, nominally 60% chance but much higher.
Firaga (45 MP): 4107 fire magic damage
Blizzaga (45 MP): 4107 water magic damage
Thundaga (45 MP): 4107 thunder magic damage
Drain (8 MP): 1962 parasitic healing.
Aspir (1 MP): 53 MP draining
Fear (5 MP): Inflicts Fear. Fear sets BP down to 0, and prevents Brave/Default
Fira (15 MP): 2775 Fire magic damage
Blizzara (15 MP): 2775 water magic damage
Thundara (15 MP): 2775 thunder magic damage
Silence (5 MP): Silences target
Poison (4 MP): Poison targets (poisoned target takes 10% MHP damage/round, can be fatal)
Sleep (5 MP): Puts foe to sleep... 2-5 rounds. Not awoken by magic damage.
Fire (5 MP): 1961 fire magic damage
Blizzard (5 MP): 1961 fire magic damage
Thunder (5 MP): 1961 fire magic damage
Comments: Undurable, but lots of status and plenty of (ITD!) damage to level something with.
Knight:
HP: 6277 (109%)
MP: 421
P.Atk: 78
P.Def: 486 (Immune to defense subject physicals)
M.Atk: 43
M.Def: 122
Aim: 9
Evade: 0
MND: 65
SPD: 64 (-0.85 stdevs)
3-turn Damage: 8665
Passives:
(Default) Protect Ally: Take single-target physical attacks for allies with less than 20% HP
Dual Shields (1): Enables equipping a shield in right and left hands
P.Defense 30% Up (3): Raises P.Def by 30%
P.Defense 10% Up (1): Raises P.Def by 10%
Alternate Passives:
Two-Handed (1): Double a weapon's P.Atk power by using it in both hands
Shield Lore (1): Raise Shield rank to S
Sword Lore (1): Raise Sword rank to S
Chivalrous Spirit (1): Raise P.Def by 25% for 5 turns whenever taking a hit for an ally
Equipment:
Bloody Shield
Bloody Shield
Red Cap
Adamant Armor
Hermes Sandals
Attack: Knight can't do a basic physical with 2 Shields!
Chivalry:
Super Charge (1 BP): Double P.Def, add it to P.Atk, and attack. 8665 physical damage. 9999 after defense buffing. Practically ignores defense
Full Cover: Takes hits for selected ally throughout the entire round.
Vengeance (1 BP): Physical attack at 1.5x if 1 KO'd ally, 2x if 2 KO'd allies, 2.5x if 3 KO'd allies
Shield Strike (8 MP): Basic physical attack. Boost P.Def by 25% for two turns.
Ironclad (5 MP): Initiative. Put defense at 1.5x for the round
Stomp: Physical attack at 1.25x. For two round P.Def and M.Def are reduced to 75%. 1 damage.
*Note: If Knight wants, the shields can be foregoed in favor of two-handing a Claymore... but this only leads to 228 P.Def and 1719 damage Stomps
Comments: Does not take physical damage, is magically durable enough, and can one-round. Knight is rather awesome.
Thief:
HP: 5347 (92.9%)
MP: 511
P.Atk: 96
P.Def: 178 (1.02)
M.Atk: 39
M.Def: 69
Aim: 107
Evade: 0
MND: 37
SPD: 150 (+4.27 stdevs ...)
3-turn Damage: 6666
Passives:
(Default) Master Thief: Doubles the success rate of stealing skills (Including Life Thief)
Speed 30% Up (3): Raises Speed by 30%
Speed 20% Up (2): Raies speed by 20%
Alternate Passives:
Abate Wind (1): Take 50% damage from wind elemental attacks.
Speed 10% Up (1): Raises Speed by 10%
Raid (1): Raise party's BP by 1 when party triggers First Strike or 1BP at start of combat bonus.
Dagger Lore (1): Raises Dagger rank to S
Rob Blind (2): Takes two items instead of 1 when stealing
Burgle and Buff (1): Increases P.Atk by 25% for 5 turns after a successful steal (including Life Thief!)
Equipment:
Defender
Bloody Shield
Red Cap
Adamant Vest
Hermes Sandals
Attack: 1
Thievery:
Steal: 25% (50%) chance of stealing an item
Life Thief (8 MP): 75% (100%) chance of draining HP equal to a basic physical attack
Mug (16 MP): Deal a regular physical attack with a 25% (50%) chance to steal an item.
Godspeed Strike (2 BP): 9999 (10708) physical ITD damage.
*Alternate Setup: Ancient Bow for weapon, Speed 10% Up and Burgle&Buff in place of Speed 20% Up)
P.Def: 123 (0.799), M.Def: 46, Aim: 112, Speed: 137 (+3.5 stdev)
God Speed Strike: 9845 ITD damage,
Life Thief: 1385 parasitic healing [2056 after 1 Bugle&Buff] <2726 after two>
Comments: Amazing speed! That doesn't help KO things much faster. Default twice and then unleash two God Speed Strikes, hoping that proves fatal. The alternate setup is less durable but has competent parasitic healing.
Merchant:
HP: 5347 (92.9%)
MP: 511
P.Atk: 96
P.Def: 168 (0.969)
M.Atk: 71
M.Def: 90
Aim: 102
Evade: 0
MND: 58
SPD: 74 (-0.26 stdev)
Damage: 10667
Passives:
(Default) More Money: +50% money per fight. (This does not stack with itself)
White Knight (1): An ally with the most HP takes an ST physical attack when below 20% HP
Optional Passives
Speculate (1): 50% chance to deal double damage and 50% chance to do 0
Equipment:
Defender
Bloody Shield
Red Cap
Adamant Vest
Hermes Sandals
Attack: 1 damage
Commerce:
Pay to Play: Spend 4000 pg to raise crit rate by 300%
Salesman: Sell an item to an enemy at 2.4x the selling price
Pharmacy: Purchase a recovery item and use it instantly.
X-Potion (1500 pg): 1500 HP healing
Remedy (800 pg): Removes status
Turbo Ether (5000 pg): Recovers 150 MP
Hedge Risk: For 5 turns, suffer 50% damage by paying half the damage that would have been done.
Takeover: Spend 4000 pg to do 4000 damage
BP Drink: spend 1000 pg to increase BP for an ally by 1 (10000 pg for 2, 100000 for 3)
Big Pharma: Restore enemy HP to full, and receive that much HP in pg.
Full Leverage: For 5 turns, all ally/enemy damage/healing will be doubled, and the costs in BP/MP/HP (and pg!) are doubled.
Low Leverage: For 5 turns, all ally/enemy damage/healing will be halved, and the costs in BP/MP/HP are doubled.
Payoff: Pay2Win (Wouldn't consider this seriously... takes >100k to win a RANDOM encounter!)
Comments: Hedge Risk an X-Potion allow for poor healing if allowed, but really it's all about quadra-acting High Leverage->Takeoverx3 for 24000 fixed damage. That's hard to argue with.
Spell Fencer:
HP: 5805 (101%)
MP: 557
P.Atk: 152
P.Def: 224 (1.32)
M.Atk: 63
M.Def: 97
Aim: 101
Evade: 0
MND: 63
SPD: 74 (-0.26 stdev)
3-turn Damage: 2068
Passives:
Passives:
(Default) Anti-Magic: When hit by a magic attack of any kind, raise M.Defense by 50% for 4 turns
Phantom Weapon (3): Damage from currently equipped weapon is added to magic attack.
Sword Magic Amp (1): Doubles MP cost of Sword Magic but damage done is x1.25
Firewall (1): 50% chance to counter an ST physical attack with Fire (1350 damage with Phantom Weapon, 1 otherwise)
Alternate Passives:
Auto-Aspir Blade (1): Start battle with Sword Magic Aspir active.
Magic Armor (1): When an elemental Sword Magic is cast, damage from that element is halved for 4 turns.
Memento (3): Upon dying, other allies have 50% MP restored.
M.Def Specialize (1): Reduce P.Def by 25%, Increase M.Defense by 50%
Equipment:
Claymore
Bloody Shield
Red Cap
Adamant Armor
Hermes Sandals
Attack: 448
Sword Magic: Imbues physical attacks with magic for 10 turns, status odds are nominally 75%
Holy (160 MP): Imbues weapon with holy damage. Physical does 1241 after this.
Dark (160 MP): Imbues weapon with dark damage. Physical does 951 after this
Death (30 MP): Imbues weapon with an Instant Death chance. 560 physical damage after this.
Firaga/Thundaga/Blizzaga (90 MP): Imbues weapon with Fire/Ice/Thunder. 783 damage after this.
Drain (16 MP): Imbues sword with drain, making all physical attacks parasitic healing. 560 damage after this.
Aspir (2 MP): Imbues sword with Apsir, making all physical attacks do 10% MP parasitic heailng.
Fear (10 MP): Imbues sword with Fear chance.
Silence (10 MP): Imbues sword with Silence chance
Poison (8 MP): Imbues sword with poison chance
Sleep (10 MP): Imbues sword with sleep chance.
Comments: Status whore and that's really all folks. Not going to be winning with damage, and the draining is laughable... but that status game isn't too bad. Turn 1 Instant Death for starters.
Time Mage:
HP: 5330 (0.926)
MP: 653
P.Atk: 64
P.Def: 130 (0.821)
M.Atk: 171
M.Def: 103
Aim: 99
Evade: 0
MND: 73
SPD: 74 (-0.26 stdev)
Damage: 18028
Passives:
(Default) Time Slip: If the party is defeated in battle, Return back to the start of the battle instead of game-overing.
M.Attack 30% Up (3): Increases M.Attack by 30%
M.Attack 10% Up (1): Increases M.Attack by 10%
Slow Parry (1): 50% chance to counter a single target physical attack with Slow
Alternate Passives:
Stop Immunity (1): Immunity to Stop status
Save TM MP (2): Reduce Time Magic MP costs by 25%
Slow World (2): At the end of every other round, reduce all combatant's BP by 1.
Hasten World (2): At the end of every round, increase all combatants BP by 1.
Equipment:
Poison Rod
Bloody Shield
Red Cap
Black Robe
Hermes Sandals
Attack: 1 damage
Time Magic:
Graviga: 50% chance to deal 75% HP damage to a target (max 9999)
Reraise (80 MP): Revive with low HP upon being Kod.
Meteor (99 MP): 9014 non-elemental magic damage over 4 hits. Targets random enemies (focuses in a duel)
Quick (20 MP): Raise Attack Hit# by 50% (Max 16, so this doesn't do much)
Stop (10 MP): 75% chance to inflict Stop status on target
Quaga (45 MP): 2523 earth magic damage
Hastega (32 MP): Raise party's Speed by 50% for 4 turns
Veilga (24 MP): Raise party's Evade by 50% for 4 turns
Gravity (12 MP): 50% chance of dealing 50% MHP damage to a target (max 9999)
Veil (8 MP): Raise target's evade by 50% for 4 turns
Slowga (16 MP): Lower all enemy's speeds by 25% for 4 turns
Haste (8 MP): Raise one target's speed by 50% for 4 turns
Teleport (20 MP): Escape a dungeon or battle.
Slow (4 MP): Reduce target's speed by 25% for 4 turns.
Regen (5 MP): Restore 3% of HP to one target at the end of each turn
*Time Mage can change out the Bloody Shield for a Poison Rod to hit 9999 with Meteor, at the cost of going down to 85 Pdef (0.696 pdur mod), and 80 Mdef
* Time Mage can equip a Main Gauche, Adamant Shield, Mirage Vest, and Black Cowl for 73 Evade, and then buff it up to perfect with Veil.
Comments: Drop Meteors and kill the foe. The evade buff gimmick isn't likely to see much use but when you dump that much damage in a single turn you don't generally worry. Heavy/Godlike.
Ranger:
HP: 5360 (93%)
MP: 501
P.Atk: 216
P.Def: 125 (0.805)
M.Atk: 49
M.Def: 59
Aim: 218
Evade: 4
MND: 50
SPD: 86 (+0.457)
3-turn Damage: 5834
Passives:
(Default) Hawkeye: Aim +100
Precision (2): Damage up 3% for every hit in a conventional attack (60.5%)
Bow Lore (1): Sets Bow Rank to 'S'
Paralyze Immunity (1): Immunity to paralysis
Equipment:
Elven Bow
Red Cap
Adamant Vest
Hermes Sandals
Attack: 2917 physical damage
Hunting:
Targeting (12 MP): 2273 physical damage to one.
Slayer* (8 MP): Regular physical attack. 2727 physical damage if species weakness hit.
(Species include Plants/Aerial/Dragon/Demon/Bug/Beast/Aquatic/Undead)
Multiburst (1 BP): 4363 physical damage over 4 attacks that hit random enemies.
Comments: A unique fighter in the cast! Because no one else has that good of a basic physical. It doesn't really HELP too much with the poor durability and damage that isn't one-rounding or even 2-rounding much of anything! But hey, a powerful basic physical is kind of cool.
Summoner:
HP: 5347 (92.9%)
MP: 694
P.Atk: 62
P.Def: 91 (0.711)
M.Atk: 138
M.Def: 76
Aim: 101
Evade: 3
MND: 69
SPD: 64 (-0.854 stdev)
3-turn Damage: 6705
Passives:
(Default) Convert MP: Converts 1% of damage taken into MP.
Summoning Amp (2): MP Costs and damage for summon x1.25 (factored in)
Summoning Surge (3): Every time summoning is used, damage x1.1
Alternate Passives:
Abate Lightning (1): Take 50% from Lightning damage
Friendship (1): Raise friendship level when summoning friends
Summon Substitute (1): Use a random Summon when KO'd (useless in duel)
Summon in Pinch (2): Use a random summon when placed below 20% HP
Amp Friends (1): Summoning Friends is increased in power/duration/etc
Equipment:
Poison Rod
Poison Rod
Red Cap
Black Robe
Hermes Sandals
Attack: 1 damage
Summoning: (All summons are MT, but do not focus)
Susano-o (75 MP): 2607 non-elemental magic damage.
Deus Ex (50 MP): 2014 lightning damage.
Promethean Fire (50 MP): 2014 fire damage
Ziusudra's Sin (50 MP): 2014 water damage
Hresvelgr (50 MP): 2014 wind damage
Girtablulu (50 MP): 2014 earth damage
Note: Can twink for 2400 Earth damage with Girtablulu and Gaia Gear
Note: Can get 45 more Def (136, 0.842 mod) in exchange for 20% less damage
Comments: Summoner hopes to fight someone frail and without much damage. You can find lots of that in Light/Middle!
ValkyrieHP: 5805 (101%)
MP: 466
P.Atk: 152
P.Def: 224 (1.32)
M.Atk: 43
M.Def: 77
Aim: 101
Evade: 0
MND: 43
SPD: 80 (+0.1 stdevs)
3-turn Damage: 2289
Passives:
(Default) Soul Mates: P.Atk and M.Atk up 25% for 5 turns whenever an ally is Kod
Aerials (1): Increase number of turns in the air by 1 for jumps. Increase BP cost by 1 (excepting Sky High), and increase damage by 1.5x [Factored in!]
Sky High (2): Start the battle in the air and come diving down to attack on turn 1 (2 with Aerials), does 2x damage or 3x with a spear
Pierce Default (2): Ignores damage reduction from Defaulting/Defending. Ha-ha.
Alternate Passives:
Spear Lore (1): Raises Spear rank to S
BP Skill Amp (3): Increase BP cost of skills by 1, but raise damage by 1.5x
Equipment:
Crimson Spear
Bloody Shield
Red Cap
Adamant Armor
Hermes Sandals
Attack: 445
Acrobatics:
Crescent Moon (1 BP): 654 physical damage, MT
Jump (2 BP): Jump at end of turn. Come down two turns later and deal 2943 damage
Judgement (2 BP): 1962 physical damage to one
Spirit Barrier (10 MP): For 10 turns, take damage from MP instead of HP
Soul Crush (16 MP): Deal 65 MP damage.
Decimate: Field Effect: any with 10% or less HP will be Kod (or take 9999).
High Jump (3 BP): Jump into the air. Come down two turns later and deal 4415 physical damage
Super Jump (4 BP): Jump into the air. Come down 3 turns later and deal 2943 damage to all.
(In case you were wondering what the 3-turn is, it's Come down turn 2 from Aerials, then Judgementx2 on turn 3)
Comments: Rather anemic on damage sadly, so not very good. Can't quadra-act damage like other classes can. That said, Spirit Barrier helps as a kind of second lifebar, and jumping at least helps somewhat... Not enough to get out of Light though.