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Messages - Dark Holy Elf

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Other people can post here too, really, it's fine.

Fire Emblem Fates - Beat Mr. Fuga's Wild Ride. Still on Lunatic. Still a wonderfully-designed game mode. It's not that much harder than Hard but the little changes do add up a lot.

Ace Attorney Investigations - In honour of the second game being localized for the Switch, I played this for the first time in a decade. It's been a while since I've really felt a compelling urge to replay an Ace Attorney game and in some ways I feel like I've fallen out of love with the series but then I ended up enjoying this a lot anyway! Honestly I was kinda pleasantly surprised. This is still one of my favourite AA games, case 1/2/4 are all solid then case 5 is real good, simultaneously a good mystery to unravel and one of the funniest cases in the series. Edgeworth best protagonist.

Bloodstained: Ritual of the Night - Replaying this as well (third Normal Miriam playthrough because I'm too rusty to try Hard, fifth playthrough overall), just got the ability to turn into a laser beam.

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Tournaments / Re: Proving Grounds Heavy/Godlike: Can't touch this.
« on: November 10, 2024, 06:08:50 AM »
Alear & Marth (FE Engage) vs. Emelious (Grandia 3): The fact that Engage itself has ITE physical techs doesn't leave me with much respect for Alear dodgetanking here.
Alear & Marth vs. Rudo (Brigandine LoR): Clean Military Rule is just accurate enough for this.
Alear & Marth vs. Lenneth (Valkyrie Profile 1): Lenneth will usually have landed the hits she needs by turn 2, I think, and she wins the speed tiebreak.
Alear & Marth vs. Sir Leopold (Dragon Quest VIII): Leo doesn't really want to trigger counters here, so I guess Scream + Cold Breath it is? I would guess Alear kills on turn 3, which is turn 4 thanks to a Scream landing... so this comes down to whether Cold Breath is ITE in this case. And I dunno. Abstain for now.

Alear & Marth vs. Celes (Final Fantasy 6): Vanish.
Alear & Marth vs. Gilgamesh (Final Fantasy 5): Time Slip should land before Alear kills, and at that point it's Hurricane -> poke.
Alear & Marth vs. Neclord (Suikodens): Doubt I see anything Neclord has ignoring evasion, and certainly not his ID move which I have never once seen in all my S2 playthroughs. (I probably just vote on S1.)
Alear & Marth vs. Wakka (Final Fantasy X): Don't try to beat Wakka with evasion.

Alear & Marth vs. Hugo (Suikoden 3): Huh yeah, Lodestar Rush manages a OHKO. Wind of Sleep runs into evasion in S3.
Alear & Marth vs. Ephraim (Fire Emblem 8): Lodestar Rush is a nice trump card in this evade-off, though Eph's WTA does make things interesting. I think he'd win it if not for Rapier hitting weakness AND giving an evade boost.
Alear & Marth vs. Alain (Unicorn Overlord): Once again Rapier Lodestar Rush is a heck of a trump card, but... yeah Alain is just too durable.

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So this is a mea culpa, but I noticed while playing around with votes here that Oracle totally has an Icefire Shield setup which retains above average speed (Wind Talisman instead of Sands of Time, they don't even lose magic because of the shield). That's important!

Oracle (Bravely Default II) vs. Emelious (Grandia 3): Yeah Oracle's only hope is to braveblitz, since Emelious does 90% turn 1 and Elemental Supplement won't stop Emelious's magic from finishing the job. And Emelious is durable enough to survive that, I think, even if his evade isn't seen as doing anything against Triplara (and I'm not sure about that call).
Oracle vs. Rudo (Brigandine LoR): Elemental Supplement reduces Rudo to a turn 3 win, and Oracle has a 4-3. So that's six uses of Triplara and that barely kills Rudo (1.51 damage against 1.49 mdur). Alternatively, Oracle could just tank Clean Military Rule and go for element absorption from there.
Oracle vs. Lenneth (Valkyrie Profile 1)[/b]: See opening comment. Agree that Lenneth would win this in the stat topic as presented.
Oracle vs. Sir Leopold (Dragon Quest VIII): Intimidating Scream kinda ruins Oracle here I think. Oracle's best bet is to null ice and use Elemental Supplement but Scream lets Leopold time out the clock. Oracle probably needs 9 Triplara casts and that's too much time.

Oracle vs. Celes (Final Fantasy 6): Oracle can ward off status with Reflect but the fact that it only lasts two turns is devastating. Oracle's other turns can be spent on Elemental Impairment, praying that this lands and then at least they have SOME damage. Meanwhile Celes probably just hits Oracle with a Man Eater over and over and honestly yeah that surely kills before Oracle can successfully land a BD2 status that then allows them to like 9HKO.
Oracle vs. Gilgamesh (Final Fantasy 5): Some sort of status hell or other.
Oracle vs. Neclord (Suikodens): Decently durable, probably close to 4PCHP against fire/ice/lightning magic. That's too much time since he has both damage types and Oracle can't really spoil both at once.
Oracle vs. Wakka (Final Fantasy X): Wakka can tank an Oracle turn and then uses Sleep Buster or Silence Buster, either is devastating. Oracle... can block both, but at a pretty severe cost (24% damage cut). So Oracle is now 8HKOing. That's still not awful since y'know, kills on turn 5 = Wakka only gets 3 turns. ... Except Drain exists, and Oracle is weirdly unable to handle that. Oh and there's also the TKO, I forgot that.

Oracle vs. Hugo (Suikoden 3): Go first and one-round.
Oracle vs. Ephraim (Fire Emblem 8): See Lenneth.
Oracle vs. Alain (Unicorn Overlord): Elemental Supplement shutdown but... Alain doesn't need to deal damage to heal himself with Lean Edge, so Oracle can't make headway and eventually runs out of MP, probably.

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I'm taking Octopath speed at half effect, I think. I average the four damage averages so the kill point is 7070. Throne does 11560 with Aebar if she uses it while her buffs are active. I'm inclined to ignore the damage cap because it doesn't matter for most of the game and you have an "ignore damage cap" passive by the time it does.

Throne (Octopath Traveller II) vs. Emelious (Grandia 3): Emelious has a 5-4 to me. Throne can tie him up with Veil of Darkness (his magic kinda sucks) until he doubleturns and wins. So she gets three turns, plus her latent. Armour Corrosive into Aebar is 2.45 PCHP and that's a dead Emolicious.
Throne vs. Rudo (Brigandine LoR): Same strategy as above works.
Throne vs. Lenneth (Valkyrie Profile 1): Veil of Darkness only makes one attack of Lenneth's string miss, and that's not good enough. Lenneth just OHKOs even still. Throne can buy a turn by ALSO using Shackle with her latent turn (either alone isn't enough). That's not enough time.
Throne vs. Sir Leopold (Dragon Quest VIII): Once again if she gets to turn 3 she wins, and Veil lets her do that... probably? I suppose Leo could try breath + scream but that frees up her turn 2 for HP Thief. Leo can get off three Cold Breaths this way though, and that does kill... maybe? Throne's HP Thief heals her for 24%, and Cold Breath if it strikes MDef does 46%... yeah the healing's not enough.

Throne vs. Celes (Final Fantasy 6): Some horrible status or other.
Throne vs. Gilgamesh (Final Fantasy 5): Again.
Throne vs. Neclord (Suikodens): Neclord only 3HKOs with magic so Veil into Shackle/Aebar does its thing.
Throne vs. Wakka (Final Fantasy X): Veil stops the status hell. Wakka can still use magic and should win if you let Osmose kill MP but I don't think I do that these days.

Throne vs. Hugo (Suikoden 3): Wind of Sleep into Hellfire does its thing. Throne MDef might be bad enough for turn 1 Funeral Wind, too.
Throne vs. Ephraim (Fire Emblem 8): Veil probably misses on the second attempt, but it's not like one hit is enough to win.
Throne vs. Alain (Unicorn Overlord): Alain almost kills Throne out of the gate, and Veil just makes one of his hits miss, which isn't enough. So we don't get to watch Alain facetank Aebar.

-

Cthulhu (Cthulhu Saves Christmas) vs. Emelious (Grandia 3): Emelious gets two turns immediately after Cthulhu's first, allowing him to kill... he'd die to Shadow Strike so he uses Shadow Wave (look at these goth boys...), the combination of that and Spirit Wail barely kills thanks to the Insane damage boost. Cthulhu gets a desperate turn but physicals are out and Torment is out since it can't kill, so the best he can do is Fireball which isn't enough.
Cthulhu vs. Rudo (Brigandine LoR): Rudo can't even OHKO so Cthulhu gets three turns minimum and that's crazy levels of damage (Dark Blast -> Torment -> Shadow Strike).
Cthulhu vs. Lenneth (Valkyrie Profile 1): Tank a turn with Unstoppable, blow her up with Shadow Strike.
Cthulhu vs. Sir Leopold (Dragon Quest VIII): Leo kills on turn 2, so Cthulhu's best bet is Dark Blast -> Torment -> Shadow Strike once again. That's just over 2PCHP, specifically 2.03. What do I think Leo's HP is? If I arbitrarily set Marcello at 1.5, then Leo is 2.05. But he takes 5% extra from physicals, so maybe that's enough? Let's go with that. Super close.

Cthulhu vs. Celes (Final Fantasy 6): No transformation-like status in CSC.
Cthulhu vs. Gilgamesh (Final Fantasy 5): See above.
Cthulhu vs. Neclord (Suikodens): Neclord doesn't resist dark.
Cthulhu vs. Wakka (Final Fantasy X): Cthulhu has too many holes in his statusblocking. A rare fight where Triple Foul is decisive; neither blind nor silence alone would win the fight for Wakka (and I do see Cthulhu immune to sleep) but the combination does.

Cthulhu vs. Hugo (Suikoden 3): Oh yeah I just said I see Cthulhu blocking sleep, didn't I.
Cthulhu vs. Ephraim (Fire Emblem 8): Cthulhu goes for Dark Blast into Shadow Strike, which does barely kill Ephraim... if both hits land. Odds are one misses. And... Cthulhu doesn't get any other chances, thanks to insane the javelin counter + Siegmund kills. So yeah never mind that's a bad opener. Cthulhu can go for terrify instead (which won't miss) but he still needs to land two more attacks after that, and again odds are one will miss.
Cthulhu vs. Alain (Unicorn Overlord): Too durable.

Cthulhu 5-6 (he's probably real good to anyone who sees his status immunity as more perfect than I do)
Throné 5-6 (definitely better than I expected, the turn 3 damage is crazy)
Oracle 4-7 (as cool as the shutdown game is on paper it tends not to work if the opponent has good durability against elemental magic and ANY sort of backup damage, and that's lots of folks).
Alear & Marth 3-7 (solid FE dodgetank dueller, but those tend more toward high Heavy)

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Fire Emblem: Radiant Dawn - Replayed this for the line count project, but it's also the first time I've played it in nine years which is crazy for a game I like so much? I did a "lowest level only" run similar to what I've previously done for FE9/FE6/3H where I had to use the lowest level person all the time, along with recruiting everyone and keeping them alive. Interestingly this doesn't make some of the already hardest maps (e.g. Dawn Brigade part 3) any harder, since you can use everyone on those. The hardest maps were 1-Endgame (everyone still in tier 1), 4-1 (night map with Ike's team), and 4-Endgame-1 (everyone still tier 2), followed by maps like 3-11, 4-3, 4-4, 4-E-2, 4-E-4, and 4-E-5, so mostly maps where I'm a tier lower than normal plus the very end where being a few key stat points short really does add up.

Castlevania: Order of Ecclesia - eyyy they released this for the Switch. New file so I have to play normal mode. Well surely this will be really easy for me - *dies a bunch to Blackmore, Eligor, and Dracula anyway* never mind. Not much to say past that; there was nothing notable about this run, but I had a good time. I approve of OoE having the prominent placement on the art of the Switch DSvania collection, good taste.

Chrono Trigger - Another random replay (Steam version in this case). I beat the game, then did a NG+ run to get all the endings. It's interesting that I used to think fighting Lavos with two people in NG+ was evil but now, even with levels still in the 40's, I was able to do it. Don't neglect your MDef, kids. (It's funny reading guides which say things like "this is super hard even at Level 55, what you need to do is use a Haste Helm + Nova Armour on Crono". WRONG.) Otherwise, this was my first time playing the game with the "new" (DS) translation, which while a bit less punchy at points does clarify some lines well. Also makes the slide show ending hornier than I recall it being. Otherwise, it's CT, still great. I want to force every game dev to play this and understand how a game can be this good even without exceptional writing or battle system; everything about the game's pacing and polish is so good.

Hyrule Warriors - Also got a Switch version, so sure, I'll play this again. Kinda fell down a rabbit-hole and spent over 100 hours on it, I'd forgotten how much I enjoy this game. Gameplaywise it's pretty clearly the best of the four Warriors games I've sunk notable time into, I think - both the action and the map aspects are engaging in a way that I'm not sure any other game in the series has matched simultaneously, and I love the huge variety of fighting styles available. I beat the maingame, essentially completed the first three adventure maps, and stuck me toes into a few more to get some of the multi-elemental weapons.

Baldur's Gate 3 - Started this, still in act 1. Really fun game when it's not tripping over itself with how clunky it is. I hate harzardous terrain on the ground which is both hard to see AND your NPC allies will randomly walk over it in a limited-healing system like this. I also hate how party switching, which the game encourages through both its writing and gameplay, is such a pain compared to how Chrono Trigger did it. On a positive note, though, the writing is very enjoyable, good characters and feels like a well-done D&D campaign (except the part where the game seems to expect me to constantly want to extort NPCs, which I guess is some people's idea of a fun anti-social character. I'm not even blaming the writers for the option, really, but it's weird because it wouldn't be socially acceptable in any D&D campaign I've actually played).

Fire Emblem Fates - Also started a replay of this. Lunatic Conquest, we'll see if I stick with it or something pushes me back to Hard.

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Unranked Games / Re: Bravely Default II
« on: October 20, 2024, 03:21:33 AM »
reserved

5
Unranked Games / Re: Bravely Default II
« on: October 20, 2024, 02:21:20 AM »
Shieldmaster
HP: 6842 (130%)    MP: 424   Weight: 76/88   PAtk: 250   MAtk: 202
PDef: 233 (PDur 148%)    MDef: 178 (MDur 138%)   Speed: 114 (61%)   Aim: 75%   Eva: 76   Crit: 35%
Parashu, Parashu, Headband, none, Adamant Bangle, Dwarven Gloves

Specialties:
Protect Ally: The user will step in to take damage in place of allies who are below 20% HP, automatically adopting the Default stance in the process. Works on MT attacks, surprisingly (Shieldmaster will protect all allies at low HP).
Chivalrous Spirit: Performing Protect Ally, Bodyguard or Defender of the People restores 10% MP and 1 BP to the user.

Passives:
Dual Shields: The user can equip a shield in each hand. While doing so, the attack command cannot be used.
The Courage to Resist: Defaulting does not increase BP, but does nullify all status ailments except slow, stop and doom. The status resistance effect only applies to the default command, not the auto-default of various Shieldmaster abilities. [this sucks tbh]
Fast Hands: Any speed reductions caused by equipment in either hand become speed bonuses instead.
No Guts, No Glory: Def and MDef are multiplied by (1 + current BP / 10). This is about ~5% less damage taken per extra BP with the default setup (better with shields).

Attack: 222 physical
Bodyguard: The user will step in to take damage in place of a selected ally (including MT attacks), automatically adopting the Default stance in the process.
Blinding Flash (14 MP): Attempt to blind all targets.
Crushed Ice (44 MP): 164 physical, 75% hit. 6x damage vs frozen targets.
Reprisal (40 MP): For five turns, 50% of any damage received by the user will also be inflicted on the attacker.
Defender of the People: Take up to three attacks in place of allies before the user's next turn, automatically adopting the Default stance in the process. Does not apply to attacks that target all allies.
Heavy Hitter (1 BP): 1299 physical, 75% hit
Bumblewhacker (44 MP): 164 physical, 75% hit. 6x damage vs confused targets.
The Gift of Wisdom: Donates 33% of the user's max MP to a target. If MP is below 33% of max, all available MP will be donated.

Note: as a point of trivia, Heavy Hitter is like Body Slam in that its damage depends on the user's weight. Unfortunately, where Body Slam's damage boost is additive, Heavy Hitter's is multiplicative, so Shieldmaster still needs a good base attack stat to make it work (which flies in the face of Dual Shields).

Optimum 3-turn damage: Heavy Hitter x3: 2922

Comments: Shieldmaster is a cool job which just... does not function in a duel. Their only hope of dealing damage is to up their accuracy and weight by dual-wielding so Heavy Hitter does something, and hoping that plus Reprisal's backlash adds up. They really wish that their weight-based move had an additive bonus damage (like Body Slam) instead of multiplicative. The rest of their skillset is all built around defending allies, which aren't useful here. Puny.

Pictomancer
HP: 4414 (84%)    MP: 637   Weight: 28/52   PAtk: 215   MAtk: 249
PDef: 120 (PDur 78%)    MDef: 112 (MDur 76%)   Speed: 128 (137%)   Aim: -6%   Eva: 117   Crit: 14%
Nirvana, none, Mystic Hood, Manarobe, Adamant Bangle, Wind Talisman
Halves fire/water/ice

Specialties:
Self-Expression: Using Artistry debuffs on oneself costs nothing, and will cause a corresponding buff effect instead of a debuff.
Extra Coat: All buffs, debuffs, and status effects instigated by the user last a turn longer.

Passives:
Sub-Job BP Saver: The BP cost of using sub-job abilities is reduced by one. (Incredibly useful in-game, but does nothing here!)
Convert MP: Taking damage will cause the user's MP to be restored by a 3.8% of damage taken. (So e.g. losing 50% HP translates to ~84 MP.)

Attack: 0% hit rate. If it hits (somehow), 72-113 damage depending on hit count.
Disarming Scarlet (23 MP): Lowers target's PAtk by 10% for four turns (~12% damage reduction), or buff own PAtk.
Splatter (45 MP): Attempt to daub a target. Daub causes targets to have -1 resistance to all elements both phyical and magical (i.e. if they were neutral before, they now take 130% damage; no effect if target was already weak to the element).
Disenchanting Mauve (23 MP): Lowers target's MAtk by 10% for four turns (~12.5% damage reduction), or buff own MAtk. (~39% more damage dealt)
Purify (28 MP): Remove all buffs and debuffs from a target.
Incurable Coral Lowers target's restorative power by 10% for four turns, or buff own restorative power.
Freehand (30 MP): 1 to 5 hits of 300 fixed damage against random targets, average 900
Indefensible Teal (30 MP): Lowers target's PDef by 10% for four turns, or buff own PDef. (~2% damage reduction)
Zappable Chartreuse (34 MP): Lowers target's MDef by 10% for four turns (~29% more damage dealt), or buff own MDef. (~2.5% damage reduction)
Chairo (60 MP): 861 light pseudomagic
Scuro (60 MP): 861 dark pseudomagic

Optimum 3-turn damage: Disenchanting Mauve (self) x2, Chiaro/Scuro x4: 6123

Comments: They're fast and can rack up some nice damage multipliers, but their base damage is too low, and the HP doesn't help matters either. Their ability to feast on low magic durability (along with having Freehand for foes with good MDef but bad HP) keeps them in Light rather than Puny, probably.


Dragoon
HP: 5161 (98%)    MP: 424   Weight: 53/65   PAtk: 420   MAtk: 329
PDef: 146 (PDur 95%)    MDef: 166 (MDur 101%)   Speed: 140 (92%)   Aim: 101%   Eva: 126   Crit: 28%
Ryunohige, Wyvern Spear, Headband, none, Adamant Bangle, Wind Talisman

Specialties:
Momentum: Jump abilities will be performed more quickly, and will be more powerful the more weight the user is carrying. (+0.5% more damage per point of weight)
Highwind: Any additional effects applied to regular attacks also apply to Jump. Also, there will be no stat reduction for wielding two weapons as long as a sword or spear is equipped in the left hand.

Passives:
Comeback Kid: All status ailments will be automatically removed two turns after being inflicted, at which point HP and MP will be fully restored, and BP will be reduced by one.
Sky High: Performs Jump on a random enemy at zero cost as soon as battle begins.
Full Force: Multitarget abilities deal 1.5x damage. Only works if the ability is actually striking 2 or more targets.
Brave Front: Multitarget abilities deal 10% more damage per extra BP the user has. Unlike Full Force this works even if the multitarget ability only strikes one target. However, the damage boost is based on your BP when you attack, so using brave will reduce the entire chain.

Attack: 891 physical
Jump (1 BP): User leaves the battlefield. Next turn, user returns and deals 2632 physical. 3 clockticks for Jump to resolve (110% speed), 2 for the next turn after that (137% speed).
Sonic Thrust (27 MP): 1664 physical MT
Thunder Thrust (40 MP): 1782 lightning physical
Spirit Surge (44 MP): 1189 physical. Heals user's HP and MP in proportion to damage dealt (594 HP and 59 MP).
Angon (52 MP): 2378 physical. Ignores target's default state.
SUffer in Silence (30 MP): 594 physical. 4x damage vs silenced targets.
Soul Jump (3 BP): User and all allies leave the battlefield. On their next turns, they return and deal physical damage (3760 in Dragoon's case). 3 clockticks for Jump to resolve and again for Dragoon's turn after that.
Spirit-Crusher (2 BP): 594 physical, chance of lowering the target's BP by 1. A critical hit is needed to lower BP below -1.

Note: Due to Sky High, Dragoon effectively gets their turns at times equal the following opponent speeds: 110% turn 1 Jump, 122% turn 2, 110%, 105%, 102%, 100.2%, 99% ...

Optimum 3-turn damage: Jump (Sky High) + Angon x5: 14522

Comments: Though their speed is below average on paper, Sky High makes Dragoon pretty speed in practice as long as the fight ends in 2 or 3 turns, which is typical for them. They kill average with a brave-chain on turn 2. They're in trouble in longer fights, probably, although Spirit Surge could be useful as a pressure tool, to give them back a little HP while still adding some damage.


Spiritmaster
HP: 3735 (71%)    MP: 561   Weight: 25/46   PAtk: 219   MAtk: 290
PDef: 98 (PDur 63%)    MDef: 147 (MDur 70%)   Speed: 93 (110%)   Aim: 31%   Eva: 76   Crit: 25%   Res Power: 172
Nirvana, none, none, none, Sands of Time, Sands of Time

Specialties:
Spirited Defense: Instant-death effects and status ailments that render their target inactive (sleep, paralysis, dread, berserk, confusion, charm, stop and freezing) are prevented, and as long as HP is at 20% or higher, the user can survive any attack with one HP. Works on multi-hit attacks. [Without There in Spirit, this only works if summoned spirits are presents.]
There in Spirit: The effects of all spirit-summoning abilities learned so far are applied automatically when the user has 1 or fewer BP.

Passives:
Sub-Job Specialty 1: The first specialty of the user's sub-job is activated.

Note (SJS1): Since sub-jobs can be set without any JP investment in the job, some might allow this. (I'm on the fence, myself.) The best options are probably Barrage, which raises damage done by brave-chains, and Nuisance, which adds a chance of blind/charm to holy spells for stall-breaking. Not considered in averages.

Note (absout spirits): Spiritmaster has the ability to summon spirits. At the moment of summoning, nothing will happen, but then the spirit's ability will resolve three times at certain intervals (typically, faster than a normal turn), after which time the effect ends. Summoning one spirit will dismiss any previous spirits. HOWEVER. With There in Spirit, EVERY spirit summoning is automatically active, forever, as long as Spiritmaster's BP remains at 1 or below. These auto-summoned spirits do not count towards the one spirit maximum, so, one copy of an existing spirit can be summoned as well, doubling up on the effects. The check for whether the spirits from There in Spirit appear or disappear is made at the end of any turn Spiritmaster gets.

Attack: 94 physical
Healthbringer (22 MP): Summons a spirit which provides 1780 MT healing. Effect resolves every 2 clockticks.
Banish (10 MP): 478 light magic, ST/MT
Devotion (1 BP): Restore a target's MP by an amount equal to 20% of the user's max MP (112). Can self-target.
Regeneration (30 MP): Restore 10% of a target's HP at the end of their turn. Permanent until dispelled.
Banishra (38 MP): 977 light magic, ST/MT
Reraise (80 MP): Target will be automatically revived with 200 HP if knocked out. This still counts as a knockout and removes most status effects, etc. Effect will remain until target has been revived or dispelled.
Spiritbringer (55 MP): Summons a spirit which provides 10% MP healing (56). Effect resolves every 3 clockticks.
Basunabringer (33 MP): Summons a spirit which removes poison, blindness, silence, sleep, paralysis, contagion, freezing and daubing. Effect resolves every 3 clockticks.
Banishga (66 MP): 1521 light magic, ST/MT
Purebringer (77 MP): Summons a spirit which removes all buffs and debuffs (including Regeneration and Reraise). Effect resolves every 4 clockticks.
Holy (80 MP): 2173 light magic

Optimum 3-turn damage: Holy x6: 13038

Comments: Hahaha okay. To review: Spirited Defence means Spiritmaster can't die if they have more than 20% HP, nor be statused out. There in Spirit means Healthbringer is permanently active. Healthbringer restores more than 20% of Spiritmaster's HP every two clockticks. So you have to doubleturn that, or lose. They also can't run out of MP. There's not too much more to say, except that they really, really hate holy defence... but thanks to their immortality game, may beat a lot of holy-immunes anyway! Godlike.


Swordmaster
HP: 5535 (105%)    MP: 377   Weight: 39/65   PAtk: 367   MAtk: 252
PDef: 129 (PDur 99%)    MDef: 94 (MDur 91%)   Speed: 124 (110%)   Aim: 84%   Eva: 98   Crit: 29%
Excalibur, none, Headband, none, Adamant Bangle, Dwarven Gloves

Specialties:
Redoubled Effort: For each BP above zero, damage done by normal attacks and counterattacking abilities is multiplied by 1.1.
Double Duty: Equipping the same type of weapon in both hands will activate sub-job specialities. [See Spiritmaster's SJS1 and Bravebearer's SJS2. Note that Swordmaster's default setup does not have two weapons.]

Passives:
Counter: 50% chance to respond to ST physical attacks with 782 physical
Out with a Bang: When knocked out, counter with 2302 MT physical
2 Hands Are Better Than 1: If the first hand holds a sword, lance, or axe, and the second hand is empty, the weapon's PAtk, MAtk, and Res Power are mutiplied by 1.4 (factored in)
Multitask: 33% chance to follow up a normal attack with an additional 506 physical

Attack: 644 physical. 33% chance of an additional 506
Solid Stance: Adopt a stance from which the attack command is performed twice every time it is selected.
Fluid Stance: Adopt a stance from which any ST attack is countered with 782 physical
Solid Right Style (22 MP): Only usable in Solid Stance. 782 physical. Delays target's turn by about 0.35 clockticks. (~7% of an average turn.)
Fluid Left Style (20 MP): Only usable in Fluid Stance. Until next turn, when attacked by a ST phyiscal, counter with 690 physical, which also lowers the target's BP by 1 on a hit.
Divide Attention (17 MP): For four turns, raises user's chance to be targeted to equal that of their most frequently targeted ally.
Fourfold Flurry (48 MP): 2371 physical dealt in 4 hits
Solid Slash (27 MP): Only usable in Solid Stance. 828 physical, 2 clockticks (137% speed).
Fluid Flow (36 MP): Only usable in Fluid Stance. Until next turn, when attacked by a ST phyiscal, counter with 920 physical, which also raises the user's BP by 1 on a hit.

Optimum 3-turn damage: Fourfold Flurry x6: 11949

Comments: Respectable offence, especially with Out with a Bang in the mix (granted, that's useless if the opponent has any healing, since Swordmaster will be hoping for it to deal the finishing damage after a braveblitz). Fluid Stance into Fluid Flow provides an interesting opportunity to store BP and power further counters up but realistically the average durability and lack of healing limits any countering potential. Solid Stance allows a decent amount of spammable damage if Swordmaster is MP-nuked or something, but realistically despite all the gimmicks it's Fourflold Flurry all day every day in most fights.


Oracle
HP: 5042 (95%)    MP: 637   Weight: 32/88   PAtk: 253   MAtk: 293
PDef: 163 (PDur 95%)    MDef: 172 (MDur 100%)   Speed: 153 (137%)   Aim: 54%   Eva: 147   Crit: 24%
Nirvana, none, Mystic Hood, Manarobe, Sands of Time, Sands of Time
Halves fire/water/ice

Alternate: Icefire Shield. Oracle gains fire/ice absorption and durability becomes 107%/116%, but speed drops to 92%.

Specialties:
In One's Element: Attacks targeting elemental weaknesses deal 40% more damage, and elemental magic costs 40% less to perform. (factored in)
Moonlighting: Sub-job stat adjustments and weapon aptitudes are applied to the user's main job.

Note: Since Moonlighting does not require any JP investment in the sub-job, I am considering it here. The best overall job to pick from is likely Bravebearer, which has mediocre weapon aptitudes but excellent stats otherwise.

Passives:
Noble Sacrifice: When the user is knocked unconscious, any unconscious allies will be revived with full HP. One use per battle.

Attack: 206 physical (309 under Quick)
Quick (21 MP): Enable target to deliver 50% more hits with the 'Attack' command for two turns.
Slow (26 MP): Decreases target's speed by approximately 17%
Haste (42 MP): Increases target's speed by approximately 39% for 3 turns
Elemental Impairment (55 MP): Attempt to lower the target's resistance to a selected element by one level for two turns. Counts as a status ailment. If successful against a neutral elemental resistance, Oracle deals an additional 82% damage due to In One's Element.
Triple (12 MP): 1-3 hits (probability ratio of 4:3:9) of 558 magic to random targets. Each hit is randomly either fire, ice, or lightning. Average damage is 1292.
Elemental Supplement (46 MP): Imbue a target's regular attacks and physical abilities with a selected element for two turns. Not a status ailment, so this works on everything. Can target enemies. >:)
Reflect (36 MP): Target will reflect most magic attacks (not pseudomagic, or magic attacks which strike both sides of the field) for two turns
Stop (44 MP): Attempts to stop the target (stop lasts about as long as it would take the target to get 2 turns)
Elemental Ward (32 MP): Increase a target's resistance to a selected element for three turns.
Triplara (33 MP): 1-3 hits (probability ratio of 4:3:9) of 1117 magic to random targets. Each hit is randomly either fire, ice, or lightning. Average damage is 2584.
Hastega (70 MP): Increases target's speed by approximately 79% for 3 turns

Optimum 3-turn damage: Triplara x6: 15504

Comments: They're very fast and their damage, while random, is borderline ORKO to average. Cool right? But that's not the real story here. They can also use that speed to cast either Reflect on oneself or Elemental Supplement on the enemy, shutting down either physical or magical damage. Note that Oracle already halves fire/ice with their default setup, and can upgrade that to absorption if they're willing to fall to below average speed. They're pretty bad against full elemental resistance themselves, though, and while Hastega can help tilt the action economy their way in longer fights, they do need to watch their MP supply.


Salve Maker
HP: 4788 (91%)    MP: 377   Weight: 37/65   PAtk: 211   MAtk: 250
PDef: 151 (PDur 104%)    MDef: 154 (MDur 107%)   Speed: 109 (110%)   Aim: 55%   Eva: 129   Crit: 37%
Highroad Star, none, Headband, none, Adamant Bangle, Dwarven Gloves

Alternate
Dual-wielding Highroad Stars: Aim becomes 77% (40% more offence), durability becomes 126%/130%, but speed becomes 62%

Specialties:
Master Medic: One healing herb and one magic herb are received after every battle. Also, items will occasionally not be expended when used.
Unencumbered: If Salve Maker equips nothing in their hands, healing item effects are raised by 50% (additive with Healing Item Amp), and compounding effects are boosted in various ways. [Unfortunately, Salve Maker with no weapon has 22% aim.]

Passives:
Status-Conscious: Increase status ailment chance by an unknown amount.
Thrust and Parry: -15% damage received for each weapon equipped. (The effect is factored into Salve Maker's durability figures listed above.)
Healing Item Amp: The effects of all healing items are increased by 50%. Does not affect Compounding.

Attack: 82 physical
Compounding: Combine two items. Many different effects. See list below.
Survey (32 MP): Reveal target's HP, weaknesses, and family; MT
Widen Area (55 MP): Use an item on all targets. This may make items legal for Salve Maker; see list below
Philtre (22 MP): Attempt to charm target
Revive (25% HP): Revive a knocked-out target and restore 50% HP.
Heartbreak (1 BP): 163 physical. 3.2x damage against charmed targets.
BP Tonic (7500 pg): Raises target's BP by 1.
BP Depleter (9000 pg): Lowers target's BP by 1.
Analysis (30 MP): 72 physical, 55% hit. On a hit, reveals target info similar to Examine/Survey. Also gives the user a buff which allows them to hit weakness on all members of the target's monster family (including the target). Weakness is +30% damage. Note that every enemy in the game has a family, so this works on everything.

Item list (for Widen Area; this is the base potency before Healing Item Amp):
Potion (40 pg): 250 healing
Hi-Potion (200 pg): 1000 healing
X-Potion (630 pg): 2500 healing
Phoenix Down (150 pg): Revive and restores 300 HP
Mini Ether (90 pg): 60 MP healing
Ether (220 pg): 180 MP healing
Status-healers (15-85 pg): Heal various status ailments
Remedy (300 pg): Heal poison, blindness, silence, sleep, paralysis, dread, berserk, charm, confusion and contagion
Elixir (10000 pg): Full HP/MP healing

Compounding list (lowest pg cost is listed for each):
Mega-Potion (730 pg): 5000 healing
Giga-Potion (2630 pg): 7500 healing
Turbo Ether (890 pg): 250 MP healing
Mega-Ether (1020 pg): 300 MP healing
Giga-Ether (15220 pg): 400 MP healing
Quarter Elixir (190 pg): 2500 healing, 100 MP healing
Half Elixir (320 pg): 5000 healing, 200 MP healing
Cure [status] (114-400 pg): 1000 healing, also heals one of poison, blind, silence, sleep, paralysis, dread, or confuse
[status] Bomb: 1000 fixed damage MT, 55% hit. Attempts to inflict blind (340 pg), poison (340 pg), paralysis (490 pg), sleep (1040 pg), charm (1740 pg), or contagion (2240 pg)
Big [status] Bomb: 2000 fixed damage MT, 55% hit. Attempts to inflict blind (2300 pg), poison (2300 pg), paralysis (2450 pg), sleep (3000 pg), charm (3700 pg), or contagion (4200 pg)
Resurrect (250 pg): Revive and restores all HP
Reincarnate (950 pg): revive and restores 300 HP and all MP
Note: Unencumbered, if active, will raise the effects of Compounding as follows: +100 to all ethers, +500 to all potions and elixirs (both the HP/MP effects in the case of the latter), and +1000 to all bombs. The hit rate penalty makes this not worth it for bombs, sadly.

Optimum 3-turn damage: Analysis x2 + Big [status] Bomb x4: 5799

Comments: Whew! Okay. Well their resources depend a bit on how much money you give them, but the basic idea is they can heal cheaply with Quarter/Half Elixirs, and fish for status with bombs. Bombs being tied to their aim stat is awful for them, sadly, so they'll need multiple tries to land anything. Fortunately, if one thing they land is poison that can do some killing for them. If they want to do a damage-blitz themselves, Analysis can help set one up, but this is not something they're ever good at.


Arcanist
HP: 4414 (84%)    MP: 637   Weight: 41/52   PAtk: 230   MAtk: 320
PDef: 151 (PDur 82%)    MDef: 179 (MDur 89%)   Speed: 70 (55%)   Aim: 38%   Eva: 93   Crit: 18%
Nirvana, Icefire Shield, none, Manarobe, Adamant Bangle, Wind Talisman
Absorbs fire/water/ice

Alternate setups:
-Minerva Bustier instead of Icefire Shield/Manarobe; speed rises to 68% and magic durability to 98%, and has dark resistance instead of fire/ice absorption (Doomsday backlash "only" does ~2390 to self)
-no elemental defence at all: durability becomes 76/79, speed becomes 108%, but any of Arcanist's big damage moves risk OHKOing them. Just useful for Death spam.

Specialties:
All In: Applying attack spells to multiple targets does not reduce the damage inflicted, but does cause them to target the user.
Wild Wizardry: Attack spells are 20% more powerful (factored in to damage figures below), and also reduce their targets' MP (equal to 1.5% of HP damage dealt; MP damage is not dealt to self). However, they will also occasionally target all allies and enemies.

Note: I haven't tested Wild Wizardry's backfire rate. I would be a little leery about recommending Arcanist spam an element they aren't immune to, though.

Passives:
MP Regen: MP is restored by 5% (31) at the end of each turn.

Attack: 130 physical
Dark (15 MP): 737 dark magic, ST/MT
Ardour (36 MP): 1341 fire/water magic, hits everyone on the field
Drain (30 MP): 838 magic, heals user equal to damage dealt
Darkra (38 MP): 1509 dark magic, ST/MT
Electon (50 MP): 2179 lightning/light magic, hits everyone on the field
Aspir (20% HP): 73 MP damage, heals user's MP equal to damage dealt
Darkga (66 MP): 2357 dark magic, ST/MT
Meltdown (70 MP): 4141 fire/wind magic, hits everyone on the field
Death (25 MP): Attempt to instantly kill target
Comet (45 MP): Two to four hits of magic on one target, average damage is 1374
Doomsday (80 MP): 3353 dark magic, ST

Self-damage mechanics: Damage dealt to self is ~157% what is dealt to enemies (ouch!). Elemental absorption (Icefire Shield + Manarobe does this to fire/ice) means Arcanist will heal about ~78% of damage dealt instead, much nicer.

Optimum 3-turn damage: Meltdown x6: 24846

Comments: Otherwise, Arcanist is very slow and kinda fragile. If they get a turn, though, they will probably kill you with Meltdown spam, which as a bonus heals them and even does a bit of MP damage. Death spam is also an option and as a bonus they can actually have speed while doing it. If the opponent blocks all of those they'll be in some trouble because while they can fall back on the Doomsday, a Wild Wizardry backfire from that will take just over half their HP (even halved).


Bastion
HP: 5042 (95%)    MP: 472   Weight: 38/88   PAtk: 314   MAtk: 254
PDef: 138 (PDur 92%)    MDef: 148 (MDur 95%)   Speed: 81 (90%)   Aim: 70%   Eva: 92   Crit: 21%
Ryunohige, none, Headband, none, Power Bracers, Power Bracers

Specialties:
Default Guard: While Defaulting, will automatically spend 15 MP to reduce damage taken to 40% (instead of 60%).
Fortitude: While Defaulting, will automatically spend 15 MP to earn 1 BP each time when attacked.

Passives:
Auto Guard: The user's turn will come around more slowly, but they reduce damage received by 40% when not defaulting. (I haven't yet tested how much more slowly; not sure if this is worth it.)
Critical Flow: Performing a critical attack may cause BP to increase by one. (Not tested.)
BP Limit Up: Max BP becomes 4 instead of 3.

Attack: 424 physical
Bulwark: (12 MP): 326 physical, 70% hit. Raises user's PDef by 15% for three turns. (~4% less damage received)
Phalanx: (12 MP): 326 physical, 70% hit. Raises user's MDef by 15% for three turns. (~5% less damage received)
Rampart (30% HP): Erect a barrier that will protect multiple targets from a single hit of physical damage (but any added status or other effects from that attack still land). Cannot be combined with Vallation.
Vallation (30% HP): Erect a barrier that will protect multiple targets from a single hit of magical damage (but any added status or other effects from that attack still land). Cannot be combined with Rampart.
Light of Justice (47 MP): 1240 light physical, 70% hit
Wall (38 MP): Raises user's PDef and MDef by 25% for three turns (~6%/9% less damage received)
Blindsider (44 MP): 326 physical, 70% hit. 6x damage against blinded targets.
Double Default (35% HP): For three turns, Defaulting will increase BP by two instead of one.
Sanctuary (1 BP): Everyone's HP, MP and BP cannot be changed until the user's next turn. (However, usage costs for any abilities used in the meantime will still be deducted.)

Optimum 3-turn damage: Light of Justice x6: 5208

Comments: Terrible. Their entire skillset either doesn't translate or is useless in-game anyway (BD2 defensive buffs...), and their damage move has a multiplier comparable to the basic Cross Cut. Even if Auto-Guard's turn penalty ends up negligible (which would give them decent durability) they're a bad Light at best.


Phantom
HP: 3735 (71%)    MP: 377   Weight: 43/59   PAtk: 429   MAtk: 350
PDef: 85 (PDur 62%)    MDef: 105 (MDur 63%)   Speed: 153 (110%)   Aim: 109%   Eva: 163   Crit: 51%
Highroad Star, Highroad Star, Headband, none, Wind Talisman, Wind Talisman

Alternates:
-Highroad Star, Wind Talisman, Dwarven Gloves gives 104% accuracy, 137% speed Flit; damage down ~60% before buffs
-Status weapons options... Assassin Dagger: 101% death; Angel's Bow: 92% charm; Blind Blade: 80% blind; Chaos Blade: 81% confuse; Sandman's Axe: 64% (110% speed) or 44% (137% speed) sleep; Chronos Glaive: 56% stop; Rune Staff: 52% silence. All have 137% speed except the 64% sleep. Most of them reduce physical damage dealt a LOT, although with dual-wielding they may be able to keep up damage if they're willing to accept bad speed. I'm not listing all the possibilities.

Specialties:
Achilles' Heel: Any attack that successfully exploits an enemy's weakness has a 50% chance of inflicting critical damage.
Results Guaranteed: When the user attempts to inflict a status ailment or activate an ability with a % chance of occurring, automatically spends 40 MP to make the chance 100%.

Passives:
Critical Amp: Critical hit damage is increased by 30% (to 1.8x).
Turn Tables: Evading an attack will cause BP to increase by one.
Rewarding Results: Inflicting a status ailment on a target will be rewarded with an extra action.
Dual Wield: Equipping multiple weapons will not reduce their effectiveness.

Attack: 925 physical
Recurring Nightmare (36 MP): 863 physical. If this attack kills the target, user gets a new turn immediately.
Become the Lightning (20% HP): Increase the user's PAtk and MAtk by 25% for three turns (~44% more damage dealt)
Dream Within a Dream (36 MP): 2469 physical over 3 hits
Shroud (46 MP): 2282 dark physical
Milk Poison (46 MP): 617 phyiscal. 6x damage against poisoned targets.
Flit (15% HP): Automatically evade one physical attack (do note Turn Tables...)
Sick Twist (46 MP): 617 phyiscal. 6x damage against contagioned targets.
Never-Ending Nightmare (106 MP): 3395 physical. If this attack kills the target, user gets a new turn immediately.

Optimum 3-turn damage: Dream Within a Dream x4 + Never-Ending Nightmare x2: 16666

Comments: Results Guaranteed may well be the most broken thing in BD2, and honestly pure Phantom only begins to scratch the surface of the silly things it can do. It's enough, though. With Phantom's high Aim and Speed, they can easily land any BD2 status via normally low-rate status weapons. If that doesn't work they also ORKO average with damage. If both of those are out they can try to spam Flit to farm extra turns against physical opponents (they can use it up to six times before running out of HP). They don't like durable mage bosses but otherwise, watch out.


Hellblade
HP: 6244 (118%)    MP: 424   Weight: 39/78   PAtk: 306   MAtk: 273
PDef: 151 (PDur 116%)    MDef: 136 (MDur 113%)   Speed: 82 (79%)   Aim: 73%   Eva: 87   Crit: 28%
Excalibur, none, Headband, none, Adamant Bangle, Dwarven Gloves

Specialties:
Deal with the Devil: 8% of HP and MP are restored at the end of each turn, but being knocked out will reduce BP to -3.
Strength in Adversity: Taking damage equal to more than 25% of max HP will cause PAtk and PDef to be increased by 10% for three turns. This buff cannot be dispelled. Does not trigger from self-inflicted damage. (~25% more damage dealt ~3% less damage received)

Passives:
Surpassing Power: The damage cap for user's attacks increases from 9999 to 99999. (Laughably DL-irrelevant.)

Attack: 413 physical
Ruby/Sapphire/Diamond/Carnelian/Emerald/Quartz/Onyx Blades (25% HP): 612 physical of any one BD2 element, 73% hit. This damage is dealt two additional times at intervals of 4 clockticks (92% speed). Each damage makes a separate hit/crit check, and uses the buffs/debuffs active at the time it lands for its damage calculation. Only three recurring-blade-effects can be active on a target at once.
Dread Blade (44 MP): Attempt to inflict dread on target
Minus Strike (1 BP): Inflict damage on a target equal to the user's max HP minus their current HP, 73% hit.
Terrorise (44 MP): 306 physical. 6x damage to targets under the effects of dread.
Death Throes (10 MP): The user is doomed (dies five turns from now). PAtk and PDef are raised by 50% as long as doom lasts. This move has a cooldown of 4 clockticks (92% speed). (~126% more damage dealt and ~13% less damage received)

Optimum 3-turn damage: Death Throes + Default + Blades x3 + Minus Strike: 6453
*This is their optimum damage against an opponent that does not lower their HP. Should their opponent do that, they will need to switch to Minus Strike sooner.

Comments: Someone hit BD Dark Knight with a huge nerf bat. Minus Strike gets a BP cost, and the multipliers on their self-damage blade moves are just dreadful... even before considering that the damage-over-time is incredibly hard to use in a duel considering it drops their HP. That said, Hellblade is still pretty good against opponents with poor damage and evasion, since if they can get to low HP they can get off two damaging Minus Strikes. Their 8% regen will slow the opponent's route to killing them, which makes their limit a little harder to chip around.


Bravebearer
HP: 6842 (130%)    MP: 637   Weight: 28/88   PAtk: 306   MAtk: 273
PDef: 184 (PDur 134%)    MDef: 154 (MDur 130%)   Speed: 145 (137%)   Aim: 102%   Eva: 155   Crit: 21%
Excalibur, none, Headband, none, Wind Talisman, Adamant Bangle

Specialties:
Adrenaline: Defeating a target increases BP by one.
True Grit: BP increases by one at the start of each turn.

Passives:
Sword Lore: Sword aptitude is increased to S. (All of Bravebearer's default weapon ranks are B.)
Obliterate: Any enemy twenty or more levels below the user is instantly killed at the beginning of battle.
Sub-Job Specialty 2: The second speciality listed for the user's sub-job is activated. Not legal to me (due to requiring active investment into other classes), have fun with this if you feel differently!

Attack: 459 physical
Supergravity (36 MP): Deal fixed damage to all targets equal to 25% of the user's current HP.
Wall of Woe (84 MP): Full field. Causes all targets to lose one BP three times at intervals roughly equal to the time it takes Bravebearer to get a turn.
Practice Makes Perfect (2 BP): Deal fixed damage to a target based on the number of minutes the game has been played. ~3000 is probably reasonable? Easy 9999 if you leave the game on several nights in a row or something. I'm ignoring this.
Dawn of Odyssey (58 MP): Full field. Causes all targets to gain one BP three times at intervals roughly equal to the time it takes Bravebearer to get a turn.
Hypergravity (80 MP): Deal fixed damage to all targets equal to 50% of the user's current HP.
Equaliser (32 MP): Full field. Reduce BP by one for targets whose BP is at +1 or more, and increase it by one for anyone whose BP is at -1 or below.
Victory Smite (25% HP): Deal fixed damage to a target based on the number of battles you've won * 2. (Somewhere a bit under 2000? No clue. I'm ignoring this.)
Gigagravity (125 MP): Deal damage to all targets equal to 75% of the user's current HP.
Victory Double (3 BP): Deal fixed damage to a target based on the number of battles you've won * 3, twice (so x6 in total).

Note that all of Bravebearer's fixed damage moves are considered physical, meaning they are subject to physical evasion and affected by buffs/debuffs which directly modify physical damage. However, they ignore the MT damage penalty and all stats except the ones they are explicitly listed as keying off of.

Optimum 3-turn damage: Because their damage is basically impossible to predict, Bravebearer has been excluded from the damage average. Their offence is excellent if they are at full HP, but becomes quite bad as their HP drops (unless you respect Practice Makes Perfect more than I do).

Comments: Clarissa Plus, pretty much. Their strategy is simple: outspeed the opponent and use Gigagravity 4 times for roughly 2PCHP damage. Evasion and counters (which have to work against MT) slow this down but not much else does. They do fear foes who outspeed them, though their durability and good statusblocker access will help out in such fights.


Averages at the bottom

HP 5282, MP 527, PDef 154, MDef 144, Speed 110, Aim 57%, Crit 26%
Three turn damage: 12323
Kill point: 10269


Things that still could be done

I may do some of these if people ask nicely.

1. Tests for status in general, Wild Wizardry backfire rate, Critical Flow rate.
2. Listing more specials.
3. Factoring crit into the damage and damage average.

Appendix: Jobs that are theoretically (slightly) better with two Adamant Bangles:
Black Mage, Monk, Ranger, Pictomancer, Dragoon, Swordmaster

6
Unranked Games / Re: Bravely Default II
« on: October 20, 2024, 01:39:47 AM »
Averages up top

HP 5282, MP 527, PDef 154, MDef 144, Speed 110, Aim 57%, Crit 26%
Three turn damage: 12323
Kill point: 10269

Freelancer
HP: 5635 (107%)    MP: 548   Weight: 57/59   PAtk: 229   MAtk: 212
PDef: 166 (PDur 107%)    MDef: 131 (MDur 101%)   Speed: 105 (69%)   Aim: 51%   Eva: 111   Crit: 51%
Darksteel Kukri, Assassin Dagger, Headband, none, Adamant Bangle, Dwarven Gloves

Specialties:
Stand Ground: 50% chance of surviving with one HP when taking enough damage to be knocked out. This ability will not be triggered if the user has one HP. The activation rate is affected additively by luck boosts.
Late Bloomer: Boosts all stats based on the number of jobs mastered. Each mastered job (lv 12+) gives: 100 HP, 10 MP, 15 P.Atk, 15 P.Def, 15 M.Atk, 15 M.Def, 4 Res. Power, 2 Speed, 3 Aim, 2 Evasion, 1 Crit. Mastering Freelancer counts towards this total (factored in).

Special (activate by using attack command 12 times)
All-Out Attack: 1335 physical, 51% hit. Then adds +20% PAtk and MAtk, MT.

Attack: 133 physical.
Examine: Reveal target's HP, weaknesses, and family
Treat (20 MP): Restore 20% of a target's HP and 10% of their MP.
Forage: Search for items.
Lucky Charm (15 MP): Increase a target's luck by +15% for five turns.
Purge (20 MP): Remove berserk, confusion, dread, charm and doom from a target.
Square One (28 MP): Remove all buffs and debuffs from a target.
Body Slam (1 BP): 1848 physical, 51% hit. Delays target's turn by roughly half a clocktick (about 10% of an average turn)
Wish Upon a Star (42 MP): Increase luck by +20% for five turns, MT. (10% at day, 30% at night.)
Mimic: Repeat the most recent action peformed by the user or an ally without expending HP, MP, BP, pg or items.

Optimum 3-turn damage: Body Slam, Mimic x4: 4712

Comments: Having C ranks in all weapons is awful, and leaves them slow and inaccurate as they try to scrounge up anything to make Body Slam work. Against the truly offensively inept they can stall with Treat, but they lack the defence buffing of BD1 Freelancer so this is pretty questionable. Puny, but pretty good there!


Black Mage
HP: 4414 (84%)    MP: 637   Weight: 28/52   PAtk: 219   MAtk: 303
PDef: 131 (PDur 79%)    MDef: 123 (MDur 78%)   Speed: 86 (110%)   Aim: 42%   Eva: 99   Crit: 18%
Nirvana, none, Mystic Hood, Manarobe, Adamant Bangle, Wind Talisman
Halves fire/water/ice

Specialties:
Regenrative Default: Defaulting restores 48 MP.
High-Velocity Spells: Prevents all attack spells from being nullified or absorbed. Will not bypass damage-halving or reflect effects.

Passives:
Lunar-Powered: During the night, +10% MAtk/evasion/luck, and 4% of MP is restored each turn. (Half of this effect is assumed, so 13 MP per turn.)
Aspir Attack: Attack command restores MP equal to 3.4% of damage dealt.

Attack: 98 physical. User regains 3 MP.
Fire, Blizzard, Thunder (15 MP): 537 fire/ice/lightning magic, ST/MT
Poison (18 MP): Attempt to poison a target.
Fira, Blizzara, Thundara (38): 1099 fire/ice/lightning magic, ST/MT
Firaga, Blizzaga, Thundaga (66 MP): 1709 fire/ice/lightning magic, ST/MT

Optimum 3-turn damage: Blizzaga x6: 10254

Comments: It's funny, they might have had a healing game with Icefire Shield + Manarobe if not for that second specialty. Anyway Black Mage is great against the magically frail but rapidly falls off against more durable foes, usually winning in either three or four turns on average. They ignore immunity, but anyone who merely resists the big three elements really ruins their day. Kinda speedy at least. Light/Middle?


White Mage
HP: 4788 (91%)    MP: 561   Weight: 31/52   PAtk: 237   MAtk: 245
PDef: 135 (PDur 86%)    MDef: 94 (MDur 79%)   Speed: 94 (110%)   Aim: 22%   Eva: 98   Crit: 16%   Res Power: 180
Nirvana, none, Headband, none, Adamant Bangle, Power Bracers

Specialties:
Angelic Ward: 30% chance of any damage received being halved.
Holistic Medicine: Revival, status-healing, and healing spells which are normally ST-only can be used MT at no penalty.

Special (activate by using white magic 12 times)
9999 healing MT, also heals all status ailments. Then adds +15% PDef and MDef, MT.

Passives:
Solar-Powered: During the day, +10% res power/aim/luck, and 4% of MP is restored each turn. (Half of this effect is assumed, so 11 MP per turn.)
Drain Attack: Restoer 20% of damage dealt as HP.
Better than Ever: When the user is healed beyond max HP, their max HP is temporarily increased by the remainder. Max HP can not exceed 9999.

Attack: 138 physical. User regains 28 HP.
Cure (8 MP): 1863 healing, ST/MT
Protect (11 MP): Increase a target's physical defence by 15% for three turns. Stats cannot be increased beyond 200% of their base value. (Roughly -3.5% physical damage taken.)
Shell (13 MP): Increase a target's magic defence by 15% for three turns. Stats cannot be increased beyond 200% of their base value. (Roughly -3% magic damage taken.)
Raise (25 MP): Revive a knocked-out target and restore 2795 HP.
Cura (28 MP): 3727 healing, ST/MT
Benediction (15% HP): Increase the user's restorative power by 30% for three turns. Stats cannot be increased beyond 200% of their base value.
Basuna (22 MP): Cure a target of poison, blindness, silence, sleep, paralysis, contagion, freezing and daubing.
Arise (95 MP): Revive a knocked-out target with full HP.
Curaga (60 MP): 5963 healing, ST/MT

Optimum 3-turn damage: Attack x6: 828

Comments: Are you ready for 100-turn fights? I hope so. White Mage is fast and can heal for a very, very long time with Cure and Cura. They have no damage and their buffs are terrible, but they're a pain to put away. If you let them choose to fight during the day they get notably better because doubling the MP restoration makes them even harder to overwhelm. Light/Middle.


Vanguard
HP: 6244 (118%)    MP: 377   Weight: 43/78   PAtk: 534   MAtk: 231
PDef: 193 (PDur 125%)    MDef: 95 (MDur 103%)   Speed: 101 (79%)   Aim: 52%   Eva: 109   Crit: 35%
Parashu, none, Headband, none, Adamant Bangle, Dwarven Gloves

Specialties:
Shield-Bearer: Equipping a shield does not negatively affect speed, aim or evasion.
Attention Seeker: PAtk and critical chance are boosted based on the user's chance of being targeted. CoBT is a stat which various equips boost; with Vanguard's default louadout, this specialty multiplies Atk by 1.89 and Crit by 1.18.

Passives:
Pain into Gain: Taking damage while not Defaulting has a 30% chance of increasing physical attack power by ~2% (no duration limit).
Defensive Offence: Performing an attack or offensive ability with a weapon equipped will cause all damage to the user to be multiplied by 70% until their next turn. Does not stack with itself. (durability becomes 179%/147%)

Attack: 1059 physical.
Cross Cut (18 MP): 2913 physical dealt in 2 hits, 52% hit.
Shield Bash (10% HP): 971 earth physical, 52% hit. Requires a shield equipped. Delays target's turn by about 0.2 clockticks (~4% of an average turn)
Defang (12 MP): 1148 physical, 52% hit. Lowers target's PAtk by 7% for five turns (~9.5% damage reduction)
Skull Bush (12 MP): 1148 physical, 52% hit. Lowers target's MAtk by 7% for five turns (~8.5% damage reduction)
Aggravate: Increases user's chance of being targeted by 25% for two turns. (Due to Attention Seeker, each use also raises physical damage dealt by 18%.)
Sword of Stone (26 MP): 2957 earth physical, 52% hit.
Shield Stun (25% HP): 441 physical, 52% hit. Requires a shield equipped. Delays target's turn by about 0.4 clockticks (~8% of an average turn)
Enrage (24 MP): Guarantee that the target's next two actions will be aimed at the user (or must include the user, if MT).
The Gift of Courage (1 BP): Target gains 1 BP.
Neo Cross Slash: 6004 physical dealt in 2 hits, 52% hit.

Optimum 3-turn damage: Neo Cross Slash x6: 18732

Comments: Slow but punishing. If Vanguard gets a turn, they can unleash four uses of Neo Cross Slash which is enough to kill average even assuming only half the hits land... and due to their good physical durability and Defensive Offence, they can often expect to survive to a second turn to squeeze out even more. The highly evasive give them all sorts of headaches, though. Good Heavy.

Monk
HP: 6842 (130%)    MP: 487   Weight: 23/59   PAtk: 293   MAtk: 83
PDef: 201 (PDur 139%)    MDef: 149 (MDur 128%)   Speed: 87 (137%)   Aim: 119%   Eva: 98   Crit: 12%
none, none, Headband, Valkyrie's Coat, Adamant Bangle, Power Bracers

Specialties:
Concentration: Crit rate is increased by 1% of Monk's base crit rate (so +0.12%) every time Invigorate, Inner Alchemy, or Mindfulness is used. (Yes, this is junk. It'd be pretty bad even if it were actually +1%!)
Single-Minded: Prevents berserk, confusion and charming. Using Martial Arts abilities or Default causes the next turn to come around slightly more quickly. (The latter effect is subtle, and already factored in.)

Passives:
Bare-Kunckle Brawler: Boosts user and equipment's physical attack by 80% and aim by 30% when both hands are empty. (Factored in.)

Attack: 409 physical.
Strong Strike (18% HP): 1227 physical. Has a ~40% chance fo miss, even if the attack passes the aim/evade roll.
Inner Alchemy (20 MP): Restore 20% of the user's HP and cure poison, blindness and slow.
Firebird (15% HP): 682 fire physical. Target's resistance to fire is reduced one level for two turns.
Qigong Wave (20% HP): 819 physical, ignores default.
Mindfulness (1 BP): Restore 15% of the user's MP and cure silence, dread and contagion.
Flying Heel Drop (30% HP): 1227 physical
Invigorate (20 MP): Boost the user's physical attack by 15% for three turns. About ~40% more damage dealt per use.
Tortoise Kick (10% HP): 382 physical. Delays target's turn by about 0.3 clockticks. (~6% of an average turn.)
Flames of War (35% HP): 1638 fire physical
Pressure Point (1 BP): 2816 physical, ignores defence and default. (Only receives +15% from Invigorate.)
Focal Blast (99 MP): 2185 physical. Also reduces a random stat (PAtk, PDef, MAtk, MDef) by 20%. If PDef is reduced, +34% to Monk's base damage. If PAtk or MAtk is reduced, -28%/-27% damage received.

Optimum 3-turn damage: Invigorate x2, Focal Blast x4: 15853

Comments: Monk is so saved by their last two abilities it's not funny; this class has a worse reputation than the numbers here suggest and that's pretty much why. Anyway, Invigorate until they're about to die, then unleash four Focal Blasts; even one Invigorate will typically allow a KO. With their HP and speed, this works very well. Heavy.


Bard
HP: 5161 (98%)    MP: 722   Weight: 52/59   PAtk: 204   MAtk: 253
PDef: 183 (PDur 101%)    MDef: 214 (MDur 115%)   Speed: 105 (69%)   Aim: -6%   Eva: 102   Crit: 14%
Nirvana, none, Mystic Hood, Black Robe, Adamant Bangle, Dark Talisman

Specialties:
Extended Outro: The effects of Singing abilities last a turn longer. So all the "three turns" in the description below become "four turns", etc.
Encore: When a Singing ability is performed, there is a 25% chance that an additional Singing ability will be triggered.

Passives:
Born Entertainer: The effects of Singing and Artistry abilities are increased additively by round(Level / 15)%. So 3%, at Level 38-52. Factored in.

Attack: 0% hit rate. If it hits (e.g. a sleeping target), 72 damage.
Don't Let 'em Get to You (20 MP): Reduce physical damage to multiple targets by 18% for three turns. Caps at -80%. (-35% in the PC version)
Don't Let 'em Trick You (20 MP): Reduce magical damage to multiple targets by 18% for three turns. Caps at -80%. (-35% in the PC version)
Step into the Spotlight (20 MP): Increase the likelihood of a target being the subject of enemy attacks by 23% for three turns.
Close Those Tired Eyes (12 MP): Sleep.
(Won't) Be Missing You (18 MP): Increase multiple targets' aim by 8% for three turns.
Right Through Your Fingers (18 MP): Increase multiple targets' evasion by 5% for three turns. (Useless in a duel, Bard does not have the base evade to make this work.)
Hurts So Bad (38 MP): Increase physical damage inflicted by multiple targets by 18% for two turns.
Work Your Magic (38 MP): Increase magical damage inflicted by multiple targets by 18% for two turns.
All Killer No Filler (60 MP): Increase multiple targets' critical chance by 15% (multiplicatively) for two turns.
Screamin' It Out (54 MP): 985 psuedomagic, MT
Shut Up and Dance (194 MP): Cause a target to act immediately after the user's turn ends. If used on multiple targets (via Brave or Encore), they will get their turns in a random order.

Optimum 3-turn damage: Screamin' It Out x6: 5910

Comments: Bard's gonna try to kill with Screamin' It Out, but that's an 11HKO. Buffs can help a bit, but not very much sadly. Their only hope is that sleep ends up decently accurate, but I'm a bit skeptical. Puny.


Beastmaster
HP: 7535 (143%)    MP: 824   Weight: 39/65   PAtk: 436   MAtk: 397
PDef: 326 (PDur 200%)    MDef: 308 (MDur 229%)   Speed: 111 (92%)   Aim: 93%   Eva: 133   Crit: 34%
Ryunohige, none, Headband, none, Adamant Bangle, Power Bracers

Specialties:
Animal Rescue: When an attack on the user reduces their HP to 20% or lower, Off the Leash will be used as a counter, choosing a random monster but not consuming a use.
Creature Comforts: Each creature captured gives: 5 HP, 1 MP, 0.4 P.Atk, 0.4 P.Def, 0.4 M.Atk, 0.4 M.Def, 0.2 Res. Power, 0.02 Speed, 0.02 Aim, 0.02 Evasion, 0.04 Crit. 400 captures is assumed.

Passives:
Raw Power: Every use of the Brave command increases physical attack by 10% (= 17% more damage) until the end of the turn. Note that Brave commands are entered before any attack resolves, so a full chain will get a +51% damage boost.
Spearhead: The user will act first in battle when a spear is equipped. (Yes Ryunohige is a spear.)
MP Saver: Reduces MP consumption by 20%. (Not factored in yet.)
Beast Whisperer: Any monster defeated has a 30% chance of being captured (see below).

Attack: 920 physical
Capture: Captures a target monster, instantly defeating it and adding it to the capture list. Capture chance varies linearly from 0 to 40% as enemy HP drops, but once enemy HP drops below 10 the chance quickly spikes up to 100%.

Off the Leash: Releases a single captured monster, which will use an attack based on its own stats (notably, this means they are not affected by Beastmaster's buffs/debuffs and Raw Power). Some notable ones are as follows:
-Siamese Cait / Holy: ~5500 holy magic
-Fallen Frond / Tornado: ~5300 wind magic
-Coppice / Quake: ~5100 earth magic
-Turan / White Wind: 4670 healing MT
-Amon / Volcanic Fang: ~4900 physical fire
-Reaper Sellsword / Flesh Cleaver: Damage equal to 50% of the target's max HP, caps at 9999, ~50% hit rate
-Reaper Lancer / Triple Thrust: Three hits of ~1350 physical against random targets
They also have access to good MP damage and loads of status attacks. I ain't testing the accuracy of the latter.

Staggering Swipe (19 MP): 889 physical. Delays target's turn by about 0.35 clockticks. (~7% of an average turn.)
Muzzle (12 MP): Silence, MT.
Mow Down (21 MP): 1460 physical MT
Mercy Strike (11 MP): 1333 physical. Cannot reduce a target below 1 HP.
Mercy Smash (35 MP): 2667 physical. Cannot reduce a target below 1 HP.
Off the Chain (2 BP): Releases a single captured monster. If the monster is a damage-dealing one, it deals triple its normal damage. Cannot exceed 9999 damage per hit (so the most powerful option is Reaper Lancer at a bit over ~12000).

Comments: Generally considered the game's most powerful job and it's not hard to see why. They may swing a bit on how many of any one monster you let them bring in, and the exact number of assumed total captures. That said? They have first strike, incredible damage (even a single Reaper Lancer at 3x power kills average), and can heal. Along with double average durability and good statusblockers. I didn't build them for speed because they have first strike anyway but they can easily trade away physical damage to get above average speed if needed. Godlike obviously.


Thief
HP: 4061 (77%)    MP: 527   Weight: 33/52   PAtk: 199   MAtk: 186
PDef: 116 (PDur 71%)    MDef: 101 (MDur 68%)   Speed: 152 (137%)   Aim: 61%   Eva: 142   Crit: 37%
Zwill Crossblade, none, Headband, none, Dwarven Gloves, Diamond Gloves

Specialties:
Sleight of Hands: 'Steal X' abilities will also steal one buff effect from the target and give it to the user.
Up to No Good: Defaulting no longer causes BP to increase, but all abilities that are usually performed using BP can be performed using MP (1 BP becomes 40 MP, etc.), and the cost of 'Steal X' abilities is halved.

Passives:
Attack Item Amp: Damage inflicted by items is increased by 50%.
Mug: The user occasionally steals items when performing regular attacks.
Magpie: 25% chance of acquiring rare items when stealing.
Rob Blind: When stealing, two items can be acquired at once.

Attack: 44 physical
Steal: grab an item
Steal Breath (27 MP / 2): 49 physical, heals user by that much
Flee (20 MP): Escape battle without fail
Steal Spirit (15% HP / 2): 4 MP damage, heals user by 3x that much
Sky Slicer (1 BP = 40 MP): 159 wind physical
Steal Courage (2 BP = 40 MP): Steals a BP from the target, 50% success rate. Doesn't work on targets with 0 BP (so anyone who has not yet gained BP).
Godspeed Strike (95 MP): 2755 physical, 61% hit. This damage will be repeated 2 clockticks later (half the time to Thief needs to get their next turn).
You Snooze, You Lose (2 BP = 80 MP): 39 physical. 6x damage vs. sleeping targets.

Note: Due to the fact that Thief has a passive which boosts attack items and can acquire them with Steal, you might allow Thief to use them. The only ones which matter have a pg cost of 2200 and deal 1500 (1950 with Attack Item Amp) fixed damage MT; there is one for each BD2 element. This isn't as strong as Godspeed Strike, but provides a backup option against physical walls.

Optimum 3-turn damage: Godspeed Strike (x2) x5: 16805
(braving for the full chain on turn 2 so that the echo damage lands by turn 3)

Comments: Thief skillset is entirely junk with one, shining exception: Godspeed Strike, one of the best attacks in the game. Their strategy is simple: use their game-best speed to strike first and unleash a flurry of Godspeed Strikes. The opening salvo will only take out the frail, but the followup damage half a turn later will finish off many more. Against stallers they can put on pressure more slowly, though the limited MP and their inability to store BP sucks. Heavy.


Gambler
HP: 5161 (98%)    MP: 414   Weight: 40/65   PAtk: 266   MAtk: 296
PDef: 115 (PDur 90%)    MDef: 119 (MDur 90%)   Speed: 105 (110%)   Aim: 36%   Eva: 137   Crit: 26%
Sylvan Bow, none, none, none, Adamant Bangle, Wind Talisman

Specialties:
All or Nothing: Experience, JP or pg earned after battle will drop to zero, but one of these three amounts will also very occasionally be multiplied by 15.
Born Lucky: Raises luck by 10%. Also increases the number of winning slots in roulette abilities (factored in).

Passives:
More Money: earns 10% more money
Night Shift: Luck +20% at night
Rare Talent: +10% chance to get rare drops (also lowers the chance to get common drops, even if they're better or no rare drop exists...)

Attack: 225 physical
Odds or Evens (200 pg): 307 physical, 36% hit. 60% chance of double damage on a hit.
Life or Death (666 pg): Revives, MT. HP restored varies randomly from 200 to 1000. 22% chance of killing the user.
Flash the Cash (2400 pg): 3120 fixed damage
Spin the Wheel (1 BP): gives a random amount (~462) of pg
Elemental Wheel (300 pg): Random pseudomagic damage, average 1323. Element is also chosen randomly from BD2 elements + non-elemental.
Triples (500 pg): 307 physical, 36% hit. 40% chance of triple damage on a hit.
Bold Gambit (777 pg): Randomly sets either all allies' or all enemies' BP to 3.
High Roller (10000 pg): 2255 physical, 36% hit.
Dealer's Choice (1 BP): "Trigger random effects that can affect enemies, allies or both." I ain't touchin' this.

Optimum 3-turn damage: Elemental Wheel x3, Flash the Cash x3: 13329

Comments: Above average speed and manages a low ORKO to average. I would love dearly to give them less money because they suck in-game, but they're probably good here unless you're harsh.


Berserker
HP: 6235 (118%)    MP: 480   Weight: 46/78   PAtk: 321   MAtk: 262
PDef: 161 (PDur 118%)    MDef: 113 (MDur 107%)   Speed: 63 (69%)   Aim: 21%   Eva: 93   Crit: 19%
Parashu, none, Headband, none, Adamant Bangle, Diamond Gloves

Specialties:
Pierce Default: Attacking a defaulting target no longer results in reduced damage.
Rage and Reason: 50% chance of being able to choose actions while berserk.

Passives:
Bloody-Minded: The user's physical attacks always hit, ignoring all accuracy/evasion (including "guaranteed" evasion). However, they also lose HP equal to 20% of damage dealt (cannot be lethal).
Free-for-All: When berserk, a random offensive ability (including the attack command) will be chosen, instead of always the attack command. Abilities used while berserk have no HP/MP/BP cost.
Unshakeable Will: Prevents sleep, paralysis, dread, berserk, confusion, charm, freeze, and stop.
Indiscriminate Rage: Attack command becomes full multitarget at no damage penalty, but recharge time becomes 16 ticks (31% speed) [should not be set in a duel, obviously]

note: Berserker's base aim is awful. They should always use Bloody-Minded, even though it makes them self-destruct.

Attack: 516 physical, 103 to self
Crescent Moon (1 BP): 1100 physical MT, 220+ to self
Vent Fury (18 MP): Inflict berserk, self, for 3 turns. Berserk raises Atk by 50% (2.18x damage dealt), lowers Def by 30% (~8.5% more damage taken), and results in a 50% chance of using a random offensive action, and a 50% chance of choosing the action instead. [doesn't play nice with Unshakeable Will]
Double Damage (55 MP): 1204 physical, 240 to self
Water Damage (32 MP): 1032 water physical, 206 to self
Shell Split (16 MP): 412 physical, 82 to self. Lowers target's PDef by 5% for five turns (~7% more damage dealt)
Scale Strip (18 MP): 412 physical, 82 to self. Lowers target's MDef by 5% for five turns
Level Slash (30% HP): 2752 physical MT, 550 to self
Amped Strike (120 MP): 2752 physical, 550 to self

Optimum damage: Amped Strike x4: 11008.
(They can manage more they have zero it invariably involves self-damage, so I'm not inclined to consider it in the averages. Crescent Moon adds an extra 1100 for 220 damage taken, Vent Fury CAN randomly add a lot more, but involves getting lucky.)

Comments: Berserker is slow, but powerful. Just hitting something in the face with an axe real hard works well enough for many. If they need more offence, they may want to consider giving up their Adamant Bangle for more MP, and either throwing in some chippy uses of Shell Split or going for YOLO strats with Berserk... if they manage a turn under control with that via Rage and Reason, their damage climbs to gross overkill. But with their terrible speed, they won't pull the latter strategy off often. Heavy.


Red Mage
HP: 3735 (71%) MP: 677 Weight: 29/59 PAtk: 193 MAtk: 233
PDef: 98 (PDur 63%) MDef: 147 (MDur 70%) Speed: 105 (110%) Aim: -6% Eva: 128 Crit: 12%
Nirvana, none, none, none, Dark Talisman, Dark Talisman

Specialties:
Nuisance: All attack spells also have a chance of inflicting status ailments. The ailment inflicted depends on the spell element. (wind: sleep and silence; earth: slow and stop)
Chainspell: All spells cast are performed twice at no extra MP cost.

Passives:
Magic Critical: Enables magical attacks to inflict critical hits.
Revenge: 25% chance of the user's BP increasing by one when attacked.


Attack: 0% hit rate. If it hits (e.g. a sleeping target), 30 damage.
Stone (15 MP): 198*2 = 396 earth magic, ST/MT
Aero (15 MP): 258*2 = 516 wind magic, ST/MT
Heal (14 MP): 1000*2 = 2000 healing
Stonera (38 MP): 447*2 = 894 earth magic, ST/MT
Aerora (38 MP): 581*2 = 1162 wind magic, ST/MT
Healara (36 MP): 2000*2 = 4000 healing
Healaga (49 MP): 3000*2 = 6000 healing
Stonega (66 MP): 695*2 = 1390 earth magic, ST/MT
Aeroga (66 MP): 904*2 = 1808 wind magic, ST/MT
Disaster (100 MP): 1485*2 = 2970 earth & wind magic

Optimum 3-turn damage: Disaster x12: 17820

Comments: Chainspell Disaster is a lot of damage off pretty good speed. However, it’s a lot less if either earth resistance or wind resistance enter play, especially the latter. For longer fights, healing + Revenge is an option, but MP resources will likely be a severe issue in that case.


Ranger
HP: 5161 (98%) MP: 414 Weight: 50/65 PAtk: 325 MAtk: 277
PDef: 124 (PDur 91%) MDef: 115 (MDur 89%) Speed: 122 (79%) Aim: 100% Eva: 109 Crit: 29%
Sylvan Bow, none, Headband, none, Adamant Bangle, Power Bracers

Specialties:
Barrage: For each previous action already taken this turn, +10% damage dealt. (So a full brave chain does 4.6x damage instead of 4x.)
Apex Predator: Species-slayer abilities are more powerful (factored in), and will earn one BP for every critical hit inflicted or enemy killed.

Passives:
Counter-Savvy: The user is always able to evade physical counter abilities. (That is, counters which are physical, regardless of their trigger.)
Who Dares Wins: While BP is 1 or higher, user gains +30 crit and immunity to blind. Note that using brave to go below 1 BP will remove the crit boost for the entire string of actions.

Attack: 531 physical
Shadowbind (14 MP): Attempt to paralyse a target.
Quickfire Flurry (7% HP): 5 to 8 physical hits against random targets dealing a total average damage of around 1026
Humanoid Slayer (66 MP): 1841 physical to humanoid targets, 354 otherwise.
Other Slayer abilities (28-38 MP): 1841 physical to the appropriate species (bug, plant, beast, aquatic, undead, and demon), 354 otherwise. Note that every BD2 enemy falls into a species type which Ranger hits weakness on, except spirits (Ranger eventually gets a Spirit Slayer too, but it's aftergame). Undead and Demon Slayer skills cost 38 MP, the rest 28 MP.
Sloth Hunter (42 MP): 708 physical dealt in 2 hits. 4x damage against slowed targets.

Optimum 3-turn damage: 6x Humanoid Slayer (=6.6 with Barrage bonus): 12150

Comments: Ranger is weirdly unremarkable. Due to the weight of bows they end up a bit slow and not that durable, and the damage is fairly average. They can default once and then have a ~60% chance to gain BP each turn thereafter but this is only useful in long fights. Shadowbind definitely merits testing since that'll likely be a big deal for them.

7
Unranked Games / Bravely Default II
« on: October 20, 2024, 01:38:11 AM »
Bravely Default II is the third game in the Bravely series, in yet another odd naming choice for the franchise. Like the previous games, it is job-based in the tradition of Final Fantasy V.

This stat topic showcases the 24 jobs, rather than the 4 mechanically identical playable characters. (As in the previous games, one could construct a stat topic based on each character receiving the jobs they are shown with in the "job preview" screen, but that's not what this thread is for.)

Useful resources

BD2 Abilities, Scaling, & Effects - basically the best resource out there on BD2 mechanics (credit: Tables). It's fair to say this stat topic would not exist without it.
Explanation of BD2 turn order mechanics (credit: thanderhop)
BD2 enemy stats (warning, it's sorted by formation, so it's huge)
The spreadsheet used to construct this stat topic - by me. Feel free to make a copy and mess with PC setups!

Brave, Default, and BP, oh my!

Returning from the previous games are the brave and default commands. They work similarly to said previous games, except the damage reduction from Default isn't quite as potent.

-Every PC can access the "Brave" command, which allows an additional action. Brave can be used up to three times in one turn, giving 4 actions total. Brave must be used at the start of the turn, before seeing how any actions resolve. Using Brave consumes 1 BP.
-Every PC also has access to the "Default" command. This cannot be used on the same turn as Brave. Using it immediately ends the character's turn, but they will gain 1 BP. They will also reduce damage received by 40% until the start of their next turn (this number was 50% in previous games).
-All characters start at 0 BP (unless one side surprises the other; surprise attacks are not considered in this stat topic).
-If a character is at less than 0 BP and their turn comes around, they will not be able to act; instead, they will gain 1 BP.
-Some abilities cost BP. This cost is paid at the moment the ability is used (unlike brave, which is paid when activated in the menu).
-The minimum BP is -3. If move's BP cost would lower the character below -3, the ability will instead fail.
-The maximum BP is +3. Default can still be used at +3 BP for its damage reduction and any other effects, but no BP will be gained.

It's Bravely, but CTB!

The biggest mechanical change from the previous games is that instead of the traditional Dragon Quest/Breath of Fire/etc. turn-based battle system, Bravely Default 2 is a clocktick-based game in the tradition of Final Fantasy X, Shadow Hearts 1-3, etc. When a character's turn rolls around, they choose an action, and faster characters get more actions.

Unfortunately, it's a fair bit more complicated than your average CTB game. The big thing you need to know is that after taking an action, a character can not start their progress towards their next turn until ANOTHER character (ally or enemy) gets a turn on a different clocktick.

So, strictly speaking, Bravely Default 2 battles would probably malfunction if there was ever only one character on the field (this never happens in-game, there has to be one on each side). And in a battle involving just a single PC and a single enemy, no doubleturning would ever be possible, because each fighter would have to wait for the other to get a turn before their own turn gauge starts to fill. Thus, you could argue that BD2 speed in a duel will do nothing past the first turn.

However, that is not the view I take. In-game, you never fight with fewer than three PCs, and there are usually multiple enemies as well (even many boss fights). If you set up two PCs, one fast and one slow, the former will get more turns, potentially many more, and Hard Mode bosses are speed demons; it seems silly to erase these facts because of a mechanical quirk. Therefore, this stat topic makes the following assumption:

-After a BD2 gets a turn, their turn gauge will begin filling 2 clockticks later.

(In-game the minimum is 1, so I figured 2 is a reasonable mean, given the spread of endgame tick counts by both PCs and enemies.)

What the stats do

HP, MP, BP: One of these is explained above, the other two merit no explanation.
PAtk, PDef, MAtk, MDef: Attack and defence operate in a subtractive system (see damage formula, below)
Restoration power: Base stat for White Mage's Cure series and Spiritmaster's Healthbringer. I will only list the stat for those jobs, as nobody else uses it.
Aim: Accuracy. I have assumed 200 enemy evade; the in-game stat is 200 points higher than what is shown here.
Evade: Evasion. This stat is mostly useless; even the most evasive jobs, taken 10 levels higher than I was and equipped for evade, will fail to break 0% against average enemy accuracy. While this stat can theoretically be potent, it basically requires farming evade stat boosters and/or layering a lot of buffs.
Crit: Crit rate; applies to all physical attacks. Critical hits do 50% more damage. I haven't accounted for it in damage figures, even though critical rates are reasonably substantial, so if you want to add a respect check to physicals and a disrespect check to (non-Red Mage) magic and non-typed damage, feel free.

Speed: Has a linear effect on how quickly a character's turn gauge fills up (though the fixed 2 clocktick addition makes it less than linear in practice). The number listed in brackets includes modifications from weight.

Weight: Each job has a maximum weight, and each piece of equipment has a weight stat. The weight of all equipment is added together to equal the character's current weight. Weight is an incredibly important stat with several effects:
1. If weight ever exceeds maximum weight, all of the character's stats drop by 10% or more, and speed will receive an additional penalty on top of this. Basically no character wants to exceed their max weight; any benefits to skills which scale off of it are offset by these losses.
2. True speed is multiplied by a number which ranges from 1 (if weight = max weight) to 1.5 (if weight = 1/2 max weight). The multiplier goes below 1 if weight exceeds max, as low as 0.7.
3. True speed is divided by weight or 22, whichever is lower.
So in general, once a character exceeds 22 weight, they begin to get slower. Once a character exceeds half their max weight, the rate of getting slower increases. You will notice that most characters in this stat topic do not go too far above half their max weight.

Physical and magical durability: Derived stats which reflect actual durability; higher is better. Includes HP, the effect of defence, and Salve-Maker's Thrust & Parry passive ability.

Luck: luck is a hidden stat which by default is zero. Certain abilities can raise luck. Luck affects the chance of most abilities/passives with percent-based chances of kicking in, but does not affect accuracy or status rates.

Abilities, Specialties, Specials, and Passives

Abilities refer to spells, skills, etc. Every job has them. Characters can use any ability from their list as an action, in addition to the attack command and default command (and the item command, but that's not considered here). Abilities may cost MP, BP, HP (as a percentage of max), or pg (money). If a character attempts to use an ability they cannot pay the cost for, the ability will fail and the action will be lost. In-game, any character can set a sub-job, which gives them the access to abilities of one other job which they have already learned, but this is not considered here.

Every job has two specialties, one gained at Job Level 1 (called specialty 1) and a second gained at Job Level 12 (called specialty 2). These are always active while in the job, and cannot be turned off (which is occasaionlly unfortunate!). Naturally, specialty 1 will be listed first in the job entries.

Every job additionally has a special attack (which isn't always an attack). To use the special attack, the job will need to use a certain command (usually 'any ability from their own job') a certain number of times. After being used, special attacks also raise the party's stats by a certain amount; this effect can not be dispelled, and lasts a certain amount of real time (until the song ends; in-game this duration will vary greatly with animation speed, etc.) Only likely to come up in extremely long fights, and I have only bothered listing the ones that I think are potentially DL-relevant.

Finally, every job has passives. Passives are learned by reaching certain job levels, and once learned, can be used even if the character changes jobs. Setting them costs SP; characters have 5 SP, and can switch their loadout between fights. In this stat topic, passives are assumed to be legal, and no job has passives totalling more than 5 SP cost anyway.


Key formulas

Damage = (Attack - Defence) * 2.3 * Ability Mulitplier * Random variance
-Physical attacks use PAtk and PDef, magic attacks use MAtk and MDef.
-Healing magic uses Restoration Power instead of Attack and treats Defence as zero.
-Random variance is 1 to 1.2 for physical attacks, but 0.8 to 1 for magic attacks and healing.
-Critical hits multiply damage by 1.5
-Hitting a weakness multiplies damage by 1.3.
-If an ability affects more than one target, its damage/healing is multiplied by 1/SQRT(n)-0.1, where n is the number of targets. This can result in anywhere from 61% (two targets) to 31% (six targets). Fixed-damage moves are exempt from this, but only a very few other moves ignore this.

Chance to hit = Aim - Evade. Only applies to physical attacks; BD2 does not have magic evade or anything which resembles it.

Basic attacks work a little differently. They make 2+round(Level/5) separate hit checks (= 12, at the levels assumed here). The attack will only miss if every hit check fails, so even low-accuracy characters can reliably land basic attacks. Basic attacks have a multiplier of 0.9 + 0.05 * (number of successful hit checks), i.e. they range from 0.95 to 1.5.

Clockticks to get a turn = 250 * [ Weight*9/200 , minimum 1 ] / ( [ 2 - Weight / Max Weight, minimum 0.7 and maximum 1.5 ] * Speed )
-This figure is rounded up at the end.
-If that's too much of a mess: the short version is 250 / Speed, with both numerator and denominator being modified by weight in different ways.
-Notice that a lightweight character with at least 84 speed can get a turn in two clockticks. The average in this stat topic is between three and four.
-The "250" which appears in this formula will vary based on the command a character has just used. 250 is used by the attack command and numerous abilities, but different abilities may substitute different numbers here. Mostly they hover from 225 to 300. Specifics can be found in the Abilities, Scaling, & Effects resource.

Stats granted by weapons and shields are multiplied by the character's proficiency in each, as follows:
S = 135%
A = 119%
B = 100%
C = 90%
D = 80%
E = 70%
For weapons: PAtk, MAtk, Aim, and Crit are mutiplied this way.
For shields: PDef, MDef, and Evade are multiplied by this way.

If wielding no weapons, Aim is raised by 100. If wielding two weapons, the PAtk, MAtk, Res Power, Aim, and Crit granted by each weapon is multiplied by 58.5%. Passives which allow unpenalized dual-wielding remove these penalties, except the ones for Aim/Crit which will remain (though note that wielding two weapons is almost always a source of better Aim than wielding one).

Status hit rate is increased by the attacker's level and magic attack. I do not know how much. I also do not know what target stats, if any, affect this rate, but presumably something does (level and MDef are both possibilities).

Buffs and debuffs

All buffs and debuffs wear off at the end of a fixed number of turns the target gets. Buffs and debuffs typically stack and add additively with each other, e.g. if a character receives Atk+25%, Atk+10%, and Atk-7%, they will have Atk+28%. Each buff/debuff wears off according to its own timer; unlike BD1, using buffs on a later turn does not reset the timer of earler ones. Buff/debuff effects cap at +100%, or -35%, unless otherwise noted.

Buffs and debuffs usually (but not always) affect the value of stats directly in a multiplicative fashion, which means that buffs to PAtk/MAtk are stronger than the raw numbers suggest due to the subtractive system, while multiplying less effective stats such as PC defences and evasion does little to nothing. Specific effects will be listed for the default equipment loadout of each job.

Elements

BD2 has seven elements: fire, ice/water, lightning, wind, earth, light, and dark. Any references in this stat topic to ice or water independently refer to the attack's flavour.

There are five levels of resistance in Bravely Default 2; by default, each character starts at 0. Various equipment raises resistance by 1 or 2 levels, while other effects can raise or lower resistance by 1 level. Enemies can start out at any of the five levels. Restiance caps at +3 (I think?) and -1; i.e. you can not make a target "extra" weak to an element.

+3: Element is absorbed.
+2: Element is nulled.
+1: Character takes 50% damage.
0: Character takes normal damage.
-1: Character takes 130% damage.

Some attacks carry two elements. Such attacks will hit the higher of the target's resistances, except that weakness takes priority over everything else. Such attacks can also be strengthened by equipment which strengthens either element, to full effect.

e.g. Red Mage's Disaster (earth/wind) is boosted 30% by the Nirvana staff (+30% wind damage dealt) but will be nullfied by an enemy who nullfies earth regardless of their wind resistance level, as long as they aren't weak to wind.

Assumptions

The stat topic is taken at Level 48, which is the average of the three playthroughs made between Amy and I. Higher levels would make status attacks more accurate and also raises PC accuracy, along with making MP pools slightly deeper, but all effects should be quite subtle.

Freelancer is taken at Job Level 15. All other jobs are taken at Job Level 12. It is possible to exceed Job Level 12 on other jobs, but requires defeating bosses which are, for the most part, clearly stronger than the final boss.
-Note that one job, Bravebearer, likely requires some JP-boosting items saved for them in order to reach JL12, or some grinding, since it is gained right before the final dungeon. I've decided to allow this in the stat topic since any level below 12 is arbitrary, but it would be reasonable to be harsher.

All figures are listed against the average of final dungeon randoms, which are as follows:
Level 68, 729 PAtk, 185 PDef, 563 MAtk, 185 MDef, 184 Spd, 325 Aim, 202 Eva (treated as 200)
(Lategame BD2 enemies kinda tower over PCs for stats. It doesn't save them even a little bit.)

Speed is calculated by adding 2 to clocktick counts, as detailed in the section on CTB mechanics. Since I don't know how turn 1 speed works, I simply did the same for turn 1 speed, even that's almost surely not exactly how it works.

The stat topic includes accessories. Without them, some PCs have unrealistically low accuracy. I recommend ignoring the elemental defences granted by accessories, as such effects are not usually considered in other games.

Although Adamant Bangles (+1800 HP) are storebought, no PC is assigned to use more than one by default. Although a few jobs might technically be slightly "better" (in terms of maximum product of durability, speed, and damage) with a second Adamant Bangle, it's never by a large amount, and this assumption has the effect of normalizing the HP curve to resemble in-game more closely.

Storebought equipment costing under 50000 pg is allowed. Notably, Ribbons are storebought in this game, but cost 200k. There is no "unique" equipment in BD2; every job can equip everything.

I've assumed Gambler and Salve-Maker have 9500 pg to work with. This was chosen so that Gambler's three-turn damage is an even mix of the relatively pricy Flash the Cash and the cheap Elemental Wheel.

BD2 has a day/night system. Some abilities are more effective in day than night or vice versa. All such abilities are taken at a point halfway between day and night.

No job is permitted to gain JP in any other job.

8
Discussion / Re: RPG line counts
« on: October 05, 2024, 11:21:51 PM »
Fire Emblem: Radiant Dawn

Remember when this was considered the story-heavy Fire Emblem game? Elferidge Farms remembers.

Anyway it's still a big game with a lot of lines, even with its lack of real support conversations (I am not counting the poor little vestigial RD support lines for this).

Total lines: 9274
(includes extended main plot as well as all info conversations, talk conversations, and boss conversations)

Part 1: 1809
Part 2: 896
Part 3: 3722
Part 4: 2860

By character:

1. Micaiah - 862 (9.3%)
2. Ike - 750 (8.1%)
3. Sothe - 455 (4.9%)
4. Elincia - 316 (3.4%)
5. Pelleas - 286 (3.1%)
6. Ranulf - 279 (3.0%)
7t. Narrator - 276 (3.0%)
7t. Yune - 276 (3.0%)
9. Sanaki - 238 (2.6%)
10. Tibarn - 214 (2.3%)
11. Zelgius - 179 (1.9%)
12. Sephiran - 170 (1.8%)
13. Lekain - 161 (1.7%)
14. Skrimir - 145 (1.6%)
15. Jill - 137 (1.5%)
16. Zihark - 126 (1.4%)
17. Nailah - 125 (1.3%)
18. Soren - 124 (1.3%)
19t. Almedha - 120 (1.3%)
19t. Geoffrey - 120 (1.3%)
21. Lucia - 117 (1.3%)
22. Kurthnaga - 114 (1.2%)
23. Rafiel - 108 (1.2%)
24. Tauroneo - 104 (1.1%)
25. Jarod - 99 (1.1%)
26. Aimee - 97 (1.0%)
27. Izuka - 96 (1.0%)
28. Reyson - 93 (1.0%)
29. Mist - 90 (1.0%)
30. Haar - 88 (0.9%)
31. Sigrun - 82 (0.9%)
32. Dheginsea - 80 (0.9%)
33. Tormod - 77 (0.8%)
34. Brom - 74 (0.8%)
35. Valtome - 73 (0.8%)
36. Lethe - 69 (0.7%)
37. Ena - 67 (0.7%)
38. Naesala - 63 (0.7%)
39. Nasir - 62 (0.7%)
40. Levail - 60 (0.6%)
41. Ashera - 57 (0.6%)
42t. Janaff - 53 (0.6%)
42t. Kieran - 53 (0.6%)
42t. Marcia - 53 (0.6%)
45t. Bastian - 52 (0.6%)
45t. Ludveck - 52 (0.6%)
Rolf - 48 (0.5%)
Meg - 45 (0.5%)
Nolan - 45 (0.5%)
Titania - 45 (0.5%)
Edward - 44 (0.5%)
Heather - 42 (0.5%)
Shinon - 41 (0.4%)
Boyd - 40 (0.4%)
Hetzel - 39 (0.4%)
Laura - 39 (0.4%)
Numida - 39 (0.4%)
Leonardo - 38 (0.4%)
Lyre - 37 (0.4%)
Calill - 34 (0.4%)
Gareth - 34 (0.4%)
Oscar - 34 (0.4%)
Tanith - 34 (0.4%)
Fiona - 32 (0.3%)
Leanne - 31 (0.3%)
Ulki - 31 (0.3%)
Aran - 30 (0.3%)
Caineghis - 30 (0.3%)
Muarim - 30 (0.3%)
Nephenee - 29 (0.3%)
Rolf's mother - 27 (0.3%)
Ilyana - 26 (0.3%)
Stefan - 26 (0.3%)
Nealuchi - 25 (0.3%)
Oliver - 24 (0.3%)
Astrid - 23 (0.2%)
Mordecai - 23 (0.2%)
Jorge - 22 (0.2%)
Kyza - 22 (0.2%)
Volke - 22 (0.2%)
Daniel - 21 (0.2%)
Yeardley - 21 (0.2%)
Misaha - 18 (0.2%)
Septimus - 18 (0.2%)
Vika - 18 (0.2%)
Renning - 17 (0.2%)
Laverton - 16 (0.2%)
Makalov - 16 (0.2%)
Lombroso - 15 (0.2%)
Muston - 15 (0.2%)
Volug - 15 (0.2%)
Mia - 13 (0.1%)
Nico - 13 (0.1%)
Zeffren - 13 (0.1%)
Roark - 12 (0.1%)
Veyona - 11 (0.1%)
Amy - 10 (0.1%)
Largo - 10 (0.1%)
Maraj - 10 (0.1%)
Radmin - 10 (0.1%)
Silvano - 10 (0.1%)
Alder - 9 (0.1%)
Giffca - 9 (0.1%)
Yuma - 9 (0.1%)
Callum - 8 (0.1%)
Djur - 8 (0.1%)
Goran - 8 (0.1%)
Zaitan - 8 (0.1%)
Gatrie - 7 (0.1%)
Rommit - 7 (0.1%)
Tashoria - 7 (0.1%)
Agony - 5 (0.1%)
Altina - 5 (0.1%)
Istvan - 5 (0.1%)
Pain - 5 (0.1%)
Pugo - 5 (0.1%)
Rhys - 5 (0.1%)
Sergei - 5 (0.1%)
Wystan - 5 (0.1%)
Burton - 4 (0.0%)
Danved - 4 (0.0%)
Isaiya - 4 (0.0%)
Jacob - 4 (0.0%)
Catalena - 3 (0.0%)
Saron - 2 (0.0%)
Other (Begnion soldiers) - 107 (1.2%)
Other (Daein citizens) - 52 (0.6%)
Other (Daein soldiers) - 39 (0.4%)
Other (Crimean citizens) - 32 (0.3%)
Other (Crimean soldiers) - 28 (0.3%)
Other (Crimean nobles) - 16 (0.2%)
Other (Senators) - 15 (0.2%)
Other (Gallian soldiers) - 13 (0.1%)
Other (Begnion messengers) - 10 (0.1%)
Other (Disciples of Order) - 5 (0.1%)
Other (Bandits) - 2 (0.0%)
Other (Goldoan) - 1 (0.0%)
Other (Phoenician soldiers) - 1 (0.0%)


I've attached the full by-chapter breakdown in a text file. This file has not been cleaned up and I make no guarantees for how easy it is to parse.

9
Newbie here: Can Stocke equip set-ups null Confuse, and can his Mana Burst do enough damage to Momo?

Good question! RH does not have confuse (or anything particularly similar), so I wouldn't see any RH statusblocker as doing anything against it. If you're more generous on statusblockers than me, you could argue that Sky Drops, due to resisting all four RH status effects, would also resist all status effects from other games, and that would certainly give Stocke a shot. His Mana Burst absolutely kills MOMO if he gets it off.

Godlike:

Mewtwo (PKMN) vs. Shania (SH:FtNW): Rematch. Once again, RBY takes this, other forms are a headache.

Heavy:

Nel Zelpher (SO3) vs. Lady Elmina Harken (WA:ACF): Rematch. Kneejerk that good ice damage is too much.

Middle:

MOMO Mizrahi (XSs) vs. Stocke (RH): See above. To me, MOMO just lands confuse and cruises, since Stocke's basic physical is not scary.

Light:

Marianne von Edmund (FE3H) vs. Zhuzhen Liu (SH1): Rematch. Zhuzhen still hates the combination of regen and magic durability.


Pools!

Magus (CT), Zio (PSIV), Odd Eye (ShF2), Chris Lightfellow (S3), Nel (SO2), Harken (WA:ACF)


Chris has about 0.4/0.75 durability.

Chris beats Odd Eye by immuning sleep and tanking all his damage (he has a 3RKO on her so she can alternate healing and attacking), and beats Magus by healing off his low damage and counting the ITD effect of crits kicking in eventually. Zio is too much for her though (he 2HKOs with Black Wave, and his physical probably manages a 3HKO so he'll outslug under Silent Lake). She beats Nel via parry rate reducing freeze to turn 3. Harken is probably too much as well, since she'll need two phyicals before Phoenix can kill, which lets Harken get off too good a Maximum Risk. 3-2

Zio is pretty hopeless against Magus if the latter spams the fire or ice barrier. But he beats Chris, outslugs Odd Eye (similar offence, better HP), can chip-then-smash against Harken, and I'd vote for him over Nel too (overwhelms her non-full healing). 4-1

Magus loses to Chris, beats Zio. He beats Harken by unloading ice damage at the right time, beats Odd Eye by countering his weak beams for real damage, but loses to Nel who can turtle through his defensive game. 3-2

Nel beats Harken and Magus, but loses to Chris and Zio. Odd Eye just overwhelms her too. 2-3.

Odd Eye beats Nel, but loses to Chris/Magus/Zio. Against Harken... kinda feel like he's in trouble, since his normal attacks run into parry and Odd Eye Beam isn't that strong, he's likely to face a powerful Maximum Risk. 1-4.

Harken beats Chris and Odd Eye. 2-3.

This would result in Nel up, Odd Eye down. Not... a totally unreasonable result, I suppose.


Heavy: Lyndis (FE7), Maya Schrodinger (WA3), Therion (OT), MOMO (XS1), Stocke (RH)

Maya > Lyn. Maya OHKOs; Lyn can 2HKO her but not in a way that avoids Calamity Jane.
Lyn > Therion. Even debuffing Lyn's attack doesn't stop the 2RKO, provided she doubles (and I'm strongly inclined to say she does, Octopath speed is so trashy). To make matters worse Aebar might just miss.
Lyn > MOMO. Doesn't care about confuse, shreds.
Lyn > Stocke. Still 2RKOs, doens't have.

Therion > Maya. He can debuff her offence and tank her gatling guns until he OHKOs on turn 3.
Maya > MOMO. Doesn't fear confuse, does too much damage surely.
Maya > Stocke. Kinda close but Maya going first seals it, I think.

MOMO > Therion. Confuse wrecks him too badly, I think.
Therion > Stocke. Corrode Armour and then OHKO with Aebar, Stocke just misses the 2HKO it looks like.

MOMO > Stocke.

Maya 3-1
Lyn 3-1
MOMO 2-2
Therion 2-2
Stocke 0-4

MOMO and Therion could trade, I suppose.


Middle: Clive Winslett (WA3), Bowser (SMRPG), Albel Nox (SO3), Marianne (FE3H), Zhuzhen (SH1)

Albel > Clive. Clive can't win until turn 3 with Gatling (Lock-On x2 gets eaten by Vampire Flash) and I have to imagine Albel either 3HKOs or 4-3s.
Albel > Bowser. Even under Fear he heals enough to recover from Bowser's attacks, and then Bowser runs out of MP and he's toast.
Albel > Marianne. Better at the same game.
Albel > Zhuzehn. lol.

Bowser > Clive. Goes first, drops Fear, and suddenly the kill point is way out of reach for Clive.
Bowser > Marianne. After fear, he 2HKOs through Renewal and two halved Nosferatus.
Zhuzhen > Bowser. This one is close. Zhuzhen needs to heal after each fear-buffed physical (even the one where fear wears off), but wins on his fourth Corpse Arm. He can use Corpse Arm on turn 1, 5, 9, and 10 to try for the win. This takes 430 MP. After that he should barely win, I think, ~2.5 physicals (would be 4 but a doubleturn comes around now, and fear might still be in play) and one Flames of Fudo does it.

Clive > Marianne. 2HKOs with Lock-On through anything Marianne does. Marianne wishes she had a reason spell to double with, Nos/Blutgang are too heavy.
Clive > Zhuzhen. His physicals heal-lock, then Gatling comes along.

Marianne > Zhuzhen.

Albel 4-0
Bowser 2-2
Clive 2-2
Marianne 1-3
Zhuzhen 1-3

No ranking changes, provided Mitsuru can take care of herself.

10
Tentative:

Shania
Harken
Stocke
Zhuzhen

May look at these if I have time, but since voting closes tomorrow I'll put these up as a placeholder of my kneejerks.

To respond to Magic Fanatic, since that seems like the only debated match so far: my big disagreement is that Harken's speed actually does something on turns past the first, while Geno's does not. As such I'd absolutely see Harken getting her second turn (and beyond) before Geno gets his, which would tilt the match if I agree with all your other judgement calls.

11
Godlike:

Winners:

Mewtwo (PKMN) vs. Elyon (BoF5): Elyon's only hope is to use Karma Circle; all his other damage just gets eaten by Mewtwo's buff game. But that resolves on turn 4, which gives Mewtwo at least four turns to e.g. use Amnesia then Psychic x3, and there's no way I see Elyon surviving that. Later forms of Mewtwo probably struggle more.

Losers:

Terra Branford (FF6) vs. Shania (SH:FtNW): Probably hinges on Ultima, since that's likely a OHKO and anything else likely isn't, which lets Shania get her buff game going.


Heavy

Winners:

Lady Elmina Harken (WA:ACF) vs. Nel Zelpher (SO3): Yeah ice physicals are too much, probably.

Losers:

Asellus (SaGa) vs. Geno (SMRPG): The stat hit from blocking death is too much in this case. The hit to both speed and MDef means Geno probably just 2HKOs with Geno Flash before Asellus's second turn, no matter what she does.


Middle:

Winners:

Jude Maverick (WA4) vs. MOMO Mizrahi (XSs): I think this is the first match where form choice actually matters for MOMO. Jude can block confuse so he should be able to overwhelm MOMO1, and that's the form I park my vote; for characters in multiple games I'll usually go by "best overall game for everyone who wants to make the choice" mixed with "most-played game". I'm not sure whether XS1 or XS3 wins the former, but I'm quite certain XS1 wins the latter.


Light

Winners:

Marianne von Edmund (FE3H) vs. Zhuzhen Liu (SH1): Renewal is too big a headache. Zhuzhen landing Corpse Arm is a nice thought but unless you see it turning off the regen (and iirc even sleeping characters regenerate in e.g. the Tellius games) he just doesn't have any way to power past against Marianne's mdur.

Losers:

Annette Fantine Dominic (FE3H) vs. Hubert von Vestra (FE3H): As it should be.

12
Godlike:

Terra Branford (FF6) vs. Melfice (G2): As long as she keeps Melfice below a 2HKO via her def I think she's fine? May need to give up speed to block silence (I forget how accurate his was) but that shouldn't get Melfice to tripleturn territory I don't think.
Velius (FFT) vs. Shania (SH:FtNW): Yeah FFT confuse is pretty bad in a duel. To the point where "let the boss confuse you" is in fact how several SSCCs get through fights, because a confused FFT PC will just keep attacking. The one risk is that Shania uses Cure Plus on Velius but the odds of that are pretty low compared to how many attacking moves she has, and Velius absolutely does not have the durability to live long enough for Shania to run out of SP.

Heavy:

Asellus (SaGa) vs. Hildegarde Valentine (SH:FtNW): "Don't try to kill Asellus with melee physicals" is a good rule of thumb. She takes a bit of a hit to block Death but I think she probably still manages.
Geno (SMRPG) vs. Clarissa Arwin (WA:XF): Second match in a row where Clarissa gets outsped. That said, because she's faster than Geno after turn 1, she might be still able to do something with Rob Turn? Geno does 51% to Clarissa with his physical. Clarissa uses Sacrifice, Rob Turn, (Geno turn stolen), then two more actions which can be either Sacrifice or Howling Shot (they're almost identical damage) and that's... like... 99.9% to Geno or so (I'm not convinced I didn't make a rounding error somewhere). But... WAIT. Clarissa has Throw Block, which despite its name, has a 40% chance to null projectiles. So physicals are out: the chance of the 60% hit landing AND Clarissa missing an early Rob Turn is too low. Geno could use Geno Flash instead, which only does 47% to Clarissa, and now Clarissa has enough damage left in the tank that she can win with just one Rob Turn.

Middle:

Stocke (RH) vs. Jessica de Alkirk (L:SSSC): Y'all have fun with this one, I'm out.

Light:

Milich Oppenheimer (Suikos) vs. Annette Fantine Dominic (FE3H): Repeat.
Ricardo Banderas (XG) vs. Hubert von Vestra (FE3H): Rico's reign of terror comes to an end. As mentioned, Banshee wrecks him even if he were to win the slugfest otherwise.

13
Final Bravely Default 2 update, after which you may now return to your regularly scheduled posts which are not walls of text, I promise.


Chapter 6-7: Once again, new quests. The most notable ones take me to a new optional dungeon, and one actually worth talking about:

Magma Mountain: The most notable enemy here is the Sizzlemoth, which has a MT physical which inflicts charm. Worse, it can use this as a counter to buffs and debuffs! Thanks, I hate it. There's also lots of big fire damage here, unshockingly. Equipping for fire defence and charm protection is a must, but I have very little of the latter, so I settle for just putting it on my Vanguard (Spiritmaster immunes it innately, fortunately). It suffices.

BOSS D-Vergr (3 resets): He starts with four minions out. The minions have around 9000 HP, which can be killed by one Neo Cross Slash (once I switch from an axe to a sword, at least) but loads of evade, needing at least three accuracy buffs to hit reliably. The main boss has the following skillset:

Terminus Est: summons a minion
Attack: The usual, 2k damage or so
Shadow Nova: MT dark magic, does over 2k if not resisted.
The End: Also MT dark. I see it only rarely, I dunno how it differs from Shadow Nova.
Bafflepuff: Confuse. Also used as a counter to buffs and rarely to physical damage.
Cackle: Only used as a counter to magic, MT debuff to Magic and MDef.
Seek and Destroy: Sacrifices a minion to hit one person for 5-digit damage. Yes, the devs gave the boss the Surpassing Power skill just for this.

His brave-chains are mixes of physicals and Shadow Nova.

The minions, on their own turns, can use Entice (inflicts charm) or a physical attack called Irritant. More on that later.

As mentioned, on my first attempt I only have two PCs immune to charm, and that's obviously bad. I need to buff to control the minions, who otherwise will charm me to death sooner or later, and buffing gets me countered by confuse. This is not tenable. One reset.

I come back with confuse immunity on Elvis, and shuffling out fire resistance for dark in a couple other places. Things go better this time, since I can now safely buff accuracy, but the minions keep returning and sooner or later they charm a key person at a bad time. They seem to get loads of turns sometimes for some reason. Regardless, that's two resets.

I head out and buy Mortarboards (confuse + charm immunity, 4 weight hat from Wiswald, it kinda rules tbh) for everyone except my Spiritmaster, so I'm finally free from status nonsense. I come back, look all those G-oetias in the eye and say "I don't care about you". I ignore them, setting up a damage blitz on the boss himself, whose HP isn't too high, and...

... and I lose more decisively than my previous attempts. And I realize why, too late: Irritant, the physical used by the minions, has a significant turn delay attached. With a full field of them, I get fewer turns than I should. Once I drop to two PCs, though, I'm just plain dead, they slowly lock me to death until the boss puts my Bastion out of my misery with Seek and Destroy. Wow, okay.

So the strategy is as follows: buff accuracy, use Vallation to protect from Shadow Nova on vulnerable PCs, and mercilessly kill the minions. Healthbringer can assist with keeping me alive (and repairing Vallation damage), as usual. It works.


Anyway. I also beat another optional boss (Hephaestos) who is notable for having 200k HP, which is quite a bit, but he's pure physical with no real tricks so gets owned by Rampart + my other usual nonsense.


The quests done, I advance the plot.

Fount of Knowledge: The randoms here are pretty badass, actually. I didn't notice on my first playthrough because my randomsmashing was cracked out by then, but yeah, they good. They hover in an HP range where even axe-weaks typically need Neo Cross Slash to kill, so I go through MP fast, and they hit hard. Some details:

Magiponera: They have very hard-hitting ice magic (over 3k) and can do significant damage to MP (2HKO typically), or inflict sleep. Can't stand these guys.
Angra Mainyu: Also do significant MP damage, with Mind Crush. Sometimes waste turns on Doom (5-turn countdown). Very evasive (I equip for accuracy but they still need three accuracy buffs).
Siamese Cait: Dodgy little bastards (also need three accuracy buffs). They also hard with light magic, or can inflict freeze (stop + poison status, can't be cured by any items). May use Curaga to fully heal themselves if low on HP. They absorb holy which is my backup damage. There's a fairy in Mag Mell who hates them enough to give me a quest to kill them; don't worry, I hate 'em too.
Rafflesia: If not killed in one hit they may counter with paralyse. Not too bad otherwise.
Fallen Frond: They hit hard with wind magic, and are moderately evasive. May use Curaga to fully heal themselves if low on HP.

I go through potions and even ethers reasonably fast. One thing that helps a bit is doing in-battle HP/MP healing: Spiritmaster's Devotion works well for the latter, while my Bastion equipping a Blessed Shield and using its Cura itemcast to heal is actually shockingly decent healing, like 1200 MT or 3000 ST? Better than X-Potions; I'd assumed it would be worse.


BOSS Night's Nexus (1 reset): She has three forms, good speed (not as fast as Edna, but comparable to other "fast" bosses, i.e. a bit shy of 2x), and a hint of evasion (one accuracy buff is usually enough, two is safer). Here's the skillset:

Attack: ~1600 or so
Calamity Calls: MT dark damage, ~50% contagion
Inflame: MT damage, ~50% berserk
Ruin: MT damage, always does fixed 200 MP damage
Salvation: MT damage, heals user for around half the total damage dealt
World-Ender: MT damage
Default: throws this in periodically as per usual

If it looks like there are a lot of similar skills there, it's because there are. I'm fairly sure they're all physical (it's possible World-Ender isn't, that one's rare), it's possible some others have elements (Inflame might be fire? I'm not blocking that). Her attacks are remarkably undamaging, they might push to around 1000 against no buffs at, but almost always I see 3 digits. They are all multitarget, though, aside from the basic physical.

Contagion and Berserk are both annoying; Contagion does significant MP damage at the start of my turn, and berserk's turn denial is an obvious problem. Other than the ailments, Ruin is easily my most despised attack: 200 MP damage is a lot (ethers only restore 180) and can leave me dipping into my BP supply in order to use turns restoring it. It's worth noting that Rampart is not as good a solution to these moves as you might expect: it blocks the HP damage, but the other effects go through. Not cool!

She has three forms. When you beat the first, everyone celebrates: you won! Yeah yeah I totally buy the main villain had less HP than all the Chapter 5 bosses, guys, good one. The second form is the same as the first with slightly higher stats. The third form, though, is the problem.

The first thing to note is that while the first and second form are completely different fights, the second and third are technically a chain (even though there's a cutscene in the middle): status and BP carries over between them. So one key is to go into form 3 in good shape; I don't on my first attempt, and that's part of why I lose.

The bigger problem, though, is that form 3 now has three parts: the main body, and two hands. And they ALL have the full skillset as listed above, or most of it (in particular, I confirm that they all have Ruin, two have Calamity Call, two have Salvation, and two have physical attacks... only the body seems to have World-Ender but who cares about that). The Night's Nexus herself is just as fast as ever, and the hands, while a bit slower, are still pretty fast (and actually have slightly higher damage). So that means the boss's offence just went up by a factor of nearly three; if one of them does a brave-chain I can be barraged by an absolutely crazy number of MT attacks. (The main body will store up to 3 BP and do four-part chains, while the hands will store up to 1 and do two-parters.)

Oh yeah, and she counters physicals with a physical of her own (a lot), and counters either buffs by gaining BP (~50%), and counters healing by gaining BP (sometimes. Either she stops doing it in form 3 or I got very lucky).

After losing once I go out and buy some more statusblockers. My vanguard gets a Carbon Cap to prevent contagion; my Spiritmaster and Pictobard get accessories (my Bastion doesn't really use MP). I also equip Peace Rings on my Pictobard and Bastion (my Spiritmaster is already immune, and my Vanguard getting berserked isn't a big enough deal to sacrifice significant amounts of attack/damage over).

From there the strategy is clear enough: Spiritmaster stays at 2-3 BP, do lots of Don't Let Em Get You to reduce the physical pain, Spiritbringer to restore MP (really important to save turns with Ruin flying around), Bastion uses the Blessing Shield to provide healing if needed, occasional Rampart, lots of turn shifting around via Gift of Courage, buff accuracy to Neo Cross Slash reliable (it does around 12k, with a decent crit rate).

Form 3 is more demanding. I use Spiritmaster's special (MT full healing + regen) to help turn the tide but otherwise play carefully. Each hand can be killed in about three uses of Neo Cross Slash. Once I kill the second, I know from past experience that they'll both come back after a few turns, and that's annoying, but fortunately the main body doesn't have too much HP in this form so I'm able to do one more brave-blitz and win.

Night's Nexus uses physicals, Calamity Call, Ruin, World-Ender
Grasping Hand uses Calamity Call, Ruin, Salvation
Cradling Hand uses physicals, Ruin, Salvation


At this point I decide I'm high-levelled enough (48) to try some of the Hall of Tribulation fights. Spiritmaster has by far the biggest upgrade from JL 13+, so my first target is to get that.

BOSS Helio, Domenic, and Martha (2 resets): The opening to this fight is great. The camera pans over the enemy line showing you Helio and Domenic. Huh, wasn't there supposed to be a third boss?

And then Martha drops on someone dealing 9999.

Anyway this fight is nasty, let's talk about it.

All three bosses have a a "Counter Any Ability" which gives them 1 BP. I'd guess it's around 50%. This will counter anything a PC does EXCEPT the default command and item command. Maybe the basic attack command, I never used one. The fact that items are safe is a key detail of all the tribulation fights, and this includes itemcasts.

Helio the Spiritmaster can cast Holy for huge singletarget damage, or set a version of Healthbringer which restores around 3k MT (he basically always does this when it expires), or rarely cast Reraise on someone. When he reaches 3 BP he will do a brave-chain of Holy castings.

Domenic the Oracle uses both Triplera and Triplega which each do 1-3 hits (randomly) of a random mix of fire/ice/lightning. Each hit is significant, probably high 2HKO for the -ga version and low 2HKO for the -ra version. Fortunately he doesn't do this often, outside brave-chains. He uses the majority of his turns casting Reflect, both on his own team and mine. Extremely rarely he will cast Stop, and both times he does it bounces off a reflected PC. Unfortunately he's immune. His brave-chains involve Triplera and Triplega and thus have lots of damage potential.

Martha is The Problem. She counters the Default command by using Super Jump; on her next turn, she lands for around 5000-6000 MT physical damage. Oh and it delays everyone's turn. She will sometimes use Super Jump on her own turns, or Sonic Thrust (weaker MT physical, good for shredding Rampart). She can also use various ST physicals (Bolt Blast is lightning, Mind Crush does lots of MP damage, Angon pierces default). Her brave-chain, mercifully, is all ST physicals.

That's a lot of damage! On my first attempt I die horribly. I come back with Iceflame Shields (fire/ice immunity), Valkyrie Coats (light/lightning resistance), and Light Talismans (stacks with the former to light immunity) on everyone. This leaves Helio unable to damage me, and Domenic *mostly* unable to damage me, though sometimes he rolls a lot of lightning damage and that can cause problems. Martha can still just carve through the team, though. So... bardstrats it is!

General strategy:
-keep Don't Let Em Get To You x4 active at *all* times. Anyone without this is going to explode sooner or later.
-Since buffs are needed, keep Spiritmaster at 2-3 BP. I use Healthbringer to keep up with healing. I would love to use the Blessing Shield but unfortunately the Iceflame Shield is too important.
-Rampart is pretty cool, even though Sonic Thrust sometimes just shreds it.
-Only default if my current HP situation is good. Preferably if Rampart is up.
-Regen is a good buff to get up to help with healing, since there's no dispel to worry about. Either the Spiritmaster special or casting it manually. It's reflectable so I have to watch that (the one time I forget is annoying, thank goodness Pictomancer has dispel because Regen is fixed 10% MHP and you don't want a boss with that).
-Mind Crush is so freaking annoying. I need to use lots and lots of ethers to keep up.
-Mild accuracy buffing is needed the two mages. (Martha needs a lot, she's very evasive.)

I end up Domenic first, just because he's so much easier to kill than Martha (I just don't have the turns for more significant accuracy buffing) and I figure that once he falls, the battle will be mostly won. I'm kinda right but I still almost lose at one point after which is embarrasing. Funnily enough, Helio runs out of MP around the time I finally kill Domenic, but he's a non-entity anyway at that point. Martha dies second once I'm able to scrounge up time to buff accuracy (I can also use the Blessing Shield at this point, which helps).

Anyway both my resets come pretty quickly, so fight #3 involves me figuring out a lot of details of the fight and generally takes forever. I get so few turns for anything besides staying alive, and it's so difficult to make headway for a long time especially since only attacking very rarely gives Helio's healing more time to be effective. I use all my Ethers and X-Potions and Elixirs, and the fight takes about an hour and a half, but I do win. The one last scary point shortly after killing Domenic is terrifying because I would lose about an hour's work there.


Woo! Spiritmaster Level 15 reached. Spiritmaster gains two more spirit effects: Lifebringer (revives) and Bravebringer (+1 BP). Both are automatically summoned at 1 BP or less. This is silly. Let's go try it out.

BOSS Orpheus, Anihal, Bernard, and Shirley: Looking at enemy levels this is probably intended to be the first Hall of Tribulations fight.

Orpheus uses MT magic damage. Nothing too scary, a bit under 2k, but it's non-elemental and hits everyone and that's definitely really bad when added to other things in this fight. If he has buffs I didn't give him time to use them.

Anihal's pets haven't scaled up very well, they mostly do 3-digit MT damage. She can still use Muzzle for MT silence.

Shirley, being the gambler, is random as hell. She can pull out lots of hits (up to 10?) of ST magic damage (high 3HKO or so), but usually whiffs around doing not much.

Bernard is the star of the show in the same way Martha was: he does by far the most damage, has the highest HP/evasion, has a brave-chain of four powerful singletarget physicals, and has counters besides the generic "gain 1 BP". In his case, he can counter Default with Steal Breath (steals a BP) and buffs with Buff Burglar, which does exactly what it says on the tin. One mercy is that if he's not brave-chaining, he won't do much damage, just relatively weak physicals which may steal a little HP/MP/BP. When he brave-chains, though, it's time for four attacks which do around 4000 damage each, potentially OHKOing some team members (though Spiritmaster can never be OHKOed, which is super valuable as it means he'll never wipe my full team). Since he steals BP and gains it on counters he gets these chains pretty often.

UNFORTUNATELY for this fight, cap-broken Spiritmaster is overpowered. Every round I regain HP, MP, get revived, get status-healed (sorry Muzzle), and most importantly gain 1 BP. And Bravebringer can be cast manually on top of this, so make that 2 BP. This breaks the game's action economy and I'm free to essentially get triple my normal compliment of actions. (A little less because manually casting Bravebringer itself costs 2 BP, but this is easily worth it and also helps keep Spiritmaster's BP below 2, which I now like).

With all these extra actions there's plenty of time to use Blessing Shields to heal (my Bastion and Spiritmaster both do this) or transfer BP around. Or use Phoenix Downs, because as Bernard's brave chains above illustrate, people definitely die! (It's not worth waiting for the spirit to revive them, but that's still a nice bonus if it happens.) My pictobard uses accuracy buffs -> Shut Up and Dance so that my Vanguard can reliably hit.

Kill order is Orpheus (he's fragile, but his MT damage scares me) -> Shirley (she's randomly scary) -> Anihal (mostly because she takes some incidentally retargeted Neo Cross Slashes and is thus easy to kill next) -> Bernard.


Level 14 Bard provides Epic Group-Cast, so I can now use the Blessing Shield for 3000 MT Healing, and Spiritmaster's Healthbringer now restores around 1600 MT. Awesome.

BOSS Sir Sloan (1 reset): I decide to go advance the plot now, figuring my new powers make me unstoppable. Well, not quite. Sloan does multiple Microgravities in a brave chain and I die.

So the cool thing about this fight is that Super Spiritmaster isn't the answer. The spirits don't prevent me from all dying at once, and debuffing Sloan is useless - his damage isn't based on his attack stat, but his HP. So one last time, back to Bard strats, since their percent damage reduction does work. This also leaves me free to buff accuracy as much as I want, which is good because Sloan's evasion is crazy. Anyway, with bardstrats and my now shockingly good healing, this is a routine win.


I decide to try out another hall fights. One more in particular, since Vanguard is my next most valuable job to cap-break.

BOSS Selene, Dag, Roddy, Lily (3 resets): This one is quite a bit tougher.

Selena will sometimes cast Protect or Shell which aren't too notable, or will use Full Cure for around 5000 MT healing. Her only brave-chain, which she uses quite often, is Benediction (+30% healing power for 3 turns) -> Full Cure. Depending on how much she has used this recently she can heal for up to 9000. If an ally drops she will use Raise All for 99999 revival on them. This is brutal and one reset is partially due to finding this out. So she's obviously target #1.

Dag can use Enrage (provoke) to make sure he is the one targeted; he is smart and always prioritizes my top damage-dealer (I assume he looks for Atk/MAtk, since if he targets a second person he'll hit my Spiritmaster). He'll also use Shield Bash for around 2000 and turn delay. Initially his brave-chain is a bunch of Shield Bash, which seems to mainly target my spiritmaster and bard but I'm not sure why he focuses on them. Once his HP drops he'll mix in Neo Cross Slash into his brave chains which does over 8000, i.e. just kills most people. Or Quake Blade, which is kinda similar but earth. More on that later.

Roddy has Chainspell, so everything he does is cast twice. He can use Stonera (ST or MT earth damage with a chain of slow/stop) or Aerora (ST or MT wind damage with a chain of sleep/silence) or Healaga (3000 ST healing x2, targets the lowest-HP ally). His brave-chain is to use Healaga twice, Stonera, and Quake, which is a stronger than Stonera but always ST. Once an ally drops he starts using Tornado (stronger ST wind magic) and his brave-chains will involve Disaster (stronger ST wind/earth magic, but is nulled by anyone who nulls either element).

And finally, for the third of these fights in a row, there is an incredibly dangerous physical attacker with way too much evasion. Lily can use Shadowbind (paralysis, no damage), Quickfire Flurry (bunch of hits), Human Slayer (about 3000 ST), and Grand Barrage (5-8 hits of ~300 each). Her brave chain is to use Human Slayer twice, then Quickfire Flurry, then Grand Barrage. Once an ally drops she may use two Grand Barrages. Once she's below half HP she uses Grand Barrage x4. Do the math on that one, it's horrifying. She's the only one of the four who has a counter to something besides "gain 1 BP from anything"; in her case, she can counter physical attacks with Shadowbind.

It takes three resets to figure out everything about the winning strategy here, but here's what I end up doing:
-Earth immunity and at least wind resistance on everyone except my Vanguard. This can be accomplished by Gaia Shield, Academy Outfits, Earth Talismans, and Wind Talismans.
-Reflect Ring on my Vanguard; the Relect Ring has a huge boost to Targeting Chance so also ups her attack a lot. Reflect stops everything Roddy does. As a bonus, he'll sometimes inflict sleep, slow, or stop on himself! I imagine his healing can also be shut down with reflect but I can't actually cast it.
-My bard and spiritmaster use hats which provide cost reduction / MT, while the other two get hats which block paralysis. In the case of my Vanguard this is absolutely crucial, or Shadowbind counters will wreck me.
-Keep Super Spiritmaster up. This provides the BP, healing, extra MP, and status healing (for silence/sleep). Unfortunately the dispel means I can't buff defence which leaves Lily a huge threat.
-Use Pictomancer's Disarming Scarlet to keep Lily at Atk-35%, especially later in the fight this becomes crucial, so that I can actually survive Grand Barrage x4.
-In a change, I put Sing secondary on my Spiritmaster, so I have another source of Shut Up and Dance.
-Spiritmaster and Vanguard can still use the Blessing Shield for MT healing, though it bounces off my reflected Vanguard, so X-Potions can be used to heal her.
-Otherwise it's the usual buff accuracy -> Shut Up and Dance to pull chains of Neo Cross Slash as offence.
-Pictomancer's Purify can remove Provoke, I discover. Hooray!
-Kill order is Selene -> Dag -> Lily -> Roddy. Selene must die first, Dag I end up killing before Lily because he's just much easier to kill (less evasive), and I learn the hard way that Lily being below half health when she has any offensive help is a bad time.


Breaking the cap on Vanguard mostly gives me Ultimatum, which is finally, finally, a MT physical! It costs 1 BP but has a higher base power than even Neo Cross Slash (though doesn't break the damage cap). To give you an idea, Berserker also has a MT physical which costs 1 BP, and this one is 3x stronger. It's fun! Sadly I don't have too much left to use it on.


Neither of my remaining jobs gets much from breaking their job cap, but I make a try at Pictomancer anyway. Unfortunately the Pictomancer / Berserker / Arcanist tribulation fight features Castor hitting me for MT 12000 damage (not a typo) without even needing a full brave-chain, and Folie can use Purify to heal attempts to debuff him (and also has horrible multiturning status hell). I can probably find a way to win this (which will also involve some elemental shutdown of Vigintio whose damage is actually legit now) I figure but it seems like a large step up from even the previous fights and y'know what, nah I'm good.

I tangle with two other kinda superbossy fights, Cyclops and Jormungandr. They're both pretty similar, featuring a swarm of incredibly evasive helpers (as in I need around 5 accuracy buffs to reliably hit) and a very hard-hitting physical primary boss. Strategy: Disarming Scarlet on the boss, Rampart, accuracy-buffed Ultimatum to kill the minions with all my usual Spiritmaster, +BP, BP- and turn-transferring nonsense.


Isle of Nothingness: The final dungeon is still capable of putting up a bit of a fight. Most notable are Amons, who appear in huge groups and have a ST physical which hits for around 4500. That's a lot! It's fire so I do have to adapt my equipment. Accuracy-buffed Ultimatum is the way to go, but does need BP sadly.


BOSS Night's Nexus: The first form is the same as the third form from the Fount of Knowledge, except she has one new move (Exclusion, one turn ST banish). Unfortunately for her I'm way stronger now. I do equip berserk and contagion-blockers again but with those in place, this form poses zero threat, its damage is too poor for what I can do now.

Some plotty nonsense follows, and then the real final boss! Here's what we're dealing with:
A World Forsaken: ~2500 MT
A Life Cut Short: Death, also used as a counter to buffs
Courage Squandered: -1 BP MT. Works even if the target(s) have negative BP. Also used as a counter to items
A Wellspring Depleted: ~500 MT MP damage
Tragic Denouement: Inflicts all debuffs, MT
Counters any damage by gaining BP


The counters all seem to be under 50% except maybe the item one. The item counter definitely throws a wrench in my plans since the tribulation fights had trained me that items are safe! Also after that huge MP damage I do need to use ethers a lot.

That said she just doesn't use enough turns on damage, and Spiritmaster nonsense undoes a lot of what she does. The instant death is annoying for my singing pictomancer, but my singing spiritmaster is immune because Spirited Defence is silly. So while it takes more time than you might expect for me to kill a boss with only 150k HP and modest evasion (two accuracy buffs suffice), I never feel in any remote danger. This kinda cements on my mind that the halls of tribulations are kinda superbossy!


Final quick thoughts on the classes:

Vanguard: 8/10. Debuffs have some use but not much. Really, though, this class is about three things: high attack via the second specialty, shocking MP-efficient damage moves (both Cross Cut and Neo Cross Slash are best in class for their MP costs), and BP donation. Being durable is just gravy. Definitely one of the best classes in the game.

Bard: 7/10. Great skillset. Stacking damage reduction is one of the easiest ways to mitigate any boss who doesn't rely heavily on dispel (read: everyone except Edna, this is not a Dragon Quest game). Having a rare way to boost accuracy is also welcome. The sleep and damage-boosting songs have uses too, and then lategame Shut Up and Dance is wonderful.

Pictomancer: 4/10? It has a few niches, but overall debuffs just aren't that great in this game. -10% Atk might result in as much as -15% damage if you're lucky (usually less), but the Bard version is better at that for a number of reasons (Bard buffs are MT, bosses get turns faster so status wears off on them faster). And it's not a great carrier because no S ranks and low weight tolerance. It does have Sub-Job BP Saver though, and that's surely in the conversation for best support ability in the game. And it did have good synergy with the rest of my team, particularly Spiritmaster.

Spiritmaster: 7/10. Good but weird. The various spirits themselves are only okay, but getting all four of them going at once for free? That's neat. Except the part where it dispels you, that's not neat. Its L1 passive which prevents OHKOs rules and makes me forgive the class for its ugly weight tolerance, Sub-Job Speciality 1 is also cool. It has a great special if its own damn L2 passive isn't interfering with it, MT fullheal that also casts reraise and regen on everyone? Nice. Breaks the postgame as well, so there's that.

Bastion: 4/10. Self-only defensive buffs are truly terrible, so this class doesn't have too much except Rampart (and Vallation, but waaay more bosses use physicals in this game). Nulling one physical hit on everyone is great, and while the HP cost isn't fun to pay it's probably nicer than paying with extra BP like in BD1. As a carrier it's decent enough, you can do worse than tanky and high weight tolerance, and the free BP while absorbing damage while defaulting is cool.

14
Godlike:

Winners:

Shania (SH:FtNW) vs. Mewtwo (PKMN): Mewtwo going first and putting up Amnesia should put any Shania quick kills out of reach, and from there on he can pile on more defensive buffs. Shania doesn't really have meaningful crits to get through this. Non-RBY Mewtwo struggles to put Shania away and turns this into a horrendous stall-fest but I vote on RBY, so.
Melfice (G2) vs. Elyon (BoF5): Yeah, Melfice is definitely speed over raw damage and that hurts against Absolute Defence.

Losers:

Worker 8 (FFT) vs. Terra Branford (FF6): Morph Man Eater actually isn't horrid damage, and she can turtle using Cura against Work, or wait for evasion against Worker physicals. She can survive a counter + Crush, to boot, so she should really be in control here.
Nailah (FE10) vs. Velius (FFT): Velius is probably on the right side of average speed, yeah, he is very thankful bosses win tiebreaks.

Heavy:

Winners:

Clarissa Arwin (WA:XF) vs. Lady Elmina Harken (WA:ACF): And this is why you can't really put Sacrifice into the damage average with no asterisks. Harken goes first, doesn't have any fatal status or OHKO damage, but still renders Clarissa offensively inept.
Hildegarde Valentine (SH:FtNW) vs. Nel Zelpher (SO3): SO3 has a death blocker, SH3 does not have a freeze blocker.

Losers:

Asellus (SaGa) vs. Summoner (FF5): Sure I'm willing to buy the stat boosts from Mystic Change warding off a turn 1 stone/death, so Asellus can go first and 2HKO with Mystic Sword -> Lifesprinkler.
Geno (SMRPG) vs. Celica (FE:SoV): Whirl'd.


Middle:

Winners:

Jude Maverick (WA4) vs. Jessica de Alkirk (L:SSSC): Pretty sure Jude just does his blitzy thing too well. If he escapes sleep at any time he has a 2HKO with Rapid Attack into Assault Buster.
Tifa Lockhart (FF7) vs. MOMO Mizrahi (XSs): Probably. MOMO can chip and buff to avoid anything but a L1, can half damage to tank a L1, and can heal off Tifa's regular physicals in the meantime.

Losers:

Stocke (RH) vs. Anastasia Romanov (SH2): This seems like a pretty fierce spoiling.


Light:

Winners:

Marianne (FE3H) vs. Hubert (FE3H): Yeah this is very one-sided, Marianne has 1.5 mdur and 20% regen before Nosferatu, and Hubert can't double with anything except a Training Lance which does -6 damage to average.
Zhuzhen Liu (SH1) vs. Annette Fantine Dominic (FE3H): Has MT to get around counters, can alternate healing with damage until he kills Annette's shockingly unimpressive mdur.

Losers:

Millich Oppenheimer (Suikos) vs. Labyrinthia Wordsworth (WA:XF): Is magically tanky so reduces Labby to 3HKO, and 3HKOs her bad pdur first.
Ricardo Banderas (XG) vs. Squire (FFT): Gotta think the pdur tilts this one, Squire is pretty similar to Queen but without any argument for evasion.


*worth mentioning that the Suikoden guy's name is Milich, not Millich.

15
Godlike:

Worker 8 (FFT) vs. Tir McDohl (S1): Tir's physical isn't horrid, but yeah no.
Terra Branford (FF6) vs. Barbariccia (FF4): A fight where Terra wants Ultima. Val's MEvade means Drain isn't reliable, so Weak + poke works sooner or later.
Nailah (FE10) vs. Edelgard von Hresvelg (FE3H): The combination of evasion and doubling is surely too much.
Velius (FFT) vs. Citan Uzuki (XG): Depends entirely on if I'm willing to squint and say Xenogears stop is enough akin to FFT petrify for Citan to cover that. Otherwise Citan is only getting one turn and that is not KOing Velius. On the whole... yeah, since XG stop wears off, I don't think they're similar enough for me.

Heavy:

KOS-MOS (XS) vs. Asellus (SaGa): Strong kneejerk. Asellus goes first and has ITE options.
Ernst (S5) vs. Summoner (FF5): Ernst needing three turns to win means Summoner gets two turns to land a fatal status. One is probably enough.
Tidus (FFX) vs. Geno (SMRPG): Tidus has an argument involving a somewhat shake 50% ID reistance armour and that actually working on Geno Whirl (i.e. it would have to be seen as 100% and not 254%, in FFX terms; either is possible). Needing both judgement calls makes me vote Geno. Tidus is not blitzing the puppet out with three Quick Hits.
Celica (FE:SoV) vs. Rufus (VP2): Rufus has no fire resistance, so he only wins if Stony Decree spam lands on turn 1. On the whole I'm inclined to vote against that unless someone feels more vulnerable than normal to status.

Middle:

Karsh (CC) vs. Kesaran Pasaran (WA4): Kesaran is just kinda bad against anyone who OHKOs him, unless they're super frail. I guess enough of Middle either misses the OHKO or is frail for him to not totally suck here, but Karsh handles him no problem.
Leehalt Alceste (WA3) vs. Stocke (RH): Uhhh think Stocke can probably win using little pokes and healing. Without doubleturning, he'll need to survive two Eliminate Scanners and one Rule of Vengeance between counters but his basic phyisical is probably bad enough for that, until he can set up for a KO. Just... ugh, his healing is worse than I thought, so he'll have to use it a lot between any attacks. So now I'm not sure. Wish we had more precise Leehalt notes because I think this one's close, actually.

Light:

Mustadio Bunanza (FFT) vs. Millich Oppenheimer (Suikos): Yeah there's no way I'm hyping Snipe enough to tilt the fact that Milich 4HKOs and Mustadio probably kills in like 9 or 10.
Peco (BoF3) vs. Labyrinthia Wordsworth (WA:XF): Lightning does 43% to Peco, so enough to 3HKO barring him stopping to heal. Labby is, somehow, faster. Peco isn't landing a status in time and he certainly isn't killing with damage, and healing just delays the inevitable seeing as Labby can cast Lightning 50 times or so.
Ricardo Banderas (XG) vs. Queen (S3): Rico 3HKOs, with maybe a slight chance of missing (Queen's not much of a dodger, though). Queen... 5HKOs, Rico pdur pretty legit. Queen has a 4-3, but not a 5-3. So the question is, do I think Rico misses once? This is where I rage against stat topics which don't list all stats because Rico's hit absolutely matters here. Absent such data I feel obligated to vote for him but I'm not particularly happy about it.

Boco (FFT) vs. Squire (FFT): Squire accumulates twice then starts 2HKOing. Once that happens Boco has to heal every turn, praying for counters, and loses when 10 speed doubles 9, which is either on Squire's 10th or 11th turn. Actually the healing gets overwhelmed around Squire's 8th attack anyway. So Boco gets two attacks, and around 4-5 counters (7 chances), and... 6HKOs. So I think, using the stat topic as written, Boco wins.

Having said all that? Boco should probably not be scaled against a bunch of PCs who aren't using accessories. If Squire gets to use Sprint Shoes, for instance, he has a 6-5, and wins on his 4th attack, with Boco having gotten two attacks and around two counters. Just about any other accessory would tilt this fight similarly. So I'm voting for Squire.

16
hitting you with walls of text. they're almost done I promise until my next challenge run


BD2 Chapter 5: Starts with a whole bunch of sidequests. I think by this point in my first playthrough I was done with the game and skipped a lot of them, but this time I try to do most. Few are actually worth the time, though getting more money is always good since I can buy elixirs now!

One sidequest of note: the one about Roddy working too hard, in Wiswald. For some reason this quest has you spend 37k gold to complete it. It's not even clear why! You see some people helping out in town and Seth is just that inspired to give them money. There is no reward for giving up such a massive amount of gold beyond a single (storebought, inexpensive) accessory, not even a cutscene about how Wiswald is doing so much better now thanks to your investment or something. I am confused.

Dungeons at this point aren't too notable, buff accuracy is needed, smite with Vanguard, transfer turns/BP as needed if enemies remain, or sometimes finish with holy magic. Some enemies do pretty big damage if given a chance, particularly with dark magic (so reducing this is good). Let's talk about bosses. There are five of them in the Crystals' Resting Place, the big dungeon of this chapter.

BOSS Asura: He has huge evade, and deals lots of multihit physicals (the multhit property means Rampart isn't too useful). Spiritmaster hovers at 2-3 BP in this fight to turn off autobuffs. Set up anti-physical Bard nonsense and Healthbringer. My Bard gets transferred lots of BP to keep both the defence and accuracy buffs up. Asura counters physical attacks but not buffs, so isn't too big a problem since I came prepared.

BOSS Catoblepas (1 reset): My first reset since Chapter 3, and first reset on a story boss since Chapter 1! This guy is a jerk. He doesn't counter buffs either, mercifully (though he does rarely counter any damage with a physical), nor does he have multihits. He just has huge speed and huge damage. I shouldn't have lost, but I got a little greedy letting my defensive buffs lapse when he's at ~3% HP left and guess what he decides to do a brave chain which involves multiple uses of an attack which does 2500 MT damage, I'm so dead. Aside from that, though, bard nonsense + Rampart + accuracy buffs let me do my thing again, same as against Asura.

BOSS Genbu: Counters buffs by hitting hard, but Rampart gives me time to set them up, which is great. That said, this guy is, while not super hard, a big pain, because he reflects a third of all physical damage he takes back at your face. A single reflected Neo Cross Slash comes close to killing my Vanguard, especially if a crit is involved (eventually I hit on the brainwave of giving her a Giant's Shield to get her more max HP, making it less likely). So I learn the hard way that I can't really use that in brave chains, and this fight takes forever. ("Just use magic!" you say? Yeah Holy does about 1500 to him, compared to Neo Cross Slash's ~10k, no thanks. Also he uses Reflect a lot.) That said he's not as fast or offensively adept as the previous two bosses, especially once he gets below half HP and starts wasting turns using Reflect on me (which stops nothing I do), so I'm not too worried. The fight takes over half an hour. x_x

BOSS Immortal: And finally an easy one. No evade, no super speed, no physical reflection. He's another boss who is all physical so I shut down with usual anti-bard nonsense, but honestly he seems kinda weak anyway, and wastes turns on spittle attacks which can inflict contagion (mildly annoying MP poison, Spiritbringer more than makes up for it) and poison (which my party immunes because everyone is still using the lightest statusblocking hat in the game). Also he's weak to axes. The first boss I manage to see 20k Neo Cross Slash against.

BOSS Edna (1 reset): Edna is quite tricky so probably deserves a greater breakdown of what she does. At full HP she mostly does three things.
Physical attacks: ~2500 to one
Vortices: Some large number (8?) hits of wind magic to random targets. If not facing any resistance they probably do like 800 or so, but wind is an easy element to resist.
Soaring Flourish: Dispels and inflicts slow on one foe, inflicts haste on self. Slow is a very frustrating status in this game, it can neither be status-healed nor dispelled (at least with anything I have). Outside brave-chains I only see this against buffed targets.
Default: obvious
If she reaches 3 BP, she will use a combo of Soaring Flourish (may target anyone) -> Attack -> Vortices -> Silent Storm
Silent Storm: ~2500 physical to everyone, inflicts silence. It looks like wind but it's not. Hate this.

Once she falls below a certain HP threshold (it's higher than 50%, maybe when below 100k of her 180k HP) she gains some new stuff:
Apoplexy: Inflicts Wind Resistance Down on everyone. And other Element Resistances Down but for my team, this doesn't matter. Not 100%, sometimes someone gets lucky and isn't hit by some of the statuses. I *think* this dispels but now that I think about it I'm not 100% sure, I might be just remembering that Airy and Anne's similar moves did, and there were a lot of other sources of dispel flying around by this point. One way it is definitely weaker than the moves it's obviously inspired by is it doesn't make you WEAK to elements, just reduces resistance. If someone nulled wind before, they still half it after being hit by this.
Ultraflare: MT damage. A bit weaker than Silent Storm I think? I think it's non-elemental magic but I'm not sure.
At this point her big brave chain changes to Soaring Flourish -> Vortices -> Silent Storm -> Ultraflare. If she uses this when I have no damage mitigation in place it's gonna wipe most of my team, probably only anyone defaulting will live.

-Counters physical attacks by gaining BP (50% or so).
-I know she countered magic too but I forget with what, Holy was doing less than 2000 so I didn't bother.
-Once below ~60% HP, counters buffs with Soaring Flourish. Fortunately the dispel is ST, so I can still buff allies.
-Once below ~60% HP, will rarely counter healing actions (Items, but not Healthbringer) with Apoplexy.

Anyway Edna is a pain. She's super fast (~50 more speed than the previous fastest bosses who I already noted as speedsters) even before she uses Haste. I lose once because I come in not blocking wind and she just does too much damage of mixed damage types and I have no way to shut her down enough to keep up. So I come back with wind nulling on literally everyone: Typhoon Shield on my Vanguard, two Wind Talismans (or similar) on everyone else.

I have a choice: I can stay at 2-3 BP and stack anti-physical buffs (at 1 BP or below, I'll dispel my own) and accuracy buffs. However, she still dispels me a lot, is able to do magic damage, etc., so my protections aren't perfect and need to be reapplied way too much. I also need to waste lots of turns healing my bard and spiritmaster of silence. I decide this is not worth it.

I instead decide to keep my Spiritmaster at 1 BP or less, so the four spirit moves (Health, MP, Dispel to clear Apoplexy, and status healing to clean silence). This limits my buffing potential, but these spriits just save me so many actions otherwise. This does mean I need to stay very on top of what she can do, especially those brave chains. I use over 20 X-Potions to keep up with healing (in addition to the constant Healthbringer, and many Phoenix Downs), far more than any previous fight. For offence, I need to use accuracy buffing three times to reach 100% hit against her (she's very evasive), though two gets close. Of course, either she or my own spirits will dispel me shortly after, so I only do this right before my Vaugard is about to get a turn, either naturally or by having my sing-user use Shut Up and Dance. After unleashing a brave chain on her, Edna will almost surely have enough BP to brave-chain me right back, so it's only something I should do if my party is in good shape. Rampart can help with Silent Storm, but I have to watch the timing so my own dispel doesn't mess me up (and even then, it's not nearly as effective as against some previous bosses because of Soaring Flourish being used as a buff counter and in the brave-chain.

I spent a lot of nervous actions with Edna at around ~45k HP, just outside my kill range and facing the full wrath of her limit mode, but eventually I safely squeak in a couple attacks to lower her to 25k and then I just need to find an opportunity to set up one more brave-chain and I win.

Chapter 5 complete~

17
Godlike:

Shania (SH:FtNW) vs. Citan Uzuki (XG): Mathed this out in chat. Citan can use haste then get three attacks before Shania's second turn, one against her unbuffed human form and two against buffed Tirawa. This does about 50% + 20% + 20% = 90%, not enough. Shania's strategy is to buff with Sanlittobell on her first turn then KO with Shining Zephyr + Sun Flare on her second.
Edelgard von Hresvelg (FE3H) vs. Mewtwo (PKMN): Goes first, uses Barrier, then can survive anything Edelgard does. If you take her crits as ignoring barrier (which... yeah I probably would, I suppose?) that gives her a glimmer of a chance but still not really, a crit won't OHKO even then.
Melfice (G2) vs. Barbariccia (FF4): His attacks are ITE, hers aren't.
Elyon (BoF5) vs. Tir McDohl (S1): Pretty close, could be argued. Tir certainly 2HKOs to me (Elyon's absolute defence is the only reason he isn't OHKOed), and as far as I'm concerned gets his second turn before Elyon does because Tir's speed actually does something on turn 2. That said, I don't think this call particularly matters, just means Elyon has to settle for two clone attacks instead of two attacks of his own, which is only a very small damage cut. Elyon does 1.47x Tir's HP with two turns of his own (so... slightly less with the clones, like 1.4x probably). Buuut that's physical, and Tir has 40% evade, so I think he likely takes this. (Magic damage isn't an option since Tir halves that.)

Heavy:

Clarissa Arwin (WA:XF) vs. Rufus (VP2): Faster, Sacrifice.

Geno (SMRPG) vs. Lady Elmina Harken (WA:ACF): So Geno's strategy is to Boost, then 2HKO. I'm inclined to say Geno goes first, then Harken immediately doubles (again, ACF speed does something on turn 2, SMRPG does not) but honestly that's pretty great for Geno since it means Harken's first two attacks are at full HP facing boosted defence and the third is somewhere below half. If Geno can do the right amount of damage, I think he might barely pull this out IF Geno Boost is seen as halving the ITD damage boost of Maximum Risk. (If it doesn't, he's toast.)

Overall, laying it out like this, I think I have to vote for Harken. There's a chance she goes first, at which point her opening turn does enough damage for her to complete the 3HKO even through boost. There's an argument Maximum Risk pierces boost. And there's a chance that Geno can't do exactly the right amount of damage needed, even if the other two calls fall his way (I suspect he can, admittedly, but I'm not sure).

@Tide: The difference between Geno and Lyon here is that Geno only does like 60% with his best damage while Lyon does something closer to 85%, letting Lyon chip with something really weak while Geno has open himself up to one pretty substantial Max Risk.

Hildegarde Valentine (SH:FtNW) vs. Summoner (FF5): Faster, Grand Slam.

Nel Zelpher (SO3) vs. Asellus (SaGa): Ice Daggers is 57% freeze, but that drops to 31% against Asellus's evade + Deflect, so Nel wins with freeze on turn 3, and is faster. Asellus can just 2HKO her first though. Can Nel just spam Healing in response to that, hoping to run Asellus out of MP? It really depends if you see Healing slow enough to let Asellus double her at some point. I don't think I do. Asellus's other hope is that she will doubleturn Nel after using Mystic Change which... really depends on Nel's speed past turn 1, which Dhyer says is untested. So... do I still consider Nel fast past turn 1? ..... yeah, probably. Very much could be argued.

Middle:

Jude Maverick (WA4) vs. Anastasia Romanov (SH2): Jude can block a status but it comes at a pretty serious stat hit, reducing him to a 3HKO. That said, it looks like he barely 3-2's even before Anastasia recoil is considered? Might have made a math error.

Stocke (RH) vs. Jessica de Alkirk (L:SSSC): RH paralyze functions as silence as well, so there's certainly a case for a blocker there but I dunno how I feel about that.

Tifa Lockhart (FF7) vs. Amarant Coral (FF9): Gets a good limit.
MOMO Mizrahi (XSs) vs. Kesaran Pasaran (WA4): Kesaran doesn't quite instant double and I think MOMO just OHKOs him.

Light:

Marianne (FE3H) vs. Squire (FFT): Marianne has a 4HKO (Iron Lance Frozen Lance x3, finish with Silver Lance) and Renewal to regain 20% HP per turn. Squire does 39%, and goes first, which is a kill on turn 5, not good enough. Except... wait. Squire gets two COUNTER TACKLES which do the needed extra damage, wtf. So never mind, Marianne goes for Nosferatu, which actually lets her counter for non-zero damage. And... yeah that's surely enough, it actually does more damage than Frozen Lance due to this, by a notable amount, and gives her a little push of extra healing. The only issue is that it may well get her doubled. And... that's close, but I don't think so offhand, Squire is only barely above average.

Hubert (FE3H) vs. Queen (S3): Banshee.
Labyrinthia Wordsworth (WA:XF) vs. Zhuzhen Liu (SH1): I guess Zhuzhen can heal until a double and then use the resulting initiative to 3HKO? He... only barely 3HKOs with Thunder Roar though (Labby resists his best). That leaves him MP to heal 10 times. Does he doubleturn within 10 turns? Yeah, surely. And he has the SP for this, too.
Millich Oppenheimer (Suikos) vs. Annette Fantine Dominic (FE3H): Huh yeah, Milich definitely worse in the new (and by new I mean 2016) stat topic. Depressingly so. Ah well.

18
Chapter 4 opens with a split-path, and I've already rolled Bastion, so I head to get that in Halcyonia.

There are only three fights before the boss here, and they're similar to the ones at the end of Chapter 3: squads of Holograd soldiers with ~15k HP. The sword and magic users return, joined by lance- and club-users. They play similarly enough to the fights in Chapter 3, mages die first but otherwise straightforward enough.

BOSS Lonsdale: Lonsdale is a rude welcome to chapter 4, where bosses get serious about their counters. Lonsdale can counter anything except items, pretty much. Specifically:
-He counters physical and buffs with Corporal Punishment, a physical attack powerful enough to one-shot my lower-HP characters, sadly including my Bard who I forget to put an HP booster on.
-He counters magic attacks with Vallation which nullifies the next magic attack.
-He counters debuffs with Wall which raises his defences. It's tempting to dispel this but dispels get rid of debuffs as well, clever boy.
-He counters Default with BP+1.

Healthbringer and Items both don't earn counters, and he's all ST (though fast) so I can't really lose but the fight does take a long time. I can't buffcheese to stop his damage without dying myself, and I can't just blitz him since his physical counter 2HKOs. So mostly this ends up a slow fight of single Neo Cross Slashes, healing actions, etc.

Bastion is my reward, a new job, yay! I throw one PC into it. At this point I decide to go play some boring card games and then beat up Shirley, since I'll need to do it at some point and it gives a decent amount of JP for my new job, immediately getting me to JL 4 for Bastion so I have Rampart.

I do this in part because while Lonsdale had three fights before him, that's three more than the next boss.

BOSS Marla: Like Lonsdale, Marla counters almost everything that isn't Item (or Healthbringer, in my case). However, she's even faster and can chain together Recurring Nightmare (physical attack which gives the user a free turn on a KO, she'll use it often if she sees someone near death) so the threat of party wipe is certainly higher. She also has super high evasion so it's a good thing her buff counter isn't quite as scary (also this time I make sure my buffer can take hits). Anyway, her counters:
-Physical attacks, buffs, and debuffs with Shadowstepper, which is a decently strong physical.
-Magic attacks with BP+1
-Default with Become the Lightning, which raises her Atk (and MAtk, not that she uses that for anything afaik) by 25%.

Her speed is crazy and she's almost always in the "about to get a turn" state.

Rampart, fortunately, comes to my rescue in this fight in a big way. I'm able to chain it into other buffs and hopefully my buffer doesn't die. The "other buffs" I use are typically to accuracy just so I can hit. I also use Holy from my ex-Spiritmaster and that hits a weakness but it still doesn't do that much. In addition to Rampart, two of my characters now have Spiritmaster's Spirited Defence (one Spiritmaster and one former Spiritmaster using Sub-Job Specialty 1), which lets them survive otherwise fatal attacks at 1 HP, preventing Recurring Nightmare and just generally keeping them alive. I keep Healthbringer up at all times, often recasting it once it's ticked twice.

This is another pretty slow fight (thanks to the evasion) and a bit of a dangerous one but I do prevail first try.

Wrecked Institute: Not too much to say here. At this point my strategy in randoms largely involves the Vanguard doing most of the killing and the other PCs running interference with MP/BP/turn donation. I still use sleep but I use it less and less. Buffs sometimes if I need an accuracy push. Nothing too challenging here.

BOSS Vigintio: He's kind of a joke. I have a bunch of elemental resistance via shields, armour, and Wind Talismans, but nothing I've set particularly. Like the other two Holograd generals he counters physicals, magic, buffs, and debuffs, but most of them get countered by him gaining BP so he can't stop he from setting up anti-magic nonsense. His own turns involve a weirdly high amount of Electon (full-screen lightning/light) which he's weak to so he ends up damage himself more than me. He counters physicals with Comet which only tickles after Bardstrats are set up. Easy.

Holograd Army HQ / Flying Fortress: See previous dungeon, not too much to say. Fights are fun but not particularly challenging any more.

BOSS Adam: Adam counters buffs with Ruby Blades, which damages himself a bunch. So I set up Rampart and anti-physical bard nonsense, forgetting that I dispel myself now that I have a mastered Spiritmaster. Oops. Let the Spiritmaster reach 2 BP then do it again. On his own turns he uses various different elemental blades which strike multiple times in recurring fashion. Between Rampart, elemental defence (Icefire Shield, etc.) and buffs he's not great at killing me and does thousands of damage to himself. Later in the fight his own turns favour Minus Strike more, which certainly kills, but again runs into Rampart, so I keep using that. I don't even start attacking him until he's lowered himself to ~40k out of his starting ~120k, haha. Then I do and it turns out he's weak to axes, well then.

Chapter 4 done!

Current team:
Seth: Bastion with Vanguard secondary (with Sub-Job BP Saver for free BP donation)
Gloria: Vanguard with Bard secondary (my might knows no bounds)
Elvis: Pictomancer with Bard secondary (Sub-Job Specialty 1 means he extends buff duration by 2 turns due to Bard's specialty 1 stacking with Pictomancer specialty 2)
Adelle: Spiritmaster with Vanguard secondary (SJBPS for free BP donation, again)

Working well!

19
Godlike:

Worker 8 (FFT) vs. Magus (CT): All Magus can use is physicals, which do < 10% to Worker 8. W8 can use ITD to cut through the barrier (while taking around 5% self-damage per) then physicals for phase 2.
Zio (PSIV) vs. Terra Branford (FF6): Morph Drain should do its thing here. Any doubles Terra gets can be used for Fire 3, to boot.
Odd Eye (ShF2) vs. Nailah (FE10): I think so. He basically needs to pray he lands sleep against Nailah evade while she counters him? Odd Eye Beam's an option but highly doubt that wins the slugfest.
Velius (FFT) vs. Chris Lightfellow (S3): Yeah, Chris isn't OHKOing and Seal does its thing.


Heavy:

KOS-MOS (XS) vs. Lyndis (FE7): Assuming S-Chain lands turn 1 due to hitting Res instead of evade (no idea if it hits evade in XS1), but also assuming Lyn still doubles even after losing 20% of her speed (if KOS-MOS weren't on the slow side, I might kneejerk otherwise). Lyn has a low 3HKO against KOS-MOS raw HP so I assume her defence is enough to make that a 4HKO. So KOS-MOS uses S-Chain then 3HKOs... but Lyn still has evade? While Lyn opens with a 2HKO, then tries to finish through blind... which she will on average on her third turn, which comes after KOS-MOS's third... but that means KOS-MOS loses even if she lands every single hit? Only way she has a chance is if she turns off Lyn's doubles and even then she's going to struggle, since we haven't even talked about giving Lyn accuracy credit against blind.
Maya Schrodinger (WA3) vs. Ernst (S5): I assumed Ernst would be squishy but his defence is actually decent? So yeah Ernst transforms, then uses Devouring Jaws twice to fullheal while dealing damage, then finishes with Ripping Claws. That should kill Maya and while she gets three attacks, he fully heals after each one.
Therion (OT) vs. Celica (FE:SoV): OHKO with Ragnarok Omega. Probably doesn't even have to.


Middle:

Leehalt Alceste (WA3) vs. Bowser (SMRPG): Any damage that doesn't kill Leehalt causes him to return it at >3x strength (Leehalt has 9000 HP and faces ~2800). Bowser has no hope in hell of dealing less than ~35% damage on a non-lethal blow and still winning.


Light:

Marcus (FE6) vs. Mustadio Bunanza (FFT): Mustadio has a 3RKO since he doubles from outside counter range. Marcus 4HKOs back and is slower.
Peco (BoF3) vs. Nina (S2): Nina has a 6HKO which regen makes an 8HKO which means she triggers 3 successful counters, to say nothing of what Peco will do on his own turns.
Ricardo Banderas (XG) vs. Cotton (SaGa): Unless literally every one of Rico's deathblows is a grapple move (which Cotton immunes), he should be able to assemble a combo which kills Cotton.
Benedict (TriStrat) vs. Boco (FFT): Boco 8HKOs, but Benedict has serious trouble punching past Choco Cure. He... 3HKOs Boco (the attack buff just makes it a better 3HKO), with Twofold Turn as an interesting option... but I don't think any of it's enough, Boco just uses Choco Cure in response to everything and only Twofold Turn lets Benedict push past it (and that is lost when he recasts Twofold Turn). If only the attack buff were actually good.

20
Godlike:

Odd Eye (ShF2) vs. Melfice (G2): Sure, I'll bite.
Barbariccia (FF4) vs. Nailah (FE10): I think Nailah has a better shot here than others, her sky-high accuracy means she actually hits through spin pretty well. But... Weak is surely still turn 1, and if the followup poke also lands (which it should over half the time), Valvalis still takes this without much issue.
Velius (FFT) vs. Elyon (BoF5): Goes first, and certainly isn't killing in less than 2 turns, since he has gravity and can quarter Velius's HP on turn 1.
Tir McDohl (S1) vs. Chris Lightfellow (S3): Faster.


Heavy:

Summoner (FF5) vs. Tidus (FFX): Quick Hit x4 is 84% damage, Summoner has 0.78 pdur, and isn't getting a turn before Tidus's fourth.
Nel Zelpher (SO3) vs. Therion (OT): Therion can't kill anything before turn 3, Nel freezes him before that.
Asellus (SaGa) vs. Celica (FE:SoV): Goes first, 2HKOs, needs to dodge a counter since otherwise Celica 2HKOs first, but with all her nonsense she probably does.


Middle:

Tifa Lockhart (FF7) vs. Leehalt Alceste (WA3): I have a lot of respect for Rule of Vengeance these days, so Tifa will probably die if she attacks. But she doesn't need to do that, she sits there until she gets a really good limit (L2 is enough, surely) and one-shots Leehalt.
Amarant Coral (FF9) vs. Bowser (SMRPG): Assuming Bowser goes for turn 1 Fear, Amarant kills in four attacks (one full + three halved). Bowser kills in three (Terrorize + Physical x 1.5 x 2). So that's a win unless Amarant can muscle out some extra damage/healing somewhere, perhaps in an attempt to wait out Fear. Chakra is a thought. In fact... yeah that probably works? Bowser does 13% to Amarant with Terrorize, and 37.3% (56% with fear) with his physical, while Amarant heals for 40%. So Terrorize + three physicals is 181%, while Chakra almost heals that... not quite, but enough that Bowser will miss with fear or run out of MP eventually. And... yeah Amarant can also apply regen on turn 1 to put a further dent, and as a bonus it gives him Auto-Life. This match is probably his.
Albel Nox (SO3) vs. MOMO (XSs): Not thinking about this too hard.


Light:

Ricardo Banderas (XG) vs. Labyrinthia Wordsworth (WA:XF): Barely faster, so she 2HKOs first. Though, with Rico's accuracy and Weapon Guard, Rico probably misses one of his first two attacks anyway.
Cotton (SaGa) vs. Zhuzhen Liu (SH1): Zhuzhen needs almost all of his MP to win this, I think, but win it he does.
Benedict (TriStrat) vs. Millich Oppenheimer (Suikos): Hey, Milich is distinctly a 3HKO machine, not a 4HKO machine! Benedict, meanwhile, might 4HKO on a good day, and Milich is tanky so this is not a good day.
Boco (FFT) vs. Annette (FE3H): Random's strategy makes sense: Annette can kill with Wind + Wind counter + Dust, so she heal-locks with Wind which criticals at some point. ... except that critical doesn't actually kill? But... Boco is below average FFT speed which means Annette will doubleturn him eventually, and when she does she can finally use melee attacks since she can endure a counter and 2HKO with Lightning Axe -> Dust.

21
BD2 Chapter 3: I roll for a new job and I get... Spiritmaster. Well, it's an oddball, we'll see how it fits in.

Also on the Rimedhal world map I pick up Alastor, a new axe which is not earth elemental, so I can stop worrying about running into random earth resistance all the time. I get another storebought in Rimedhal itself. It's the only thing I pick up; armour upgrades basically aren't worth much with the weight system.

Some notes about random strategies in this chapter: enemies are getting increasingly evasive so Won't Be Missing You is getting better and better, Close Those Tired Eyes is another I use a fair bit. While its sleep isn't too accurate, it has a low MP cost, and it has a large variety of uses: it cancels an enemy's defaulting state, it prevents the counter they would use upon waking up, and of course it deprives them of turns until they are hit physically. Pictomancer moves are mostly worthless in randoms; the one I use the most is Freehand, which does ~900 average damage split among random targets. This is a pale shadow of what Cross Cut can do (which has a lower MP cost), but for non-Vanguard offence it's fine. Freehand does trigger magic instead of physical counters. Pictomancer physicals, incidentally, are very disappointing; Bard if anything is still better just because the current best bow inflicts paralysis. Obviously Vanguard is still the heavy lifter in randoms; Crosscut is huge, and Neo Cross Slash, though rarely needed, is obviously even better in a pinch. Speaking of good Vanguard skills: eventually I pick up Sub-Job BP Saver which allows free use of Gift of Courage, i.e. BP Transfer. This lets non-Vanguards transfer BP to Vanguards. It gets especially useful once I drop to one Vanguard.

Anyway, the chapter itself:

Serpent's Grotto: Randoms here are okay but not as tough as Wayward Woods. Lux Elements continue the element enemy tradition of having strong magic damage and gravity, so they're always good targets to kill. Turans have White Wind so they die first. Cask Paraponeras have a draining counter to physicals so they merit Cross Cut.

BOSS Martha: All physical boss means bardstrats are go. I wonder how this challenge would go in a version of the game which nerfed Bardstrats? I don't have to think about it. She uses Jump as a counter to defaulting sometimes; she'll head off the screen and descend a few clockticks later (fraction of a turn) to deal damage; this is fine but means I shouldn't default right before I'm planning to attack her with someone else. Martha has huge HP (nearly 60k, best before this was just over 30k) but buffed Neo Cross Slash tears into it remarkably fast anyway. This does not bode well for the durability of the rest of the bosses in this chapter.

Jaws of Judgement: White Fangs counter physicals for big damage, put them to sleep or Neo Cross Slash, or let my dragon helper Gwilym chip them down for Cross Cut which definitely happens sometimes. Merciless Souls counter physicals with Battle Thirst, stealing BP, but they can't steal from someone at -3 BP so braveblitzing is just more effective than usual. Azazels are the scary enemy of the dungeon, dealing significant magic damage with Meteorite and also countering magic with that, I nearly wipe when I do Freehand x4 and learn this. But I don't!

BOSS Gladys and Helio: Gladys is the main damage-dealer so antiphysical bard strats come out to play. Helio then uses some big magic damage, so sure, he gets to die first. Gladys makes things a bit interesting by adopting her counterstance which counters me for every attack I make on Helio but that's still physical and thus reduced by bard nonsense. Neither of them have great HP. Routine win.

Spiritmaster get! Let's talk about it.

Healthbringer, first of all, is a neat healing move. Sure it only does ~450 MT (though it focuses if allies are dead) but even that is often better than a Hi-Potion, for a low MP cost, and here's the thing: it resolves three times. So it's great healing action economy. AND while it's active, the user is immune to control-denying status and can't be killed if their HP is above 20%. This is great, I even use it in randoms if I anticipate my victory is at least a round away. Besides that, another neat move is Devotion, which costs 1 BP to restore MP equal to 20% of the user's to any target (self included), which is a bit weaker than an ether but hey it's free, literally so at the end of a random. This frees me up to use Neo Cross Slash more. They also have respectable enough magic damage of one element (light).

At this point I go to the Hall of High Holies but I wipe to a random there so I figure the game is telling me I should do other things first. I head over to Enderno and figure I could get the Salve-Maker asterisk now but hey there's another quest sure I'll do that first and it sends me to this other dungeon and-

Frosty Forest (1 reset): Okay clearly I did something wrong with sequencing because this dungeon enemies are extremely strong for this point. My solution is to mostly not fight them, and use Neo Cross Slash when I do. Special mention to Arachnes whose brave combos include hugely damaging MT physicals (the cause of my reset), and a fight against six skeleton assassins hiding in a treasure box who have something like 40000 HP between them, ick. Phoenix Downs have a reasonable chance of instant death (40%? idk) so I resort to using those and praying, fortunately the last one dies as I send my final PC into negative BP. Anyway I finish the quest here. Should I have done this at all now? No. But I make bad choices sometimes.

Crystalcap Mountain: A bit of a breather, but still not trivial. Plagues are annoying because they attack MP (they also sometimes use Doom) and also counter magic with that, but that's more annoying than dangerous. Triffids are plants so y'know sometimes counter with some annoying status but not too often, they're also weak to axes. Algaions hit so hard as to one-shot my frailer PCs but they die quickly themselves.

BOSS Glenn (1 reset): I delayed doing this fight a bit because he uses a 1500 MT attack item which isn't reduced by bardstrats. Or at least I assumed it wouldn't be reduced, I realize I didn't test. That said he has bad HP by this point, so I use a bard special to buff and then one-round him with Neo Cross Slash x4.
... oh yeah, and he counters physical attacks sometimes with Philtre, which inflicts Charm. So my one reset involves my Vanguard getting countered after her first attack then brutally overkilling her three party-members and dropping to negative BP. Oops. Yeah we refight him with her blocking charm.

Hall of High Holies (1 reset): As mentioned, I have one reset when I come here the first time, but now that I have a levelled-up Spiritmaster and am using Neo Cross Slash ever more, it's not too bad. Most of the enemies are humans; the swordswomen counter for a big drain + MP drain which does lots of damage, so that merits big damage of my own to avoid the counter. Lancemen are bulky and make themselves bulkier, while mace- and wand-users have big magic damage, the time I lose involves a MT Banishra/ga spell (I forget which) laying waste to my party. There are also Gaganas, who have wind-animation attacks which are not, in fact, wind, and are evasive, but not very damaging, and Abadons, who fairly reliably use MT dark damage. Nothing too bad.

BOSS Domenic: Only thing about Domenic has that puts a wrench in my plans is Stop as a counter to physicals. Nothing I have seems to get rid of Stop (Purify and Basunabringer both miss it). If my Vanguard had blocked that this fight would be a joke. He also counters magic with Slow (annoying, but not as bad) and Artistry (WHY) with Triplera which is his main damage option. Still, he has no wait to overpower anti-magic bardstrats that I saw, so the usual buffing followed by smashing works. Of note, Banishga actually kinda does okay damage, certainly less than Neo Cross Slash but not laughably less like everything else I have.

To end the chapter there's a chain of three fights, each against 2-4 Holograd soldiers who have ~15k HP each (this is far more than most randoms), and being a chain fight, I can't just go into major negatives BP-wise since I'll keep that for the next fight. There are two enemy types, swordswomen who aren't too notable and mages who deal big earth damage (over 2000 with Stonega ST, though often use weaker stuff too) and have magic counters. Neo Cross Slash blitz, with other PCs using attack/accuracy buffs, Healthbringer, and Gift of Courage. Straightforward enough, I'm never really worried about losing.

Chapter 3 is done! At this point I roll for my next job and get Bastion, but more on that in the next update.

22
More Bravely Default 2 fiesta (Vanguard/Bard/staytuned):

Abandoned Mansion: At this point I do a quest which leads here. Halfway through I open a chest with 3 Hi-Potions, and kick myself because those would have been really useful against Berserker, and honestly the randoms in this dungeon are a step down from Bernard's anyway. There's a boss here, it's easy.

Onto Chapter 2! Since there's a choice of which boss you fight first in this chapter, I roll for my job immediately and get Pictomancer. So after getting the first job in Chapter 1, I get the last in Chapter 2, which means I'll have a truly large section of the game with just Vanguard + Bard. Also at this point my first characters master Vanguard. Vanguard's second job special provides a free attack boost based on the ChanceOfBeingTargeted stat, which is welcome. They also get Neo Cross Slash now, which has a big MP cost (54) but does over twice as much damage as the already powerful Cross Cut, so it's neat for big brave-blitzes.

Academy/sewers: No real problems here. Probably the most noteworthy enemy is the Mantrap which very, very rarely counters physicals with confusion, which is dangerous. Gigantos also counter physcials much more frequently, dealing a significant but predictable amount of physical damage. They're weak to earth so Sword of Stone puts in work against them.

BOSS Roddy: Roddy's not much of a problem. I largely resist his damage with my Wind Talismans (best accessory) and Academy Robes, and at only 17000 HP he's an easy braveblitz. Plus I have Hi-Potions now, so I can keep up with boss offence. Yet this fight still manages to give me a good scare. Why? The Picto-Beleth who accompanies him is immune to all physical damage types. This leaves me with remarkably little in the way of good options for killing it! Fortunately the Vanguard special attack is earth, not weapon-typed, so it does around half its health, and I can take out the rest with a bunch of attack items, but I could have been in real trouble if I'd had less of those.

Wiswald Woods: Largely easy. The most notable enemy is the Petunia which does big light-elemental damage on their own turns, making light resistance tempting.

BOSS Lily: Lily has two things which make her scary. One is huge physical damage with Human Slayer and Quickfire Flurry. Bardstrats lock that down. The other is paralysis, including as a counter to physicals. The Laurel Crown (on everyone) blocks that. With those protections in place this fight is pretty routine. She comes with a Picto-Amrita which can inflict dread and that's certainly annoying, but it's easy for me to kill unlike Beleth (its resists are magical).

Treetop Tower: In this dungeon I get multiple Earthbreaker axes, which are an upgrade over storebought, but are earth-elemental, which is a mixed bag. Some enemies resist earth, but others are weak to it. Hellhounds have a physical counter but it's not too scary.

BOSS Galahad: Galahad comes with THREE annoying picto-demons, including a Beleth and an Amrita from the previous fights, and a new one, Picto-Mona. Who MT heals the team for 10k. Screw that, she dies first. I make some misplays in this fight, dumping a braveblitz into the Amrita only to discover that Amrita is immune to earth, and dumping a brave-blitz into Mona only to discover she immunes axes. WHY ARE IMMUNITIES NOT LISTED BY SCAN IN THIS GAME GRRR. Anyway the fight still isn't too hard because it can't really break through Bardstrats. Once I get my act together, I unleash three Direct Sunlights on the enemy (obtained from a quest) which hit weakness on all four enemies present and does 1950 x3 to them all, nice. I then blitz Mona with a sword to get rid of the healing, then blitz Amrita with a non-earth axe, removing the threat of dread. Beleth goes next; I use a Vanguard special and then a few storebought lightning attack items to finish it off. Galahad has a physical refelction buff is annoying, but he can't kill me and Lily sometimes paralyzes him which is funny. Eventually the reflection wears off and I smash him with Neo Cross Slash.

Secret Studio: A short little dungeon. Most of the enemies are weak to axes or earth and I have zero difficulty here.

BOSS Folie: Folie fights with a Rock Tortoise and Golem; the latter absorbs earth so ruins one of my early plans. They aren't too scary overall (tortoise will set up reflect, I don't care). She also fights with an untargetable wall (the game's data says it's called Study in Crimson) which throws out Darkra for big magical damage (first turn it does 2000 to one, ouch), usually ST at first and usually MT for reduced damage later. The wall sometimes uses a MT status move which adds poison and dread (not very accurate, maybe each at 25% chance), and everyone is blocking one or the other with their hat. Folie herself uses some pretty weak debuffs, unimpressive physicals, and Daub (+30% damage received?). As her HP drops she starts using Scuro and Chiaro which are significant ST magic damage. She will rarely counter Default by gaining BP, but since most of her actions aren't too scary I'm not overly bothered.

All of this adds up to "use Don't Let 'em Trick You x4 on turn 1" to control the magic damage, since that's very dangerous and nothing else about the fight is. I take out the two supports first, then set up for a Bard special + Hurts So Bad + Neo Cross Slash blitz. Honestly after I see my final damage I realize I could have done this at the very start of the fight possibly, or at least as soon as the support were dead.

Pictomancer get!

I'm not sure what to do with this job right now. Honestly it seems kinda bad, outside Sub-Job BP Saver letting someone with Vanguard sub-job being able to donate BP for free (which is obviously gonna be cool). It's got more Atk than Bard but still way behind mastered Vanguard, and terrible HP. We'll see. For now, still running two Vanguards of course. Anyway Chapter 2 is done, except for one last little dungeon and-

Wayward Woods (2 resets): Wow this is the hardest dungeon in the game so far? Devil's Snares absorb earth, and counter physicals with Don't Touch which can inflict a plethora of nasty statuses, like the Mantrap only way more frequent; they can also do randotarget physical damage which really adds up. Buffs and Cross Cut can mostly deal with them safely, with higher HP ones I just use Neo Cross Slash, which marks the first time that sees work in randoms. Toxic Worms can throw out both MT poison and MT blind both attached to significant MT damage and have pretty good HP, and half earth. Adamantite Golems null earth, have big HP, and usually counter physicals for big (defence-ignoring?) physical damage. Yikes! Not friendly for my team. I get through it, though, and Chapter 2 is complete!

23
Quote
Edelgard could do this with a full Aymr, but I'm not inclined to give her that.

The only way she'd need this to me is if brave quads don't happen (or math stops working and a 115 damage attack OKHOs someone who works out to be more durable than a 143 HP average but that's clearly not the case) and I'm legitimately curious as to what kind of AS disadvantage you see -0.67 SD working out to because it doesn't like it'd take that much to get an extra +1.1 intuitively.  Not trying to change your vote since you probably see Zio as durable enough to require two Raging Storms and I'm pretty sure neither of us still allow that, and she does need either multiple uses of Raging Storm or brave axe quads under any reasonable interp, but the phrasing of the argument just strikes me as odd.

Yeah you're right. I wrote up my post without reading anyone else's and seeing things again Edelgard is much closer to winning than I thought, agreed that even two Raging Storms is probably enough.


Quote
yeah, I don't respect Silence hitting Force Commands.  That's worse than trying to silence PSIV Skills or the like.

There is definitely a better argument for silence hitting WA3 force commands than there is for it hitting PS4 skills. WA3 force commands are hit by their game's version of silence, while PS4 skills are not. There's certainly an argument that WA3 misery is just 'better' than Lunar silence, but... on the whole, I'm not inclined to buy it? Since Lunar silence works on stuff like Sword Dance, which seems similar to Lock-On/Gatling (i.e. "better physical attacks) to me.

Clive still causes problems for Jessica, I think; he might reach Condition Green and then Gatling before silence can be reapplied, but... probably not, the speed just makes things too hard for him.

24
Godlike:

Shania(SH:FtNW) vs. Worker 8 (FFT): Don't think W8 has anything to put any sort of permanent dent in Shania; she gets way more turns, can heal, and has ranged physicals via La Sirene.
Magus (CT) vs. Citan Uzuki (XG): Don't think Magus has anything to put any sort of permanent dent in Citan; he gets way more turns, can heal, and has haste.
Edelgard von Hresvelg (FE3H) vs. Zio (PSIV): Edelgard could do this with (edit:) 2 shots of Raging Storm, but I'm not inclined to give her that. Certainly worth considering, but eh.
Terra Branford (FF6) vs. Mewtwo (PKMN): I think Terra needs her super-overlevelled spells for this one (Break or Ultima); with her Firaga/Cura/Drain set she's very vulnerable to having her damage shut down with Amnesia.


Heavy:

KOS-MOS (XS) vs. Clarissa Arwin (WA:XF): Rob Turn + Sacrifice x2 does its thing. KOS-MOS evade... isn't good enough to stop that, I don't think. You need at least 19% (assuming neutral Rob Turn hit rate).
Lyndis (FE7) vs. Rufus (VP2): Goes first and 2HKOs.
Maya Schrodinger (WA3) vs. Geno (SMRPG): I think the worst-case scenario for Geno is that he misses the 2HKO after boost, but even then he can boost, chip for the amount needed (his various geno spells charged to various degrees give him lots of choice), and 3HKO while only giving Maya one super-high-damage turn, so thanks to boost he can survive one Calamity Jane and two gatling guns, I think.
Lady Elmina Harken (WA:ACF) vs. Ernst (S5): Ernst gets one-shot as soon as Harken is below half HP, and he does less than 50% of her HP, if not by much (he has 51% damage with his best, Harken has 106% mdur). So there's no reasonable way for him to win.


Middle:

Anastasia Romanov (SH2) vs. Karsh (CC): Karsh has no statusblockers, so Ana should land either petrify or paralysis turn 1 and that's that.
Jessica de Alkirk (L:SSSC) vs. Clive Winslett (WA3): OHKOs with Gatling before Jessica can kill. edit: turn 2 silence should stop Clive's threat and she has time to put him away thanks to his bad speed.


Light:

Marianne (FE3H) vs. Marcus (FE6): Marcus's low damage does not let him get past Renewal + Nosferatu.
Squire (FFT) vs. Mustadio (FFT): Not terribly inclined to consider kiting arguments against someone with 5 FFT move. Heck, Squire could equip a crossbow to negate any possible kiting arguments and probably still outslugs.
Hubert (FE3H) vs. Peco (BoF3): Hm, Peco has 1.25 mdur, and regens 5%. Hubert can do 22% with Banshee which prevents Peco from using his best damage, or 31.4% with Frozen Lance. Latter kills on turn 4 and overcomes Peco's healing. Peco trying to kill with damage seems like it won't work, he 5HKOs. Peco... may want to use Sleep Breath? Sleep duration seems really important and the stat topic doesn't say. But say, turn 2 sleep will let him do some damage with breaths (if those don't break sleep?), or get in some free healing... ehh, really not clear that this will let him win, though it's possible it might if the duration is good.
Queen (S3) vs. Nina (S2): Open and shut, Queen is better at pretty much every physical stat. (Dhyer's stat topic mentions Nina with a Fire Rune, but if you give her that she's clearly not Light.)

25
It's summer, so time to do a job system fiesta. But I've already done FF5 so many times, so...

Bravely Default 2 - Five Job Fiesta

I did a similar run of this for BD1. The rules are similar to FF5 fiestas, but like BD1, the jobs come in five distinct groups instead of four. Those groups are:

Prologue / Halcyonia: Freelancer, Black Mage, White Mage, Vanguard, Monk
Chapter 1 / Savalon: Bard, Beastmaster, Gambler, Thief, Berserker
Chapter 2 / Wiswald: Ranger, Red Mage, Shieldmaster, Pictomancer
Chapter 3 / Rimedhal: Salve-Maker, Dragoon, Swordmaster, Spiritmaster, Oracle
Chapter 4 / Holograd: Bastion, Phantom, Arcanist, Hellblade

This excludes Bravebearer which is gained way, way later than any other job, so I'm somewhat inclined to class it similarly to the GBA jobs of FF5 and exclude it entirely. I suppose I could also include it in the Chapter 4 group and maybe it I ever do another one of these I will, but as is I'd rather get a job which I can use for more than one dungeon, thanks.

Anyway the rules are as follows:
-Roll one job from each group, as soon as the first job is available.
-Before getting access to my first job, I treat the game as a Freelancer SCC, i.e. I can't use abilities from other classes besides Freelancer.
-From the point of getting the first job on, only use jobs, sub-jobs, and abilities from my list of rolled jobs.
-During the point where I have two to four of my jobs, at least one character must use each job as a main job.
-During the point where I have five jobs, no two characters may have the same main job, and whichever main job is not being used must be used as a sub-job.
-Hard Mode, no sleep mode nonsense.

Simple enough I think!

Anyway, notes:

I roll and get my first job, Vanguard! But first, it's Freelancer time..

Outlaw's Hideout: Sloan makes this completely trivial even with all Freelancers. Only notable fight is the boss.
BOSS Selene and Dag: Dag's brave quad actually threatens to overwhelm Sloan's healing. I could see losing this. I don't. Unfortunately, my offence is quite poor, so I have trouble overwhelming Selene's healing... especially since the game makes you waste Seth's first special as a tutorial. So I spend time turtling, building everyone up to 3 BP, trying and failing to blitz one of them down, building up again, and eventually deciding I should build up Seth's special again and use THAT in my blitz... and then Selene runs out of MP, rendering the battle trivial. I go into this fight at Level 2 (Seth) to 5 (Adelle).

Vanguard get!

Hydrangea Hills: Optional area, but sure why not, let's get some treasure (I badly need money) and a bit of JP to get rolling in my new job. I quickly realize that Vanguard's beefy defence trivializes physical randoms, which is most of them right now, and I blitz down the rest with basic physicals. Easy.
Fenrir: Optional quest boss. He buffs his attack like crazy (which leaves Defang mostly a waste of time), then counters physicals for 2HKO damage, not bad at all. He can't really deal with Sloan, but he slow my offence down a lot. Until I realize I can toss items that hit his weakness (Darts) and wow that does a lot more than my physicals while not triggering counters, okay, cool. I win.

Vale of Sighs: Enemies here are a step up. Well, mostly Aqua Elements, because they have magic, both the traditional type and Gravity, which does 50% MHP on a hit. They die with extreme prejudice. Other randoms mostly aren't too bad. Sloan still hard carrying. Cross Cut can be pulled out if I need more offence - it does over 3x as much as physicals, nice.
BOSS Horten: Is pathetic. He hates my good PDef. He hates Defang. He does counter physicals but those counters, and everything else he does, does 2-digit damage to my 1000+ HP. He's even weak to swords... which only really pull even with axes thanks Vanguard having a better axe rank, but it does mean Sloan hits him extra hard. I'm Level 8.
BOSS Adam: Yes yes, your damage numbers are very big.

At this point I lose Sloan. Guess I'll actually have to start worrying about healing.

Sandswept Ruins: Randoms keep improving. Terra Elements can do big damage, so they die first. Restless Souls are notable for having physicals, and can sometimes throw out magic damage, but also waste turns on much weaker stuff a lot. Sandworms have MT blind, screw them.
BOSS Orpheus: I was kinda worried about the start with his various allies but honestly they're pretty offensively inept. The scariest thing is when Orpheus starts attacking, he can use Stone which apparently counts as physical for the purpose of his own buffs (so if he uses Hurts So Bad it gets +20% damage) but otherwise is fixed 300 MT, reduced by default to 180, not reduced by earth resistance despite the animation. Weird. Anyway my healing is only potions which do 250 so I do kinda struggle to keep up with that, but then I realize I can actually blitz him reasonably so I do that. He doesn't counter physicals or much of anything that I saw.

At this point I roll my second job and it is indeed Bard! So I can start using that right away. I put one PC in that and keep the other three in Vanguard for better damage. Bard can use a bow but it's notably less damage than Vanguard axes.

Underground Reservoir: Dagons are annoying since they counter physicals with MT daamge which isn't a total joke (I mean, it's still less than 10HKO, but everything adds up), so they often merit Cross Cuts. Gelaflans have magic damage or can MT lower my defence so everyone else does more. Formations with 5 or 6 enemies can be a bit tricky but I can still generally manage them just by choosing how many Cross Cuts to mix in with my attacks in braveblitzes. I do need to start using potions frequently between fights now, though.

BOSS Anihal: By far the hardest boss so far, no real surprise. She fights with a Gelaflan, an Undine who is a tanky healer, and a Peiste which has a poison physical (including as a counter to sing, sob) and a MT fire physical, all with around 2000 HP instead of their normal figures (the Undine has less, but also has high PDef). Anihal herself can throw out okayish damage of both types (ST) and MT silence. Stacking Don't Let 'em Get You can really take the bite out of most things in this fight (though as mentioned, both the Gelaflan and Anihal herself have some magic to get around it), and if I'd lost the fight I'd have given my bard silence immunity to get it out more reliably. A lot of the fight is just trying to keep up with healing as best I can with just Phoenix Downs and Hi-Potions. Undine dies first, then Gelaflan, then the Peist. Once we're down to Anihal herself I use a special and just set up a big blitz: since she (as well as the gelaflan and peist) is weak to earth, Sword of Stone does extra big damage (similar damage to Crosscut before the weakness multiplier, but costs about 50% more MP, so it's normally not great) so I can take her down quickly. And good thing I do because as her HP drops she starts countering with Sandstorm which is awful, MT blind and also starts killing people. I just try to keep the folks with remaining turns alive, unblinded, and use Mini Ethers for MT, and successfully complete my blitz with one PC standing (the one with the Gaia Shield, which nulls Sandstorm).

Bernard's Mansion: Every dungeon has been tougher than the list, the trend continues here. Not much magic to worry about, but Axemaidens are scary anyway, their Outflank can do upwards of 1000 damage. So fights against lots of enemies are quite dangerous. But generally, it just means I'm using more and more Cross Cut relatively, and using more and more potions between fights. I buy up to 99.

BOSS Bernard: Oh no, there's an Axemaiden! I use a turn 1 Gloria special to nuke it off the face of the battlefield. There's also a swordsman who gets dispatched. My bard uses Don't Let 'Em Get To You four times immediately and I stay at 64% or better physical reduction the rest of the way, whic makes Bernard damage not very good (also slows the draining). Only error I make is doing some defaulting early, which he counters with stealing BP. No problem, I just switch to always using actions of some sort instead, Cross Cut or Potions or buffs. Bernard is weak to axes so he's an easy brave-blitz using a Bard special when the time comes, I do it at under 11k but I realise I could have done it way earlier. Pretty easy.

BOSS Berserker (3 resets): Another boss against whom Default is not very effective (all his damage ignores it), and in fact attacking is a better damage reduction due to Vanguard's Defensive Offence (-30% damage received on turns after using a physical attack or tech). He can use Vent Fury which sends himself berserk (this is great honestly, because berserk causes him to take more damage). On turns when he's not doing that he can use Water Damage (Manarobe is the armour of choice, to half this), Shell Split, and rarely, the incredibly dangerous Crescent Moon, which is MT. His ST moves all hover around OHKO damage if I'm not reducing damage (yes, even against my boosted HP), and pierces default. Ouch.

I employ the same strategy as last time but Berserker hits way harder and is way more durable than Bernard was, so even with all my damage reductions he still wears down my potion supply; I can't really heal enough to offset everything he does unless I stop my offence entirely. I can survive for a while even as my HP gets low but eventually he uses Crescent Moon which can wipe out people at low health easily. I make two changes to win: one is to level up just a bit more so that my Bard gets Hurts So Bad, allowing me to blitz from about half his health instead of well under. The other is just to buy a bit more HP boosting (Iron Bangles) to buy myself a bit more time. So ultimately the strategy is to maintain 4x Don't Let 'Em Get Ya (brave-blitzing to do this.), sometimes throwing in a fifth with another PC to reach the cap of -80% damage received, my highest-offence characters primarily attack with Cross Cut, and otherwise I throw in Potions, (Mini) Ethers, and other periodic Defangs with my lowest-offence Vanguard. I do use a Vanguard special at one point which helps with damage received. Then, when the boss is at around half HP, I use my Bard special to boost damage, begin attacking, use 4x Hurts So Bad on the Bard's next turn, and then 4x Cross Cut with the other three, buying myself time with Phoenix Downs. Sadly one PC is dead when I strike the killing blow and I do not have the action to use the Phoenix Down, it takes my very last Cross Cut to finish the battle with everyone at negative BP.

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